17 research outputs found

    Affordances and constraints in interactive audio/visual systems

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    The Influence of Coauthorship in the Interpretation of Multimodal Interfaces

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    This paper presents a model to codesign interpretively flexible artefacts. We present the case study of Beatfield, a multimodal system that allows users to control audiovisual material by means of tangible interaction. The design of the system was coauthored by individuals with different background and interests to encourage a range of difference interpretations. The capability of Beatfield to foster multiple interpretations was evaluated in a qualitative study with 21 participants. Elaborating on the outcome of this study, we present a new design model that can be used to stimulate heterogeneous interpretations of interactive artefacts

    NIME Principles & Code of Practice on Ethical Research

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    NIME upholds the highest ethical standards in research and artistic practice by recognising the importance of individual persons and data as an expression of personhood. These standards also include ethical values that are not always a concern of institutional research committees, including inclusivity, accessibility, animal rights, socio-economic fairness, and environmental awareness. The complete NIME Principles & Code of Practice on Ethical Research can be found at: www.nime.org/ethics

    Off-the-shelf digital tools as a resource to nurture the commons

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    Pathways to live visuals in dance performances: a quantitative audience study

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    INTRODUCTION: We present an audience study investigating the impact of different technologies to create visuals in dance performances. OBJECTIVES: We investigated four conditions: motion capture, sensors, camera image, and minimal interaction; and four variables: how much did the audience perceive a connection between the body and the visuals; the visuals as merely copying the dancer; how much distracting were the visuals; and how much did the audience enjoy the visuals. METHODS: We used a questionnaire to collect data. We analyzed it using Friedman’s test, and Spearman’s correlation test. RESULTS: The audience perceived a stronger connection in the camera condition, but in the same condition, visuals tend to be merely copying the dancer. We also suggest that the perceived connection has a positive correlation with enjoyment, while distraction has a negative correlation. CONCLUSION: Our results help to highlight the impact that different technology have on live visuals for dance

    ARCAA: a framework to analyse the artefact ecology in computer music performance

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    This paper presents ARCAA (Actors, Role, Context, Activity, Artefacts), a framework that supports designers in understanding the artefact ecology in the music performance scenario, in particular, allowing to frame the role of the different actors. The ARCAA framework is the result of the combination of two different areas of HCI: artefact ecology concept, and design framework for digital musical instruments. The model borrows three categories from MINUET an established design framework and rethinks them from an ecological perspective. In ARCAA, these three categories are used as three lenses to connect each human actor to her artefact ecology. Finally, the framework allows comparing how the various artefacts create connections among the different people involved. The second part of the paper describes a case study that shows a practical adoption of the framework

    How do dancers want to use interactive technology? Appropriation and layers of meaning beyond traditional movement mapping

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    There has been an increased interest in HCI research regarding the possibilities of interactive technology applied to the field of dance performance, particularly contemporary dance. This has produced numerous strategies to capture data from the moving bodies of the dancers and to map that data into different types of display formats. In this paper, we look at the role of interactive technology in dance performance from a broader perspective, aiming at understanding the needs of dancers and their relation with the audience. To this end, we ran a focus group with ten dancers with expertise in technology. We analysed the focus group using thematic analysis. We discuss the implications for design of our results by framing the role of technology in dance performance, proposing design guidelines related to the communication to the audience, use of technology, and mapping. Moreover, we propose different levels of ambiguity and appropriation related to the creators of the performance and the audience

    Designing Interactive Sonic Artefacts for Dance Performance: an Ecological Approach

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    In this paper, we propose to consider the sonic interactions that occurs in a dance performance from an ecological perspective. In particular, we suggest using the conceptual models of artefact ecology and design space. As a case study, we present a work developed during a two weeks artistic residency in collaboration between a sound designer, one choreographer, and two dancers. During the residency both an interactive sound artefact based on a motion capture system, and a dance performance were developed. We present the ecology of an interactive sound artefact developed for the dance performance, with the objective to analyse how the ecology of multiple actors relate themselves to the interactive artefact
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