29 research outputs found

    How are we connected?

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    Accurately measuring the audience response during a performance is a difficult task. This is particularly the case for connected performances. In this paper, we staged a connected performance in which a remote audience enjoyed the performance in real-time. Both objective (galvanic skin response and behaviours) and subjective (interviews) responses from the live and remote audience members were recorded. To capture galvanic skin response, a group of self-built sensors was used to record the electrical conductance of the skin. The results of the measurements showed that both the live and the remote audience members had a similar response to the connected performance even though more vivid artistic artefacts had a stronger effect on the live audience. Some technical issues also influenced the experience of the remote audience. In conclusion we found that the remoteness had little influence on the connected performance

    Tangible air: An interactive installation for visualising audience engagement

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    This article presents an end-to-end system for capturing physiological sensor data and visualising it on a real-time graphic dashboard and as part of an art installation. More specifically, it describes an event where the level of engagement of the audience was measured by means of Galvanic Skin Response (GSR) sensors and of the presenter through a sweater fitted with GSR, ECG and acceleration sensors. The gathered data was presented in real-time through a visualisation projected onto a screen and a physical electro-mechanical installation, which would change the height of helium-filled balloons depending on the atmosphere in the auditorium. Thereby trying to create a tangible way of making the invisible visible

    Designing the club of the future with data: A case study on collaboration of creative industries

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    This paper reflects on the development of a multi-sensory clubbing experience which was deployed during a two-day event within the context of the Amsterdam Dance Event in October 2016 in Amsterdam. We present how the entire experience was developed end-to-end and deployed at the event through the collaboration of several project partners from industries such as art and design, music, food, technology and research. Central to the system are smart textiles, namely wristbands equipped with Bluetooth LE sensors which were used to sense people attending the dance event. We describe the components of the system, the development process, the collaboration between the involved entities and the event itself. To conclude the paper, we highlight insights gained from conducting a real world research deployment across many collaborators and stakeholders with different backgrounds

    Quantifying audience experience in the wild

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    Measuring the experience of audience of arts events is essential in the “experience economy” of this day and age, but it is a difficult task. The value of such information goes beyond evaluating the impact of the arts, as it can provide insights and feedback to enhance the work of artists and the experiences of other audience members. Through in-depth understanding of the needs of the providers and consumers of the arts, we progressively developed a biosensor infrastructure that was deployed in theaters. Over the years, we identified the challenges and issues related to developing and deploying a biosensor infrastructure in theaters. These collective experiences and identified issues were categorized into three main areas: processes, data, and system. A total of seven heuristics are developed across the three main areas. Processes place the stakeholders and audiences at the core of the research; data provides guidelines for data validity, collecting a variety of data, and supporting real-time data gathering; and systems covers the concurrency, scalability, deployment and feedback of the infrastructure. We believe that this set of heuristics forms the foundation for an adequate infrastructure to measure audience experience in the wild and it is a valuable source of guideline for future work

    Designing an object-based preproduction tool for multiscreen TV viewing

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    Multiscreen TV viewing refers to a spectrum of media productions that can be watched using TV and companion screens such as smartphones and tablets. In the last several years, companies are creating companion applications to enrich the TV viewing experience

    Immersion and togetherness: How live visualization of audience engagement can enhance music events

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    This paper evaluates the influence of an additional visual aesthetic layer on the experience of concert goers during a live event. The additional visual layer incorporates musical features as well as bio-sensing data collected during the concert, which is coordinated by our audience engagement monitoring technology. This technology was used during a real Jazz concert. The collected measurements were used in an experiment with 32 participants, where two different forms of visualization were compared: one factoring in music amplitude, audience engagement collected by the sensors and the dynamic atmosphere of the event, the other one purely relying on the beat of the music. The findings indicate that the visual layer could add value to the experience if used during a live concert, providing a higher level of immersion and feeling of togetherness among the audience

    Towards immersive and social audience experience in remote VR opera

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    Opera is a historic art that struggles to be approachable to modern audiences. In partnership with the Irish National Opera (INO), this work considers how VR may be used to develop a new form of immersive opera. To this end, we ran three open-ended focus groups to consider how creative, multisensory, and social VR technology may be employed in digital opera. Our findings assert the importance of creating an immersive experience by safely giving audiences agency to interact, to democratize personal and social experiences, and to consider different ways of representing their bodies, their social rituals, and the virtual social space. Using these findings, we envision a new form of VR opera that couples physical traditions with digital affordances

    The Co-Creation Space: An online safe space for community opera creation

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    This work presents the Co-Creation Space, a multilingual platform for professional and community artists to 1) generate raw artistic ideas, and 2) discuss and reflect on the shared meaning of those ideas. The paper describes the architecture and the technology behind the platform, and how it was used to facilitate the communication process during several user trials. By supporting ideation sessions around media items guided by a facilitator and allowing users to express themselves and be part of the creation of an artistic product, participants were enabled to access new cultural spaces and be part of the creative process

    The Co-Creation Space: An online safe space for community opera creation

    Get PDF
    This work presents the Co-Creation Space, a multilingual platform for professional and community artists to 1) generate raw artistic ideas, and 2) discuss and reflect on the shared meaning of those ideas. The paper describes the architecture and the technology behind the platform, and how it was used to facilitate the communication process during several user trials. By supporting ideation sessions around media items guided by a facilitator and allowing users to express themselves and be part of the creation of an artistic product, participants were enabled to access new cultural spaces and be part of the creative process
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