67 research outputs found
In-Game Intoxication: Demonstrating the Evaluation of the Audio Experience of Games with a Focus on Altered States of Consciousness
In this chapter, we consider a particular method of specifically evaluating the user experience of game audio. To provide a domain of game audio to evaluate, we focus on an increasingly occuring phenomenon in game; that of the altered state of consciousness. Our approach seeks to evaluate user experience of game audio from normal gameplay and gameplay that features altered states. As such, a brief background to person-centered approaches to use experience evaluation is presented and then we provide a detailed description of the method that has been adopted in this chapter: the use of personal construct theory via repertory grid interviews
Mutations (megamix): exploring notions of the âDJ setâ, âmashupâ and âremixâ through live piano-based performance
Mutations (megamix) is an interactive work for piano and electronics, which explores notions of the
âDJ setâ, âmashupâ [1. The term âmashupâ is used within popular music to denote a specific compositional technique in which two or
more existing records are superimposed to create a new track. This often involves the use of vocal a capella material, which is layered against other recordings
Holophonor: On the Future Technology of Visual Music
This chapter discusses the progression of visual music and related audio-visual artworks through the 20th Century and considers the next steps for this field of research. The principles of visual music are described, with reference to the films of early pioneers such as John Whitney. A further exploration of the wider spectrum of subsequent work in various audio-visual art forms is then given. These include visualisations, light synthesizers, VJ performances, digital audio-visual artworks, projection mapping artworks, and interactive visual music artworks. Through consideration of visual music as a continuum of related work, the authors consider the Holophonor, a fictional audio-visual instrument, as an example of the ideal visual music instrument of the future. They conclude by proposing that a device such as the Holophonor could be constructed in the near future by utilising inter-disciplinary approaches from the fields of HCI and affective computing
Visualising rave music in Virtual Reality: symbolic and interactive approaches
In 2019 the virtual reality experience Cyberdream VR was presented at various events including the Event Two exhibition of computer art held at the Royal College of Art. This short demo for Oculus Gear VR provided a c.5 minute sonic journey, in which the user moves through a series of symbolic environments based on the futuristic techno-utopian or dystopian imagery of 90s rave fliers. These environments accompanied an original soundtrack of rave music and vaporwave, allowing users to enjoy the music whilst feeling as though they are inside synaesthetic virtual spaces related to the symbolic imagery of rave culture. This paper will discuss the subsequent development of this project, which is now being adapted for the Oculus Quest VR headset. Rajmil Fischmanâs concept of âMusic in the Holodeckâ; the fictional âholophonorâ instrument from the TV series Futurama; or the video game Rez Infinite, are among those that suggest paradigms for performing sound and visuals in VR. Drawing upon these ideas, the current iteration of Cyberdream allows the user to trigger âsound instrumentsâ with the Oculus Quest Touch controllers. This is conceived as a means through which the user can âpaint with soundâ in 3D space, improvising with the music, whilst also generating synaesthetic imagery. The design of these sound instruments presents interesting challenges, in order for sound to be generated in correspondence with visual imagery, where these materials may complement both the music and spatial environments. Drawing on the authorâs VJ work, at the macro level of compositional structure, the latest version of the project also seeks ways to provide a more continuous experience analogous to a DJ or VJ set, through blending of music tracks between scenes. This paper will discuss on-going work on this project, advancing the discourse regarding the visualisation of hardcore rave music in virtual reality
Cyberdreams: visualizing music in extended reality
From the visual music films of the twentieth century to the Video Jockey (VJ) performances seen at the latest electronic dance music festivals, there is an extensive body of artistic work that seeks to visualize sound and music. The form that these visualizations take has been shaped significantly by the capabilities of available technologies; thus, we have seen a transition from paint to film; from hand-drawn animations to motion-graphics; and from analog to digital projection systems. In the twenty-first century, visualizations of music are now possible with extended reality (XR) technologies such as virtual reality (VR), augmented/mixed reality (AR/MR), and related forms of multi-projection environment such as fulldome. However, the successful design of visual music and VJ performances using XR technologies requires us to consider the compositional approaches that can be used by artists and designers. To investigate this area, this chapter will begin with an analysis of existing work that visualizes music using XR technologies. This will allow us to consider the spectrum of existing design approaches, and provide a commentary on the possibilities and limitations of the respective technologies. Following this, the chapter will provide an in-depth discussion of Weinelâs practice-led research, which extends from work exhibited at the Carbon Meets Silicon exhibitions held at Wrexham GlyndĆ”r University (2015, 2017), and includes AR paintings, VJ performances, and a VR application: Cyberdream VR. Through the discussion of these works, the chapter will demonstrate possible compositional principles for visualizing music across media ranging from paint to XR, enabling the realization of work that reinforces the conceptual meanings associated with music
Virtual hallucinations: projects in VJing, virtual reality and cyberculture
This paper discusses a variety of the authorâs artistic projects exploring altered states of consciousness and computer art. First, the paper will provide a brief overview of previous creative works, which include compositions of electroacoustic music, interactive visualisations, and visual music films. These previous works use the concept of altered states of consciousness as a compositional principle, as explored in the authorâs book Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media (OUP 2018). Following this, a variety of the authorâs recent creative work produced from 2016â2019 will be discussed. These works include: a series of paintings that incorporate computer graphics animations when viewed in augmented reality; VJ performances constructed using direct animation on 8mm film, computer graphics animations generated from code and audio-reactive effects; and Cyberdream VR, a virtual reality experience. These interrelated projects continue to develop the authorâs artistic investigations into altered states, while also referencing work such as demo scene videos; cyberdelic imagery of the type seen on fliers from the 1990s rave-era; and the recent Internet-borne subculture vaporwave, which recontextualises the aesthetics of 1980s and 1990s ambient corporate music and utopian computer graphics to construct surrealistic dystopias
Optical research: a curated visual music collection
Optical Research is a curated collection of visual music by a group of 12 international artists, which has recently been presented as a DVD, a gallery installation, and will be presented at the British Computer Society Electronic Visualisation and the Arts: EVA London 2015
Communicating Auditory Impairments Using Electroacoustic Composition
Changes in human sensory perception can occur for a variety of reasons. In the case of distortions or transformations in the human auditory system, the aetiology may include factors such as medical conditions affecting cognition or physiology, interaction of the ears with mechanical waves, or stem from chemically induced sources, such the consumption of alcohol. These changes may be permanent, intermittent, or temporary. In order to communicate such effects to an audience in an accessible, and easily understood manner, a series of electroacoustic compositions were produced. This concept follows on from previous work on the theme of representing auditory hallucinations. Specifically, these compositions relate to auditory impairments that humans can experience due to tinnitus or through the consumption of alcohol. In the case of tinnitus, whilst much is known about the causes and symptoms, the experience of what it is like to live with tinnitus is less explored and those who have acquired the condition may often feel frustration when trying to convey the experience of âwhat it is likeâ for them. In terms of impairment from alcohol consumption, whilst there is much hearsay, little research exists on the immediate and short-term effects of alcohol consumption on the human auditory system, despite over half of the UK population reported as consuming alcohol in 2017. The methodology employed to design these compositions draws upon scientific research findings, including experimental and explorative studies involving human participants, coupled with electroacoustic composition techniques. The pieces are typically constructed by mixing field recordings with synthesised materials and incorporating a range of temporal and frequency domain manipulations to the elements therein. In this way, the listener is able to experience the phenomenon in a recognisable context, where distortions of reality can be emulated to varying degrees. It is intended that these compositions can serve as easily accessible and understood examples of auditory impairments and that they might find utility in the communication of symptoms to those who have never experienced the underlying causes or conditions. This presents opportunities for pieces like these to be used in scenarios such as education and public health awareness campaigns
Epidermal growth factor mediates detachment from and invasion through collagen I and Matrigel in Capan-1 pancreatic cancer cells
BACKGROUND: Pancreatic adenocarcinoma is a highly invasive neoplasm. Epidermal growth factor (EGF) and its receptor are over expressed in pancreatic cancer, and expression correlates with invasion and metastasis. We hypothesized that EGF receptor and integrin signalling pathways interact in mediating cellular adhesion and invasion in pancreatic cancer, and that invasiveness correlates temporally with detachment from extracellular matrix. METHODS: We tested this hypothesis by investigating the role of EGF in mediating adhesion to and invasion through collagen I and Matrigel in the metastatic pancreatic adenocarcinoma cell line Capan-1. Adhesion and invasion were measured using in vitro assays of fluorescently-labeled cells. Adhesion and invasion assays were also performed in the primary pancreatic adenocarcinoma cell line MIA PaCa-2. RESULTS: EGF inhibited adhesion to collagen I and Matrigel in Capan-1 cells. The loss of adhesion was reversed by AG825, an inhibitor of erbB2 receptor signalling and by wortmannin, a PI3K inhibitor, but not by the protein synthesis inhibitor cycloheximide. EGF stimulated invasion through collagen I and Matrigel at concentrations and time courses similar to those mediating detachment from these extracellular matrix components. Adhesion to collagen I was different in MIA PaCa-2 cells, with no significant change elicited following EGF treatment, whereas treatment with the EGF family member heregulin-alpha elicited a marked increase in adhesion. Invasion through Matrigel in response to EGF, however, was similar to that observed in Capan-1 cells. CONCLUSION: An inverse relationship exists between adhesion and invasion capabilities in Capan-1 cells but not in MIA PaCa-2 cells. EGF receptor signalling involving the erbB2 and PI3K pathways plays a role in mediating these events in Capan-1 cells
Alterations in integrin expression modulates invasion of pancreatic cancer cells
Background Factors mediating the invasion of pancreatic cancer cells through the extracellular matrix (ECM) are not fully understood. Methods In this study, sub-populations of the human pancreatic cancer cell line, MiaPaCa-2 were established which displayed differences in invasion, adhesion, anoikis, anchorage-independent growth and integrin expression. Results Clone #3 displayed higher invasion with less adhesion, while Clone #8 was less invasive with increased adhesion to ECM proteins compared to MiaPaCa-2. Clone #8 was more sensitive to anoikis than Clone #3 and MiaPaCa-2, and displayed low colony-forming efficiency in an anchorage-independent growth assay. Integrins beta 1, alpha 5 and alpha 6 were over-expressed in Clone #8. Using small interfering RNA (siRNA), integrin ÎČ1 knockdown in Clone #8 cells increased invasion through matrigel and fibronectin, increased motility, decreased adhesion and anoikis. Integrin alpha 5 and alpha 6 knockdown also resulted in increased motility, invasion through matrigel and decreased adhesion. Conclusion Our results suggest that altered expression of integrins interacting with different extracellular matrixes may play a significant role in suppressing the aggressive invasive phenotype. Analysis of these clonal populations of MiaPaCa-2 provides a model for investigations into the invasive properties of pancreatic carcinoma
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