13 research outputs found

    Two Shared Rapid Turn Taking Sound Interfaces for Novices

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    This paper presents the results of user interaction with two explorative music environments (sound system A and B) that were inspired from the Banda Linda music tradition in two different ways. The sound systems adapted to how a team of two players improvised and made a melody together in an interleaved fashion: Systems A and B used a fuzzy logic algorithm and pattern recognition to respond with modifications of a background rhythms. In an experiment with a pen tablet interface as the music instrument, users aged 10-13 were to tap tones and continue each other's melody. The sound systems rewarded users sonically, if they managed to add tones to their mutual melody in a rapid turn taking manner with rhythmical patterns. Videos of experiment sessions show that user teams contributed to a melody in ways that resemble conversation. Interaction data show that each sound system made player teams play in different ways, but players in general had a hard time adjusting to a non-Western music tradition. The paper concludes with a comparison and evaluation of the two sound systems. Finally it proposes a new approach to the design of collaborative and shared music environments that is based on ''listening applications''

    Designing plastics circulation: electrical and electronic products

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    Presently most electrical/electronic equipment (EEE) is not designed for recycling, let alone for circulation. Plastics in these products account for 20% of material use, and through better design, significant environmental and financial savings could be gained. Technological solutions and circular design opportunities already exist, but they haven’t been implemented yet. Some challenges, such as ease of disassembly, could be resolved through better communication and by sharing learnings across the value chain.Instead of WEEE, we should focus on developing CEEE: Circular Electrical and Electronic Equipment.The case examples of this report show how different stages of the lifecycle can be designed so that plastics circulation becomes possible and makes business sense. It is time to take a leap in material flow management and scale up these circular solutions across the industry

    Puusta pidemmälle:Määrästä arvoon

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    Puusta pidemmälle:Määrästä arvoon

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    Kotimaan vihreästä kullasta valmistetuista tuotteista saadaan monia tuotteita kiertotalouden avulla. Olemme kehittäneet uutta, puumateriaaleihin pohjautuvaa liiketoimintaa yhdessä yritysten, tutkimuslaitosten ja koulutusorganisaatioiden kanssa. Olemme hypänneet puusta pidemmälle – määrästä arvoon.Hankkeessa olemme luoneet metsäalalle uusia työkaluja ja toimintamalleja, joiden avulla puutuotteiden laatu korvaa määrän.Kiertotaloudessa puusta valmistetaan mahdollisimman pitkäikäisiä tuotteita, joita voidaan hyödyntää moneen kertaan ja siten luoda samalle puumateriaalille taloudellista arvoa yhä uudelleen ja uudelleen. Nykyään jätteeksi päätyvä puuaines hyödynnetäänkin jatkossa kestävästi uusien tuotteiden valmistamiseen. Puutuotteisiin voidaan lisätä myös aineetonta arvoa digitaalisten teknologioiden ja palveluiden avulla.Hankkeessa testattiin nopean kokeilun ja innovoinnin työpajamallia, jonka avulla metsäalan yritykset, muotoilijat ja markkinoijat kehittivät yhdessä uusia liikeideoita puutuotteille. Hankkeen aikana tutkittiin myös puutuotteiden kiertotalouden edistämismahdollisuuksia, toteutettiin puutuotteiden elinkaarilaskuri, tutkittiin digitalisaation mahdollisuuksia, sekä suunniteltiin ja testattiin kiertotalouden markkinointikonseptia kaikkien yritysten käyttöön.Lisäksi hankkeessa mukana olevat yritykset kehittivät yhdessä teknologiaa uudella tavalla hyödyntäviä puupohjaisia tuotteitaan. Tavoitteena on ollut luoda uutta, kiertotalouden mukaista liiketoimintaa Suomeen ja edistää samalla Suomen kansainvälistä kilpailukykyä.Hankkeen ajankohta: 4.5.2018-15.10.201

    Player collaboration in the explorative sound environment ToneInk

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    In the present paper, ToneInk, a prototype of a music-based play scenario that investigates player collaboration, is introduced. ToneInk is an explorative sound environment that differs from the majority of music-based games in that players can collaborate and be creative in the way they express themselves through melody and rhythm. The paper provides player interaction and navigation results and demonstrates how various affordances in the ToneInk design iterations make it hard or possible for players to engage with the system and with each other. From observations it was clear that players lost mutual awareness, and in general were more passive when they needed to monitor a screen interface that supported the sound environment. Player collaboration was strongest when players negotiated rhythm, while the negotiation of melody was temporally offset and consisted of long individual explorations

    Investigating User Collaboration in Music Based Games

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    How Two Players Negotiate Rhythm in a Shared Rhythm Game

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    Consumer attitudes and communication in circular fashion

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    Purpose The purpose of this paper is to explore consumers’ views and expectations on circular clothing. This paper also clarifies how the remanufacturing process should be communicated and circular fashion marketed to consumers. Design/methodology/approach The research methodology consisted of consumer interviews, utilising an online innovation platform (Owela) to involve consumers and workshops with project partners and with external stakeholders. Findings Consumers’ interest towards recycling and sustainable solutions has increased. They appreciate the idea of recycling textile waste to produce new clothes; circular products should become “the new normal”. Consumers are asking for more visible and concrete information about circular clothing and how their behaviour has affected the environmental aspects of textile production. The communication should be timed correctly by using multiple communication channels and also paying attention to the shopping experience. In addition, digital services alongside circular clothing could create additional value for consumers. Research limitations/implications In this study, only consumers from Finland were involved. The results might be different in different parts of Europe and especially worldwide. Originality/value This study focusses on circular clothing – an area that has not been studied much before. Also, consumers involved in this study were of a different age compared to most of the previous studies, where the focus has been mainly on young college students. </jats:sec
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