70 research outputs found
Accessible Spectrum Analyser
Presented at the 22nd International Conference on Auditory Display (ICAD-2016)This paper presents the Accessible Spectrum Analyser (ASA) developed as part of the DePic project (Design Patterns for Inclusive collaboration) at Queen Mary University of London. The ASA uses sonification to provide an accessible representation of frequency
spectra to visually impaired audio engineers. The software is free and open source and is distributed as a VST plug-in under OSX and Windows. The aim of reporting this work at the ICAD 2016 conference is to solicit feedback about the design of the present tool and its more generalized counterpart, as well as to invite ideas for other possible applications where it is thought that auditory spectral analysis may be useful, for example in situations where line of sight is not always possible
A Guide to Evaluating the Experience of Media and Arts Technology
Evaluation is essential to understanding the value that digital creativity
brings to people's experience, for example in terms of their enjoyment,
creativity, and engagement. There is a substantial body of research on how to
design and evaluate interactive arts and digital creativity applications. There
is also extensive Human-Computer Interaction (HCI) literature on how to
evaluate user interfaces and user experiences. However, it can be difficult for
artists, practitioners, and researchers to navigate such a broad and disparate
collection of materials when considering how to evaluate technology they create
that is at the intersection of art and interaction. This chapter provides a
guide to designing robust user studies of creative applications at the
intersection of art, technology and interaction, which we refer to as Media and
Arts Technology (MAT). We break MAT studies down into two main kinds:
proof-of-concept and comparative studies. As MAT studies are exploratory in
nature, their evaluation requires the collection and analysis of both
qualitative data such as free text questionnaire responses, interviews, and
observations, and also quantitative data such as questionnaires, number of
interactions, and length of time spent interacting. This chapter draws on over
15 years of experience of designing and evaluating novel interactive systems to
provide a concrete template on how to structure a study to evaluate MATs that
is both rigorous and repeatable, and how to report study results that are
publishable and accessible to a wide readership in art and science communities
alike.Comment: Preprint. Chapter to appear in "Creating Digitally. Shifting
Boundaries: Arts and Technologies - Contemporary Applications and Concepts",
Anthony L. Brooks (Editor), Springer.
https://link.springer.com/book/978303131359
Sonifications for digital audio workstations:Reflections on a participatory design approach
Presented at the 21st International Conference on Auditory Display (ICAD2015), July 6-10, 2015, Graz, Styria, Austria.Methods to engage users in the design process rely predominantly
on visual techniques, such as paper prototypes, to facilitate the expression
and communication of design ideas. The visual nature of
these tools makes them inaccessible to people living with visual
impairments. Additionally, while using visual means to express
ideas for designing graphical interfaces is appropriate, it is harder
to use them to articulate the design of non-visual displays. We applied
a user-centred approach that incorporates various participatory
design techniques to help make the design process accessible
to visually impaired musicians and audio production specialists to
examine how auditory displays, sonification and haptic interaction
can support some of their activities. We describe this approach together
with the resulting designs, and reflect on the benefits and
challenges that we encountered when applying these techniques in the context of designing sonifications to support audio editing
The LuminUs: Providing Musicians with Visual Feedback on the Gaze and Body Motion of Their Co-performers
International audienceThis paper describes the LuminUs - a device that we designed in order to explore how new technologies could influence the inter-personal aspects of co-present musical collaborations. The LuminUs uses eye-tracking headsets and small wireless accelerometers to measure the gaze and body motion of each musician. A small light display then provides visual feedback to each musician, based either on the gaze or the body motion of their co-performer. We carried out an experiment with 15 pairs of music students in order to investigate how the LuminUs would influence their musical interactions. Preliminary results suggest that visual feedback provided by the LuminUs led to significantly increased glancing between the two musicians, whilst motion based feedback appeared to lead to a decrease in body motion for both participants
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