251 research outputs found
Evaluating the Wiimote as a musical controller
The Nintendo Wiimote is growing in popularity with mu-sicians as a controller. This mode of use is an adaptationfrom its intended use as a game controller, and requiresevaluation of its functions in a musical context in orderto understand its possibilities and limits. Drawing on Hu-man Computer Interaction methodology, we assessed thecore musical applications of the Wiimote and designeda usability experiment to test them. 17 participants tookpart, performing musical tasks in four contexts: trigger-ing; precise and expressive continuous control; and ges-ture recognition. Interviews and empirical evidence wereutilised to probe the device’s limitations and its creativestrengths. This study should help potential users to planthe Wiimote’s employment in their projects, and should beuseful as a case study in HCI evaluation of musical con-trollers
Recommended from our members
Exploring the Digital Music Instrument Trombosonic with Extreme Users and at a Participatory Performance
We introduce the “Trombosonic” as a new digital music instrument inspired by the slide trombone. An ultrasonic sensor combined with a red laser allows the performer to play the instrument using similar movements to playing a trombone to change the pitch, despite the absence of a physical slider, by moving one hand back and forth. Additional sensors enhance the potential for musical expression by movement of the whole interface and by using the breath. We identify and discuss a variety of design issues arising from the Trombosonic. Due to its compact size and the lack of a slider, the Trombosonic can be played in many different ways. In order to explore varied potential uses of the Trombosonic, we carried out a series of informal evaluations. These included experts in new musical instruments, an older user, a younger user, an interaction design expert, and the audience at an experimental concert with audience participation. Future work is also discussed. Further technical development might include a built-in microphone to use the human voice and an expansion of the synthesiser’s features
Alien Registration- Fitzpatrick, Geraldine E. (Limestone, Aroostook County)
https://digitalmaine.com/alien_docs/35155/thumbnail.jp
Recommended from our members
Design Implications for Technology-Mediated Audience Participation in Live Music
Mobile and sensor-based technologies have created new interaction design possibilities for technology-mediated au- dience participation in live music performance. However, there is little if any work in the literature that systematically identifies and characterises design issues emerging from this novel class of multi-dimensional interactive performance systems. As an early contribution towards addressing this gap in knowledge, we present the analysis of a detailed sur- vey of technology-mediated audience participation in live music, from the perspective of two key stakeholder groups - musicians and audiences. Results from the survey of over two hundred spectators and musicians are presented, along with descriptive analysis and discussion. These results are used to identify emerging design issues, such as expressive- ness, communication and appropriateness. Implications for interaction design are considered. While this study focuses on musicians and audiences, lessons are noted for diverse stakeholders, including composers, performers, interaction designers, media artists and engineers
E-Science in the classroom - Towards viability
E-Science has the potential to transform school science by enabling learners, teachers and research scientists to engage together in authentic scientific enquiry, collaboration and learning. However, if we are to reap the benefits of this potential as part of everyday teaching and learning, we need to explicitly think about and support the work required to set up and run e-Science experiences within any particular educational context. In this paper, we present a framework for identifying and describing the resources, tools and services necessary to move e-Science into the classroom together with examples of these. This framework is derived from previous experiences conducting educational e-Science projects and systematic analysis of the categories of ‘hidden work’ needed to run these projects (Smith, Underwood, Fitzpatrick, & Luckin, forthcoming). The articulation of resources, tools and services based on these categories provides a starting point for more methodical design and deployment of future educational e- Science projects, reflection on which can also help further develop the framework. It also points to the technological infrastructure from which such tools and services could be built. As such it provides an agenda of work to develop both processes and technologies that would make it practical for teachers to deliver active, and collaborative e-Science learning experiences on a larger scale within and across schools. Routine school e- Science will only be possible if such support is specified, implemented and made available to teachers within their work contexts in an appropriate and usable form
Supporting public availability and accessibility with Elvin: experiences and reflections.
We provide a retrospective account of how a generic event notification service called Elvin and a suite of simple client applications: CoffeeBiff, Tickertape and Tickerchat, came to be used within our organisation to support awareness and interaction. After overviewing Elvin and its clients, we outline various experiences from data collated across two studies where Elvin and its clients have been used to augment the workaday world to support interaction, to make digital actions visible, to make physical actions available beyond the location of action, and to support content and socially based information filtering. We suggest there are both functional and technical reasons for why Elvin works for enabling awareness and interaction. Functionally, it provides a way to produce, gather and redistribute information from everyday activities (via Elvin) and to give that information a perceptible form (via the various clients) that can be publicly available and accessible as a resource for awareness. The integration of lightweight chat facilities with these information sources enables awareness to easily flow into interaction, starting to re-connect bodies to actions, and starting to approximate the easy flow of interaction that happens when we are co-located. Technically, the conceptual simplicity of the Elvin notification, the wide availability of its APIs, and the generic functionality of its clients, especially Tickertape, have made the use of the service appealing to developers and users for a wide range of uses
Phalanger: controlling music software with hand movement using a computer vision and machine learning approach
Phalanger is a system which facilitates the control of music software with hand and finger motion, with the aim of creating a fluid style of interaction that promotes musicality. The system is purely video based, requires no wearables or accessories and uses affordable and accessible technology. It employs a neural network for background segmentation, a combination of imaging techniques for frame analysis, and a support vector machine (SVM) for recognition of hand positions. System evaluation showed the SVM to reliably differentiate between eight different classes. An initial formative user evaluation with ten musicians was carried out to help build a picture of how users responded to the system; this highlighted areas that need improvement and lent some insight into useful features for the next version
The Chawton House Experience - Augmenting the Grounds of a Historic Manor House
Museum research is a burgeoning area of research where ubiquitous computing has already made an impact in enhancing user experiences. The goal of the Chawton House project is to extend this work by introducing ubicomp not to a museum as such, but a historic English manor house and its grounds. This presents a number of novel challenges relating to the kinds of visitors, the nature of visits, the specific character of the estate, the creation of a persistent and evolving system, and the process of developing it together with Chawton House staff
Increasing Peer Review Quality in Online Learning Systems
[EN] Lecturers face an on-going struggle to keep up-to-date with their students' learning progress in large university courses. This hurts especially when it comes to identifying and supporting the diverse needs of each individual student. One way to approach this challenge is to introduce peer reviewing as a means to provide students with individual feedback throughout the semester. However, the quality of feedback written by peers can vary immensely and some students intentionally avoid putting work into writing reviews. We addressed these issues by calculating a Review Karma (RK), a value indicating how helpful students are in giving feedback to their colleagues and in helping them improve. While this approach shows much promise, especially in identifying different groups of students and enhancing their learning experience, we also identified trends that negatively impact the way students approach reviewing and provide their honest opinions of their colleagues work. The main contributions of this paper are the design of and lessons learned from the introduction of the RK and its initial evaluation via a survey.http://ocs.editorial.upv.es/index.php/HEAD/HEAD18Luckner, N.; Purgathofer, P.; Fitzpatrick, G. (2018). Increasing Peer Review Quality in Online Learning Systems. Editorial Universitat Politècnica de València. 321-328. https://doi.org/10.4995/HEAD18.2018.798732132
- …