37 research outputs found
Can We Dance? Considering the role and meaning of music in videogames through "thinking in movement"
Exploring Gameful Motivation of Autonomous Learners
In this explorative study, we investigated motives of autonomous learners to participate in an online course, and how these motives are related to gameplay motivations, engagement in the course experience, and learning outcomes. The guiding premise for the study has been the idea that learning and game playing carry phenomenal similarities that could be revealed by scrutinizing motives for participating in a massive open online course that does not involve any intentionally game-like features. The research was conducted by analyzing survey data (N = 705) collected from individuals who had voluntarily participated in an open online course about artificial intelligence and its societal impact. The survey included an explorative Motives for Autonomous Learning (MAL) inventory. Exploratory factor analysis suggested that the MAL inventory consisted of six dimensions out of which four were consistent with factors that earlier research has associated with motives to engage with video games. Of the identified factors, the dimension that most clearly described autonomous and playful predispositions was found to be a main precedent for both experienced gamefulness of the learning experience and positive learning outcomes. In all, the results of this study demonstrated that playfulness and autonomy were both prominent and significant factors across the whole learning process
Hearing gestures : vocalisations as embodied projections of intentionality in designing non-speech sounds for communicative functions
Understanding Human-Technology Relations Within Technologization and Appification of Musicality
In this paper, we outline a theoretical account of the relationship between technology and human musicality. An enactive and biocultural position is adopted that assumes a close coevolutionary relationship between the two. From this position, we aim at clarifying how the present and emerging technologies, becoming embedded and embodied in our lifeworld, inevitably co-constitute and transform musical practices, skills, and ways of making sense of music. Therefore, as a premise of our scrutiny, we take it as a necessity to more deeply understand the ways that humans become affiliated to the ever-changing instruments of music technology, in order to better understand the coevolutionary impact on learning and other aspects of musicality being constituted together with these instruments. This investigation is particularly motivated by the rapid and diverse development of mobile applications and their potential impact, as musical instruments, on learning and cognizing music. The term appification refers to enactive processes in which applications (i.e., apps) and their user interfaces, developed for various ecosystems of mobile smart technology, partake in reorganizing our ways of musical acting and thinking. On the basis of the theoretical analysis, we argue that understanding the phenomenon of the human–technology relationship, and its implications for our embodied musical minds, requires acknowledging (1) how apps contribute to conceptual constructing of musical activities, (2) how apps can be designed or utilized in a way that reinforces the epistemological continuum between embodied and abstract sense-making, and (3) how apps become merged with musical instruments.peerReviewe
Using multiple, role-related perspectives in the design of alarm sounds for safety critical context
Presented at the 15th International Conference on Auditory Display (ICAD2009), Copenhagen, Denmark, May 18-22, 2009The requirements for alarm sounds for safety critical contexts are many, some of which may be conflicting. This study concerns the design of alarm sounds for a hospital environment, in particular operating room conditions. We describe the process of capturing sound design ideas in a form that could be utilised in practical sound design. The process is an application of the Rich Use- Scenario method, and provides an example of how this method should be tailored in terms of the context of use. The central finding in this study derives from the contribu- tion of people in three different roles in the design process. These roles were those of contextual practitioner, non-expert (man in the street), and sound designer. The design case illustrates the importance of including all these perspectives in the design process