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Registers as inventions: body, dance, memory and digital medias 登记为发明:身体,舞蹈,记忆和数字媒体
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212876
Thembi Rosa, Carlos Falci
This PHD research aims to map and study a selection of artistic propositions that use digital interfaces to deal with creations related to body, dance, memory and archives. The focus is on how new technologies are affecting the process of creation, opening up to new modes of interactions with the public, as well as instigating new approaches to cognition, memory and the means of registration. The research is inspired by and will make use of some methodologies and softwares (Piecemaker and MoSys) developed and used by the Motion Bank project. As such, some 'choreographic objects' will be proposed based on three selected performances made in Brazil; furthermore, different approaches to handling digital archiving in dance will be explored. The main question of this research refers to the modes of dance using new technologies. We also want to test how much embodied experiences related to choreographic's principles can be amplified and perceived throughout the creative process of proposing choreographic objects as well as sustaining the notions of bodies as dynamical archives.
本博士研究旨在绘制和研究一系列艺术命题,这些命题使用数字接口来处理与身体、舞蹈、记忆和档案相关的创作。重点是新技术如何影响创作过程,开辟与公众互动的新模式,以及激发认知、记忆和登记手段的新方法。这项研究的灵感来自于并将利用由运动银行项目开发和使用的一些方法和软件(Piecemaker和MoSys)。因此,将根据在巴西进行的三场精选表演提出一些“编舞对象”;此外,还将探讨处理舞蹈中数字存档的不同方法。本研究的主要问题是使用新技术的舞蹈模式。我们还想测试与编舞原则相关的具体经验在提出编舞对象的整个创作过程中可以被放大和感知到多少,以及维持身体作为动态档案的概念。
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引用次数: 2
How Do Dancers Learn To Dance?: A first-person perspective of dance acquisition by expert contemporary dancers 舞者是如何学会跳舞的?当代舞蹈专家舞蹈习得的第一人称视角
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212723
Jean-Philippe Rivière, S. Alaoui, Baptiste Caramiaux, W. Mackay
We are interested in supporting motor skill acquisition in highly creative skilled practices such as dance. We conducted semi-structured interviews with 11 professional dancers to better understand how they learn new dance movements. We found that each dancer engages in a set of operations, including imitation, segmentation, marking, or applying movement variations. We also found a progression in learning dance movements composed of three steps consistently reported by dancers: analysis, integration and personalization. In this study, we aim to provide an empirical foundation to better understand the acquisition of dance movements from the perspective of the learner.
我们感兴趣的是在高度创造性的技能练习中支持运动技能的习得,比如舞蹈。我们对11位专业舞者进行了半结构化采访,以更好地了解他们是如何学习新的舞蹈动作的。我们发现每个舞者都参与了一系列操作,包括模仿、分割、标记或应用动作变化。我们还发现,在学习舞蹈动作的三个步骤组成的进展一致报告舞者:分析,整合和个性化。本研究旨在为从学习者的角度更好地理解舞蹈动作习得提供实证基础。
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引用次数: 13
Exploiting multimodal integration in adaptive interactive systems and game-based learning interfaces 在自适应交互系统和基于游戏的学习界面中开发多模态集成
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212849
Erica Volta, G. Volpe
The main purpose of my work is to investigate multisensory and multimodal integration in the design and development of adaptive systems and interfaces for game-based learning applications in the areas of education and rehabilitation. To this aim, I contributed to the creation of a multimodal dataset of violin performances, integrating motion capture, video, audio, and on-body sensors (accelerometers and EMG), and I worked closely with psychophysicists and educators on the design of paradigms and technologies for multisensory and embodied learning of mathematics in primary school children. Main theoretical foundations of my research are multisensory processing and integration, psychophysics analysis, embodied cognition theories, computational models of non-verbal and emotion communication in full-body movement, and human-computer interaction models for adaptive interfaces and serious-games.
我的工作的主要目的是研究多感官和多模式的整合在设计和开发适应系统和界面的游戏为基础的学习应用在教育和康复领域。为此,我参与创建了小提琴演奏的多模态数据集,整合了动作捕捉、视频、音频和身体传感器(加速度计和肌电图),并与心理物理学家和教育工作者密切合作,设计了用于小学生多感官和具体数学学习的范式和技术。主要研究理论基础是多感觉加工与整合、心理物理分析、具身认知理论、全身运动非语言和情感交流计算模型、自适应界面和严肃游戏的人机交互模型。
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引用次数: 3
SloMo study #2
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212890
F. Visi
This piece was composed to explore the use of slow and microscopic body movements in electronic music performance, and the role of rhythmic visual cues and breathing in the perception of movement and time. To do so, it employs wearable sensors (EMG and IMUs), variable-frequency stroboscopic lights, an electronic stethoscope, and a body-worn camera for face tracking. The performer’s left hand very slowly draws an arc that begins with the left arm across the chest and ends when the arm is fully stretched outwards. The whole movement is performed in about 10 minutes and marks the beginning and end of the piece. Every small movement across this arc shifts the selection of a small portion of audio from a buffer used for granular synthesis. The recording loaded in the buffer consists of 8 bars of the piece Kineslimina [1] written by the author and performed by Esther Coorevits. Through these slow movements, that instrumental passage is reinterpreted on a much longer timescale, making it possible to linger on the attack transients of each drum hit and, at the same time, experience it as a single, slowly unfolding event. This continuously evolving rhythm has its counterpoint in the breathing sounds of the performer, which are amplified through an electronic stethoscope placed on their neck. These sounds are processed by an array of resonators that are controlled through the mouth positions of the performer, tracked by the body-worn camera. Breathing acts as the performer’s inner timekeeper, while modulating breathing sounds through mouth positions
这首作品是为了探索在电子音乐表演中缓慢而微小的身体动作的使用,以及节奏性的视觉线索和呼吸在运动和时间感知中的作用。为此,它采用了可穿戴传感器(EMG和imu)、变频频闪灯、电子听诊器和用于面部跟踪的穿戴式摄像头。表演者的左手非常缓慢地画出一个弧线,从左臂开始穿过胸部,到手臂完全向外伸展时结束。整个乐章在10分钟左右完成,标志着乐曲的开始和结束。在这个弧线上的每一个小运动都会改变一小部分音频的选择,这些音频来自用于颗粒合成的缓冲区。缓冲器中加载的录音由作者所写的《Kineslimina》[1]的8小节组成,由Esther Coorevits演奏。通过这些缓慢的动作,器乐的段落在更长的时间尺度上被重新诠释,使人们有可能停留在每次击鼓的攻击瞬间,同时,体验它作为一个单一的,缓慢展开的事件。这种不断发展的节奏在表演者的呼吸声中有对应的位置,这些声音通过放置在脖子上的电子听诊器放大。这些声音由一组共鸣器处理,这些共鸣器通过表演者的嘴部位置进行控制,并由佩戴在身上的摄像头进行跟踪。呼吸就像表演者内心的计时器,同时通过嘴的位置调节呼吸的声音
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引用次数: 0
Modosc
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212842
Luke Dahl, F. Visi
Marker-based motion capture systems that stream precise movement data in real-time afford interaction scenarios that can be subtle, detailed, and immediate. However, challenges to effectively utilizing this data include having to build bespoke processing systems which may not scale well, and a need for higher-level representations of movement and movement qualities. We present modosc, a set of Max abstractions for computing motion descriptors from raw motion capture data in real time. Modosc is designed to address the data handling and synchronization issues that arise when working with complex marker sets, and to structure data streams in a meaningful and easily accessible manner. This is achieved by adopting a multiparadigm programming approach using o.dot and Open Sound Control. We describe an initial set of motion descriptors, the addressing system employed, and design decisions and challenges.
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引用次数: 2
Smartphone-Assessed Movement Predicts Music Properties: Towards Integrating Embodied Music Cognition into Music Recommender Services via Accelerometer Motion Data 智能手机评估的运动预测音乐属性:通过加速计运动数据将具体化的音乐认知整合到音乐推荐服务中
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212852
M. Irrgang, J. Steffens, Hauke Egermann
Numerous studies have shown a close relationship between movement and music [7], [17], [11], [14], [16], [3], [8]. That is why Leman calls for new mediation technologies to query music in a corporeal way [9]. Thus, the goal of the presented study was to explore how movement captured by smartphone accelerometer data can be related to musical properties. Participants (N = 23, mean age = 34.6 yrs, SD = 13.7 yrs, 13 females, 10 males) moved a smartphone to 15 musical stimuli of 20s length presented in random order. Motion features related to tempo, smoothness, size, regularity, and direction were extracted from accelerometer data to predict the musical qualities "rhythmicity", "pitch level + range" and "complexity" assessed by three music experts. Motion features selected by a 20-fold lasso predicted the musical properties to the following degrees "rhythmicity" (R2: .47), pitch level and range (R2: .03) and complexity (R2: .10). As a consequence, we conclude that music properties can be predicted from the movement it evoked, and that an embodied approach to Music Information Retrieval is feasible.
大量研究表明,动作与音乐之间有着密切的关系[7]、[17]、[11]、[14]、[16]、[3]、[8]。这就是为什么Leman呼吁新的中介技术以一种有形的方式来查询音乐[9]。因此,本研究的目的是探索智能手机加速计数据捕获的运动如何与音乐属性相关。参与者(N = 23,平均年龄= 34.6岁,SD = 13.7岁,13名女性,10名男性)将智能手机移动到15个20s长度的音乐刺激中,这些音乐刺激按随机顺序呈现。从加速度计数据中提取与速度、平滑度、大小、规律性和方向相关的运动特征,以预测三位音乐专家评估的音乐品质“节奏性”、“音高水平+范围”和“复杂性”。由20倍套索选择的运动特征预测了以下程度的音乐属性“节奏”(R2: 0.47),音高水平和范围(R2: 0.03)和复杂性(R2: 0.10)。因此,我们得出结论,音乐属性可以从它所唤起的动作中预测,并且音乐信息检索的具体化方法是可行的。
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引用次数: 0
MAVi
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212838
Ewelina Bakala, Yaying Zhang, Philippe Pasquier
Since the appearance of the video technology, dance is mostly recorded, reproduced and reinterpreted through the cinematic medium. Current computer vision and motion capture systems encode movement information as joints positions, and angles of joints in a 3D skeleton. We present the Movement Aesthetic Visualization system (MAVi), a tool for aesthetic movement visualization that enables creative exploration of these data. We discuss how this software solution can be used for three-dimensional dance exploration, dance video prototyping, and generation of movement-driven visuals.
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引用次数: 2
Creating Virtual Characters 创建虚拟角色
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212835
M. Gillies
An encounter with a virtual person can be one of the most compelling experiences in immersive virtual reality, as Mel Slater and his group have shown in many experiments on social interaction in VR. Much of this is due to virtual reality's ability to accurately represent body language, since participants can share a 3D space with a character. However, creating virtual characters capable of body language is a challenging task. It is a tacit, embodied skill that cannot be well represented in code. This paper surveys a series of experiments performed by Mel Slater and colleagues that show the power of Virtual Characters in VR and summarizes details of the technical infrastructure used, and Slater's theories of why virtual characters are effective. It they discusses the issues involved in creating virtual characters and the type of tool required. It concludes by proposing that Interactive Machine Learning can provide this type of tool.
在沉浸式虚拟现实中,与虚拟人物的相遇可能是最引人入胜的体验之一,正如梅尔·斯莱特(Mel Slater)和他的团队在VR社交互动的许多实验中所展示的那样。这在很大程度上是由于虚拟现实能够准确地呈现肢体语言,因为参与者可以与角色共享3D空间。然而,创造能够使用肢体语言的虚拟角色是一项具有挑战性的任务。它是一种隐性的、具体化的技能,不能很好地用代码表示。本文调查了Mel Slater及其同事进行的一系列实验,这些实验显示了虚拟角色在VR中的力量,并总结了所使用的技术基础设施的细节,以及Slater关于虚拟角色为何有效的理论。他们讨论了创建虚拟角色所涉及的问题和所需的工具类型。最后提出交互式机器学习可以提供这种类型的工具。
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引用次数: 3
Kinetic Analysis of Hip Motion During Piano Playing 钢琴演奏中髋部运动的动力学分析
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212878
Catherine Massie-Laberge, M. Wanderley, I. Cossette
The swaying action coming from the pianists' hip region constitutes the pivotal point for upper body movements. In this paper, we evaluate the relation between the use of vertical force and structural characteristics of technically different excerpts when pianists play with varied levels of expression. We also analyze the common patterns within the time-series of force data. Ten pianists performed three excerpts from the Romantic period in four expressive conditions. The force was measured with a Bertec force plate placed under the piano stool. The rhythmic and dynamic form, and the technical complexity of the excerpt, induce variations in force when pianists play with different levels of expression. Recurrent patterns of hip motion are found in specific regions of the score, which suggests that these pianists share similar movement strategies to communicate structural features.
来自钢琴家臀部区域的摇摆动作构成了上半身运动的关键点。在本文中,我们评估了当钢琴家以不同的表达水平演奏时,垂直力的使用与技术上不同的节选的结构特征之间的关系。我们还分析了力数据时间序列中的常见模式。十位钢琴家在四种表现条件下演奏了浪漫主义时期的三段选段。用放置在琴凳下的贝尔泰克测力板测量力。节选的节奏和动态形式以及技术的复杂性,在钢琴家以不同的表达水平演奏时引起了力量的变化。在乐谱的特定区域发现了髋部运动的反复模式,这表明这些钢琴家共享相似的运动策略来交流结构特征。
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引用次数: 1
Playground Social Interaction Analysis using Bespoke Wearable Sensors for Tracking and Motion Capture 使用定制可穿戴传感器进行跟踪和动作捕捉的操场社会互动分析
Pub Date : 2018-06-28 DOI: 10.1145/3212721.3212818
B. Heravi, J. Gibson, S. Hailes, D. Skuse
Unstructured play1 is considered important for the social, physical and cognitive development of children. Traditional observational research examining play behaviour at playtime (recess) has been hampered by challenges in obtaining reliable data and in processing sufficient quantities of that data to permit credible inferences to be drawn. The emergence of wearable wireless sensor technology makes it possible to study individual differences in childhood social behaviour based on collective movement patterns during playtime. In this work, we introduce a new method to enable simultaneous collection of GNSS/IMU data from a group of children interacting on a playground. We present a detailed description of system development and implementation before going on to explore methods of characterising social groups based on collective movement recording and analysis. A case study was carried out for a class of 7-8 year old children in their school playground during 10 episodes of unstructured play. A further 10 play episodes were monitored in the same space following the introduction of large, loose play materials. This study design allowed us to observe the effect of an environmental intervention on social movement patterns. Sociometric analysis was conducted for comparison and validation. This successful case study demonstrates that sensor based movement data can be used to explore children's social behaviour during naturalistic play.
无组织的游戏被认为对儿童的社交、身体和认知发展很重要。传统的观察性研究在游戏时间(休息时间)的游戏行为受到了获取可靠数据和处理足够数量的数据以得出可信推论的挑战的阻碍。可穿戴无线传感器技术的出现,使得基于游戏时间集体运动模式来研究儿童社会行为的个体差异成为可能。在这项工作中,我们引入了一种新方法,可以同时收集一群在操场上互动的儿童的GNSS/IMU数据。在继续探索基于集体运动记录和分析的社会群体特征的方法之前,我们提出了系统开发和实施的详细描述。本研究对一个7-8岁的班级的孩子在学校操场上进行了10集的无组织游戏。在引入大型松散的游戏材料后,在同一空间监测了另外10个游戏集。这项研究设计允许我们观察环境干预对社会运动模式的影响。进行社会计量学分析进行比较和验证。这个成功的案例研究表明,基于传感器的运动数据可以用于探索儿童在自然游戏中的社会行为。
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引用次数: 13
期刊
Proceedings of the 5th International Conference on Movement and Computing
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