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- research-articleOctober 2024
DualStage: Enhancing Emotional Connections through Music Visualization for Synchronizing Live and Virtual Performances
UbiComp '24: Companion of the 2024 on ACM International Joint Conference on Pervasive and Ubiquitous ComputingPages 771–775https://doi.org/10.1145/3675094.3678387The pandemic has accelerated the adoption of virtual concerts, bridging the physical and virtual worlds for performers and audiences. However, the emotional connection of live concerts remains irreplaceable. To address this issue, we propose DualStage, a ...
- abstractJuly 2023
Music, Motion, and Mixed Reality: An Interdisciplinary, Problem-Based Educational Experience
SIGGRAPH '23: ACM SIGGRAPH 2023 Educator's ForumArticle No.: 7, Pages 1–2https://doi.org/10.1145/3587424.3595581This talk describes an interdisciplinary educational experience involving cohorts of students studying Computer Science, Dance, 3D Digital Design and Music. The experience takes a problem based learning approach towards a target goal of presentation of ...
- research-articleMarch 2023
Using Wearable Sensors to Measure Interpersonal Synchrony in Actors and Audience Members During a Live Theatre Performance
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT), Volume 7, Issue 1Article No.: 27, Pages 1–29https://doi.org/10.1145/3580781Studying social interaction in real-world settings is of increasing importance to social cognitive researchers. Theatre provides an ideal opportunity to study rich face-to-face interactions in a controlled, yet natural setting. Here we collaborated with ...
- research-articleNovember 2022
Crafting Trajectories of Smart Phone Use at the Opera
ACM Transactions on Computer-Human Interaction (TOCHI), Volume 29, Issue 6Article No.: 59, Pages 1–37https://doi.org/10.1145/3531007Losing Her Voice is a new opera which highlights the challenges of subtly interweaving digital technologies into established cultural forms. Audience members were encouraged to use their own mobile phones to interact with on-stage projections before, ...
- research-articleSeptember 2022
Frisson Waves: Exploring Automatic Detection, Triggering and Sharing of Aesthetic Chills in Music Performances
- Yan He,
- George Chernyshov,
- Jiawen Han,
- Dingding Zheng,
- Ragnar Thomsen,
- Danny Hynds,
- Muyu Liu,
- Yuehui Yang,
- Yulan Ju,
- Yun Suen Pai,
- Kouta Minamizawa,
- Kai Kunze,
- Jamie A. Ward
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT), Volume 6, Issue 3Article No.: 118, Pages 1–23https://doi.org/10.1145/3550324Frisson is the feeling and experience of physical reactions such as shivers, tingling skin, and goosebumps. Using entrainment through facilitating interpersonal transmissions of embodied sensations, we present "Frisson Waves" with the aim to enhance live ...
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- research-articleMay 2021
Mapping Design Spaces for Audience Participation in Game Live Streaming
CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing SystemsArticle No.: 329, Pages 1–15https://doi.org/10.1145/3411764.3445511Live streaming sites such as Twitch offer new ways for remote audiences to engage with and affect gameplay. While research has considered how audiences interact with games, HCI lacks clear demarcations of the potential design spaces for audience ...
- posterDecember 2020
Exploring Social Interactions for Live Performance in Virtual Reality
Social interaction is important when audience are participating in a live performance. With strong immersion and high degree of freedom (DoF), virtual reality (VR) is often used to present performance events, such as virtual concert. A live performance ...
- research-articleNovember 2018
Am I in the theater?: usability study of live performance based virtual reality
VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and TechnologyArticle No.: 28, Pages 1–11https://doi.org/10.1145/3281505.3281508Duplicating the audience experience of an art performance with VR technology is a promising VR application, which is considered to provide better viewer experience than the conventional video. As various forms of art performances are recorded by the ...
- abstractApril 2018
REVIVE: An Audio-visual Performance with Musical and Visual AI Agents
CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing SystemsPaper No.: Art13, Pages 1–6https://doi.org/10.1145/3170427.3177771REVIVE explores the affordances of live interaction between the artificial musical agent MASOM, human electronic musicians, and visual generation agents. The Musical Agent based on Self-Organizing Maps (MASOM) has memorized sound objects and learned how ...
- short-paperNovember 2017
Head-mounted displays as opera glasses: using mixed-reality to deliver an egalitarian user experience during live events
ICMI '17: Proceedings of the 19th ACM International Conference on Multimodal InteractionPages 360–364https://doi.org/10.1145/3136755.3136781This paper explores the use of head-mounted displays (HMDs) as a way to deliver a front row experience to any audience member during a live event. To do so, it presents a two-part user study that compares participants reported sense of presence across ...
- research-articleOctober 2017
Secondary Motion for Performed 2D Animation
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 97–108https://doi.org/10.1145/3126594.3126641When bringing animated characters to life, artists often augment the primary motion of a figure by adding secondary animation -- subtle movement of parts like hair, foliage or cloth that complements and emphasizes the primary motion. Traditionally, ...
- research-articleOctober 2017Best Paper
Triggering Artwork Swaps for Live Animation
UIST '17: Proceedings of the 30th Annual ACM Symposium on User Interface Software and TechnologyPages 85–95https://doi.org/10.1145/3126594.3126596Live animation of 2D characters is a new form of storytelling that has started to appear on streaming platforms and broadcast TV. Unlike traditional animation, human performers control characters in real time so that they can respond and improvise to ...
- research-articleMay 2017
The Storytelling Systems of Los Atlantis
CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing SystemsPages 1046–1054https://doi.org/10.1145/3027063.3053342LOS ATLANTIS was a multisite live performance created within a research effort exploring the simultaneous authorship of story and code. This case study describes the systems and interfaces for the authors and production team. The piece's story followed ...
- research-articleJanuary 2017
ImproteK: Introducing Scenarios into Human-Computer Music Improvisation
Computers in Entertainment (CIE), Volume 14, Issue 2Article No.: 4, Pages 1–27https://doi.org/10.1145/3022635This article focuses on the introduction of control, authoring, and composition in human-computer music improvisation through the description of a guided music generation model and a reactive architecture, both implemented in the software ImproteK. This ...
- abstractMay 2016
Bad News: A Game of Death and Communication
CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing SystemsPages 160–163https://doi.org/10.1145/2851581.2890375Bad News is a game about death notification that combines deep simulation and live performance. After discovering a dead body, the player is tasked with tracking down a next of kin to inform him or her of the death. To do this, the player must discover ...
- short-paperFebruary 2016
TASK: Introducing The Interactive Audience Sensor Kit
TEI '16: Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied InteractionPages 448–454https://doi.org/10.1145/2839462.2856538We introduce 'The interactive Audience Sensor Kit' (TASK). This modular system of wirelessly networked sensors facilitates the augmentation of artistic performances, in particular, music events or visual art. It was conceived to enable low-level and low-...
- panelNovember 2014
Sound-Light Giblet
MM '14: Proceedings of the 22nd ACM international conference on MultimediaPages 699–700https://doi.org/10.1145/2647868.2655618We describe an audiovisual live coding performance created using Gibber, a creative coding environment that runs in the browser. The performance takes advantage of novel affordances for rapidly creating music, shaders, and mappings that tie together ...
- short-paperJune 2014
Interactive and live performance design with children
- Karen Rust,
- Elizabeth Foss,
- Elizabeth Bonsignore,
- Brenna McNally,
- Chelsea Hordatt,
- Meethu Malu,
- Bie Mei,
- Hubert Kofi Gumbs
IDC '14: Proceedings of the 2014 conference on Interaction design and childrenPages 305–308https://doi.org/10.1145/2593968.2610478Performative Experience Design (PED) is an extension of experience design focusing on the unique timebound encounter between performers and spectators. Technology is purposefully designed to enhance the experience between audience and performers. PED ...
- research-articleNovember 2013
Understanding 'tingle' in opera performances
OzCHI '13: Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, CollaborationPages 43–52https://doi.org/10.1145/2541016.2541026With HCI venturing more into designing for the cultural and entertainment domain, researchers are engaging with experimental designs, and technical interventions to understand how to best consider new technologies for this domain. This paper focuses on ...
- research-articleApril 2013
Waves: exploring idiographic design for live performance
CHI '13: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 2969–2978https://doi.org/10.1145/2470654.2481412We explore whether idiographic design, a category of interaction design that focuses upon responding to detailed personal accounts of individuals' practices, can be used to support interaction designers in responding to the complex and multifaceted ...