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For human–computer interaction, most devices use the fingers, sometimes the whole hand. And short of organ pedals, the fingers remain the primary source of triggering musical instrument digital interface (MIDI) synthesizers. This project offers an alternative in using the color intensity and hue controlled through objects manipulated or worn as clothing or ornament by the human body, as detected by a camera across the several zones of the video image. The method is explained in this report, along with pitfalls, perturbations, as well as performance and paradigm.
For human–computer interaction, most devices use the fingers, sometimes the whole hand. And short of organ pedals, the fingers remain the primary source of triggering musical instrument digital interface (MIDI) synthesizers. This project offers an alternative in using the color intensity and hue controlled through objects manipulated or worn as clothing or ornament by the human body, as detected by a camera across the several zones of the video image. The method is explained in this report, along with pitfalls, perturbations, as well as performance and paradigm.
Conference on Human Factors in Computing Systems - Proceedings, 2008
This study presents the "ChroMirror" system, a digital mirror imaging system which helps users select appropriate clothing color combinations. By digitally rendering a mirror image of the user wearing clothing in different color-harmonic combinations, this system enables users to easily and playfully explore a wide variety of chromatic and color-harmonic clothing combinations (i.e., without having to physically change clothing). A long-term goal of the ChroMirror system is to encourage users to experiment with colorful and color-harmonic clothes.
An experimental system called SoundView has been devel- oped, which allows the exploration of a color image through touch and hearing. The image is mapped onto a virtual surface with a ne-grained color dependent roughness texture. The user ex- plores the image by moving a pointer device over the image. The pointer acts like a virtual gramophone needle, and the sound pro- duced depends on the motion as well as on the color of the area ex- plored. The roughness texture is obtained by constructing a map- ping of three dimensional color space onto a three dimensional sound space. The mapping tries to achieve maximal alignment of the color and sound spaces by preserving the perceptual metrical and topological structure of color space, as well as by incorporat- ing common associations between sound and color.
EURASIP Journal on Image and Video Processing, 2007
The goal of the See ColOr project is to achieve a noninvasive mobility aid for blind users that will use the auditory pathway to represent in real-time frontal image scenes. We present and discuss here two image processing methods that were experimented in this work: image simplification by means of segmentation, and guiding the focus of attention through the computation of visual saliency. A mean shift segmentation technique gave the best results, but for real-time constraints we simply implemented an image quantification method based on the HSL colour system. More particularly, we have developed two prototypes which transform HSL coloured pixels into spatialised classical instrument sounds lasting for 300 ms. Hue is sonified by the timbre of a musical instrument, saturation is one of four possible notes, and luminosity is represented by bass when luminosity is rather dark and singing voice when it is relatively bright. The first prototype is devoted to static images on the computer screen, while the second has been built up on a stereoscopic camera which estimates depth by triangulation. In the audio encoding, distance to objects was quantified into four duration levels. Six participants with their eyes covered by a dark tissue were trained to associate colours with musical instruments and then asked to determine on several pictures, objects with specific shapes and colours. In order to simplify the protocol of experiments, we used a tactile tablet, which took the place of the camera. Overall, colour was helpful for the interpretation of image scenes. Moreover, preliminary results with the second prototype consisting in the recognition of coloured balloons were very encouraging. Image processing techniques such as saliency could accelerate in the future the interpretation of sonified image scenes.
2015
Visually impaired people, completely or partially blind cannot perceive the surrounding environment as normal healthy people can. Not knowing how colors and shapes look like is a serious penalty and they have to live with it an entire life. It is known that the human brain adapts and compensates with greater capabilities for hearing and touch when vision is low or missing, that is why blind people develop special skills and perform so good when it comes to music and kinetotherapy. Based on this information we are proposing a method that explains colors using vibrations. In this paper we would like to present a new way of transforming an image to vibration by using the capabilities of an Xbox gamepad. During the study on real blind volunteers, this kind of approach proved to be very effective and promising, allowing them to slightly understand how an image, painting or friend looks like. Author
2006
The "Caméra Musicale" is an interface which allows a musical practice based on the movement of hands and fingers under a camera. Born from technologies and methods developed in the early eighties to create music from choreographic movements, the "Camera Musicale" has evolved during the nineties to become a user friendly device since 2003. This article describes its fundamental principles of operation, which have remained relatively unchanged. It then focuses on the importance of the choices necessary to be made while analyzing the video image.
CAADRIA proceedings
In the last few years, digital innovations such as AR, VR and sensing technologies have had a great impact in the sector of cultural heritage, offering new immersive standardized experiences to their visitors. Following this observation, this paper seeks to bring into light the theoretical background and research methodology of 'Chroma', a project that lies at the intersection of theories and empirical observations related to color, architecture, human-centric AR and human behaviour in a monument in Chania, Greece. Based on the hypothesis that color has the ability to alter spatial experience, and that different sound frequencies can intensify this experience, the paper aims at testing AR as a possible technology to study different sensual experiences in the monument, measure them and categorize them according to their emotional and cognitive impact. Thus, it builds on a methodology of work where a vast number of different colors and their combinations integrated in an AR app enables users to generate data at a conscious and subconscious level on a suggested site and becomes ground for further exploration.
TEI '18: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction, 2018
Opto-Phono-Kinesia (OPK) is an audio-visual performance piece in which all media elements are controlled by the body movements of a single performer. The title is a play on a possible synesthetic state involving connections between vision, sound and body motion. Theoretically, for a person who experiences this state, a specific colour could trigger both a sound and a body action. This synesthetic intersection is simulated in OPK by simultaneity of body movement, and audio-visual result. Using the Gesture and Media System 3.0 motion-tracking system, the performer can dynamically manipulate an immersive environment using two small infrared trackers. The project employs a multipart interface design based on a formal model of increasing complexity in visual-sound-body mapping, and is therefore best performed by an expert performer with strong spatial memory and advanced musical ability. OPK utilizes the “body as experience, instrument and interface” [1] for control of a large-scale environment. 1. ACM. TEI Arts Track website. 2018. Retrieved October 10, 2017 from https://tei.acm.org/2018/arts-track/
2003
In this paper, we describe a new interface for musical performance, using the interaction with a graphical user interface in a powerful manner: the user directly touches a screen where graphical objects are displayed and can use several fingers simultaneously to interact with the objects. The concept of this interface is based on the superposition of the gesture spatial place and the visual feedback spatial place; i t gives the impression that the graphical objects are real. This concept enables a huge freedom in designing interfaces. The gesture device we have created gives the position of four fingertips using 3D sensors and the data is performed in the Max/MSP environment. We have realized two practical examples of musical use of such a device, using Photosonic Synthesis and Scanned Synthesis.
— Bencana pandemi COVID-19 yang melanda dunia saat ini tentu saja memberikan dampak terhadap berbagai sektor, tidak hanya memakan korban jiwa namun juga berdampak pada perekonomian dan bisnis. Indonesia pun tidak luput dari dampak virus ini. Seperti sektor pariwisata, sektor perdagangan, maupun sektor industri turut memiliki dampak yang cukup signifikan. Dampak dari COVID-19 secara langsung dapat terlihat dari PHK besar-besaran oleh beberapa perusahaan yang sudah tidak sanggup menanggung beban pegawainya, begitu juga dengan terjadinya penutupan beberapa usaha yang terpaksa merumahkan para karyawannya. Akan tetapi, perputaran roda ekonomi harus dapat dipertahankan. Hal ini mendorong para pengusaha untuk memetakan bentuk pemasaran seperti apa yang paling tepat dalam menghadapi COVID-19, sebab pandemi ini pun juga mempengaruhi perubahan perilaku konsumen. Penelitian ini merupakan penelitian yang berjudul Strategi Promosi Produk Melalui Digital Marketing Bagi UMKM Dalam Menghadapi COVID-19 Untuk Meningkatkan Penjualan. Tujuan dari penelitian ini adalah untuk memberikan sebuah gambaran bentuk promosi yang dilakukan perusahaan pada saat pandemi COVID-19 yang tidak bisa diprediksi sampai kapan pandemi ini akan berakhir. Penelitian ini merupakan penelitian kualitatif deskriptif yang digunakan studi pustaka terfokus untuk menjelaskan hasil penelitian yang diperoleh peneliti tersebut. Hasil dari penelitian ini adalah memberikan gambaran tentang hubungan promosi melalui digital marketing dengan keputusan konsumen selama pandemi covid-19 Kata Kunci : Digital Marketing, Promotion, Strategi Bisnis
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