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In this paper, vulnerability is considered in terms of our ability to synchronise in time with others, and how the consequences of being unable to do so leads to isolation and a range of social, emotional, and psychological issues. We describe a project to develop a shared musical instrument to facilitate the process of joint interaction and the emergence of moments of synchronising in time with others. The design involves a multidisciplinary and multi-practice team that includes music therapists, artists, performance artists, musicians, music psychologists, music technologists, software and hardware sound engineers.
In this paper we describe the design and development of Resonance, an interactive tabletop artwork that targets upper-limb movement rehabilitation for patients with an acquired brain injury. The artwork consists of several interactive game environments, which enable artistic expression, exploration and play. Each environment aims to encourage collaborative, cooperative, and competitive modes of interaction for small groups (2-4) of co-located participants. We discuss how participants can perform movement tasks face-to-face with others using tangible user interfaces in creative and engaging activities. We pay particular attention to design elements that support multiple users and discuss preliminary user evaluation of the system. Our research indicates that group based rehabilitation using Resonance has the potential to stimulate a high level of interest and enjoyment in patients; facilitates social interaction, complements conventional therapy; and is intrinsically motivating.
Interacting with Computers
Exploring Social Interaction With a Tangible Music Interface2016 •
This article presents a video-based field study of the Reactable, a tabletop tangible user interface (TUI) for music performance, in a hands-on science centre. The goal was to investigate visitors' social interactions in a public setting. We describe liminality and cross-group interaction, both synchronous with fluid transitions and overlaps in use between groups and asynchronous. Our findings indicate the importance of: (i) facilitating smooth transitions and overlaps between groups and (ii) supporting not only synchronous but also asynchronous group interaction. We discuss the lessons learned on how best to enable liminal situations in the design of interactive tabletops and TUIs for social interaction and particularly collaborative tangible music in public museum settings. RESEARCH HIGHLIGHTS • Presentation of a video-based field study describing cross-group interaction. • Description of exemplar vignettes of video for illustrating liminal situations in social interaction. • Discussion of the nature of different levels of cross-group interaction and their relevance for social interaction and collaboration. • Lessons learned in how best to enable liminal situations in the design of collaborative tangible user interfaces for promoting social interaction and collaboration.
Art and Technology of Entertainment Computing and Communication
Tabletop Games: Platforms, Experimental Games and Design Recommendations2010 •
This paper surveys emerging design research on co-located group interaction with tabletop displays as an approach toward developing an upper-limb movement rehabilitation system for acquired brain injury (ABI). Traditional approaches and newer virtual reality interventions for physical therapy tend to focus on individuals interacting one-on-one with a therapist in a clinical space – this is both labor intensive and costly. Co-located tabletop environments have been shown to enhance the engagement of users, translating to skill acquisition. We describe the principles of group interaction that inform our understanding of motor rehabilitation using interactive media; explore four constructs from interactive tabletop research that may influence the design of co-located systems for rehabilitation: 1) physical space, 2) group awareness, 3) territoriality, and 4) interaction simultaneity; and consider how each construct can be expressed in particular design solutions for rehabilitation of ABI.
There has been little research on how interactions with tabletop and Tangible User Interfaces (TUIs) by groups of users change over time. In this article, we investigate the challenges and opportunities of a tabletop tangible interface based on constructive building blocks.We describe a long-term lab study of groups of expert musicians improvising with the Reactable, a commercial tabletop TUI for music performance. We examine interaction, focusing on interface, tangible, musical, and social phenomena. Our findings reveal a practice-based learning between peers in situated contexts, and new forms of participation, all of which is facilitated by the Reactable’s tangible interface, if compared to traditional musical ensembles. We summarise our findings as a set of design considerations and conclude that construction processes on interactive tabletops support learning by doing and peer learning, which can inform constructivist approaches to learning with technology.
Lecture Notes in Computer Science
Designing Co-located Tabletop Interaction for Rehabilitation of Brain Injury2013 •
The aim of this chapter is to discuss a range of computer applications designed to enable people with disabilities to interact through music, dance and the visual arts. A review of the main motion tracking algorithms and software environments is included as well as an overview of theoretical positions regarding the mapping of real time extracted motion features to sound, interactive music and computer-generated or modified visual content. The chapter concludes with descriptions of how the concepts have been applied to research projects undertaken with different groups of young people with motor limitations and autism spectrum disorders.
Our everyday interactions increasingly involve both embodied face-to-face communication and various forms of mediated and distributed communication such as email, skype, and facebook. In daily face-to-face commu- nications, we are connected in rhythm and synchrony at multiple levels ranging from the moment-by-moment continuity of timed syllables to emergent body and vocal rhythms of pragmatic sense-making. Our human capacity to synchronize with each other may be essential for our survival as social beings. Moving our bodies and voices together in time embodies a potent pragmatic purpose that of being together. In this synchrony of self with other, witnessing and being present become part of each other. There is growing research into how rhythm and synchrony operate in embodied face-to-face interaction and this provides parameters for investigating the relations and differences in how we connect and are socially present in the embodied and distributed settings, and understanding the effect of one setting upon the other. This paper explores the arena of research into rhythm in human interaction, musical and linguistic, with a focus on the movements of body and voice. It draws together salient issues and ideas that would form the basis for a framework of rhythm in embodied interaction.
International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction on - ICMI-MLMI '10
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2007 •
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TEI '11: Proceedings of the Fifth International Conference on Tangible, Embedded and Embodied Interaction
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Media Crate2009 •
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Methodological Issues In Facilitating Rhythmic Play With Robots2008 •
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The Workshop Call for Participation
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Engagement with Technology in Special Educational & Disabled Music Settings
Engagement with Technology in Special Educational & Disabled Music Settings2011 •
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Interactive Sensory Objects Developed for and by People with Learning Disabilities2012 •
2019 •
Proceedings of the 2019 on Designing Interactive Systems Conference
muRedder: Shredding Speaker for Ephemeral Musical Experience2019 •