Evaluating Digital Games for Competitive Music Composition

2020 ◽  
Vol 25 (1) ◽  
pp. 75-88
Author(s):  
Thomas Studley ◽  
Jon Drummond ◽  
Nathan Scott ◽  
Keith Nesbitt

Digital games are a fertile ground for exploring novel computer music applications. While the lineage of game-based compositional praxis long precedes the advent of digital computers, it flourishes now in a rich landscape of music-making apps, sound toys and playful installations that provide access to music creation through game-like interaction. Characterising these systems is the pervasive avoidance of a competitive game framework, reflecting an underlying assumption that notions of conflict and challenge are somewhat antithetical to musical creativity. As a result, the interplay between competitive gameplay and musical creativity is seldom explored. This article reports on a comparative user evaluation of two original games that frame interactive music composition as a human–computer competition. The games employ contrasting designs so that their juxtaposition can address the following research question: how are player perceptions of musical creativity shaped in competitive game environments? Significant differences were found in system usability, and also creativity and ownership of musical outcomes. The user study indicates that a high degree of musical control is widely preferred despite an apparent cost to general usability. It further reveals that players have diverse criteria for ‘games’ which can dramatically influence their perceptions of musical creativity, control and ownership. These findings offer new insights for the design of future game-based composition systems, and reflect more broadly on the complex relationship between musical creativity, games and competition.

Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3673
Author(s):  
Stefan Grushko ◽  
Aleš Vysocký ◽  
Petr Oščádal ◽  
Michal Vocetka ◽  
Petr Novák ◽  
...  

In a collaborative scenario, the communication between humans and robots is a fundamental aspect to achieve good efficiency and ergonomics in the task execution. A lot of research has been made related to enabling a robot system to understand and predict human behaviour, allowing the robot to adapt its motion to avoid collisions with human workers. Assuming the production task has a high degree of variability, the robot’s movements can be difficult to predict, leading to a feeling of anxiety in the worker when the robot changes its trajectory and approaches since the worker has no information about the planned movement of the robot. Additionally, without information about the robot’s movement, the human worker cannot effectively plan own activity without forcing the robot to constantly replan its movement. We propose a novel approach to communicating the robot’s intentions to a human worker. The improvement to the collaboration is presented by introducing haptic feedback devices, whose task is to notify the human worker about the currently planned robot’s trajectory and changes in its status. In order to verify the effectiveness of the developed human-machine interface in the conditions of a shared collaborative workspace, a user study was designed and conducted among 16 participants, whose objective was to accurately recognise the goal position of the robot during its movement. Data collected during the experiment included both objective and subjective parameters. Statistically significant results of the experiment indicated that all the participants could improve their task completion time by over 45% and generally were more subjectively satisfied when completing the task with equipped haptic feedback devices. The results also suggest the usefulness of the developed notification system since it improved users’ awareness about the motion plan of the robot.


Author(s):  
Tammer Castro ◽  
Jason Rothman ◽  
Marit Westergaard

The present study examines anaphora resolution in two groups of speakers exposed to Brazilian and European Portuguese (BP and EP, respectively), considering the different null subject distribution in these languages. Our research question is whether late BP-EP bilinguals (age of EP onset: 29.1) and heritage BP speakers raised in Portugal (age of EP onset 5.6), tested in both dialects, will pattern like the native controls or display some effects of EP in their native BP or vice-versa. This is an interesting question in light of the Interface Hypothesis, which claims that external interfaces should be subject to general bilingualism effects irrespective of language pairing and age (Sorace, 2011). The results show that age has an effect, as the heritage speakers do not perform like the late learners, and that the high degree of typological proximity between the two languages could hinder bidialectal acquisition.


2013 ◽  
Vol 5 (4) ◽  
pp. 56-80
Author(s):  
Abdallah El Ali ◽  
Hamed Ketabdar

Around Device Interaction (ADI) has expanded the interaction space on mobile devices to allow 3D gesture interaction around the device. In this paper, the authors look specifically at magnet-based ADI and its applied use in a playful, music-related context. Using three musical applications developed under the magnet-based ADI paradigm (Air Disc-Jockey, Air Guitar, Air GuitaRhythm), the authors investigate whether the magnet-based ADI paradigm can be effectively used to support playful music composition and gaming on mobile devices. Based on results from a controlled user study (usability and user experience questionnaire responses, users’ direct feedback, and video observations), the authors 1) showed how magnet-based ADI can be effectively used to create natural, playful and creative mobile music interactions amongst both musically-trained and non-musically trained users and 2) distilled magnet-based ADI design considerations to optimize playful and creative music interactions in today’s smartphones.


2017 ◽  
Vol 12 (4) ◽  
pp. 1
Author(s):  
Rosanna Spanò ◽  
Luca Ferri ◽  
Clelia Fiondella ◽  
Marco Maffei

This paper aims to explain how Italian Regional Governments reacted to the introduction of the Anti-Corruption Plans in order to understand the degree of thoroughness. To answer the research question 20 Anti-Corruption Plans prepared by Italian Regional Governments for the years 2013-2016. The plans were examined using a meaning-oriented content analysis. This analysis allows us to detect the degree of compliance with the National Anticorruption Plan (NAP). Also we investigated the characteristics of the information, as well as the degree of thoroughness of the reports. Our findings highlight the existence of high degree of heterogeneity in the Anti corruption plans that characterises the national context. Also, our findings reveal the existence of a wide presence of regions employing poor reporting practices.


2004 ◽  
Vol 20 (4) ◽  
pp. 228-233 ◽  
Author(s):  
Marie C. DeSisto ◽  
Thomas Patrick DeSisto

The purpose of this study was to explore Kanter’s Theory of Structural Power in Organizations, using school nurses and to answer the research question of whether there is a relationship between empowerment and autonomy in school nurses. This study found a positive relationship between the nurses’ perceptions of empowerment and autonomy. The school nurses surveyed perceived themselves to have a high degree of autonomy and a moderate degree of empowerment, and they reported that their access to informal power structures was higher than their access to formal power structures in their school systems. School nurses can benefit by understanding factors that can increase their empowerment in the workplace. They need to understand the organizational structure of their workplace to increase their effectiveness and job satisfaction.


2019 ◽  
Vol 19 (1) ◽  
pp. 90-106
Author(s):  
Diana Melnic ◽  
Vlad Melnic

Abstract Since Julia Kristeva’s first use of the term in the late 20th century, intertextuality has given rise to one of the literary theories most frequently applied in the interpretation of texts across different media, from literature to art and film. In what concerns the study of digital games, however, the concept has received little attention, in spite of the fact that the new medium offers a more than fertile ground for its investigation. The aim of the present essay, therefore, is to propose that digital games can be and, indeed, are intertextual in at least two ways. First, we argue, games deliberately refer to other games, which may or may not be a part of the same series. Secondly, they connect with texts from other media and specifically with literary texts. In both cases, the intertextual link can be a sign of tribute, a critical comment, or a means of self-reflection. Ultimately, however, these links are a form of aesthetic play that reveals new similarities between digital games and traditional media for artistic expression.


2021 ◽  
Vol 11 (22) ◽  
pp. 10600
Author(s):  
Albert Deok-Young Yang ◽  
Yeo-Gyeong Noh ◽  
Jin-Hyuk Hong

By providing a high degree of freedom to explore information, QA (question and answer) agents in museums are expected to help visitors gain knowledge on a range of exhibits. Since information exploration with a QA agent often involves a series of interactions, proper guidance is required to support users as they find out what they want to know and broaden their knowledge. In this paper, we validate topic recommendation strategies of system-initiative QA agents that suggest multiple topics in different ways to influence users’ information exploration, and to help users proceed to deeper levels in topics on the same subject, to offer them topics on various subjects, or to provide them with selections at random. To examine how different recommendations influence users’ experience, we have conducted a user study with 50 participants which has shown that providing recommendations on various subjects expands their interest on subjects, supports longer conversations, and increases willingness to use QA agents in the future.


Author(s):  
Aya Hussein ◽  
Sondoss Elsawah ◽  
Hussein Abbass

Research suggests that different operationalisations of automation transparency can influence team collaboration and performance. Yet, little is known about how gender differences can affect humans’ ability to process the information provided by their automation teammate when the automation is transparent. The significance of this research question stems from the fact that the broader areas of judgment and decision making show that females and males deploy different information processing strategies. The aim of this paper is to explore whether gender differences exist in the way people interact with a transparent swarm. We conducted a user study in which 33 subjects (15 males and 18 females) interacted with a simulated swarm under two conditions: with and without transparency. While no significant differences were detected under the control condition, results indicate that when transparency was added, males were able to utilise transparency early on, while females needed significantly more time to benefit from it. Besides, under the transparency condition, females exhibited significantly longer response times than males. However, as time progresses and towards the last time window of the experiment, females could achieve slightly higher decision accuracy than males. These findings stress the need to consider gender differences when designing transparent human-machine interaction and its training protocols.


2019 ◽  
Vol 14 (4) ◽  
pp. 658-675 ◽  
Author(s):  
Anna-Maija Lämsä ◽  
Markku Mattila ◽  
Merja Lähdesmäki ◽  
Timo Suutari

Purpose In this paper, the following research question is addressed: Why do business organisations recruit employees with a foreign background? This was examined in terms of the values that guide organisations and their management. The paper aims to discuss this issue. Design/methodology/approach The study focused on two businesses in Finland that are pioneers in the recruitment of immigrants. A case study approach was adopted. The research data consist of interviews and documentary data. The data were analysed using content analysis in accordance with grounded theory. Findings Companies can act as an enabling force in the integration of immigrants into the local labour market, especially when the company’s value basis extends beyond only economic values. Research limitations/implications The study was conducted only in two case companies in Finland. Practical implications Companies have the potential to affect local people’s attitudes towards immigrants as workers. This is important because many western societies are likely to face a labour shortage in the future due to the ageing population and low birth rate. Originality/value Prior research has mostly investigated the topic from the viewpoints of the immigrants themselves and of policy makers. The value of this study is that it makes the employers’ viewpoint visible. The dominant theories applied in the field of immigrant recruitment are inadequate to explain employers’ behaviour because of their underlying assumption of the overwhelming importance of economic values in decision making.


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