scholarly journals ScreenPlay: A topic-theory-inspired interactive system

2020 ◽  
Vol 25 (1) ◽  
pp. 89-105
Author(s):  
George Meikle

ScreenPlay is a unique interactive computer music system (ICMS) that draws upon various computational styles from within the field of human–computer interaction (HCI) in music, allowing it to transcend the socially contextual boundaries that separate different approaches to ICMS design and implementation, as well as the overarching spheres of experimental/academic and popular electronic musics. A key aspect of ScreenPlay’s design in achieving this is the novel inclusion of topic theory, which also enables ScreenPlay to bridge a gap spanning both time and genre between Classical/Romantic era music and contemporary electronic music; providing new and creative insights into the subject of topic theory and its potential for reappropriation within the sonic arts.

Animals ◽  
2020 ◽  
Vol 10 (10) ◽  
pp. 1768
Author(s):  
Roosa Piitulainen ◽  
Ilyena Hirskyj-Douglas

Computer systems for primates to listen to audio have been researched for a long time. However, there is a lack of investigations into what kind of sounds primates would prefer to listen to, how to quantify their preference, and how audio systems and methods can be designed in an animal-focused manner. One pressing question is, if given the choice to control an audio system, would or could primates use such a system. In this study, we design an audio enrichment prototype and method for white-faced sakis that allows them to listen to different sounds in their regular zoo habitat while automatically logging their interactions. Focusing on animal-centred design, this prototype was built from low fidelity testing of different forms within the sakis’ enclosure and gathering requirements from those who care for and view the animal. This process of designing in a participatory manner with the sakis resulted in an interactive system that was shown to be viable, non-invasive, highly interactive, and easy to use in a zoo habitat. Recordings of the sakis’ interactions demonstrated that the sakis triggered traffic audio more than silence, rain sounds, zen, and electronic music. The data and method also highlight the benefit of a longitudinal study within the animals’ own environment to mitigate against the novelty effect and the day-to-day varying rhythm of the animals and the zoo environment. This study builds on animal-centred methods and design paradigms to allow the monitoring of the animals’ behaviours in zoo environments, demonstrating that useful data can be yielded from primate-controlled devices. For the Animal-Computer Interaction community, this is the first audio enrichment system used in zoo contexts within the animals own environment over a long period of time that gives the primate control over their interactions and records this automatically.


2021 ◽  
Author(s):  
Dalbert Marques Oliveira

Technological artifacts, physical and digital, have occupied an increasing space in society. Through these artifacts, individuals’ access, store and share information, which may be spread across different equipment. On the other hand, through human-computer interaction, individuals use and appropriate this equipment, creating an ecology of artifacts that appears to be able to expand the physical and mental capacities of its users. In turn, the aforementioned expansion of capabilities seems to contribute to changes in the informational behavior of users of artifact ecologies during practices such as personal information management, the passage from information to knowledge, and the management of personal knowledge. However, there seems to be little literature relating concepts such as human-computer interaction through the use or appropriation of an artifact ecology, with informational behavior, and the aforementioned management of information and personal knowledge. This scarcity reduces the information available, the understanding of these relationships, and their action on the individual. That said, this work will start from a brief systematic review of the literature, to learn about recent works developed on the subject investigated. Afterward, the recovered literature will be confronted with each other, to find relationships between the concepts. The results obtained from this confrontation will contribute to informing other investigations related to the appropriation of artifact ecologies, for information management practices and personal knowledge.


Author(s):  
Daniela Fogli ◽  
Andrea Marcante ◽  
Piero Mussio

In this chapter it is recognized that the knowledge relevant to the design of an interactive system is distributed among several stakeholders: domain experts, software engineers and Human-Computer Interaction experts. Hence, the design of an interactive system is a multi-facet activity requiring the collaboration of experts from these communities. Each community describes an interactive system through visual sentences of a Visual Language (VL). A first VL allows domain experts to reason on the system usage in their specific activities. A second VL, the State-Chart language, is used to specify the system behaviour for software engineers purposes. A communication gap exists among the two communities, in that domain experts do not understand software engineers jargon and vice versa. To overcome this gap, a third VL permits Human-Computer Interaction experts to translate the user view of the system embedded in their Visual Language into a specification in the software engineering Visual Language.


Author(s):  
Manoj Kumar

The intention of this chapter is to provide an overview on the subject of Human-Computer Interaction. The overview includes the basic definitions and terminology, a survey of existing technologies and recent advances in the field, common architectures used in the design of HCI systems which includes unimodal and multimodal configurations, and finally the applications of HCI. This chapter also offers a comprehensive number of references for each concept, method, and application in the HCI. Human–computer interaction is considered a core element of computer science. Yet it has not coalesced; many researchers who identify their focus as human–computer interaction reside in other fields. It examines the origins and evolution of three HCI research foci: computer operation, information systems management, and discretionary use. It describes efforts to find common ground and forces that have kept them apart.


2021 ◽  
Vol 2 (2) ◽  
pp. 166-169
Author(s):  
Paulo Perez ◽  
Philippe Roose ◽  
Yudith Cardinale ◽  
Mark Dalmau ◽  
Dominique Masson ◽  
...  

Traditional Human-Computer Interaction (HCI) is being overpowered by the widespread diffusion of smart and mobile devices. Currently, smart environments involve daily day activities covered by a huge variety of applications, which demand new HCI approaches. In this context, proxemic interaction, derived from the proxemic theory, becomes an influential approach to implement new kind of Mobile Human-Computer Interaction (MobileHCI) in smart environments. It is based on five proxemic dimensions: Distance, Identity, Location, Movement, and Orientation (DILMO). However, there is a lack of general and flexible tools and utilities focused on supporting the development of mobile proxemic applications. To respond to this need, we have previously proposed a framework for the design and implementation of proxemic applications for smart environments, whose devices interactions are defined in terms of DILMO dimensions. In this work, we extend this framework by integrating a Domain Specif Language (DSL) to support the designing phase. The framework also provides an API, that allows developers to simplify the process of proxemic information sensing (i.e., detection of DILMO dimensions) with mobile phones and wearable sensors. We perform an exhaustive revision of relevant and recent studies and describe in detail all components of our framework.


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