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Träfflista för sökning "AMNE:(HUMANIORA Konst) ;lar1:(hkr)"

Sökning: AMNE:(HUMANIORA Konst) > Högskolan Kristianstad

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1.
  • Cappelen, Birgitta, et al. (författare)
  • Co-created staging : situating installations
  • 2011
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Staging is the creative act of showing something to an audience.When staging, the artist choose and create the context, situationand structure of the presented object, play or installation. The chosen context and situation provide background for the audience interpretations. Meaning is co-created between the artist and audience, based on the cultural and individual understanding of the context and situation. The term installation is open, ambiguous and undefined. One does not completely know what to expect and where to find an installation. It is open towards many interpretations. In this paper we present how we worked with staging of two interactive installations in different exhibition situations, to provoke and motivate different interpretations, expectations and interactions. We argue for staging as a communicative strategy to attract and motivate diverse audiences and user groups to collaborate and co-create through interpretation and interaction. Further we argue that installations have to be open to many possible structures, interpretations, interaction forms and roles the user can take, and shift betweendynamically. When the user dynamically restructure, shift rolesand thereby re-situate the installation, the user is a co-creator in the staging act. We call this dynamic staging.
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2.
  • Andersson, Anders-Petter (författare)
  • Interactive Music Composition
  • 2012
  • Doktorsavhandling (populärvet., debatt m.m.)abstract
    • This dissertation, titled Interactive Music Composition, is a practice based Ph.D. thesis in the field of Musicology. The purpose is to explore if and how one can compose computer based interactive music, that is musically satisfying for an interacting audience, consisting of both laymen and skilled musicians. The text describes the design and reflection in two interactive music installations: Do-Be-DJ, open-air installation in a public park, and, Mufi, with modular and moveable interface. Based on methods and per­spectives in Musicology and Interaction Design, a composition model for interactive music is developed. The model investigates the experience di­mensions listen, explore, compose and collaborate. It also investigates the design dimensions of interaction, narrative structure, composition rule and sound node. The conceptual approach is to apply improvisation and composition methods from jazz, pop and groove based music on interactive music. It also uses the concepts of openess in musical structures and interpretation, musical mediation of actions and meaning and everyday use of music, when composing interactive music. The dissertation contributes to an understanding of how to create composition techniques for interactive music, such as: Direct, varied and shifting response. It reflects on the change in meaning of the musicological terms composition, improvisation, musical work, listener, musician and audience. And on the interaction design terms interaction, gameplay, system and user. The term co-creator is used to describe an actively, interacting and collaborating person, to complement traditional terms like audience, performer and user.
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3.
  • Andersson, Anders-Petter, et al. (författare)
  • Vocal and tangible technology for music and health
  • 2013
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Our voice and body are important parts of our self-expression and self-experience. They are also essential for our way to communicate and build relations cross borders like abilities, ages, locations, backgrounds and cultures. Voice and tangibility gradually become more important when developing new music technology for the Music Therapy and the Music and Health fields, due to new technology possibilities that have recently arisen. For example smartphones, computer games and networked, social media services like Skype. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project. The goal is to improve health for families, adults and children with severe disabilities through use of collaborative, musical, tangible sensorial media. We build on use of voice in Music Therapy and studies by Lisa Sokolov, Diane Austin, Kenneth Bruscia and Joanne Loewy. Further we build on knowledge from Multi-sensory stimulation and on a humanistic health approach. Our challengeis to design vocal and tangible, sensorially stimulating interactive media, that through use reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross- media techniques, to create rhythms, melodies and harmonic chords to stimulate body- voice connections, positive emotions and structures for actions. The reflections in this paper build on action research methods, video observations and research-by-design methods. We reflect on observations of families and close others with children with severe disabilities, interacting in three vocal and tangible installations.
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4.
  • Jalhed, Hedvig, 1982- (creator_code:cre_t, creator_code:pdr_t)
  • The Prophecies
  • 2023
  • Ingår i: The Propechies, public performances of the AI-based micro opera with the opera company Operation Opera.
  • Konstnärligt arbeteabstract
    • The Prophecies is an AI-based chamber opera with interactive features in which the visitors are immersed in a ritualistic and temple-like setting where they can meet a singing oracle who instead of appearing to be connected to ancient divinities receives messages from the digital realm. The underlying theme of the opera is the eternal human search for guidance and our hope for help from external and mythological forces. Through the work, a playful approach to the subject is suggested while the concept also makes room for critical reflection on the topic and the exposed mechanisms of human nature. Developed from the creators' earlier work with the prototypical opera The Oracle, the concept design encompasses elaborated verbal, audial, and visual material, including an AI-agent trained to respond in the style of the Delphic oracle while still being compatible with the contemporary music composition at hand. By offering personalized prophecies to each individual visitor facing the oracle alone through the dynamics achieved by human-machine interaction, articulate subjective experiences are made possible through the opera.
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5.
  • Johansson, Michael, et al. (författare)
  • Abstraction and resilience: symbolics and space
  • 2021
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In our recent work on the topic ‘resilient communities’ for a workshop at the Venice Biennale 2021, Ideal Spaces Working Group investigates different aspects of spatial creation: the history of ideas, formats of representing space and tools of construction in historical, contemporary and built environments of the future. We address how abstract conceptions underlying assumptions, imagination and concrete views shape spatial construction and its representations, and how spatial creation tries to organize meaning and influence perception and understanding, shaping both the city and its inhabitants. With regard to the built environment, resilience depends on how a space is perceived by its inhabitants and how spaces designed for communities reflect this, especially their symbolic properties as ideal spaces for communal living. These properties are connected to the ways in which space is expressed via its overall shape as gestalt. In this respect, it is about how imagination operates via abstracting and symbolizing perception. In our work, we address why it is reasonable to depict representations of ideal places as symbolic spaces in a degree of abstraction that is far from photorealism, and to instead find other forms of representation. Furthermore, we explore how to avoid the uncanny valley that inevitably arises in virtual aesthetics when something is not quite right, and finally, how a readable yet intuitive formal language can be implemented.
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6.
  • Johansson, Michael, et al. (författare)
  • Making Skopéin : an autoethnographic report about the interplay between space and media art
  • 2024
  • Ingår i: Urban Eidos. - 2942-5131. ; 1:1, s. 29-45
  • Tidskriftsartikel (refereegranskat)abstract
    • Konstinstallationer som engagerar sig i en dialogisk relation med sin omgivande miljö och överträder gränserna för en isolerad tillvaro kräver en nyanserad framställning av det dynamiska samspelet mellan konstverket, det rumsliga sammanhanget och betraktaren. Följande rapport strävar efter att avgränsa och undersöka de centrala elementen av mottagande och estetik för produktion som är avgörande för mediekonstinstallationen 'Skopéin', utställd i Evangelische Stadtkirche Karlsruhe under sensommaren 2022, genom linsen av etnografisk introspektion ('autoetnografi'). Eftersom författarna till detta resonemang samtidigt är skaparna av den tidigare nämnda installationen, tjänar följande text som en utforskande analys av tillverkningsprocessen för en mediekonstinstallation med användning av antropologiska metoder.
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7.
  • Andersson, Anders-Petter, et al. (författare)
  • Musical interaction for health improvement
  • 2014
  • Ingår i: Oxford handbook of interactive audio. - Oxford : Oxford University Press. ; , s. 247-262
  • Bokkapitel (populärvet., debatt m.m.)abstract
    • During the past decade, tangible sensor technologies have matured and become less expensive and easier to use, leading to an explosion of innovative musical designs within video games, smartphone applications, and interactive art installations. Interactive audio has become an important design quality in commercially successful games like Guitar Hero , and a range of mobile phone applications motivating people to interact, play, dance, and collaborate with music. Parallel to the game, phone, and art scenes, an area of music and health research has grown, showing the positive results of using music to promote health and wellbeing in everyday situations and for a broad range of people, from children and elderly to people with psychological and physiological disabilities. Both quantitative medical and ecological humanistic research show that interaction with music can improve health, through music’s ability to evoke feelings, motivate people to interact, master, and cope with difficult situations, create social relations and experience shared meaning. Only recently, however, the music and health field has started to take interest in interactive audio, based on computer-mediated technologies’ potential for health improvement. Here, we show the potential of using interactive audio in what we call interactive musicking in the computer-based interactive environment Wave. Interactive musicking is based on musicologist Christopher Small’s concept “musicking”, meaning any form of relation-building that occurs between people, and people and things, related to activities that include music. For instance, musicking includes dancing, listening, and playing with music (in professional contexts and in amateur, everyday contexts). We have adapted the concept of "musicking" on the design of computer-based musical devices. The context for this chapter is the research project RHYME. RHYME is a multidisciplinary collaboration between the Centre for Music and Health at the Norwegian Academy of Music, the Oslo School of Architecture andDesign (AHO), and Informatics at the University of Oslo. Our target group is families with children with severe disabilities. Our goal is to improve health and wellbeing in the families through everyday musicking activities in interactive environments. Our research approach is to use knowledge from music and health research, musical composition and improvisation, musical action research, musicology, music sociology, and soundscape studies, when designing the tangible interactive environments. Our focus here is interaction design and composition strategies, following research-by-design methodology, creating interactive musicking environments. We describe the research and design of the interactive musicking environment Wave, based on video documentation, during a sequence of actions. Our findings suggest some interactive audio design strategies to improve health. We base the design strategies on musical actions performed while playing an instrument, such as impulsive or iterative hitting, or sustainable stroking of an instrument. Musical actions like these can also be used for musicking in everyday contexts, creating direct sound responses to evoke feelings that create expectations and confirm interactions. In opposition to a more control-oriented, instrument and interface perspective, we argue that musical variation and narrative models can be used to design interactive audio, where the audio is seen as an actor taking many different roles, as instrument, co-musician, toy, etc. In this way, the audio and the interactive musicking environments will change over time, answering with direct response, as well as nose-thumbing and changing response, motivating creation, play, and social interaction. Musical variation can also be used to design musical backgrounds and soundscapes that can be used for creating layers of ambience. These models create a safe environment and contribute to shared meaning.
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8.
  • Andersson, Anders-Petter, et al. (författare)
  • Vocal and tangible interaction in RHYME
  • 2014
  • Ingår i: Music, Health, Technology and Design. - Oslo : Norwegian Academy of Music. ; , s. 21-38
  • Bokkapitel (populärvet., debatt m.m.)abstract
    • Our voice and body are important parts of our self-expression and self-experience for all of us. They are also essential for our way to communicate and build relations cross borders such as abilities, ages, locations and backgrounds. Voice, body and tangibility gradually become more important for Information and Communication Technology (ICT), due to increased development of tangible interaction and mobile communication. The voice and tangible interaction therefore also become more important for the fields of Assistive Technology, Health Technology and Universal Design. In this paper we present and discuss our work with voice and tangible interaction in our on-going research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible and sensorial media. We build on use of voice in Music Therapy, knowledge from multi-sensory stimulation and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that are sensorially stimulating. Interactive media that through use, can reduce isolation and passivity and increase empowerment for all the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques, to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.
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9.
  • Cappelen, Birgitta, et al. (författare)
  • Designing four generations of 'Musicking Tangibles'
  • 2014
  • Ingår i: Music, Health, Technology and Design. - Oslo : Norwegian Academy of Music. ; , s. 1-20
  • Bokkapitel (populärvet., debatt m.m.)abstract
    • n this article we present a novel approach for the understanding and the design of interactive health improving music technology, what we call Musicking Tangibles. The Musicking Tangibles approach represents an alternative approach to the traditional instrument, interface and switch-oriented music technology perspective. Our approach combines a humanistic, resource and empowerment oriented health approach with an aesthetic and culture based design approach towards music technology. We present four empowering and health improving qualities for the Musicking Tangibles. These qualities emphasize to: 1) Continually evoke interest and positive emotions relevant to diverse users’ interpretation of the tangibles and the situation; 2) Dynamically offer the users many roles to take, many musicking actions to make and many ways to express themselves; 3) Offer the users aesthetically consistent responses and build relevant cross-media expectations and challenges over time and space, consistent with their character; 4) Offer the users many relations to make: to people, things, experiences, events and places. Further we present and argue for some design solutions of the Musicking Tangibles ORFI, WAVE, REFLECT, and the POLLY World from the RHYME-project. In developing POLLY we have tried to put together as many design qualities as possible, to exemplify our view and current understanding.
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10.
  • Cappelen, Birgitta, et al. (författare)
  • Expanding the role of the instrument
  • 2011
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • The traditional role of the musical instrument is to be the working tool of the professional musician. On the instrument the musician performs music for the audience to listen to. In this paper we present an interactive installation, where we expand the role of the instrument to motivate musicking and co-creation between diverse users. We have made an open installation, where users can perform a variety of actions in several situations. By using the abilities of the computer, we have made an installation which can be interpreted to have many roles. It can both be an instrument, a co-musician, a communication partner, a toy, a meeting place and an ambient musical landscape. The users can dynamically shift between roles, based on their abilities, knowledge and motivation.
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