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Sökning: hsv:(HUMANIORA) > Högskolan Kristianstad

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1.
  • Andersson, Anders-Petter, 1969-, et al. (författare)
  • Musical interaction for health improvement
  • 2014
  • Ingår i: Oxford handbook of interactive audio. - Oxford : Oxford University Press. - 9780199797226 ; , s. 247-262
  • Bokkapitel (refereegranskat)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 and Design (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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2.
  • Andersson, Anders-Petter, 1969- (författare)
  • "Shoot ’em up -musik" : om musikaliska strukturer för interaktivt berättande i tevespelet Rez
  • 2003
  • Ingår i: NM/T Nutida Musik/Tritonus. - 0029-6597. ; :2, s. 26-30
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • Det musikdramatiska berättandet har idag lierat sig med nya medier och teknologier. Resultatet av detta är att gränsen mellan lyssnaren och den aktive kompositören håller på att luckras upp. I musiken till datorspelen finner vi ett musikdramatiskt berättande som genom interaktiviteten frångår det traditionella berättandets linjära narratologi. Att komponera musik som både är intressant och samtidigt flexibelt rättar sig efter en publik som fysiskt medverkar till att skapa musiken är kanske vår tids största utmaning för nu verksamma musiker, tonsättare och dramatiker.
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3.
  • Cappelen, Birgitta, 1962-, et al. (författare)
  • Co-created staging : situating installations
  • 2011
  • Ingår i: Interactive Media Arts Conference, IMAC2011, Re-new digital arts festival. - Copenhagen.
  • Konferensbidrag (refereegranskat)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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5.
  • Sapir, Yair, 1971- (författare)
  • The revitalization of Elfdalian
  • 2017
  • Ingår i: Proceedings of the 21st FEL Conference. ; , s. 50-57
  • Konferensbidrag (refereegranskat)abstract
    • This article depicts the process of language revitalization of the endangered Elfdalian language spoken in Sweden. Having witnessed a language decline, Ulum Dalska was founded in 1984 with the ambition to revitalize Elfdalian. In 2004, these efforts were boosted due to the joining of the academia and the Municipality of Älvdalen to the revitalization process. Still not recognized as an official language in Sweden, in 2016, Elfdalian acquired an ISO language code and was introduced into the school system. Elfdalian was further empowered by publications in and about the language, as well as a standard orthography, and can thus be seen as both an abstand and an ausbau language. Whether these factors will be sufficient to reverse the language shift and to grant Elfdalian.
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6.
  • Cappelen, Birgitta, 1962-, et al. (författare)
  • Designing Smart Textile for Music and Health
  • 2011
  • Ingår i: Ambience11. - Borås : CTF, The Swedish School of Textile, University of Borås. - 9789197557689 ; , s. 39-48
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we present our ongoing research on designing smart textile solutions for musical tangibles, what we call co-creative tangibles. Our textile, musical tangibles shall be used to improve health and wellbeing for children with severe disabilities and their families, in their homes. We use theories from the Music and Health field as a framework, both for the design process and the design related user evaluations. Building on an ecological and holistic health approach, our main goal is to reduce passivity and isolation, for the child with special needs. To achieve our overall goal, improve health for the users, our textile, musical tangibles have to evoke feelings in the user, be possible for the users to master, create and strengthen social relations and give the users a feeling of wholeness. Because of our ambitious goal, the diversity of users and the varying everyday situation, our musical tangibles have to offer the users a variety of musical actions to perform, and continuous choices of intensity levels and focus of attention. If not, the musical tangibles will lose their interest fast, and lack the relation building qualities we need. Our Music and Health approach therefore demands our textile, musical tangibles not only to be used as an instrument in limited therapeutic session, but in many situations in the users’ everyday lives.
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9.
  • Håkansson, Anders, 1960- (författare)
  • Venus, Pax eller Pales? : den s.k. Tellusfrisens centralgestalt i gammalt och nytt ljus
  • 2011
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Venus, Pax eller Pales? Den s.k. Tellusfrisens centralgestalt har alltsedan frisen hittades på 1500-talet varit föremål för återkommande försök till identifiering: elementet jord, Tellus, Pax, Italia, Venus, Rhea Silvia eller Ceres. Ikonografiska studier och texter av Horatius, Lucretius och Vergilius har använts som stöd för identifikationsförsöken. En utgångspunkt vid dessa identifikationer har varit att det altare frisen tillhör är det Ara Pacis Augustae, som invigdes år 9 f.Kr. Man har därför varit tvungen att sätta frisens motiv i relation till detta altare. De framförda identifieringarna undersöks och jämförelser med en fris från Karthago görs. Ingen av identifieringarna är problemfri; viktiga attribut saknas, eller så tycks någon gudinna framställas på ett tidigare okänt sätt.En tidigare oprövad identifiering, Pales, prövas och kopplingen till Ara Pacis släpps. Resultatet är en väl sammanhållen identifiering av helgedomen som ett altare helgat åt staden Roms grundläggning, eller gudinnan Roma. Några friser tycks visa deltagare i festen Parilia och i övrigt pekar motiven på den juliska, eller augusteiska, ättens ursprung och fortbestånd.För det fortsatta studiet av friserna och helgedomen hävdas att uppfattningen att det är fråga om Ara Pacis Augustae måste överges.
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