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Search: WFRF:(Benford Steve)

  • Result 1-10 of 13
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1.
  • Amerotti, Marco, et al. (author)
  • A Live Performance Rule System Informed by Irish Traditional Dance Music
  • 2023
  • In: Proc. International Symposium on Computer Music Multidisciplinary Research.
  • Conference paper (peer-reviewed)abstract
    • This paper describes ongoing work in programming a live performance system for interpreting melodies in ways that mimic Irish traditional dance music practice, and thatallows plug and play human interaction. Existing performance systemsare almost exclusively aimed at piano performance and classical music, and noneare aimed specifically at traditional music.We develop a rule-based approach using expert knowledgethat converts a melody into control parametersto synthesize an expressive MIDI performance,focusing on ornamentation, dynamics and subtle time deviation.Furthermore, we make the system controllable (e.g., via knobs or expression pedals) such that it can be controlled in real time by a musician.Our preliminary evaluations show the systemcan render expressive performances mimicking traditional practice, and allows for engaging withIrish traditional dance music in new ways. We provide several examples online.
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2.
  • Amerotti, Marco, et al. (author)
  • Evaluation of an Interactive Music Performance System in the Context of Irish Traditional Dance Music
  • 2024
  • In: Proceedings New Interfaces for Musical Expression NIME’24.
  • Conference paper (peer-reviewed)abstract
    • We present a preliminary evaluation of an interactive, real-time, and co-creative performance system for Irish Traditional Dance music. We focus on how this musical partnership is experienced by a human musician performing withit in four aspects: enjoyability, musicality, humanness and responsiveness. Our preliminary study with seven traditional musicians reveals that they find playing with the system to be enjoyable, and appreciated its musicality; but they scored its humanness and responsiveness less highly. These findings suggest that such real-time performance systems might bring an enjoyable “otherness” to musical performance, even for traditional forms of music. Finally, we discuss experimental considerations for a future study involving more participants.
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3.
  • Andersen, Kristina, 1970- (author)
  • Making Magic Machines
  • 2017
  • Doctoral thesis (other academic/artistic)abstract
    • How can we design experiences that explore ideas and notions of the unknown? The aim of the work outlined here is to create short, intense, workshop-like experiences that generate strong commitments, and expose underlying personal desires as drivers for new ideas. I would like to propose a material practice, which uses open-ended making to engage in the imagination of new things. Informed by a concern or a longing, this exploration employs familiar yet mundane materials - such as candy and cardboard - through which several planes collide: the possible, the unknown, the feared and the desired. The process is aimed at allowing a broad range of knowledge to materialise - through ways that are less normative, and less constrained by commercial and technological concerns, and to emerge instead as far-fetched ideas that offer a kind of knowledge, which belongs to no one. The format has evolved over time, from relatively elaborate workshops for technology prototyping, towards the point where they are now focussed on the making of work that is about technology, rather than of technology.
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4.
  • Back, Jon, 1977-, et al. (author)
  • GIFT: Hybrid Museum Experiences through Gifting and Play
  • 2018
  • In: Proceedings of the Workshop on Cultural Informatics. ; , s. 31-40
  • Conference paper (peer-reviewed)abstract
    • he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.
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5.
  • Benford, Steve, et al. (author)
  • Designing Storytelling Technologies to Encourage Collaboration Between Young Children
  • 2000. - 2
  • Conference paper (peer-reviewed)abstract
    • We describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves.
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6.
  • Benford, Steve, et al. (author)
  • Sensitive Pictures : Emotional Interpretation in the Museum
  • 2022
  • In: CHI '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391573
  • Conference paper (peer-reviewed)abstract
    • Museums are interested in designing emotional visitor experiences to complement traditional interpretations. HCI is interested in the relationship between Affective Computing and Affective Interaction. We describe Sensitive Pictures, an emotional visitor experience co-created with the Munch art museum. Visitors choose emotions, locate associated paintings in the museum, experience an emotional story while viewing them, and self-report their response. A subsequent interview with a portrayal of the artist employs computer vision to estimate emotional responses from facial expressions. Visitors are given a souvenir postcard visualizing their emotional data. A study of 132 members of the public (39 interviewed) illuminates key themes: designing emotional provocations; capturing emotional responses; engaging visitors with their data; a tendency for them to align their views with the system's interpretation; and integrating these elements into emotional trajectories. We consider how Affective Computing can hold up a mirror to our emotions during Affective Interaction
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7.
  • Bullock, Adrian, et al. (author)
  • An access control framework for multi-user collaborative environments
  • 1999. - 2
  • In: Proceedings of GROUP'99: International Conference on Supporting Group Work, 14-17 Nov 1999, Phoenix, Arizona, USA. - New York, NY, USA : ACM. ; , s. 140-149
  • Conference paper (peer-reviewed)abstract
    • A vital component of any application or environment is security, and yet this is often one of the lower priorities, losing out to performance and functionality issues, if it is considered at all. This paper considers a spatial approach to enabling, understanding and managing access control that is generally applicable across a range of collaborative environments and applications. Access control is governed according to the space within which subjects and objects reside, and the ability to traverse space to get close to an object. We present a framework that enables the SPACE access model [4], previously presented as an access model solely for collaborative virtual environments, to be applied across a number of collaborative systems. This framework is exemplified through mappings of the model to 3D and 2D collaborative environments, namely Spline [1], TeamRooms [19] and Orbit [16]. One particularly interesting feature of the model is the way in which it handles group access by considering how group credentials are determined. These credentials are presented to the model in the usual manner. We conclude by presenting some limitations of our approach, and workarounds.
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8.
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9.
  • Höök, Kristina, 1964-, et al. (author)
  • Unpacking Non-Dualistic Design : The Soma Design Case
  • 2021
  • In: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 28:6
  • Journal article (peer-reviewed)abstract
    • We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside; individual and social; body and technology. By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI's engagement with embodied interaction.
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10.
  • Løvlie, Anders Sundnes, et al. (author)
  • Playing Games with Tito : Designing Hybrid Museum Experiences for Critical Play
  • 2021
  • In: ACM Journal on Computing and Cultural Heritage. - : ACM Press. - 1556-4673 .- 1556-4711. ; 14:2
  • Journal article (peer-reviewed)abstract
    • This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugoslavia and the highly contested heritage they represent. Based on reflections from the design process as well as feedback from test users, we describe a series of challenges: Challenging the norms of visitor behaviour, challenging the role of the artefact, and challenging the curatorial authority. In conclusion, we outline some possible design strategies to address these challenges.
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  • Result 1-10 of 13
Type of publication
conference paper (9)
journal article (2)
doctoral thesis (1)
book chapter (1)
Type of content
peer-reviewed (10)
other academic/artistic (3)
Author/Editor
Benford, Steve (13)
Spence, Jocelyn (4)
Rajkowska, Paulina, ... (4)
Höök, Kristina, 1964 ... (3)
Waern, Annika, 1960- (3)
Ryding, Karin (3)
show more...
Sturm, Bob, 1975- (2)
Alfaras, Miquel (2)
Windlin, Charles (2)
Sanches, Pedro (2)
Amerotti, Marco (2)
Vear, Craig (2)
Ståhl, Anna (2)
Zhou, Feng (2)
Eklund, Lina, 1982- (2)
Sundnes Løvlie, Ande ... (2)
Preston, William (2)
Wray, Tim (2)
Åkesson, Karl-Petter (2)
Taylor, Ian (1)
Bowers, John (1)
Umair, Muhammad (1)
Tsaknaki, Vasiliki, ... (1)
Maruri-Aguilar, Hugo (1)
Andersen, Kristina, ... (1)
Blythe, Mark (1)
Bullock, Adrian (1)
Waern, Annika (1)
Back, Jon, 1977- (1)
Bedwell, Benjamin (1)
Thorn, Emily-Clare (1)
Hansson, Pär (1)
Björk, Staffan, 1973 (1)
Bederson, Benjamin (1)
Bayon, Victor (1)
Druin, Allison (1)
Hourcade, Juan Pablo (1)
Ingram, Rob (1)
Neale, Helen (1)
O´Malley, Claire (1)
Simsarian, Kristian (1)
Stanton, Danae (1)
Sundblad, Yngve (1)
Taxén, Gustav (1)
Sundnes Lovlie, Ande ... (1)
Bodiaj, Edgar (1)
Darzentas, Dimitrios ... (1)
Cameron, Harriet R. (1)
Egede, Joy (1)
Spanjevic, Bogdan (1)
show less...
University
Royal Institute of Technology (5)
Uppsala University (4)
RISE (4)
University of Gothenburg (1)
Södertörn University (1)
Chalmers University of Technology (1)
Language
English (13)
Research subject (UKÄ/SCB)
Natural sciences (10)
Engineering and Technology (4)
Social Sciences (1)
Humanities (1)

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