11,757 research outputs found
Interactive Multisensory VibroAcoustic Therapeutic Intervention (iMVATi)
This chapter introduces two case studies that exemplify how interactive visualisations were introduced to supplement an interactive vibroacoustic therapeutic intervention setup for adolescents diagnosed as profoundly disabled each having individual dysfunctional conditions. The hypothesis behind the research of multisensorystimuli intervention aligns with how humans can differ in needs, desires, and preferences and it is posited toward optimising selectable feedback stimuli within intervention targeting inclusivewell-being. The studies were associated to a European funded research project (https://www.bristol.ac.uk/carehere) (with end-users overall being handicapped and/or elderly and/or undertaking rehabilitation) where the author coordinated Sweden partner research and user studies due to his research being catalystand responsible for gaining the project. Both case studies took place in a school for special needs in Landskrona municipality, Sweden—they were conducted applied as a part of the day-to-day activities of the school rather than being laboratory-based
Contemporary Installation Art and phenomenon of digital interactivity:Aha experiences – recognition and related creating with and for affordances
Observing audience attendance of a student created interactive art installation is posited relating to phenomenon of serendipity, brought about via cumulated conditions and strategies, synchronously resulting in an author-recognized ‘Aha experience’. Identifying of engagement, then disengagement, and subsequent re-engagement informs reflections and critique. Speculation to how multi-affordances in an interactive art installation can combine with perceptual and cognitive pre-knowledge, e.g. pervasiveness of sensors in contemporary society (as audience pre-knowledge), to influence audience expectation, explorations, and engagement experiences. This contextually illustrated in how affordances (false/perceptual/hidden) of the installation became aspects that unwittingly and coincidentally cumulated to establish a critical incident moment: A period in time that serendipitously and synchronously involved observation of audience disengagement following initial confrontation immediately followed by a system reset that stimulated (as if playfully) re-engagement. Conclusions question how a strategy of playful artistic design that incorporates such audience perceptual and cognitive influencing through affordances can be a potential factor utilized in realizing interactive art installations. Posited thus is a contemporary art strategy goal to engage beyond artless mapping (e.g. one-to-one) toward more stimulating, intellectual, and enjoyable audience experience.</p
Questioning Potentials of the Electrorganic aFrame in Music Therapy:Two client case studies with a single Music Therapist
A multi-phase investigation was conducted to question potentials within music therapy of a new electrorganic frame drum musical instrument from Japan titled the ‘aFrame’. Two professional music therapists collaborated in this third phase of testing under the work in progress. One of the two music therapists tested the aFrame within numerous sessions with two profoundly disabled clients across generations i.e., an adolescent male and an adult woman. Observations including video recordings as baseline analysis. A goal of the study was to identify strengths and weaknesses of the new instrument in the field of (re)habilitation, especially across spectrums of those with profound dysfunction, special needs situations, and across ages. A goal of the overall work of some four decades, titled SoundScapes, is to achieve an ultimate compendium of tools for human performance to create specific interactive environments to support therapists, caregivers, and for own self-training through engaged and motivated creativity, self-expression, and play. Such environments as created by the first author have been used in his stage performances and installations (e.g., at Museums of Modern Art). The tools are thus considered transdisciplinarity forming a new holistic approach aligned to his six patents. Results from the investigation question the contextual potential of the aFrame due to a typical lack of motoric control aligned to the fragility and expense of the instrument – challenges were evident for those with diminished or lack of physical limb control. To optimize use, add-on footswitches and pedals are recommended with the aFrame instrument. These give added options including remote switching and an audio streaming interface mixer for optimal Online streaming of instrument (and voice) that would have been especially useful during the Coronavirus pandemic so that the music therapists could have continued their interactions with clients remotely (i.e., beyond video conferencing quality). Alternatives to the aFrame are posit and selected from the new generation of instruments and pedals controlling digital media as presented at the end of the text
Why it's art
Acknowledged as a “great artist” [1, p. 83], a “pioneer” [2], and a third culture thinker [3], the speaker, through his over four decades portfolio of works, in this talk reflects on the question of “Why it’s Art?” Such questioning aligns with others who have asked, “What is Art?” [4] “Where is Art?” “Who makes Art?” [5] “What is Art for?” [6] and more. Ongoing discussions abound. However, if the art under scrutiny transcends genres, as in this case, the questioning of “Why it’s Art” art becomes multifold and more challenging for third-parties to expertly argue. Aligned to this is that because of its bespoke hybrid synthesized nature, - Performance Art as Human Performance as Performance Art -; the concept in question is posited as one that needs to be self-experienced in order to argue opposition. There are thus few experts with extended involvement given its contemporary and original nature. This keynote talk presents selections from the speaker’s works spanning decades either side the turn of the millennium that resulted in European and national awards (across genres). This brief text focuses on extracting from Tolstoy [4] in arguing the author’s contemporary position in light of historic argument. These works, awards and text support the positioning, which is further sustained by him achieving numerous national and international multimillion Euro funded projects with various collaborators from industry and public sectors where the work has been central. The work is ongoing
Interactive artist:affective painting in multimedia sensor space
Non-arbitrary mapping of computer feedback audio and visuals to affect an artist/painter in performance aligned with human feedback loop closure is reported. Design related ‘bouba/kiki’ and ‘law of effect’. Results suggested higher unconscious than conscious impact to the artist during the process of creative expression. Performance process impact on creative expression by dynamic external stimuli on an artist is inconclusive from this explorative study.<br/
Innovation, Inclusion and Emerging Technologies
This section of the volume explores potentials in new technologies suggest-ing that this requires involvement of various disciplines across societies. Specifically, the society faces a considerable challenge in fostering new ecosystems of innovation to harness holistic agile development processes for new technologies targeting more inclusive societies, where solutions are tailored to users and their specific needs
Learning Designs and Participation through Digital Technologies
This sixth part of the volume elaborates on questions related to how people can be prepared for as well as acting and learning in a digital world. In doing so, it contribute to defining effective and collaborative practices where stakeholders participate in technology-rich contexts as well as in environments that mix digital technologies with a ‘making’ or design approach.</p
Extended Realities, Artificial Intelligence and Interfaces
Realities, Intelligences and Interfaces …. from Augmented, through Virtual, and Mixed; Artificial, Machine, and Natural …. technologies are here to stay and are investigated across disciplines. This contribution introduces studies and applications from various countries that are both creative and thought provoking to inspire and motivate readership and scholarship toward furthering this fast-advancing field
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