1,720,967 research outputs found
A Music Programming Course for Undergraduate Music Conservatory Students: Evaluation and Lessons Learnt
This paper introduces the content and organisation of a music programming course offered to undergraduate Conservatory students in the spring of 2022. A number of evaluation procedures, including pre- and post-course questionnaires and exercises, and a final assignment have been administered by the teacher. Results indicate an increased confidence in the use of computers and programming, although some aspects of creativity and computational thinking need further revision. The authors examine the course content in light of the results obtained, discuss the followed approach, and make assumptions for the improvement of both course content and assessment methods
Integrating computational thinking with the curriculum of future professional musicians
The purpose of this study is to look at how a music programming course affects the development of computational thinking in undergraduate music conservatory students. In addition to teaching the fundamentals of computational thinking, music programming, and logic, the course addresses the Four C's of education. The change in students' attitudes toward computer and algorithmic skills, creativity, communication, and collaboration is measured using a pre-and post-test experimental design. Additionally, computational thinking abilities are assessed through the administration of music analysis, procedural, graphical, and logic quizzes, while creativity is evaluated through a qualitative grading of the students' final music projects. Results show a general perceived improvement of the students' attitudes toward the Four C's as well as a good ability to convert learned computational models into musical creativity. However, more effort is needed in order to guarantee an overall improvement in the students' actual computational thinking abilities
The “Harmonic Walk” and Enactive Knowledge: an Assessment Report
The Harmonic Walk is an interactive, physical environment
based on user’s motion detection and devoted to the
study and practice of tonal harmony. When entering the
rectangular floor surface within the application’s camera
view, a user can actually walk inside the musical structure,
causing a sound feedback depending on the occupied zone.
We arranged a two masks projection set up to allow users
to experience melodic segmentation and tonality harmonic
space, and we planned two phase assessment sessions, submitting
a 22 high school student group to various test conditions.
Our findings demonstrate the high learning effectiveness
of the Harmonic Walk application. Its ability to
transfer abstract concepts in an enactive way, produces important
improvement rates both for subjects who received
explicit information and for subjects who didn’t
Inclusive sound and music serious games in a large-scale responsive environment
In the last years, applications based on large-scale responsive environments have risen up as a convincing aid for learning simple as well as complex concepts in a playful way. The full-body interaction that characterizes these environments supports different learning styles and it is particularly fit for inclusion of participants with disabilities, due to its richness in emotional engagement and ease of use. This paper contains a short review of some serious games developed on a large-scale responsive environment and devoted to music teaching and training of blind children. Authors present technology-enhanced learning activities with the employment of three experimental applications: Harmonic Walk for teaching tonal harmony and melody harmonization; Jazz Improvisation for music re-composition and score parts listening; and Following the Cuckoo Sound for helping blind children to walk straight. Quantitative and qualitative results report a great user engagement and a satisfying amount of successful records in formal task activities, which encourage further research to enhance education through large-scale responsive environments applications and full-body interaction. Moreover, the experience gained with blind children emphasizes the inclusive opportunities of these environments for the training and rehabilitation of disabled people
Bodily Interactions in Motion-Based Music Applications
Motion-based music applications exploit the connection between body
movements and musical concepts to allow users to practice high-level structured
elements (e.g., tonal harmony) in a simple and effective way. We propose a framework
for the design and the assessment of motion-based music applications by involving
outcomes from various disciplines, such as the cognitive sciences and human–computer
interaction. The framework has been applied to a working system, the Harmonic Walk,
which is an interactive space application based on motion-tracking technologies. The
application integrates both digital and physical information by reacting to a user’s
movements within a designated 3 x 4 m floor, where six musical chords have been
arranged according to a determined spatial positioning. Human choreographies from the
user’s coordinated movements to musically structured events are analyzed in order to
determine their relationships and to discuss related design issues.peerReviewe
The Harmonic Walk: An Interactive Physical Environment to Learn Tonal Melody Accompaniment
The Harmonic Walk is an interactive physical environment designed for learning and practicing the accompaniment of a tonal melody. Employing a highly innovative multimedia system, the application offers to the user the possibility of getting in touch with some fundamental tonal music features in a very simple and readily available way. Notwithstanding tonal music is very common in our lives, unskilled people as well as music students and even professionals are scarcely conscious of what these features actually are. The Harmonic Walk, through the body movement in space, can provide all these users a live experience of tonal melody structure, chords progressions, melody accompaniment, and improvisation. Enactive knowledge and embodied cognition allow the user to build an inner map of these musical features, which can be acted by moving on the active surface with a simple step. Thorough assessment tests with musicians and nonmusicians high school students could prove the high communicative power and efficiency of the Harmonic Walk application both in improving musical knowledge and in accomplishing complex musical tasks
Una tassonomia multidimensionale delle applicazioni per l'educazione musicale
Negli ultimi settant’anni molti sono stati i cambiamenti che si sono susseguiti nella pratica dell’educazione musicale, coinvolgendo vari aspetti quali i curriculi educativi, le tecnologie disponibili e le strategie di insegnamento. Al fine di delineare un quadro completo di tale evoluzione, questo articolo presenta un database di pubblicazioni scientifiche nel campo dell’educazione musicale che utilizzino uno o più strumenti tecnologici. Basandosi su strumenti per l’analisi e l’organizzazione dei vari contributi, si propone una tassonomia multidimensionale quale strumento utile per la ricerca e la valutazione di applicazioni relative all’educazione musicale. Inoltre, viene presentata una piattaforma web per la consultazione del database e l’analisi delle dimensioni della tassonomia, accessibile all’URL http://techmusicedu.lim.di.unimi.it
A Conceptual Framework for Motion Based Music Applications
Imaginary projections are the core of the framework for motion
based music applications presented in this paper. Their design depends
on the space covered by the motion tracking device, but also
on the musical feature involved in the application. They can be considered
a very powerful tool because they allow not only to project
in the virtual environment the image of a traditional acoustic instrument,
but also to express any spatially defined abstract concept.
The system pipeline starts from the musical content and, through a
geometrical interpretation, arrives to its projection in the physical
space. Three case studies involving different motion tracking devices
and different musical concepts will be analyzed. The three
examined applications have been programmed and already tested
by the authors. They aim respectively at musical expressive interaction
(Disembodied Voices), tonal music knowledge (Harmonic
Walk) and XX century music composition (Hand Composer)
The “Good or bad?” Game: Stimulating listening skills through playful engagement
Musical listening, besides being an important form of entertainment, is particularly important for emotional engagement, aect balance and person’s well-being. In this paper authors introduce “Good or Bad?”, a music listening game based on the comparison of multi-track recordings. Through the use of gameful elements, challenges and score achievement, authors try to engage two players in music active listening tasks including the detection of musical features such as harmonic structure, rhythm and musical meter. The game is played by moving in the range of a large-scale responsive environment, a oor portion placed under a motion capture system which allows the tracking of one ore more people. This allows to link the players movements to audio and graphic output, producing meaningful interactions. The results of a public assessment of the game are briey presented and discussed. The game may be used for leisure and entertainment but may also be employed both to train and to assess music listening skills
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