HCI Bibliography Home | HCI Conferences | INTETAIN Archive | Detailed Records | RefWorks | EndNote | Hide Abstracts
INTETAIN Tables of Contents: 050809111314

Proceedings of the 2011 International Conference on INtelligent TEchnologies for interactive enterTAINment

Fullname:INTETAIN 2011: 4th International ICST Conference on Intelligent Technologies for Interactive Entertainment, Revised Selected Papers
Editors:Antonio Camurri; Cristina Costa
Location:Genova, Italy
Dates:2011-May-25 to 2011-May-27
Publisher:Springer Berlin Heidelberg
Series:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 78
Standard No:DOI: 10.1007/978-3-642-30214-5 hcibib: INTETAIN11; ISBN: 978-3-642-30213-8 (print), 978-3-642-30214-5 (online)
Links:Online Proceedings | Conference Website
  1. Virtual/Mixed/Augmented Reality
  2. Hardware Technologies for Interaction and Entertainment
  3. Displays and Devices
  4. Animation and Virtual Characters
  5. Non Verbal Full Body Interaction
  6. Storytelling
  7. Children Interaction
  8. Affective User Interfaces
  9. Social Interaction
  10. Posters
  11. Demos
  12. SBM2011 -- Workshop on Social Behavior in Music

Virtual/Mixed/Augmented Reality

User Interface for Browsing Geotagged Data -- Design and Evaluation BIBAKFull-Text 1-11
  Erika Reponen; Jaakko Keränen; Viljakaisa Aaltonen
The surface of the Earth is getting covered with geotagged data. We describe a mobile application and UI that combines embodied interaction and a dynamic GUI for browsing geotagged data. We present the design process and analyze results from a user study. UI is based on a dynamic grid visualization that shows geotagged content from the places around the world where the user is pointing. It shows a continuous and interactive flow of items, including real-time content such as live videos. The application is aimed for entertaining and serendipitous use. The study results show that usability and intuitiveness were improved by providing an additional, familiar view and controls; showing transitions between view modes; and enhancing the unfamiliar views. Also, the content grid UI was found to be a good way to browse geotagged data.
Keywords: Geotagged data; Embodied interaction; User interface; Augmented reality
Towards Multimodal, Multi-party, and Social Brain-Computer Interfacing BIBAKFull-Text 12-17
  Anton Nijholt
In this paper we identify developments that have led to the current interest from computer scientists in Brain-Computer Interfacing (BCI). Non-disabled users have become a target group for BCI applications. Non-disabled users can not be treated as patients. They are free to move and use their hands during the interaction with an application. Therefore BCI should be integrated in a multimodal approach. Games are an important research area since shortcomings of BCI can be translated into challenges in multimodal cooperative, competitive, social and casual games.
Keywords: Brain-Computer Interfacing; Human-Computer Interaction; Multimodal interaction; Games
Brain-Computer Interfaces: Proposal of a Paradigm to Increase Output Commands BIBAKFull-Text 18-27
  Ricardo Ron-Angevin; Francisco Velasco-Álvarez; Salvador Sancha-Ros
A BCI (Brain-Computer Interface) is based on the analysis of the brain activity recorded during certain mental activities, to control an external device. Some of these systems are based on discrimination of different mental tasks, matching the number of mental tasks to the number of control commands and providing the users with one to three commands. The main objective of this paper is to introduce the navigation paradigm proposed by the University of Málaga (UMA-BCI) which, using only two mental states, offers the user several navigation commands to be used to control a virtual wheelchair in a virtual environment (VE). In the same way, this paradigm should be used to provide different control commands to interact with videogames. In order to control the new paradigm, subjects are submitted in a progressive training based in different VEs and games. Encouraging results supported by several experiments show the usability of the paradigm.
Keywords: Brain-Computer Interfaces (BCI); Motor Imagery; Navigation commands; Virtual Environment (VE); Motivation; Games

Hardware Technologies for Interaction and Entertainment

Steady State Visual Evoked Potential Based Computer Gaming -- The Maze BIBAFull-Text 28-37
  Nikolay Chumerin; Nikolay V. Manyakov; Adrien Combaz; Arne Robben; Marijn van Vliet; Marc M. Van Hulle
We introduce a game, called "The Maze", as a brain-computer interface (BCI) application in which an avatar is navigated through a maze by analyzing the player's steady-state visual evoked potential (SSVEP) responses recorded with electroencephalography (EEG). The same computer screen is used for displaying the game environment and for the visual stimulation. The algorithms for EEG data processing and SSVEP detection are discussed in depth. We propose the system parameter values, which provide an acceptable trade-off between the game control accuracy and interactivity.
Single Value Devices BIBAFull-Text 38-47
  Angelika Mader; Edwin Dertien; Dennis Reidsma
We live in a world of continuous information overflow, but the quality of information and communication is suffering. Single value devices contribute to information and communication quality by focussing on one explicit, relevant piece of information. The information is decoupled from a computer and represented in an object, integrated into daily life.
   The contribution of this paper is on different levels: Firstly, we identify single value devices as a class, and, secondly, illustrate it through examples in a survey. Thirdly, we collect characterizations of single value devices into a taxonomy. The taxonomy also provides a collection of design choices that allow one to more easily find new combinations or alternatives, and that facilitate the design of new, meaningful, effective and working objects. Finally, when we want to step from experimental examples to commercializable products, a number of issues become relevant that are identified and discussed in the remainder of this paper.
A Kinect-Based Natural Interface for Quadrotor Control BIBAKFull-Text 48-56
  Andrea Sanna; Fabrizio Lamberti; Gianluca Paravati; Eduardo Andres Henao Ramirez; Federico Manuri
The evolution of input device technologies led to identification of the natural user interface (NUI) as the clear evolution of the human-machine interaction, following the shift from command-line interfaces (CLI) to graphical user interfaces (GUI). The design of user interfaces requires a careful mapping of complex user "actions" in order to make the human-computer interaction (HCI) more intuitive, usable, and receptive to the user's needs: in other words, more user-friendly and, why not, fun. NUIs constitute a direct expression of mental concepts and the naturalness and variety of gestures, compared with traditional interaction paradigms, can offer unique opportunities also for new and attracting forms of human-machine interaction. In this paper, a kinect-based NUI is presented; in particular, the proposed NUI is used to control the Ar.Drone quadrotor.
Keywords: Natural User Interface; Kinect; Quadrotor control; Interactive systems
Smart Material Interfaces: A Vision BIBAKFull-Text 57-62
  Andrea Minuto; Dhaval Vyas; Wim Poelman; Anton Nijholt
In this paper, we introduce a vision called Smart Material Interfaces (SMIs), which takes advantage of the latest generation of engineered materials that has a special property defined "smart". They are capable of changing their physical properties, such as shape, size and color, and can be controlled by using certain stimuli (light, potential difference, temperature and so on). We describe SMIs in relation to Tangible User Interfaces (TUIs) to convey the usefulness and a better understanding of SMIs.
Keywords: Tangible User Interfaces; Ubiquitous Computing; Smart Material Interfaces
User-Centered Evaluation of the Virtual Binocular Interface BIBAKFull-Text 63-72
  Donald Glowinski; Maurizio Mancini; Paolo Coletta; Simone Ghisio; Carlo Chiorri; Antonio Camurri; Gualtiero Volpe
This paper describes a full-body pointing interface based on the mimicking of the use of binoculars, the Virtual Binocular Interface. This interface is a component of the interactive installation "Viaggiatori di Sguardo", located at Palazzo Ducale, Genova, Italy, and visited by more than 5,000 visitors so far. This paper focuses on the evaluation of such an interface.
Keywords: Virtual Reality; Interactive Museum Applications and Guides; Novel Interaction Technologies

Displays and Devices

Does Movement Recognition Precision Affect the Player Experience in Exertion Games? BIBAKFull-Text 73-82
  Jasmir Nijhar; Nadia Bianchi-Berthouze; Gemma Boguslawski
A new generation of exertion game controllers are emerging with a high level of movement recognition precision which can be described as the ability to accurately discriminate between complex movements with regards to gesture recognition and in turn provide better on-screen feedback. These controllers offer the possibility to create a more realistic set of controls but they may require more complex coordination skills. This study examines the effect of increased movement recognition precision on the exertion gaming experience. The results showed that increasing the level of movement recognition precision lead to higher levels of immersion. We argue that the reasons why players are more immersed vary on the basis of their individual motivations for playing (i.e. to 'relax' or to 'achieve').
Keywords: computer games; control devices; movement recognition precision; exertion games; immersion

Animation and Virtual Characters

Elckerlyc in Practice -- On the Integration of a BML Realizer in Real Applications BIBAKFull-Text 83-92
  Dennis Reidsma; Herwin van Welbergen
Building a complete virtual human application from scratch is a daunting task, and it makes sense to rely on existing platforms for behavior generation. When building such an interactive application, one needs to be able to adapt and extend the capabilities of the virtual human offered by the platform, without having to make invasive modifications to the platform itself. This paper describes how Elckerlyc, a novel platform for controlling a virtual human, offers these possibilities.
Keywords: Virtual Humans; Embodied Conversational Agents; Architecture; System Integration; Customization

Non Verbal Full Body Interaction

Evaluation of the Mobile Orchestra Explorer Paradigm BIBAKFull-Text 93-102
  Donald Glowinski; Maurizio Mancini; Alberto Massari
The Mobile Orchestra Explorer paradigm enables active experience of prerecorded music: users can navigate and express themselves in a shared (physical or virtual) orchestra space, populated by the sections of a prerecorded music. The user moves in a room with his/her mobile phone in his/her hand: the music performed by the orchestra sections is rendered according to the user position and movement. In this paper we present an evaluation study conducted during the Festival of Science 2010 in Genova, Italy. Forty participants interacted with the Mobile Orchestra Explorer and filled questionnaires about their active music listening experience.
Keywords: mobile; orchestra; paradigm; evaluation; explore; active listening
As Wave Impels a Wave Active Experience of Cultural Heritage and Artistic Content BIBAKFull-Text 103-112
  Francesca Cavallero; Antonio Camurri; Corrado Canepa; Nicola Ferrari; Barbara Mazzarino; Gualtiero Volpe
This paper presents the interactive installation "Come un'Onda premuta da un'Onda" ("As Wave impels a Wave", a citation from Ovidio's "Metamorphoses" as a metaphor of time). The installation, presented in its early version at the Festival della Scienza 2009, introduces visitors to the rich history and artistic content of a monumental building: a virtual walk through the time. The core idea is to support an active experience based on novel paradigms of interaction and narration. The active experience is grounded on an informational environment characterized by an invisible "sound scent" map. The research is partially supported by the EU FP7 ICT I-SEARCH project.
Keywords: active experience of cultural and artistic content; multimodal audiovisual content search; Mixed Reality; museum ecology


An Intelligent Instructional Tool for Puppeteering in Virtual Shadow Puppet Play BIBAKFull-Text 113-122
  Sirot Piman; Abdullah Zawawi Talib
Shadow puppet play has been a popular storytelling tradition for many centuries in many parts of Asia. In this paper, we present an initial idea and architecture of a software tool that allows people to experience shadow puppet play in the virtual world. Normally, a virtual puppet show is controlled automatically by the application. However, our tool allows the user to create storyline and control the puppets directly in real-time with a special device that can improve the skill of a puppeteer. This paper focuses in detail on the design and issues of a component of the software tool which is the intelligent instructional tool for puppeteering of virtual shadow puppet play. The result of the preliminary evaluation has shown that the tool is able to help users more beneficially and a higher degree of satisfaction among the respondents which include professional puppeteers and potential users.
Keywords: Shadow puppet play; virtual puppet; virtual storytelling
A Tabletop Board Game Interface for Multi-user Interaction with a Storytelling System BIBAFull-Text 123-128
  Thijs Alofs; Mariët Theune; Ivo Swartjes
The Interactive Storyteller is an interactive storytelling system with a multi-user tabletop interface. Our goal was to design a generic framework combining emergent narrative, where stories emerge from the actions of autonomous intelligent agents, with the social aspects of traditional board games. As a visual representation of the story world, a map is displayed on a multi-touch table. Users can interact with the story by touching an interface on the table surface with their fingers and by moving tangible objects that represent the characters. This type of interface, where multiple users are gathered around a table with equal access to the characters and the story world, offers a more social setting for interaction than most existing interfaces for AI-based interactive storytelling.

Children Interaction

Design of an Interactive Playground Based on Traditional Children's Play BIBAFull-Text 129-138
  Daniel Tetteroo; Dennis Reidsma; Betsy van Dijk; Anton Nijholt
This paper presents a novel method for interactive playground design, based on traditional children's play. This method combines the rich interaction possibilities of computer games with the physical and open-ended aspects of traditional children's games. The method is explored by the development of a prototype interactive playground, which has been implemented and evaluated over two iterations.
Designing a Museum Multi-touch Table for Children BIBAKFull-Text 139-148
  Betsy van Dijk; Frans van der Sluis; Anton Nijholt
Tangible user interfaces allow children to take advantage of their experience in the real world with multimodal human interactions when interacting with digital information. In this paper we describe a model for tangible user interfaces that focuses mainly on the user experience during interaction. This model is related to other models and used to design a multi-touch tabletop application for a museum. We report about our first experiences with this museum application.
Keywords: tangible user interfaces; multi-touch table; tabletop; information access; children

Affective User Interfaces

Automatic Recognition of Affective Body Movement in a Video Game Scenario BIBAKFull-Text 149-159
  Nikolaos Savva; Nadia Bianchi-Berthouze
This study aims at recognizing the affective states of players from non-acted, non-repeated body movements in the context of a video game scenario. A motion capture system was used to collect the movements of the participants while playing a Nintendo Wii tennis game. Then, a combination of body movement features along with a machine learning technique was used in order to automatically recognize emotional states from body movements. Our system was then tested for its ability to generalize to new participants and to new body motion data using a sub-sampling validation technique. To train and evaluate our system, online evaluation surveys were created using the body movements collected from the motion capture system and human observers were recruited to classify them into affective categories. The results showed that observer agreement levels are above chance level and the automatic recognition system achieved recognition rates comparable to the observers' benchmark.
Keywords: Body movement; automatic emotion recognition; exertion game
Towards Mimicry Recognition during Human Interactions: Automatic Feature Selection and Representation BIBAKFull-Text 160-169
  Xiaofan Sun; Anton Nijholt; Maja Pantic
During face-to-face interpersonal interaction people have a tendency to mimic each other, that is, they change their own behaviors to adjust to the behavior expressed by a partner. In this paper we describe how behavioral information expressed between two interlocutors can be used to detect and identify mimicry and improve recognition of interrelationship and affect between them in a conversation. To automatically analyze how to extract and integrate this behavioral information into a mimicry detection framework for improving affective computing, this paper addresses the main challenge: mimicry representation in terms of optimal behavioral feature extraction and automatic integration.
Keywords: mimicry representation; human-human interaction; human behavior analysis; motion energy

Social Interaction

A Playable Evolutionary Interface for Performance and Social Engagement BIBAKFull-Text 170-182
  Insook Choi; Robin Bargar
An advanced interface for playable media is presented for enabling both musical performance and multiple agents' play. A large format capacitive sensing panel provides a surface to project visualizations of swarm simulations as well as the sensing mechanism for introducing human players' actions to the simulation. An evolutionary software interface is adapted to this project by integrating swarm algorithms to playable interface functionality with continuous auditory feedback. A methodology for using swarm agents' information to model sound synthesis is presented. Relevant feature extraction techniques are discussed along with design criteria for choosing them. The novel configuration of the installation facilitates a unique interaction paradigm that sustains social engagement seamlessly alternating between cooperative and competitive play modes.
Keywords: evolutionary interface; agents; swarms simulation; sound model; interactive; playable media; social engagement
Social Interaction in a Cooperative Brain-Computer Interface Game BIBAKFull-Text 183-192
  Michel Obbink; Hayrettin Gürkök; Danny Plass-Oude Bos; Gido Hakvoort; Mannes Poel; Anton Nijholt
Does using a BCI influence the social interaction between people when playing a cooperative game? By measuring the amount of speech, utterances, instrumental gestures and empathic gestures during a cooperative game where two participants had to reach a certain goal, and questioning participants about their own experience afterwards this study attempts to provide answers to this question. The results showed that social interaction changed when using a BCI compared to using a mouse. There was a higher amount of utterances and empathic gestures. This indicates that the participants reacted more to the higher difficulty of the BCI selection method. Participants also reported that they felt they cooperated better during the use of the mouse.
Keywords: brain-computer interfaces; social interaction; games; cooperation


LUCIA: An Open Source 3D Expressive Avatar for Multimodal h.m.i. BIBAKFull-Text 193-202
  G. Riccardo Leone; Giulio Paci; Piero Cosi
LUCIA is an MPEG-4 facial animation system developed at ISTC-CNR. It works on standard Facial Animation Parameters and speaks with the Italian version of FESTIVAL TTS. To achieve an emotive/expressive talking head LUCIA was built from real human data physically extracted by ELITE optic-tracking movement analyzer. LUCIA can copy a real human being by reproducing the movements of passive markers positioned on his face and recorded by the ELITE device or can be driven by an emotional XML tagged input text, thus realizing true audio/visual emotive/expressive synthesis. Synchronization between visual and audio data is very important in order to create the correct WAV and FAP files needed for the animation. LUCIA's voice is based on the ISTC Italian version of FESTIVAL-MBROLA packages, modified by means of an appropriate APML/VSML tagged language. LUCIA is available in two different versions: an open source framework and the "work in progress" WebGL.
Keywords: talking head; TTS; facial animation; mpeg4; 3D avatar; virtual agent; affective computing; LUCIA; FESTIVAL
The AnimaTricks System: Animating Intelligent Agents from High-Level Goal Declarations BIBAKFull-Text 203-208
  Vincenzo Lombardo; Fabrizio Nunnari; Rossana Damiano
This paper presents AnimaTricks, a system for the generation of the behavior of an animated agent from a high level description of its goals. The deliberation component generates a sequence of actions given a set of goals. The animation component, then, translates it into an animation language, leaving to the animation engine the task of generating the actual animation.
   The purpose of the system is two-fold. First, we test how deliberation can be effectively tied to the animated counterpart. Second, by generating complex animations from high-level goals, AnimaTricks supports the work of directors and animators in a pre-visualization and re-use perspective.
Keywords: animation; virtual characters; multimedia production
A Framework for Designing 3D Virtual Environments BIBAKFull-Text 209-218
  Salvatore Catanese; Emilio Ferrara; Giacomo Fiumara; Francesco Pagano
The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several levels of abstraction to ease this work. It includes state-of-the-art components we devised or integrated adopting open-source solutions in order to face specific problems. Its architecture is modular and customizable, the code is open-source.
Keywords: Virtual Environments; Games


The Mobile Orchestra Explorer BIBAFull-Text 219-220
  Donald Glowinski; Maurizio Mancini; Alberto Massari
Active listening is a new concept in Human-Computer Interaction in which novel paradigms for expressive multimodal interfaces have been developed [1], empowering users to interact with and shape the audio content by intervening actively into the experience. Active listening applications are implemented using noninvasive technology and are based on natural gesture interaction [2].
   The goal of this paper is to present the Mobile Orchestra Explorer application, developed in the framework of the EU Project MIROR.
   The Mobile Orchestra Explorer application entails the user to set up the position of a virtual orchestra instruments/sections and then to explore the resulting virtual ensemble by walking through the orchestra space.
Realtime Expressive Movement Detection Using the EyesWeb XMI Platform BIBAFull-Text 221-222
  Maurizio Mancini; Donald Glowinski; Alberto Massari
In the last few years one of the key issues in Human Computer Interaction is the design and creation of a new type of interfaces, able to adapt HCI to human-human communication capabilities. In this direction the ability of computers to detect and synthesize human expressivity of behavior is particularly relevant, that is, computers must be equipped with interfaces able to establish a Sensitive interaction with the user (see [3]).
i-Theatre: Tangible Interactive Storytelling BIBAKFull-Text 223-228
  Jesús Muñoz; Michele Marchesoni; Cristina Costa
Storytelling is fundamental for the cognitive and emotional development of children. New technologies combined with playful learning can be an effective instrument for developing narrative skills. In this paper we describe i-Theatre, a collaborative storytelling system designed for pre-school children: with it, it is possible to use characters and scenarios drawn on paper for creating a digital story, using simple animation techniques and recording voices and sounds. For implementing it, we combined a multitouch surface with a set of tangible objects. This choice allowed lowering the learning effort of a new interface, letting the child to be immersed directly into the storytelling process from the very beginning.
Keywords: Storytelling; multitouch; children; education; tangible technologies; collaboration
An Invisible Line: Remote Communication Using Expressive Behavior BIBAFull-Text 229-230
  Andrea Cera; Andrew Gerzso; Corrado Canepa; Maurizio Mancini; Donald Glowinski; Simone Ghisio; Paolo Coletta; Antonio Camurri
An Invisible Line is an installation focusing on the remote communication between 2 human users, based on the analysis of full-body expressivity. It aims at creating shared, networked, social experiences. It is the result of a scientific and artistic collaboration between Casa Paganini -- InfoMus Lab (Genova, Italy), IRCAM (Paris, Italy) and The Hochschule für Musik und Theater (Hamburg, Germany).
Teaching by Means of a Technologically Augmented Environment: The Stanza Logo-Motoria BIBAKFull-Text 231-235
  Serena Zanolla; Antonio Rodà; Filippo Romano; Francesco Scattolin; Gian Luca Foresti; Sergio Canazza; Corrado Canepa; Paolo Coletta; Gualtiero Volpe
The Stanza Logo-Motoria is an interactive multimodal environment, designed to support and aid learning in Primary Schools, with particular attention to children with Learning Disabilities. The system is permanently installed in a classroom of the "Elisa Frinta" Primary School in Gorizia where for over a year now, it has been used as an alternative and/or additional tool to traditional teaching strategies; the on-going experimentation is confirming the already excellent results previously assessed, in particular for ESL (English as a Second Language). The Stanza Logo-Motoria, also installed for scientific research purposes at the Engineering Information Department (DEI) of University of Padova, has sparked the interest of teachers, students and educationalists and makes us believe that this is but the beginning of a path, which could lead to the introduction of technologically augmented learning in schools.
Keywords: Stanza Logo-Motoria; interactive and multimodal environment; augmented reality; augmented environment for teaching; Learning Disability
INSIDE: Intuitive Sonic Interaction Design for Education and Entertainment BIBAKFull-Text 236-239
  Alain Crevoisier; Cécile Picard-Limpens
The project INSIDE -- Intuitive Sonic Interaction Design for Education and Entertainment, aims at offering children and adults without previous musical experience the possibility to create sounds and make music on a very intuitive and playful manner. We develop a concept of tangible interaction using objects that can be placed on any conventional surface, like a table. The objects can be fitted with meaningful icons representing various aspects and functions related to sound and music, such as sound sources, sound modifiers, or mixers.
Keywords: interface; interaction; sound; education; entertainment
My Presenting Avatar BIBAKFull-Text 240-242
  Laurent Ach; Laurent Durieu; Benoit Morel; Karine Chevreau; Hugues de Mazancourt; Bernard Normier; Catherine Pelachaud; André-Marie Pez
We have developed an application that offers to users the possibility to transmit documents via a virtual agent.
Keywords: Virtual agent; linguistic extraction; nonverbal behavior; animation
Interacting with Emotional Virtual Agents BIBAKFull-Text 243-245
  Elisabetta Bevacqua; Florian Eyben; Dirk Heylen; Mark ter Maat; Sathish Pammi; Catherine Pelachaud; Marc Schröder; Björn Schuller; Etienne de Sevin; Martin Wöllmer
Sensitive Artificial Listener (SAL) is a multimodal dialogue system which allows users to interact with virtual agents. Four characters with different emotional traits engage users is emotionally coloured interactions. They not only encourage the users into talking but also try to drag them towards specific emotional states. Despite the agents very limited verbal understanding, they are able to react appropriately to the user's non-verbal behaviour. The demonstrator shows an final version of the fully autonomous SAL system.
Keywords: Embodied Conversational Agents; human-machine interaction
Traditional Shadow Puppet Play -- The Virtual Way BIBAKFull-Text 246-248
  Abdullah Zawawi Talib; Mohd Azam Osman; Kian Lam Tan; Sirot Piman
In this paper, we present a virtual shadow puppet play application that allows real-time play of the puppet and gives the user the impression of being a storyteller or a shadow play puppeteer. Through this tool, everybody can be a puppeteer digitally regardless of the ability to perform the traditional art.
Keywords: Shadow puppet play; virtual puppet; virtual storytelling
The Attentive Machine: Be Different! BIBAFull-Text 249-251
  Julien Leroy; Nicolas Riche; François Zajega; Matei Mancas; Joelle Tilmanne; Bernard Gosselin; Thierry Dutoit
We will demonstrate an intelligent Machine which is capable to choose within a small group of people (typically 3 people) the one it will interact with. Depending on people behavior, this person may change. The participants can thus compete to be chosen by the Machine. We use the Kinect sensor to capture both classical 2D video and depth map of the participants. Video-projection and audio feedback are provided to the participants.

SBM2011 -- Workshop on Social Behavior in Music

Towards a Dynamic Approach to the Study of Emotions Expressed by Music BIBAKFull-Text 252-259
  Kim Torres-Eliard; Carolina Labbé; Didier Grandjean
The emotions expressed through music have often been investigated by asking listeners to fill questionnaires at the end of a given musical performance or an excerpt; only few studies have been dedicated to the understanding of the dynamics of emotions expressed by music in laboratory or in social contexts. Based on a specific model of emotions related to music, the Geneva Emotion Music Scale (GEMS), we tested to what extent such dynamic judgments are reliable and might be a promising avenue to better understand how listeners are able to attribute different kinds of emotions expressed through music and how the social contexts might influence such judgments. The results indicate a high reliability between listeners for different musical excerpts and for different contexts of listening including concerts, i.e. a social context, and laboratory experiments.
Keywords: Emotion; music; dynamic judgment; musical expressiveness
Mutual Engagement in Social Music Making BIBAKFull-Text 260-266
  Nick Bryan-Kinns
Mutual engagement occurs when people creatively spark together. In this paper we suggest that mutual engagement is key to creating new forms of multi-user social music systems which will capture the public's heart and imagination. We propose a number of design features which support mutual engagement, and a set of techniques for evaluating mutual engagement by examining inter-person interaction. We suggest how these techniques could be used in empirical studies, and how they might be used to inform artistic practice to design and evaluate new forms of collaborative music making.
Keywords: Design; Evaluation; Mutual Engagement; Multi-User; Social Interaction; Human Communication
Measuring Ensemble Synchrony through Violin Performance Parameters: A Preliminary Progress Report BIBAKFull-Text 267-272
  Panagiotis Papiotis; Marco Marchini; Esteban Maestre; Alfonso Perez
In this article we present our ongoing work on expressive performance analysis for violin and string ensembles, in terms of synchronization in intonation, timing, dynamics and articulation. Our current research objectives are outlined, along with an overview for the methods used to achieve them; finally, focusing on the case of intonation synchronization in violin duets, some preliminary results and conclusions based on experimental recordings are discussed.
Keywords: violin; expressive performance; intonation; ensemble performance; bowing gestures; motion capture
Communication in Orchestra Playing as Measured with Granger Causality BIBAKFull-Text 273-275
  Alessandro D'ausilio; Leonardo Badino; Yi Li; Sera Tokay; Laila Craighero; Rosario Canto; Yiannis Aloimonos; Luciano Fadiga
Coordinated action between music orchestra performance, driven by a conductor, is a remarkable instance of interaction/communication. However, a rigorous testing of inter-individual coordination in an ecological scenario poses a series of technical problems. Here we recorded violinists' and conductor's movements kinematics in an ecological interactive scenario. We searched for directed influences between conductor and musicians and among musicians by using the Granger Causality method. Our results quantitatively show the dynamic pattern of communication among conductors and musicians. Interestingly, we found evidence that the aesthetic appreciation of music orchestras' performance is based on the concurrent increase of conductor-to-musicians causal influence and reduction of musician-to-musician information flow.
Keywords: communication; action coordination; joint action; neuroscience of music; music performance; movement kinematics; Granger causality; neuroaesthetic