Enabling Active InteractionWith Music And Sound In Multisensory Environments
In recognising a lack of established design principles for multisensory environments (MSEs), two case studies are described which challenge current trends for creating and resourcing sensory spaces. Both environments were regarded as spaces within which to work rather than as a given suite of techno...
Ausführliche Beschreibung
Autor*in: |
Ben Challis [verfasserIn] Angela Kang [verfasserIn] Rachel Rimmer [verfasserIn] Mark Hildred [verfasserIn] |
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Format: |
E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2017 |
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Schlagwörter: |
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Übergeordnetes Werk: |
In: EAI Endorsed Transactions on Creative Technologies - European Alliance for Innovation (EAI), 2015, 4(2017), 11, Seite 8 |
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Übergeordnetes Werk: |
volume:4 ; year:2017 ; number:11 ; pages:8 |
Links: |
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DOI / URN: |
10.4108/eai.5-9-2017.153060 |
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Katalog-ID: |
DOAJ055245242 |
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10.4108/eai.5-9-2017.153060 doi (DE-627)DOAJ055245242 (DE-599)DOAJaf5aa57206bb4b5ab26d7913d7681a01 DE-627 ger DE-627 rakwb eng Ben Challis verfasserin aut Enabling Active InteractionWith Music And Sound In Multisensory Environments 2017 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier In recognising a lack of established design principles for multisensory environments (MSEs), two case studies are described which challenge current trends for creating and resourcing sensory spaces. Both environments were regarded as spaces within which to work rather than as a given suite of technologies and the activities being explored placed much emphasis on moving beyond passive modes of interaction for sound and music. Stimulating interactive story-worlds were enabled for children with Special Educational Needs and assistive technologies were used to enable individuals to aect the environment as a whole. In using game-play within the activities, it was also recognised that adaptive-audio (as used in computer gaming) could oer considerable impact within physical spaces such as MSEs. Future directions are outlined including defining core design principles, embedding adaptive-audio techniques within specialist software and exploring the benefits of MSEs for stroke survivors. accessibility music dance technology multisensory environments play adaptive game audio Technology T Angela Kang verfasserin aut Rachel Rimmer verfasserin aut Mark Hildred verfasserin aut In EAI Endorsed Transactions on Creative Technologies European Alliance for Innovation (EAI), 2015 4(2017), 11, Seite 8 (DE-627)1760650145 24099708 nnns volume:4 year:2017 number:11 pages:8 https://doi.org/10.4108/eai.5-9-2017.153060 kostenfrei https://doaj.org/article/af5aa57206bb4b5ab26d7913d7681a01 kostenfrei http://eudl.eu/doi/10.4108/eai.5-9-2017.153060 kostenfrei https://doaj.org/toc/2409-9708 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 4 2017 11 8 |
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10.4108/eai.5-9-2017.153060 doi (DE-627)DOAJ055245242 (DE-599)DOAJaf5aa57206bb4b5ab26d7913d7681a01 DE-627 ger DE-627 rakwb eng Ben Challis verfasserin aut Enabling Active InteractionWith Music And Sound In Multisensory Environments 2017 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier In recognising a lack of established design principles for multisensory environments (MSEs), two case studies are described which challenge current trends for creating and resourcing sensory spaces. Both environments were regarded as spaces within which to work rather than as a given suite of technologies and the activities being explored placed much emphasis on moving beyond passive modes of interaction for sound and music. Stimulating interactive story-worlds were enabled for children with Special Educational Needs and assistive technologies were used to enable individuals to aect the environment as a whole. In using game-play within the activities, it was also recognised that adaptive-audio (as used in computer gaming) could oer considerable impact within physical spaces such as MSEs. Future directions are outlined including defining core design principles, embedding adaptive-audio techniques within specialist software and exploring the benefits of MSEs for stroke survivors. accessibility music dance technology multisensory environments play adaptive game audio Technology T Angela Kang verfasserin aut Rachel Rimmer verfasserin aut Mark Hildred verfasserin aut In EAI Endorsed Transactions on Creative Technologies European Alliance for Innovation (EAI), 2015 4(2017), 11, Seite 8 (DE-627)1760650145 24099708 nnns volume:4 year:2017 number:11 pages:8 https://doi.org/10.4108/eai.5-9-2017.153060 kostenfrei https://doaj.org/article/af5aa57206bb4b5ab26d7913d7681a01 kostenfrei http://eudl.eu/doi/10.4108/eai.5-9-2017.153060 kostenfrei https://doaj.org/toc/2409-9708 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 4 2017 11 8 |
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10.4108/eai.5-9-2017.153060 doi (DE-627)DOAJ055245242 (DE-599)DOAJaf5aa57206bb4b5ab26d7913d7681a01 DE-627 ger DE-627 rakwb eng Ben Challis verfasserin aut Enabling Active InteractionWith Music And Sound In Multisensory Environments 2017 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier In recognising a lack of established design principles for multisensory environments (MSEs), two case studies are described which challenge current trends for creating and resourcing sensory spaces. Both environments were regarded as spaces within which to work rather than as a given suite of technologies and the activities being explored placed much emphasis on moving beyond passive modes of interaction for sound and music. Stimulating interactive story-worlds were enabled for children with Special Educational Needs and assistive technologies were used to enable individuals to aect the environment as a whole. In using game-play within the activities, it was also recognised that adaptive-audio (as used in computer gaming) could oer considerable impact within physical spaces such as MSEs. Future directions are outlined including defining core design principles, embedding adaptive-audio techniques within specialist software and exploring the benefits of MSEs for stroke survivors. accessibility music dance technology multisensory environments play adaptive game audio Technology T Angela Kang verfasserin aut Rachel Rimmer verfasserin aut Mark Hildred verfasserin aut In EAI Endorsed Transactions on Creative Technologies European Alliance for Innovation (EAI), 2015 4(2017), 11, Seite 8 (DE-627)1760650145 24099708 nnns volume:4 year:2017 number:11 pages:8 https://doi.org/10.4108/eai.5-9-2017.153060 kostenfrei https://doaj.org/article/af5aa57206bb4b5ab26d7913d7681a01 kostenfrei http://eudl.eu/doi/10.4108/eai.5-9-2017.153060 kostenfrei https://doaj.org/toc/2409-9708 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 4 2017 11 8 |
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In recognising a lack of established design principles for multisensory environments (MSEs), two case studies are described which challenge current trends for creating and resourcing sensory spaces. Both environments were regarded as spaces within which to work rather than as a given suite of technologies and the activities being explored placed much emphasis on moving beyond passive modes of interaction for sound and music. Stimulating interactive story-worlds were enabled for children with Special Educational Needs and assistive technologies were used to enable individuals to aect the environment as a whole. In using game-play within the activities, it was also recognised that adaptive-audio (as used in computer gaming) could oer considerable impact within physical spaces such as MSEs. Future directions are outlined including defining core design principles, embedding adaptive-audio techniques within specialist software and exploring the benefits of MSEs for stroke survivors. |
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In recognising a lack of established design principles for multisensory environments (MSEs), two case studies are described which challenge current trends for creating and resourcing sensory spaces. Both environments were regarded as spaces within which to work rather than as a given suite of technologies and the activities being explored placed much emphasis on moving beyond passive modes of interaction for sound and music. Stimulating interactive story-worlds were enabled for children with Special Educational Needs and assistive technologies were used to enable individuals to aect the environment as a whole. In using game-play within the activities, it was also recognised that adaptive-audio (as used in computer gaming) could oer considerable impact within physical spaces such as MSEs. Future directions are outlined including defining core design principles, embedding adaptive-audio techniques within specialist software and exploring the benefits of MSEs for stroke survivors. |
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In recognising a lack of established design principles for multisensory environments (MSEs), two case studies are described which challenge current trends for creating and resourcing sensory spaces. Both environments were regarded as spaces within which to work rather than as a given suite of technologies and the activities being explored placed much emphasis on moving beyond passive modes of interaction for sound and music. Stimulating interactive story-worlds were enabled for children with Special Educational Needs and assistive technologies were used to enable individuals to aect the environment as a whole. In using game-play within the activities, it was also recognised that adaptive-audio (as used in computer gaming) could oer considerable impact within physical spaces such as MSEs. Future directions are outlined including defining core design principles, embedding adaptive-audio techniques within specialist software and exploring the benefits of MSEs for stroke survivors. |
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|
score |
7.398719 |