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* prototype
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We
have designed,
implemented and evaluated a wearable
prototype for exploring user experience and musical interaction. The
prototype senses the user's context and actions when walking through
the city, maps this information to the audio processing of live urban
sounds in real time, and outputs the resulting music through
headphones. It is an open-ended platform for iterative prototyping of
sound content and musical interaction that enables testing in
real-world settings.
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* system overview
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The prototype
consists of a small laptop computer, a BasicX-24
microcontroller, a USB-MIDI converter
as well as biometric and
environmental sensors worn by the user. Sensor input is collected by
the microcontroller, which sends them in MIDI format to the
laptop (carried in a shoulder-bag) via the USB-MIDI converter.
The data is then reconverted and processed for context and action
recognition of "if-then" type, and mapped to musical parameters in a
modular program created in the interactive environment PD: urban sounds
captured by the microphone are processed in real time and turned into
music based on sensor input. The music is output through headphones as
the user is walking.
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data
flow
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* hardware
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Current
sensors used in this implementation are a metal detector, an IR-sensor
measuring proximity to walls and objects, a light intensity sensor, a
microphone measuring sound level, and an accelerometer sensing stops,
starts, and the starting user pace that determines the music tempo of a
whole session. We have also experimented with sensing pollution and
temperature and plan on adding a heart-rate sensor.
Low-level sensor
input such as light intensity or presence of metal are
continuously measured and mapped to the music, whereas the context
recognition of high-level parameters such as "standing still at night"
are updated every other beat.
The sensors can be
plugged in and out of the platform, thus individual
sensors are easily isolated, combinations quickly tested, and damaged
components simply replaced. The way the sensors are worn and positioned
on the body can influence on what is being sensed and thus on the kinds
of musical patterns generated. Therefore, their positioning is designed
to be flexible in order to allow for more user control and expression
through customisation.
In the final
version of the system, the sensors will be wireless and
the context recognition done on hardware level, allowing for more
flexibility and robustness, as well as the possibility to conduct more
long term evaluation with user in context.
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prototype
worn in the city
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hardware
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proximity
sensor
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* software
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After a layer of context
recognition, the sensor input is mapped to music parameters in a
program written in the envrionment PD.
Structurally,
the PD program is composed of small modular units that construct the
music algorithmically according to what factors trigger them, and to
the values of the data mapped to them. Concrete urban sounds input
through the microphone take manifold parallel and serial paths through
sound processing objects. These paths can be flexibly deviated and
redirected in response to multiple incoming sensor values, resulting in
a highly dynamic sonic output. This modularity and the flexibility of
the mapping models enable us to easily test various types of musical
output.
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pd
program
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* sound &
mapping details
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The
accelerometer senses stops, starts, and the
starting user pace that determines the music tempo of a whole session.
On a high level, enclosed environments have twice as fast tempo as open
ones, loud contexts more intricate rhythms than silent ones, and bright
contexts are more atmospheric than dark ones. Standing still mutes most
of the
music except for a metronome sound. Turning changes the patterns of the
rhythm
layers randomly. On a low level, sound
level is mapped to the amount of rhythm layers, and light intensity to
pitch.
The metal detector plays back the latest random samples of urban sounds
recorded by the system. Samples can also be scratched with the
proximity
sensor.
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[audio
clip]
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