The Routledge Companion to Embodied Music Interaction 2017
DOI: 10.4324/9781315621364-43
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Designing Action–Sound Metaphors Using Motion Sensing and Descriptor-Based Synthesis of Recorded Sound Materials

Abstract: In this chapter, we present a general methodology for designing interactive musical systems, using movement sensing and descriptor-based synthesis of recorded sound materials. Importantly, the design principles focus on action-sound metaphors that can be built upon audio features of recorded sound materials and their possible relationships to human movement. We describe the critical design choices, including sensing technologies, movement analysis, and action-sound models, along with application examples.

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Cited by 7 publications
(8 citation statements)
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“…We chose a sonification approach based on different action-sound metaphors that are generally understandable by a wide audience [8,13]. Note that the goal of our study is to explore how sonification modulates motor variability in movement learning, rather than helps the learning process.…”
Section: Sound Designmentioning
confidence: 99%
See 2 more Smart Citations
“…We chose a sonification approach based on different action-sound metaphors that are generally understandable by a wide audience [8,13]. Note that the goal of our study is to explore how sonification modulates motor variability in movement learning, rather than helps the learning process.…”
Section: Sound Designmentioning
confidence: 99%
“…We used two different approaches to associate these two gestures with sounds in order to further differentiate how they will be perceived. The sonification of gesture 1 is based on an approach called "action-sound" metaphor that has been described in [8]. This takes advantage of relationships we acquire in our everyday interaction with objects.…”
Section: Sound Designmentioning
confidence: 99%
See 1 more Smart Citation
“…Systems that provide sound feedback on movement in real-time have been found to increase bodily awareness and influence movement (e.g., [48,49]) and are increasingly being used in the context of musical expression [89], dance (e.g., [90]), sports (e.g., [91][92][93]), general physical activity (e.g., [40,47]) and physical rehabilitation (e.g., [94,95]) for example, in people with chronic stroke [96][97][98][99], vestibular disorders (e.g., [100,101]), chronic pain (e.g., [49,51]) or autism (e.g., [102]). By contrast with those movement sonification scenarios, our studies do not rely on continuous real-time adjustment of the sound once it has been triggered.…”
Section: Limitations and Future Researchmentioning
confidence: 99%
“…The sounds are produced using different sound synthesis engines and mapping strategies. First, we implemented a series of sound engines using descriptor-based concatenative synthesis [1]. This allows for playing small pieces of recorded sounds with a quasi-continuous control on their technique, implemented in Max (Cycling'74) with the library MuBu for Max (freely available):  Mappings 1-2: the FSRs in the shoes are mapped to either "water splash" sounds or to "aluminium can crash" sounds with various pitches, intensities, etc (related to paradigms 1, 2, 5, 7 in Table 2).…”
Section: System Overviewmentioning
confidence: 99%