Search results for "gesture"

showing 10 items of 186 documents

Global functorial hypergestures over general skeleta for musical performance

2016

Musical performance theory using Lagrangian formalism, inspired by physical string theory, has been described in previous research. That approach was restricted to zero-addressed hypergestures of local character, and also to digraph skeleta of simple arrow type. In this article, we extend the theory to hypergestures that are defined functorially over general topological categories as addresses, are global, and are also defined for general skeleta. We also prove several versions of the important Escher Theorem for this general setup. This extension is highly motivated by theoretical and practical musical performance requirements of which we give concrete examples.

Pure mathematicsComputer scienceMusicalcomposition; functoriality; global hypergestures; musical performance; string theory; world-sheetsPerformance theoryString theory050105 experimental psychologyEscher060404 musicsymbols.namesakestring theory0501 psychology and cognitive sciencescomputer.programming_languageSettore INF/01 - InformaticaApplied Mathematics05 social sciencesglobal hypergesturesDigraph06 humanities and the artsmusical performanceworld-sheetsAlgebraSettore MAT/02 - AlgebraComputational MathematicsFormalism (philosophy of mathematics)functorialityModeling and SimulationArrowsymbolscomputer0604 artsMusicLagrangianCompositionJournal of Mathematics and Music
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Hypergestures in Complex Time: Creative Performance Between Symbolic and Physical Reality

2015

Musical performance and composition imply hypergestural transformation from symbolic to physical reality and vice versa. But most scores require movements at infinite physical speed that can only be performed approximately by trained musicians. To formally solve this divide between symbolic notation and physical realization, we introduce complex time (\(\mathbb {C}\)-time) in music. In this way, infinite physical speed is “absorbed” by a finite imaginary speed. Gestures thus comprise thought (in imaginary time) and physical realization (in real time) as a world-sheet motion in space-time, corresponding to ideas from physical string theory. Transformation from imaginary to real time gives us…

Pure mathematicsEuler-Lagrange equationSettore FIS/02 - Fisica Teorica Modelli E Metodi MatematiciSettore INF/01 - InformaticaInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Complex timeString theoryMeasure (mathematics)Imaginary timeTransformation (music)Motion (physics)AlgebraSettore MAT/02 - AlgebraComputingMethodologies_SYMBOLICANDALGEBRAICMANIPULATIONComplex time; Euler-lagrange equation; Hypergestures; Performance theory; String theory; World-sheets of space-timeString theoryWorld-sheets of space-timePerformance theoryHypergesturesRealization (systems)The ImaginaryGestureMathematics
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Embodied sound design

2018

Abstract Embodied sound design is a process of sound creation that involves the designer’s vocal apparatus and gestures. The possibilities of vocal sketching were investigated by means of an art installation. An artist–designer interpreted several vocal self-portraits and rendered the corresponding synthetic sketches by using physics-based and concatenative sound synthesis. Both synthesis techniques afforded a broad range of artificial sound objects, from concrete to abstract, all derived from natural vocalisations. The vocal-to-synthetic transformation process was then automated in SEeD, a tool allowing to set and play interactively with physics- or corpus-based sound models. The voice-dri…

Range (music)sound synthesisProcess (engineering)Sound designHuman Factors and Ergonomicsvocal sketchingsonic interaction design01 natural sciences050105 experimental psychologyEducationHuman–computer interaction0103 physical sciencesSettore ICAR/13 - Disegno IndustrialeNatural (music)0501 psychology and cognitive sciencesSet (psychology)010301 acousticsSound (geography)embodimentSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazionigeographygeography.geographical_feature_categorySettore INF/01 - Informatica05 social sciencesGeneral EngineeringSound designHuman-Computer InteractionHardware and ArchitectureEmbodied cognitionSound design; embodiment; vocal sketching; sound synthesisSoftwareGesture
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User Evaluation of the Smartphone Screen Reader VoiceOver with Visually Disabled Participants

2018

Touchscreen assistive technology is designed to support speech interaction between visually disabled people and mobile devices, allowing hand gestures to interact with a touch user interface. In a global perspective, the World Health Organisation estimates that around 285 million people are visually disabled with 2/3 of them over 50 years old. This paper presents the user evaluation of VoiceOver, a built-in screen reader in Apple Inc. products, with a detailed analysis of the gesture interaction, familiarity and training by visually disabled users and the system response. Six participants with prescribed visual disability took part in the tests in a usability laboratory under controlled con…

Screen readerArticle SubjectComputer Networks and Communicationsbusiness.industryComputer scienceTouch user interface05 social sciencesPerspective (graphical)UsabilityVisual disabilityTK5101-6720Computer Science Applicationslaw.invention03 medical and health sciences0302 clinical medicineTouchscreenHuman–computer interactionlawTelecommunication030221 ophthalmology & optometry0501 psychology and cognitive sciencesbusinessMobile device050107 human factorsGesture
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Evaluation of touchscreen assistive technology for visually disabled users

2017

Touchscreen assistive technology is designed to support speech interaction between visually disabled people and mobile devices, allowing the use of a choreography of gestures to interact with a touch user interface. This paper presents the evaluation of VoiceOver, a screen reader in Apple Inc. products, made in the research project Visually impaired users touching the screen- A user evaluation of assistive technology together with six visually disabled test participants. The aim was to identify challenges related to the performance of the gestures for screen interaction and evaluate the system response to the gestures. The main results showed that most of the hand gestures were easy to perf…

Screen readerMultimediabusiness.industryComputer scienceTouch user interface020206 networking & telecommunicationsUsability02 engineering and technologycomputer.software_genrelaw.inventionVisualizationChoreography03 medical and health sciences0302 clinical medicineTouchscreenlawHuman–computer interaction030221 ophthalmology & optometry0202 electrical engineering electronic engineering information engineeringbusinesscomputerMobile deviceGesture2017 IEEE Symposium on Computers and Communications (ISCC)
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Recognizing actions with the associative self-organizing map

2013

When artificial agents interact and cooperate with other agents, either human or artificial, they need to recognize others’ actions and infer their hidden intentions from the sole observation of their surface level movements. Indeed, action and intention understanding in humans is believed to facilitate a number of social interactions and is supported by a complex neural substrate (i.e. the mirror neuron system). Implementation of such mechanisms in artificial agents would pave the route to the development of a vast range of advanced cognitive abilities, such as social interaction, adaptation, and learning by imitation, just to name a few. We present a first step towards a fully-fledged int…

Self-organizing mapCognitive scienceNeural substratebusiness.industryMulti-agent systemmedia_common.quotation_subjectCognitionAction recogntion SOM Neural networks Human-robot interactionAction (philosophy)Gesture recognitionArtificial intelligencePsychologyImitationbusinessMirror neuronmedia_common2013 XXIV International Conference on Information, Communication and Automation Technologies (ICAT)
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Drawings, Gestures and Discourses: A Case Study with Kindergarten Students Discovering Lego Bricks

2020

This paper presents a study aimed at investigating the didactic potentiality of the use of an artefact, useful to construct mathematical meanings concerning the coordination of different points of view, in the observation of a real object/toy. In our view, the process of meaning construction can be fostered by the use of adequate artefacts, but it requires a teaching/learning model, which explicitly takes care of the evolution of meanings, from those personal, emerging through the activities, to the mathematical ones, aims of the teaching intervention. The main hypothesis of this study is that the alternation between different semiotic systems, graphical system, verbal system and system of …

Semiotic Systems 2-Dimentional and 3-Dimentional Representation Different Points of View ArtefactProcess (engineering)MediationMathematics educationSemioticsAlternation (linguistics)Settore MAT/04 - Matematiche ComplementariConstruct (philosophy)PsychologyObject (philosophy)Meaning (linguistics)Gesture
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Accessing and selecting menu items by in-air touch

2019

Is it possible to realize a non-visual, purely tactile version of an icon-based menu? Driven by such question, a hierarchical tactile dock was designed for an array of ultrasound emitters. The icons were conceived as spatio-temporal variable-speed sequences of tactile stimulation points, that are passively perceived as trajectories drawn on the palm of the hand. The recognition rate on four icons largely improved prior performance results obtained by active haptic exploration. As a result, a four-icons set can be used as the first level of a hierarchy of symbols that can be navigated by touch and gesture. The design process, based on controlled recognition experiments and exploration of dis…

Settore INF/01 - InformaticaHierarchy (mathematics)Haptic interfaces in-air haptics non-visual signageInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer sciencePerformance resultsHuman–computer interactionDOCKIconEngineering design processSet (psychology)computerGestureHaptic technologycomputer.programming_languageProceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the next interaction
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Real-Time Hand Pose Recognition Based on a Neural Network Using Microsoft Kinect

2013

The Microsoft Kinect sensor is largely used to detect and recognize body gestures and layout with enough reliability, accuracy and precision in a quite simple way. However, the pretty low resolution of the optical sensors does not allow the device to detect gestures of body parts, such as the fingers of a hand, with the same straightforwardness. Given the clear application of this technology to the field of the user interaction within immersive multimedia environments, there is the actual need to have a reliable and effective method to detect the pose of some body parts. In this paper we propose a method based on a neural network to detect in real time the hand pose, to recognize whether it…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniArtificial neural networkgesture recognitionbusiness.industryComputer scienceMicrosoft Kinect.gesture-based interactionVirtual realityObject detectionhuman-computer interactionFeature (computer vision)Gesture recognitionComputer visionArtificial intelligenceNoise (video)businessPoseGesture2013 Eighth International Conference on Broadband and Wireless Computing, Communication and Applications
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Child-display interaction: Exploring avatar-based touchless gestural interfaces

2019

During the last decade, touchless gestural interfaces have been widely studied as one of the most promising interaction paradigms in the context of pervasive displays. In particular, avatars and silhouettes have been proved to be effective in communicating the touchless gestural interactivity supported by displays. In the paper, we take a child-display interaction perspective by exploring avatar-based touchless gestural interfaces. We believe that large displays offer an opportunity to stimulate child experience and engagement, for instance when learning about art, as well as bringing a number of challenges. The purpose of this study is twofold: 1) identifying the relevant aspects of childr…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniAvatar; Children-computer interaction; Gesture-based interfaces; Pervasive displays; Ubiquitous computingUbiquitous computingSettore INF/01 - InformaticaUbiquitous computingEvent (computing)Computer scienceInterface (computing)05 social sciencesPerspective (graphical)Children-computer interaction020207 software engineeringContext (language use)02 engineering and technologyAvatarInteractivityPervasive displayschildren-computer interaction gesture-based interfaces avatar pervasive displays ubiquitous computingGesture-based interfacesHuman–computer interaction0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciences050107 human factorsAvatar
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