K. Snook, T. Barri, J. Goßmann, J. Potts, M. Schedel, Hartmut Warm
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Principles of game design, data sonification/visualization optimization, and digital and analog music synthesis are used in the 3D presentation of information, the user interfaces (UX), and the controls of the instrument, with an optional DIY hardware “cockpit” interface. The instrument hardware and software are both designed to be modular and open source; Concordia can be played virtually without the DIY cockpit on a mobile platform, or users can build or customize their own interfaces, such as traditional keyboards, button grids, or gestural controllers with haptic feedback to interact with the system. It is designed to enable and reward practice and virtuosity through learning levels borrowed from game design, gradually building listening skills for decoding sonified information. The frameworks for uploading, verifying, and accessing the data; programming and verifying hardware and software module builds; tracking of instrument usage; and managing the instrument's economic ecosystem are being built using a combination of distributed computational technologies and peer-to-peer networks, including blockchain and the Interplanetary Filesystem (IPFS). Participants in Concordia fall into three general categories, listed here in decreasing degrees of agency: 1) Contributors; 2) Players; and 3) Observers. 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引用次数: 2
摘要
这篇论文描述了创造一种新的科学和乐器的第一步,这种乐器将于2019年发布,以纪念约翰内斯·开普勒(Johannes Kepler)的《世界和声》(Harmonies of the World)发表400周年。开普勒的《世界和声》提出了他的行星运动三大定律,并开创了现代天文学领域。Concordia是一种模块化可扩展的乐器,它的第一个软件和硬件模块以及底层框架正在构建中。该仪器是在沉浸式扩展现实(XR)环境中设计的,具有科学准确的可视化和数据透明的行星运动超声,根植于Johannes Kepler[1]的音乐和数学概念,由Hartmut Warm[2]外推到可视化中,并进行超声处理。游戏设计、数据超声/可视化优化以及数字和模拟音乐合成的原则被用于信息的3D呈现、用户界面(UX)和仪器的控制,并带有可选的DIY硬件“驾驶舱”界面。仪器硬件和软件均采用模块化和开源设计;Concordia可以在移动平台上进行虚拟游戏,而无需DIY驾驶舱,或者用户可以构建或定制自己的界面,例如传统键盘,按钮网格或带有触觉反馈的手势控制器,以与系统交互。它旨在通过从游戏设计中借鉴的学习水平,逐渐建立解码声音信息的听力技能,从而使实践和精湛的技巧得到奖励。上传、验证和访问数据的框架;编程和验证硬件和软件模块构建;跟踪仪器使用情况;和管理仪器的经济生态系统正在使用分布式计算技术和点对点网络(包括区块链和星际文件系统(IPFS))的组合来构建。康考迪亚项目的参与者大致分为三大类,在这里按代理程度递减列出:1)贡献者;2)球员;3)观察员。本文列出了Concordia的大致结构,描述了第一个软件模块的进展,并探索了Concordia作为一种新型创意生态系统的创意、社会、经济和教育潜力。
Kepler Concordia: Designing an Immersive Modular Musical and Scientific Instrument Using Novel Blockchain and Sonification Technologies in XR
This paper describes the first steps in the creation of a new scientific and musical instrument to be released in 2019 for the 400th anniversary of Johannes Kepler's Harmonies of the World, which laid out his three laws of planetary motion and launched the field of modern astronomy. Concordia is a musical instrument that is modularly extensible, with its first software and hardware modules and underlying framework under construction now. The instrument is being designed in an immersive extended-reality (XR) environment with scientifically accurate visualizations and datatransparent sonifications of planetary movements rooted in the musical and mathematical concepts of Johannes Kepler [1], extrapolated into visualizations by Hartmut Warm [2], and sonified. Principles of game design, data sonification/visualization optimization, and digital and analog music synthesis are used in the 3D presentation of information, the user interfaces (UX), and the controls of the instrument, with an optional DIY hardware “cockpit” interface. The instrument hardware and software are both designed to be modular and open source; Concordia can be played virtually without the DIY cockpit on a mobile platform, or users can build or customize their own interfaces, such as traditional keyboards, button grids, or gestural controllers with haptic feedback to interact with the system. It is designed to enable and reward practice and virtuosity through learning levels borrowed from game design, gradually building listening skills for decoding sonified information. The frameworks for uploading, verifying, and accessing the data; programming and verifying hardware and software module builds; tracking of instrument usage; and managing the instrument's economic ecosystem are being built using a combination of distributed computational technologies and peer-to-peer networks, including blockchain and the Interplanetary Filesystem (IPFS). Participants in Concordia fall into three general categories, listed here in decreasing degrees of agency: 1) Contributors; 2) Players; and 3) Observers. This paper lays out the broad structure of Concordia, describes progress on the first software module, and explores the creative, social, economic, and educational potential of Concordia as a new type of creative ecosystem.