观察映射:从自发运动中构建用户定制的传导系统

Álvaro Sarasúa, Julián Urbano, E. Gómez
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引用次数: 2

摘要

隐喻在人机交互(HCI)的界面设计中是常用的。界面隐喻为用户提供了一种类似于已知活动的与计算机交互的方式,让用户立即了解或直觉地了解交互是如何工作的。在数字乐器(dmi)中广泛使用的一个比喻是指挥-乐队,其中乐队被认为是由指挥的动作控制的乐器。我们提出了一个基于指挥隐喻的DMI,允许控制速度和动态,并通过观察自发的指挥动作(即在没有任何指示的情况下在固定音乐上表演的动作)来适应每个用户的映射。我们将此称为观察映射,即使系统是针对每个用户专门训练的,但这种训练并不是由用户明确和有意识地完成的。更具体地说,系统根据用户预测或落后于节拍的趋势来调整其映射,并观察与自发传导过程中响度最相关的动作捕捉描述符。我们在一个有24(24)名参与者的实验中评估了拟议的系统,并将其与不执行此用户特定调整的基线进行了比较。这种比较是在用户没有收到指令的情况下进行的,相反,用户可以通过玩游戏来发现。我们从任务中评估客观和主观的措施,参与者必须让管弦乐队在不同的响度水平上演奏或与节拍器同步。实验结果证明,从自发运动中自动学习映射的系统的可用性在提供更直观的响度控制和更精确的节拍控制方面都更好。有趣的是,结果还表明,从用于训练的数据中采取的措施与适应性系统引入的改进之间存在很强的相关性。这表明,有可能提前估计自发运动的观察对建立用户特定适应的有用程度。这为创建更加直观和富有表现力的dmi,特别是在公共设施中,开辟了有趣的方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mapping by Observation: Building a User-Tailored Conducting System From Spontaneous Movements
Metaphors are commonly used in interface design within Human-Computer Interaction (HCI). Interface metaphors provide users with a way to interact with the computer that resembles a known activity, giving instantaneous knowledge or intuition about how the interaction works. A widely used one in Digital Musical Instruments (DMIs) is the conductor-orchestra metaphor, where the orchestra is considered as an instrument controlled by the movements of the conductor. We propose a DMI based on the conductor metaphor that allows to control tempo and dynamics and adapts its mapping specifically for each user by observing spontaneous conducting movements (i.e. movements performed on top of fixed music without any instructions). We refer to this as mapping by observation given that, even though the system is trained specifically for each user, this training is not done explicitly and consciously by the user. More specifically, the system adapts its mapping based on the tendency of the user to anticipate or fall behind the beat and observing the Motion Capture descriptors that best correlate to loudness during spontaneous conducting. We evaluate the proposed system in an experiment with twenty four (24) participants where we compare it with a baseline that does not perform this user-specific adaptation. The comparison is done in a context where the user does not receive instructions and, instead, is allowed to discover by playing. We evaluate objective and subjective measures from tasks where participants have to make the orchestra play at different loudness levels or in synchrony with a metronome. Results of the experiment prove that the usability of the system that automatically learns its mapping from spontaneous movements is better both in terms of providing a more intuitive control over loudness and a more precise control over beat timing. Interestingly, the results also show a strong correlation between measures taken from the data used for training and the improvement introduced by the adapting system. This indicates that it is possible to estimate in advance how useful the observation of spontaneous movements is to build user-specific adaptations. This opens interesting directions for creating more intuitive and expressive DMIs, particularly in public installations.
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