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Le Monstré: an interactive participatory performance costume

Published: 11 September 2017 Publication History

Abstract

LE MONSTRE is a responsive performance garment, changing the sound and projection of the performance space through audience interaction. As the audience is invited to investigate the garment through touch and pull, capacitive and resistive strain sensors relay the interaction as wifi MIDI signals. The garment was designed as an investigation into the technology and arts collaborative design process.

References

[1]
Benford, S., Greenhalgh, C., Crabtree, A., Flintham, M., Walker, B., Marshall, J., Koleva, B., Egglestone, S.R., Giannachi, G., Adams, M., Tandavanitj, N. and Farr, J.R. 2013. Performance-Led Research in the Wild. ACM Transactions on Computer-Human Interaction. 20, 3 (2013), 14:1--14:22.
[2]
Zeagler, C., Gandy, M., Gilliland, S., Moore, D., Centrella, R. and Montgomery, B. 2017. In Harmony: Making a Wearable Musical Instrument as a Case Study of using Boundary Objects in an Interdisciplinary Collaborative Design Process. Designing Interactive Systems DIS2017 (Edinburgh, 2017).

Cited By

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  • (2021)YOU BETTA WERK: Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic LearningProceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3430524.3440622(1-12)Online publication date: 14-Feb-2021
  • (2021)Beyond costume tradition and physical computing: characterizing the profile of interactive costume creatorsDigital Creativity10.1080/14626268.2021.192245932:2(99-115)Online publication date: 7-May-2021
  • (2020)Overcoming Reserve - Supporting Professional Appropriation of Interactive CostumesProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395498(2189-2200)Online publication date: 3-Jul-2020
  • Show More Cited By

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  1. Le Monstré: an interactive participatory performance costume

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    Published In

    cover image ACM Conferences
    ISWC '17: Proceedings of the 2017 ACM International Symposium on Wearable Computers
    September 2017
    276 pages
    ISBN:9781450351881
    DOI:10.1145/3123021
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 11 September 2017

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    Author Tags

    1. interactive garment
    2. participatory performance
    3. wearable technology costume

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    • Research-article

    Funding Sources

    • Georgia Institute of Technology GVU Center

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    UbiComp '17

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    Overall Acceptance Rate 38 of 196 submissions, 19%

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    Cited By

    View all
    • (2021)YOU BETTA WERK: Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic LearningProceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3430524.3440622(1-12)Online publication date: 14-Feb-2021
    • (2021)Beyond costume tradition and physical computing: characterizing the profile of interactive costume creatorsDigital Creativity10.1080/14626268.2021.192245932:2(99-115)Online publication date: 7-May-2021
    • (2020)Overcoming Reserve - Supporting Professional Appropriation of Interactive CostumesProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395498(2189-2200)Online publication date: 3-Jul-2020
    • (2018)Creating and Staging Interactive CostumesProceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3173225.3173343(718-720)Online publication date: 18-Mar-2018

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