ABSTRACT
Skeleton Conductor (SC) is a cross-disciplinary research and development project that aims towards a new immersive and interactive VR experience, which positions the perceiver and one's body as an active agent within the virtual realm while creating and interacting with the displayed sensorial input in a head mounted display (HMD). We share the current state of the Skeleton Conductor project and reflect to the many research and technology development-geared questions this project has brought us to. The aim of the practice work is to present preliminary results from our user experience target groups and to reflect upon some of the key research areas which aim to explore the significance of embodied experience. We plan to further define the modes and characteristics of full body real-time interactivity within this virtual environment. In practical terms this would mean setting up a VR device (HTC Vive) and to allow a participant to enter the SC experience, while other participants watch this experience from a large monitor or video projector. With this practice-based work, we hope to enable knowledge exchange and feedback from our peers, artists and other researchers.
- Nikolaj Andersson, Cumhur Erkut, and Stefania Serafin. 2019. Immersive Audio Programming in a Virtual Reality Sandbox, Proc. AES Intl. Conf. Immersive Audio, York, UK, 2019. Paper 6.Google Scholar
- Rosemary E Cisneros, Karen Wood, Sarah Whatley, Michele Buccoli, Massimiliano Zanoni, and Augusto Sarti. 2019. Virtual Reality and Choreographic Practice: The Potential for New Creative Methods. Body, Space & Technology 18, 1: 1--32.Google ScholarCross Ref
- Cumhur Erkut and Sofia Dahl. 2017. Embodied Interaction through Movement in a Course Work. Proceedings of the 4th International Conference on Movement Computing (MOCO '17), London, UK, Article No. 23.Google ScholarDigital Library
- Cumhur Erkut and Sofia Dahl. 2018. Incorporating Virtual Reality in an Embodied Interaction Course, Proceedings of the 5th International Conference on Movement Computing (MOCO '18), Genoa, Italy, Article No. 45.Google ScholarDigital Library
- Cumhur Erkut and Sofia Dahl. 2019. Incorporating Virtual Reality with Experiential Somaesthetics in an Embodied Interaction Course. Journal of Somaesthetics 4, 2: 25--39.Google Scholar
- Marco Gillies. 2019. Understanding the Role of Interactive Machine Learning in Movement Interaction Design. ACM Transactions on Computer-Human Interaction (TOCHI) 26, 1: 5.Google ScholarDigital Library
- Kristina Höök, Baptiste Caramiaux, Cumhur Erkut, Jodi Forlizzi, et al. 2018. Embracing First-Person Perspectives in Soma-Based Design. Informatics 5, 1: 8.Google ScholarCross Ref
- Sophy Smith. 2018. Dance performance and virtual reality: an investigation of current practice and a suggested tool for analysis. International Journal of Performance Arts and Digital Media 14, 2: 199--214.Google ScholarCross Ref
Index Terms
- A Study of Movement-Sound within Extended Reality: Skeleton Conductor
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