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Rinman, M.-L., Friberg, A., Bendiksen, B., Cirotteau, D., Dahl, S., & Kjellmo, I., et al. (2004). Ghost in the cave -- an interactive collaborative game using non-verbal communication. Lecture Notes in Artificial Intelligence, 2915, 549–556. 
Added by: Mark Grimshaw-Aagaard (6/6/05, 12:08 PM)   
Resource type: Journal Article
BibTeX citation key: Rinman2004
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Categories: Interactive Music
Keywords: Interaction, Interface Design, Virtual environment
Creators: Bendiksen, Camurri, Cirotteau, Dahl, Friberg, Kjellmo, Mazzarino, Rinman
Collection: Lecture Notes in Artificial Intelligence
Views: 16/1012
Abstract
The interactive game environment, Ghost in the Cave, presented in this short paper, is a work still in progress. The game involves participants in an activity using non-verbal emotional expressions. Two teams use expressive gestures in either voice or body movements to compete. Each team has an avatar controlled either by singing into a microphone or by moving in front of a video camera. Participants/players control their avatars by using acoustical or motion cues. The avatar is navigated in a 3D distributed virtual environment using the Octagon server and player system. The voice input is processed using a musical cue analysis module yielding performance variables such as tempo, sound level and articulation as well as an emotional prediction. Similarly, movements captured from a video camera are analyzed in terms of different movement cues. The target group is young teenagers and the main purpose to encourage creative expressions through new forms of collaboration.
Added by: Mark Grimshaw-Aagaard  
Notes
Using singing to control an avatar and to generate emotion in that avatar.
Added by: Mark Grimshaw-Aagaard  
Quotes
p.552   "...happiness is communicated by fast tempo, staccato articulation, high sound level, and fast tone attacks, while sadness is communicated by slow tempo, low sound level, legato articulation, and slow tone attacks."   Added by: Mark Grimshaw-Aagaard