• 3D Archaeological Reconstruction and Visualisation: An Artificial Life Model for Determining Vegetation Dispersal Patterns in Ancient Landscapes

      Ch'ng, Eugene; Stone, Robert J. (IEEE, 2006)
      This paper describes a methodology and software engine for generating dynamic vegetation models for archaeological reconstruction and interactive visualisation, integrating the disciplines of Artificial Life (Alife) and Virtual Reality. The engine, based on the concept of emergence (a phenomenon in complex Alife systems), uses real botanical parameters, channelled through simple rules, in order to synthesise the dispersal patterns of natural vegetation communities as they grow, reproduce, and compete for resources. The foci for the development and evaluation of the Alife engine described relate to different scenarios in nature as may have existed during the Mesolithic period. Results from the study showed evidence of correlations between the artificial vegetation and their natural counterparts, demonstrating the feasibility of using such models in historical landscape reconstructions.
    • An interactive speech interface for virtual characters in dynamic environments

      Mehdi, Qasim; Zeng, Xin; Gough, Norman (2004)
      In this paper, we propose a new improvement to our 3D Virtual Story Environment System (3DVSE) by adding a real-time animation with voice synthesis. The new system offers a flexible and easy way to generate an interactive 3D virtual Environment (3DVE) as compared to traditional 3D packages. It enables the user to control and interact with the virtual characters via speech instructions so that the characters can respond to the commands in real time. This system has the potential, if combined with artificial intelligence, to act as a dialogue interface for believable agents that have many applications such as computer games, and intelligent multimedia applications. In this system, the agent can talk and listen to fellow agents and human users.
    • Choosers: designing a highly expressive algorithmic music composition system for non-programmers

      Bellingham, Matt; Holland, SImon; Mulholland, Paul (2017-09)
      We present an algorithmic composition system designed to be accessible to those with minimal programming skills and little musical training, while at the same time allowing the manipulation of detailed musical structures more rapidly and more fluidly than would normally be possible for such a user group. These requirements led us to devise nonstandard programming abstractions as the basis for a novel graphical music programming language in which a single basic element permits indeterminism, parallelism, choice, multi-choice, recursion, weighting and looping. The system has general musical expressivity, but for simplicity here we focus on manipulating samples. The musical abstractions behind the system have been implemented as a set of SuperCollider classes to enable end-user testing of the graphical programming language via a Wizard of Oz prototyping methodology. The system is currently being tested with undergraduate Music Technology students who are typically neither programmers, nor traditional musicians.
    • Choosers: The design and evaluation of a visual algorithmic music composition language for non-programmers

      Bellingham, Matt; Holland, Simon; Mulholland, Paul (Psychology of Programming Interest Group, 2018-09-06)
      Algorithmic music composition involves specifying music in such a way that it is non-deterministic on playback, leading to music which has the potential to be different each time it is played. Current systems for algorithmic music composition typically require the user to have considerable programming skill and may require formal knowledge of music. However, much of the potential user population are music producers and musicians (some professional, but many amateur) with little or no programming experience and few formal musical skills. To investigate how this gap between tools and potential users might be better bridged we designed Choosers, a prototype algorithmic programming system centred around a new abstraction (of the same name) designed to allow non-programmers access to algorithmic music composition methods. Choosers provides a graphical notation that allows structural elements of key importance in algorithmic composition (such as sequencing, choice, multi-choice, weighting, looping and nesting) to be foregrounded in the notation in a way that is accessible to non-programmers. In order to test design assumptions a Wizard of Oz study was conducted in which seven pairs of undergraduate Music Technology students used Choosers to carry out a range of rudimentary algorithmic composition tasks. Feedback was gathered using the Programming Walkthrough method. All users were familiar with Digital Audio Workstations, and as a result they came with some relevant understanding, but also with some expectations that were not appropriate for algorithmic music work. Users were able to successfully make use of the mechanisms for choice, multi-choice, looping, and weighting after a brief training period. The ‘stop’ behaviour was not so easily understood and required additional input before users fully grasped it. Some users wanted an easier way to override algorithmic choices. These findings have been used to further refine the design of Choosers.
    • CIRCUS for Beginners

      Boehm, Carola; Patterson, John (2001)
      This paper describes “Content Integrated Research in Creative User Systems” (CIRCUS), a working group of the ESPRIT programme of the European Union; describing its origins, its main concerns, and viewing some of its conclusions. The paper examines the distinction between the practice-based art and design community and the more knowledge-based computer technology community. The CIRCUS research agenda has been led by the concept of creative pull, a concept which gives priority, even control, to the creative maker or user in the development of technological capability. The paper examines the working group and its focus on this concept and how to support it through technological means.
    • A comparative study on the acoustic behaviour of free-standing curved and flat single panel screens in an open-plan enclosed environment

      Arjunan, Arun; Foteinou, Aglaia (Institute of Noise Control Engineering, 2017-12-07)
      Free-standing flat screen partitions are commonly used in open-plan environments to improve the visual and acoustic privacy of employees and to differentiate individual work spaces. Acoustic behaviour of flat screen single leaf barriers under free-field conditions have been extensively studied over the past years. However, the behaviour of free standing structures in enclosed spaces are not fully investigated and hence any opportunities for geometrical improvements such as damping effect of added curvature has not been considered. Curved structures are known to exhibit different stiffness behaviour compared to flat structures of similar global dimensions. Consequently, this work is an initial attempt to understand the acoustic performance of free-standing curved screens in comparison with flat screens of similar global dimensions simulated in an open-plan but enclosed environment. Vibroacoustic simulation using the Finite Element Method (FEM) is used in this study to predict the acoustic response and to conduct further parametric analysis. The numerical model presented in this study is validated using experimental test at one-third-octave bands for a frequency range of 100 to 3150 Hz. The results of this study provide a better understanding of the acoustic performance of flat and curved free-standing single panel structures in enclosed environments. It is considered that this can help in developing acoustically efficient free-standing partitions for open-plan offices.
    • Creative Approaches to Exploring the Interstice between the Virtual and the Real

      Harrison, Dew (IEEE, 2014)
      The creative application of digital technologies is accelerating as artists, designers and technologists continue to experiment and explore ways to create new aesthetic fields, semantically enhanced communication and innovative relations between people and machines. Our virtual worlds meet the real material world through the interdisciplinary research of computer scientists, digital media technologists, artists, designers and culture theorists. This paper will explore ways of bringing the virtual to the real through a range of differing conceptual positions and research approaches while demonstrating the creative interplay of variable media and online platforms for producing liminal works which cross the boundary between the analogue and the digital. The intent is to provide insights and examples of creative practice employing new technologies in innovative and unusual ways to generate exciting new work and offer new pathways for digital media research and development. The paper will present relevant theoretical frameworks and examples of current practice in the area of digitally enabled transitional spaces for artists, theorists and curators, as well as researchers working both in the field and beyond to those working with new technologies, social media platforms, and digital/ material culture.
    • Demonstrating the SIDSYNTH: an 8-bit synthesizer combining obsolete and open hardware

      Hassell, Rob; Dalgleish, Mat (Coventry University, 2018-10-25)
      After the introduction of programmable sound generator integrated circuits (ICs) in the 8-bit video game hardware of the 1980s, the industry quickly moved on to more sophisticated sound generation methods such as frequency modulation (FM) synthesis and CD-quality audio file playback. Nevertheless, if once largely forgotten, the last decade has seen a significant and sustained revival of interest in the early video game sound technologies, and the rise of a vibrant ‘chiptunes’ community intent on exploring their distinctive musical possibilities. Developed by Rob Hassell between May 2017 and May 2018 as part of the BA (Hons) Music Technology programme at the University of Wolverhampton, SIDsynth is a multi-voice chiptunes synthesizer based around the use of obsolete MOS Technology 6581/8580 Sound Interface Device (SID) chips; a specialised IC originally found in the Commodore 64 computer. Despite the age of the SID chip, the SIDsynth draws heavily on contemporary developments and could arguably not have existed until relatively recently. Online marketplaces enable increasingly scarce and revered second-hand ICs to be sourced from individual sellers worldwide. Dedicated enthusiasts have made crucial but previously rarely accessible technical documentation freely available in online repositories such as SIDmusic and archive6502. Additionally, by using open source and low-cost Arduino microcontrollers to interface otherwise disparate elements (three SID ICs, contemporary computer hardware and a physical user interface), the project has been able to benefit from the Arduino platform’s extensive documentation and community expertise.
    • Design Probes for People with Dementia

      Garde, Julia Anne; Van Der Voort, Mascha Cécile; Niedderer, Kristina (Design Research Society, 2018-06-25)
      In order to include persons with dementia in the MinD project actively, design probes were developed to provide insight into their perspectives. We applied probes due to their exploratory character and participation through self-documentation. The aim of this paper is to reflect on the design of the probes in relation to the outcomes as a source of inspiration for designers. More specifically, we investigate the openness and tangibility of the probes, and their content relating to the past, the current or the future. The five participants completed the probes to a large extent. The openness of assignments influenced their completion and the resulting value for empathizing and inspiration for designers: More defined assignments led to more sharing of personal and sensitive information than very open ones. While crafty, tangible assignments were filled in more extensively than less tangible ones, the classical writing assignments resulted more often in more introspective and reflective information from participants. Furthermore, participants filled in assignments about past memories more extensively than those relating to future goals.
    • Designing mindful intuitive interaction for people with dementia in everyday social contexts

      Niedderer, Kristina; Gutteridge, Robin; Dennett, Chris (Design Research Society and Queensland University of Technology, 2015-11)
    • Designing with and for People with Dementia: Developing a Mindful Interdisciplinary Co-Design Methodology

      Niedderer, Kristina; Tournier, Isabelle; Colesten-Shields, Dons; Craven, Michael; Gosling,Julie; Garde, Julia A.; Salter, Ben; Bosse, Michaelle; Griffioen, Ingeborg. (Scholar@UC, 2017-05)
    • Diary of a Well-Maker: a note on crafts as research practice

      Hackney, Fiona; Rana, Mah (Plymouth College of Art, 2018-11-30)
      This paper signals the value of making for well-being as a reflexive research activity. It focuses on a series of short reflective diary entries created by artist and researcher Mah Rana during her daily encounters with people, spaces, places, and things. The entries are personal and incidental, involve memories and snippets of conversation but, crucially, they are all positioned from her perspective as a self-identified ‘well-maker’. Someone, that is, who is alert to the particular values, benefits, qualities, and characteristics of creative making for mental and physical health: who takes note of how these manifest in our everyday lives, often in the quietest of ways.
    • Digital Archiving as an Art Practice

      Harrison, Dew (CHArt (Computers and the History of Art), 2005)
      The paper explores the activity of archiving within the field of fine art and museum studies with particular emphasis on the digital archive and new media database. Harrison identifies and develops new forms of digital archiving within curatorial projects, art-based collaborations, and Conceptual Art works. These archival forms are not constructed by information scientists or museum professionals, but by artists.
    • Embracing openness: music technology pedagogy and curricula after the decline of the studio

      Dalgleish, Mat; Bellingham, Matt (Coventry University, 2018-10-25)
    • Evaluating Artificial Life-Based Vegetation Dynamics in the Context of a Virtual Reality Representation of Ancient Landscapes

      Ch'ng, Eugene; Stone, Robert J.; Arvanitis, Theodoros N. (International Society on Virtual Systems and MultiMedia, 2005)
      Virtual Reality as applied to heritage representation has become an important technological development in the support of education, site/artefact preservation and investigative research for the 21st century. VR technology, coupled with Artificial Life, an emerging field in science, promises to enhance these areas of endeavour even further by introducing an element of naturalistic dynamics and historical realism into an otherwise “sterile” and unengaging 3D reconstruction. Our evaluation of the merits of introducing Artificial Life-based software of simulated complex adaptive systems (focusing on the generation of plant life) has shown viability in that vegetation dynamics and behaviour can, using additional knowledge from subject matter experts in other scientific fields (geography, geology, archaeology), reproduce a credible historical representation of an ancient landscape, in this case the Mesolithic basin of the North Sea.
    • Experimental Investigation of the Contribution of Resonant Frequency to Trumpeter’s Performance

      Foteinou, Aglaia; Spencer, Steve; Dagleish, Mat (International Institute of Acoustics and Vibration, 2016-07)
    • From visual semantic parameterization to graphic visualization

      Zeng, Xin; Mehdi, Qasim; Gough, Norman (Institute of Electrical and Electronics Engineers (IEEE), 2005)
      Visualizing natural language description is a difficult and complex task. When dealing with the process of generating images from natural language descriptions, we firstly should consider the real world and find out what key visual information can be extracted from the sentences which represents the most fundament concepts in both virtual and real environments. In this paper, we present the result of a prototype system called 3DSV (3D Story Visualiser) that generates a virtual scene by using simplified story-based descriptions. In particular, we describe the methodology used to parameterize the visual and describable words into XML formatted data structure. Then we discuss how to interpret the parameterized data and create an interactive real-time 3D virtual environment.
    • Hybrid Acoustic Modelling of Historic Spaces Using Blender

      Foteinou, Aglaia; Van Mourik,Jelle; Oxnard, Stephen; Murphy, Damian (Forum Acusticum, 2014-03)
    • Jack’s Jumper: designing a sensibility for sustainable clothing communities

      Hackney, Fiona; Hill, Katie; Saunders, Clare (IFFTI, 2019-12-31)
      Jack’s Jumper is a short film co-produced by an emergent community of participant researchers and film-makers R&A Collaborations as part of S4S Designing a Sensibility for Sustainable Clothing, an Arts and Humanities Research Council-funded research project. The need to improve the sustainability of fashion has been widely noted by academics (Black 2012; Fletcher 2008 and 2016), activist campaigns (Greenpeace and Fashion Revolution) and policy makers (Environmental Audit Committee Report on the Sustainability of the Fashion Industry, 2019). In this project the authors combine arts and social science methods, including film making, to develop a methodology for pro-environmental behaviour change and sustainable fashion through, literally and metaphorically, making a new relationship with clothes. The paper outlines the aims and purpose of the project and its methods, which include fashion design workshops designed to mimic phases of the lifecycle of clothing (making fibre and fabric, pattern cutting, mending, modifying, repurposing and clothes), films, wardrobe audits, clothing diaries and surveys. It focuses on the series of over twenty short films, including Jack’s Jumper, to consider how they might function not only as reflective devices for those involved in the project and emotional prompts for future action, but also as an affective means of building and developing a sustainable fashion sensibility among wider audiences, and the role of aesthetics and emotion in this. As such, we argue that creative participatory fashion design practices are potentially an important tool for generating a sensibility of sustainability and therefore for informing policy on behaviour change.
    • MAMIC: a visual programming library for amalgamating Mathematics and Coding through Music

      Dalgleish, Mat; Payne, Chris (Group for Learning in Art & Design (GLAD), 2015-12)
      The role of computing within the National Curriculum framework has changed dramatically in recent times. Traditionally, the computing curriculum in schools focussed on software competency and proficiency in common but basic tasks such as word processing, delivered through the subject of Information Communication Technology (ICT). In other words, students became perfunctory but perhaps uninspired end users, closely tied to ubiquitous commercial packages such as Microsoft Office. However, in September 2014, then Education Secretary Michael Gove made significant changes to the National Curriculum that affected both primary and secondary education in the UK. This has consisted in essence of an enforced shift from the prior ICT model to one that, at least in theory, embraces coding as a fundamental tenet of computing (i.e. active creation rather than end use, closely related to Rushkoff’s notion of “programmed or be programmed” [7]) and promotes computational thinking more broadly [1]. For instance, Key Stage 1 now asks that students actively consider program structure and sequential design as well as demonstrate core competency [2]. The inclusion of computational thinking seems particularly prescient and important: if the ability to cheaply outsource the drudgery of basic software development (particularly to the far east) may mean that the ability to code is, in and of itself, becoming less important from a UK labour perspective, it could be argued that students able to adopt a computational mindset, may be better prepared to apply computing principles to a range of scenarios.