The missing link: modal synthesis
Representations of musical signals
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
IEEE MultiMedia
Physically based models for liquid sounds
ACM Transactions on Applied Perception (TAP)
A compliant contact model with nonlinear damping for simulation of robotic systems
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
'STEPS': walking on the music, moving with light breathing
CHI '10 Extended Abstracts on Human Factors in Computing Systems
A toolkit for explorations in sonic interaction design
Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound
CoDine: an interactive multi-sensory system for remote dining
Proceedings of the 13th international conference on Ubiquitous computing
Food Media: exploring interactive entertainment over telepresent dinner
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Leisure food: derive social and cultural entertainment through physical interaction with food
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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The Gamelunch is a sonically augmented dining table. By means of the Gamelunch, we aim at investigating the closed loop between interaction, sound and emotion by exploiting the power and flexibility of physically-based sound models for an effective and coherent process of interactive sound design. Continuous interaction gestures are captured by means of various force transducers, providing data that are coherently mapped onto physically-based sound synthesis algorithms. Investigation of the above mentioned loop is carried out by the principle of contradiction: while performing usual dining actions, such as cutting and slicing, dressing the salad, pouring beverages, the user encounters contradicting and unexpected sound feedbacks, thus experiencing -- per absurdum -- the importance of environmental sounds in everyday-life acts.