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reading 3
Jorda, The Reactable Tangible and Tabletop Music Performance
When asked of the definition of ‘design’, yes the big old cliché question that pops up at the beginning of every design-related class, I figured out that the answer should most likely begin with putting an emphasis in making intangible ideas into tangible visualization.
In line with this, Reactable seems to have started from a design perspective in interpreting music. As pointed out in the excerpt, I think that music has indeed been tangible to an extent, with all sorts of methodological expressions that appeal to the general senses of the audience. And it was the digital tabletop interfaces that made this tangibility a step further, reinforcing music per se with the capability of generating tangible interaction.
While my interpretation of the ‘interaction’ here was naturally limited to the sensible process between these digitally produced music and their audience, the author points out the relation between the instrument and the instrumentalist in the context. Compared to the traditional music production, this trendy, systemically designed interface endows the producer with higher control over the process as a whole, like a control tower, while the system itself “self-autonomously” manages the meticulous details.
Within this context, the interactive relation is active and engaging, the instrument “responses to performer stimuli”, which would in turn give the performer more freedom and versatility —‘shared performance’.
However, these interactive music controllers have their limitations in that they were derived, extended originally from the “traditional instrument paradigm”.
The correlation between the tracking of control objects and projection techniques of the table surface serve as the quintessence of tabletop TUI for the combination allows a direct, intuitive visual feedback, making the interaction stronger and more integrative.
Reactable takes in a similar system, but the effect of the visualization of the ‘pucks’ seems to be more intense, tangible and ‘instant’, simply because all the connections and in-between processes are significantly VISIBLE, adding to the performance value of the music. The modular blocks and the tracking system adhesively work as a logical cue in distinguishing each of their roles and relations. And as mentioned in the excerpt, the ‘pucks’ are adding to its usability and affordance as well, by expanding its potential range of usage to multiple purposes and performance simultaneously with minimal restriction in scalability.
Personally, the fact that a musical flow can be generated at a touch(physical movement) and represented with visible cues was the most fascinating aspect of Reactable. This type of interface would also work in varying platforms. How and where?
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reading 4
Steptoe, ISMAR, Presence and Discernability in Conventional and Non-Photorealistic Immersive Augmented Reality
Discernability: “a user’s ability to correctly distinguish between objects that are real and objects that are virtual.”
Presence: “the perceptual illusion of non-mediation”
“NPR applies transformation filters to modify the appearance of an image.”
AR technology has been a massive influence these days, we have come to the point where we encounter the technology within our daily life from simple kids’ toys to educational gadgets. But yes as the excerpt points out, it remains and limits itself to the potential of that little handheld device.
While the basic objective of the technology would be to seamlessly integrate reality with the virtual world/content, “in such a way that they are visually indistinguishable”, current AR technology/devices that we are used to have been rather obviously ‘distinguishable’.
Why? Mainly because the AR-created imagery, its virtual world, is not realistic enough. Realistic as in; not perfectly aligned with its users—humans—sensory perception and cognitive image. The virtual imagery would have to be both physically and cognitively measured to be inexplicitly immersed with the perspective of reality.
But apparently, this “appearance acquisition approach” is not the most efficient method in aligning all the little augmented details in perfect match with the real objects and their traces—shades, lighting, illumination, etc., which is where “stylized rendering” steps in, distributing the burden to both real and virtual content.
AR-Rift is a step-up from the traditional NPR environment, and this research was also about exploring “discernibility and presence” of varying rendering modes—conventional, stylized, and virtualized—of immersive head-mounted video see-through AR in the perspective of their impact on discernability and presence, for each mode would result in differing results in the level of the two criteria.
In the end, the stylized mode resulted in the most stable discernability out of the three rendering modes, and the level of judgment accuracy of it also suggests that NPR can be “effective in unifying the appearance of an environment in immersive AR”.
As stated, efficiently realistic and low-cost AR tech such as the AR-Rift would soon be commercialized to consumer level access, allowing a much more elaborated level of detail and application of it in our daily life. I hope it can soon be applied to educational purposes!