MusicSpace: You ”Play” The Musicgraphics.im.ntu.edu.tw/docs/poster10.pdf · MusicSpace: You...

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MusicSpace: You ”Play” The Music Chun-Yu Tsai * Hung-Jung Lin Tzu-Hao Kuo * Kai-Yin Cheng * I-Chao Shen * Bing-Yu Chen Rung-Huei Liang *‡ National Taiwan University National Taiwan University of Technology Science Figure 1: (a) Meet friends through Meeting Mode. (b) Find destination through Navigation Mode. 1 Introduction Hearing is one of human’s five senses. In our daily life, we usually guess where we are and the surrounding conditions not only by the visual feedbacks of the surrounded scene, but also by environmental sounds. For example, subway stations usually hint people the door closing by an urgent sound. In Taiwan, the garbage trucks usually broadcast one special song, and people can judge whether the car is coming. Similarly, we usually can recognize our familiar people only by hearing the sounds they generated without actually seeing them. For example, John usually bats basketball while entering the room. Hence, before he enters the room, the familiar sounds is heard, and can be recognized. Moreover, through the sense of hearing, people can only use their peripheral attention to quickly know where they are and what happens. Music and physical space are seldom associated together. Only few work combined them. The G-series music player 1 takes the earth as the disk and the satellite as the needle. The most useful way is to combine the music with navigation. Warren et al. [2005] proposed Ontrack which is a system that navigating by music. Christoph [2007] proposed the roaring navigator which is a guiding system used in the zoo. Music can also be used socially. Pellarin et al. [2005] performed the project with their virtual instrument in- stalled at a train station. While people walked into the predefined areas, the sounds ware generated, and the social communication might be built between strangers. 2 Implementation The core design concept of MusicSpace is that there are full of mu- sic notes spreaded out in the space, and every object in the space can be represented as one music. In our design, we do not only encode music onto every landmark, but also encode music onto ev- ery people. Therefore, MusicSpace can not only help people to learn the environment, but also can let people use it as a social plat- form. We implemented our system based on the prevalent mobile technologies by retrieving the GPS information. We designed our * e-mail:{apfelpuff,kakukogou,keynes,jdily}@cmlab.csie.ntu.edu.tw e-mail:{liang,m9710303}@mail.ntust.edu.tw e-mail:[email protected] 1 http://www.g-turns.com/ system into two levels, which are people-to-people and people-to- environment interactions. For people-to-people interaction, we encode each individual as one featured song, and design two modes for this application, which are friend and social modes. The friend mode allows users recognizing their friends while they are nearby. The social mode allows them to meet a new friend in the space by checking the ”playlist” which are composed of nearby strangers. For people-to-environment interac- tion, we encode each landmark or area as one featured song, and design two modes, which are environment and navigation modes. The environment mode helps the users to recognize where they are and the navigation mode is used for finding specific locations. However, the key is what music the system should play, because there might be several landmarks nearby and moreover, landmarks might be in an area which also has its own represented music. Therefore, if there are several landmarks nearby, we play the sound of the nearest landmark louder. Besides, we also play the sounds of nearby landmarks by a modified Round Robin algorithm. Accord- ing to the hierarchical songs, which means that broader area con- tains several small areas, we designed the playing algorithm accord- ing to user’s moving speed. If the user moves with high speed, they should take an overview of the environment. Therefore, the system will play the broader area’s representative song rather than the small areas’ songs. However, by considering the most famous landmarks in the city, the weighted algorithm also takes the assigned degree- of-interest scores into account. References PELLARIN, L., B¨ OTTCHER, N., OLSEN, J. M., GREGERSEN, O., SARAFIN, S., AND GUGLIELMI , M. 2005. Connecting strangers at a train station. In Proceedings of 2005 Conference on New Interfaces for Musical Expression, 152–155. STAHL, C. 2007. The roaring navigator: a group guide for the zoo with shared auditory landmark display. In Proceedings of 2007 International Conference on Human Computer Interaction with Mobile Devices and Services, 383–386. WARREN, N., J ONES, M., J ONES, S., AND BAINBRIDGE, D. 2005. Navigation via continuously adapted music. In ACM CHI 2005 Extended Abstracts, 1849–1852.

Transcript of MusicSpace: You ”Play” The Musicgraphics.im.ntu.edu.tw/docs/poster10.pdf · MusicSpace: You...

Page 1: MusicSpace: You ”Play” The Musicgraphics.im.ntu.edu.tw/docs/poster10.pdf · MusicSpace: You ”Play” The Music Chun-Yu Tsai∗ Hung-Jung Lin† Tzu-Hao Kuo∗ Kai-Yin Cheng∗

MusicSpace: You ”Play” The Music

Chun-Yu Tsai∗ Hung-Jung Lin† Tzu-Hao Kuo∗ Kai-Yin Cheng∗ I-Chao Shen∗ Bing-Yu Chen‡ Rung-Huei Liang†

∗‡National Taiwan University †National Taiwan University of Technology Science

Figure 1: (a) Meet friends through Meeting Mode. (b) Find destination through Navigation Mode.

1 Introduction

Hearing is one of human’s five senses. In our daily life, we usuallyguess where we are and the surrounding conditions not only by thevisual feedbacks of the surrounded scene, but also by environmentalsounds. For example, subway stations usually hint people the doorclosing by an urgent sound. In Taiwan, the garbage trucks usuallybroadcast one special song, and people can judge whether the caris coming. Similarly, we usually can recognize our familiar peopleonly by hearing the sounds they generated without actually seeingthem. For example, John usually bats basketball while enteringthe room. Hence, before he enters the room, the familiar soundsis heard, and can be recognized. Moreover, through the sense ofhearing, people can only use their peripheral attention to quicklyknow where they are and what happens.

Music and physical space are seldom associated together. Only fewwork combined them. The G-series music player1 takes the earthas the disk and the satellite as the needle. The most useful wayis to combine the music with navigation. Warrenet al. [2005]proposed Ontrack which is a system that navigating by music.Christoph [2007] proposed the roaring navigator which is a guidingsystem used in the zoo. Music can also be used socially. Pellarinetal. [2005] performed the project with their virtual instrument in-stalled at a train station. While people walked into the predefinedareas, the sounds ware generated, and the social communicationmight be built between strangers.

2 Implementation

The core design concept of MusicSpace is that there are full of mu-sic notes spreaded out in the space, and every object in the spacecan be represented as one music. In our design, we do not onlyencode music onto every landmark, but also encode music onto ev-ery people. Therefore, MusicSpace can not only help people tolearn the environment, but also can let people use it as a social plat-form. We implemented our system based on the prevalent mobiletechnologies by retrieving the GPS information. We designed our

∗e-mail:{apfelpuff,kakukogou,keynes,jdily}@cmlab.csie.ntu.edu.tw†e-mail:{liang,m9710303}@mail.ntust.edu.tw‡e-mail:[email protected]://www.g-turns.com/

system into two levels, which are people-to-people and people-to-environment interactions.

For people-to-people interaction, we encode each individual as onefeatured song, and design two modes for this application, which arefriend and social modes. The friend mode allows users recognizingtheir friends while they are nearby. The social mode allows them tomeet a new friend in the space by checking the ”playlist” which arecomposed of nearby strangers. For people-to-environment interac-tion, we encode each landmark or area as one featured song, anddesign two modes, which are environment and navigation modes.The environment mode helps the users to recognize where they areand the navigation mode is used for finding specific locations.

However, the key is what music the system should play, becausethere might be several landmarks nearby and moreover, landmarksmight be in an area which also has its own represented music.Therefore, if there are several landmarks nearby, we play the soundof the nearest landmark louder. Besides, we also play the sounds ofnearby landmarks by a modified Round Robin algorithm. Accord-ing to the hierarchical songs, which means that broader area con-tains several small areas, we designed the playing algorithm accord-ing to user’s moving speed. If the user moves with high speed, theyshould take an overview of the environment. Therefore, the systemwill play the broader area’s representative song rather than the smallareas’ songs. However, by considering the most famous landmarksin the city, the weighted algorithm also takes the assigned degree-of-interest scores into account.

References

PELLARIN , L., BOTTCHER, N., OLSEN, J. M., GREGERSEN,O., SARAFIN , S., AND GUGLIELMI , M. 2005. Connectingstrangers at a train station. InProceedings of 2005 Conferenceon New Interfaces for Musical Expression, 152–155.

STAHL , C. 2007. The roaring navigator: a group guide for the zoowith shared auditory landmark display. InProceedings of 2007International Conference on Human Computer Interaction withMobile Devices and Services, 383–386.

WARREN, N., JONES, M., JONES, S., AND BAINBRIDGE, D.2005. Navigation via continuously adapted music. InACM CHI2005 Extended Abstracts, 1849–1852.