TY - GEN
T1 - Feedback design in augmented musical instruments
T2 - 1st International Workshop on Cyber-Physical Systems, Networks, and Applications, CPSNA 2011, Co-located with the 17th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications, RTCSA 2011
AU - Yamabe, Tetsuo
AU - Asuma, Hiroshi
AU - Kiyono, Sumire
AU - Nakajima, Tatsuo
PY - 2011/12/1
Y1 - 2011/12/1
N2 - In this paper, we introduce the AR (augmented reality) drum kit that supports a self-training process with visual guidance and feedback. While musical instruments play requires repetitive practice, the learner often easily loses interest and gives up making effort on learning. Therefore, our system was designed to keep intrinsic motivation by offering playful features, such as a game-like user interface and a variety of tasks with different difficulty levels. Moreover, as a drum kit offers distributed interaction points (i.e., drum pads), visual guidance information needs to consider that the player's attention would be fragmented during a performance. Available cognitive resources are limited for each task in such a multitasking environment, thus the information should be simple and lightweight in order not to require explicit attention. We developed several presentation styles, such as direct projection to drum pads and ambient projection on the wall, to evaluate the usability of the system. We also report preliminary user study results to identify further design issues for the future work.
AB - In this paper, we introduce the AR (augmented reality) drum kit that supports a self-training process with visual guidance and feedback. While musical instruments play requires repetitive practice, the learner often easily loses interest and gives up making effort on learning. Therefore, our system was designed to keep intrinsic motivation by offering playful features, such as a game-like user interface and a variety of tasks with different difficulty levels. Moreover, as a drum kit offers distributed interaction points (i.e., drum pads), visual guidance information needs to consider that the player's attention would be fragmented during a performance. Available cognitive resources are limited for each task in such a multitasking environment, thus the information should be simple and lightweight in order not to require explicit attention. We developed several presentation styles, such as direct projection to drum pads and ambient projection on the wall, to evaluate the usability of the system. We also report preliminary user study results to identify further design issues for the future work.
UR - http://www.scopus.com/inward/record.url?scp=84855559432&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84855559432&partnerID=8YFLogxK
U2 - 10.1109/RTCSA.2011.27
DO - 10.1109/RTCSA.2011.27
M3 - Conference contribution
AN - SCOPUS:84855559432
SN - 9780769545028
T3 - Proceedings - 1st International Workshop on Cyber-Physical Systems, Networks, and Applications, CPSNA 2011, Workshop Held During RTCSA 2011
SP - 126
EP - 129
BT - Proceedings - 1st International Workshop on Cyber-Physical Systems, Networks, and Applications, CPSNA 2011, Workshop Held During RTCSA 2011
Y2 - 28 August 2011 through 31 August 2011
ER -