Despite its central role in interactive media, guidelines for designing and evaluating rhythmic interactions are hard to find. The primary objective of our tutorial is that the participants will learn the fundamentals of the design and evaluation of rhythmicity in ambient and ubiquitous multimodal mobile interaction.
The tutorial is organized by Cumhur Erkut and Antti Jylhä from the Aalto University. The target audience is the interaction specialists and software developers, who want to enhance their interactive applications with rhythmicity. A particularly suitable group is the mobile application developers. Students and general audience with background in HCI, interaction design, or audio signal processing were also welcome to attend. About 10 HCI, game, and interaction design researchers have followed the tutorial and created a lively discussion.
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Rhythmic Blueprints: A tutorial on Design and Evaluation of Rhythmic Interaction
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Rhythmic Blueprints
Design and Evaluation of Rhythmic Interaction
Cumhur Erkut and Antti Jylhä
Aalto University, School of Electrical Engineering
Department of Signal Processing and Acoustics
MindTrek 2011 29/09/2011
Tampere, Finland
Overview
• Getting know each other
• Sensitizing: interactive rhythms in various scales
– Musical rhythms
– Social rhythms
• Elements of rhythm
– Pulse, beat, meter, and tempo
– Resonance, synchronization, entrainment
• Design and evaluation models, and how we use them
• Conclusions: Directions and Guidelines
• Remember: http://blogs.aalto.fi/rhythmicity/
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Michael H. Thaut,
in Rhythm, Music, and the Brain, pp. 16-17
If we return briefly to the importance of temporal
regulation for all our higher cognitive and motor
functions, we may have very good reason to believe that
rhythm in music, the element of temporal order, has a
unique and profound influence on our perceptual
processes related to cognition, affect, and motor
function. Rhythm may enhance our brain operations
through providing structure and anticipation in time.
Rhythm may be one of the central processors to optimize
our gestalt formation in the basic process of learning and
perception.
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Rhythmic interaction
• Time is of the essence
• A natural human capability
– Walking, hammering, talking…
– Anticipation, mutual coordination
• Examples
– Personal Orchestra {Borchers:2004hx}
– Virtual interactive humanoids {Nijholt:2008ty}
– Percussion robot Haile {Weinberg:2006wl}
– B-keeper {Robertson:2007tf}
– Hand clap interface {Jylha:2009gq}
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Demo: Sonically Augmented Table and
Rhythmic Interaction {Pesonen:2010ur}
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Elements of Musical Rhythms
• Pulses: events in a “pulse train” with regular temporal
spacing
– The inter-pulse interval always the same
– The basis of rhythm perception {Thaut:2005te}.
• Beats: audible pulse markings
– Sequenced events
– May deviate from exact pulse timings in slight shifts
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Elements of Musical Rhythms
• Tempo
– Metric of (musical) rhythmic “speed” (rate of pulses/beats)
– Inversely proportional to inter-pulse interval
– Often measured as beats per minute (BPM)
– In music, never completely stable
• Meter
– Defines the rhythmic structure in music (and vice versa)
– Often expressed as beats per measure
• E.g., 3/4, 4/4
– Relates to accentuation
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Related concepts
• Vibration: Mechanical response of a body to an external
stimuli
• Frequency: Vibrations per second
• Resonance: Tendency to vibrate at a certain frequency
• Entrainment: A process between multiple bodies to align their
rhythmic resonances
• Synchronization: The quasi-stable state of entrainment
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Tutorial in a Nutshell …
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Hand clapping interface for sonic
interactions (AM ’08 / CHI ’09)
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Applications
• Potential in
– Games and entertainment
– Sound design
– New HCI schemes
• Three example cases
1. Hand-clap driven sampler
2. Controlling music tempo
3. Synchronizing a virtual audience
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System dataflow
Tempo
estimation
Sound Hand clap Application
User input detection
Clap type
identification
Sonic feedback
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Music tempo control
• The user claps to control the
tempo of music
– BPM of the user s clapping is
mapped to that of the music
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Virtual audience
• The user claps to
synchronize a virtual
audience with her clapping
• The user can sync the
audience with or without
reference music
• Interaction is immediate
– The user is part of the
clapping crowd
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Demo video
• http://www.youtube.com/watch?v=7HLYGkayAGA
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Interface implementation with PD
• Clap detection: [bonk~]
(Puckette98)!
• Tempo estimation:
[rhythm_estimator]
(Seppänen01)!
• Combination:
[clap_tracker]!
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Evaluation
• Informal evaluation
– 2 subjects tested the example applications
– Interface was found easy to use
– Both subjects found that the tempo of the virtual audience or the
music drove their clapping
• Some latency appears in the system
– Mostly from buffering and computations
– Not reported as disturbing by the subjects
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Negotiation
• Perceived tempo affected subjects clapping
– The user negotiates with the computer to set the tempo
• Mutual coordination, ”dual-drive”
– Process analogue: musical ensemble
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Explorations of rhythmic interaction with
dancers
{Erkut:2009wu}
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Design Blueprints: our version
Based on Z. Obrenovic, J. Abascal, and D. Starcevic, “Universal cite{Erkut:2011ta}
accessibility as a multimodal design issue,” Communications of the ACM,
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vol. 50, no. 5, pp. 83–88, 2007.
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Rhythmic musical interface
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iPalmas (AM ‘09)
• An interactive Flamenco rhythm tutor for hand clapping
cite{Jylha:2009uc}
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Flamenco
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Rhythm in Flamenco
• Compas = meter in Flamenco
• Usually 12-beat cycles
– Accentuation on certain beats depending on style, e.g. bulerias: X - -
X--X-X-X-
• Lots of percussion
– Footwork, hand clapping, instruments…
• Focal performer leads
– Improvisation requires communication
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Palmas
• Supporting the
compas
• Palmero/-a
• Two types
– Hard and soft
• Follow the focal
performer
http://www.youtube.com/watch?v=Yo38h7Wdc88
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Palmas skill requirements
1. Sordas and fuertes
2. Steady and accurate basic accompaniment
3. Decorative clapping
4. Starting to clap after silence
5. Reacting to tempo changes
6. Reacting to rhythmical cues
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System (1)
• Flamenco palmas synthesis and tutor
– Teaches the skills
– Provides synthetic examples and accompaniment
• User’s clapping as input
• Auditory and visual feedback
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System (2)
Clap
User
analysis
Virtual
GUI tutor
Clap
synthesis
Visual
feedback
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System (3)
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Synthetic palmas
• ClaPD hand clap synthesis engine (Peltola et al. 2007)
– Enveloped noise burst
– Band-pass filter defines clap type
– Coupled oscillator model for rhythmic interaction
• Pre-defined palmas patterns set synthesis parameters
• User and/or tutor set the tempo
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Analysis of clapping
• Clap type
– Classification by template matching ( [bonk~] )
• Accent detection
– Loudness-based
• Tempo
– Probabilistic estimate based on inter-onset intervals
• Tempo steadiness
– Temporal variance
• Correct accentuation
– Comparison of user’s and tutor’s accent patterns
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Feedback (1)
• Clapping sounds from the system
– Synchrony, accents, tempo changes
• Numeric feedback and sliders
– Performance metrics
• Visualization
– Dancing circles
– Transcription of the pattern
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Feedback (2)
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Prototype
• Built on Pure Data (Pd)
• Synthesis of virtual palmeros
• Clap type training
• Basic compas training
– Tutor speeds up when the user gets better
-> Tempo changes trained as well
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What can/should be evaluated
• Human factors
– Rhythmic capabilities
• Perception
• Production
• System factors
– I/O latency
– Computational complexity
• Interaction
– Fluency, naturalness
– Etc.
• The whole triptych
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Methods of evaluation
• Qualitative
– Characterization of the capabilities/properties/phenomena
• Understanding
– Interviews, observations, etc.
• Quantitative
– Measurable quantities
• For quantifying the qualitative attributes
• Also can be used to derive qualitative results
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Human factors
• Sensorimotor synchronization (SMS {Repp:2005tb})
– Synchronization between sensory stimulus and motor response
– Often metronome-based evaluation or simple rhythmic tasks
• “tapping to the beat”
– Also, movement-to-music evaluation
• How movement trajectories correlate with the rhythmic elements
• Rhythmic capabilities
– Production: e.g., rhythmic stability, accentuation
– Perception: modal acuity
– Some people can be actually “rhythm-deaf” (Phillips-Silver et al. 2011)
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System factors
• I/O latency
– Plays a role in rhythmic applications
• In principle a constraint, but can be overcome in cyclic interactions
• I/O modalities
– Auditory, visual, haptic
– Streaming (continous) vs. event-based (discrete)
• Computational properties
– Complexity, required processing power, memory, …
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Evaluating interaction
• Qualitative studies
• User tests
– Often based on simple tasks
• In-performance evaluation
• Hybrid methods
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However…
• … evaluation of individual components is valuable, but does
not necessarily explain everything
Wholesome evaluation needed
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Case example: iPalmas evaluation (CMJ ’11)
• Subjective experiment AND objective description
– Both qualitative and quantitative measures
cite{Jylha2011:CMJ}
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iPalmas revisited
Audio
recording
Metrics:
- Tempo
Detection and - Accent Text file log
Hand claps analysis - Deviation
User - Time stamp
Audio
Synthetic feedback Tempo Post-analysis
hand claps,
Visual
Transcription, feedback
circles, Tutor
numeric feedback
Audio Mostly 2011 Jylhä & Erkut
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Subjective experiment
• To evaluate
1. Human factors
2. System
3. Interaction
• Rhythmic tasks with realistic rhythmic patterns
– Training, testing
• Logging of measurable quantities
• Observations throughout the experiment
• Interviews, verbal comments
• Post-experiment questionnaire
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Evaluation of the first iPalmas system
• Performed to evaluate rhythmic interaction and the system
(Jylhä et al. 2011)
• 16 subjects
• 4 patterns
• 4 tutors (audio and audiovisual, adaptive and fixed tempo)
• Training phase and test phase, recall phase
Audio Mostly 2011 Jylhä & Erkut
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Evaluation of the first iPalmas system
Audio Mostly 2011 Jylhä & Erkut
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Evaluation of the first iPalmas system
• Auditory information (clapping) the key to learning and
performing
– The reverb disturbing to some
• Transcription helpful
• Circles pretty but not very helpful
• Numeric FB useful only to some
– Helped in “tuning in” to clapping the accents
• Temporal variation in clapping
– Tutor stops subject speeds up
• Adaptive mode helps performance
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Tempo speed-up and fluctuation
Audio only tutor (steady) Audio only tutor (adaptive)
200 200
BPM
BPM
180 180
Subject11
160 Subject1 160
0 20 40 60 0 20 40 60
Time (sec) Time (sec)
Audiovisual tutor (steady) Audiovisual tutor (adaptive)
200 200
BPM
BPM
180 180
160 160
0 20 40 60 0 20 40 60
Time (sec) Time (sec)
cite{Jylha2011:CMJ}
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Quantitative findings
• Average time to start clapping: 10 cycles (40 s)
• Accentuation correctness
– Audio-only: 68.1 %
– Audiovisual: 73.7 %
– Fixed tempo: 67.6 %
– Adaptive tempo: 74.2 %
• Indication: for accentuated beats, IOI slightly longer (344.7
ms) than for non-accentuated beats (343 ms)
– More prominent with the adaptive tutor
cite{Jylha2011:CMJ}
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Direction 2: Interaction Gestalts and
Attributes
User Interactive
experience artifact
• User experience • Artifact
qualities properties
Interaction
gestalt
{Lim:2009tw}
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Directions 1+2 Combined: New basic sonic
interaction design
http://www.room50.org/stefanodellemonache See, cite{Rocchesso:2009wi},
29/09/2011 and cite{Franinovic:2009wl}
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Other directions
• Social rhythms: H. Lefebvre, “Rhythmanalysis: Space, Time
and Everyday Life,” Book, pp. 1–129, 2004 => CSCW =>
Social games
• Rhythms and emotions: Thaut’05, but also recent CHI
papers, e.g. cite{Epp:2011hz}
• Gamification!
• What else?
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References
• C. Epp, M. Lippold, and R. L. Mandryk, “Identifying emotional states using keystroke
dynamics,” in CHI’11, Vancouver, BC, Canada, 2011, pp. 715–724.
• C. Erkut, A. Jylhä, and R. Discioglu, “A structured design and evaluation model with
application to rhythmic interaction displays,” in Proc. New Interfaces for Musical
Expression (NIME), Oslo, Norway, 2011, pp. 477–480.
• C. Erkut, A. Jylhä, and I. Ekman, “Recent advances in exploring self-induced sonic
interactions in the context of performing arts,” in Intl. Workshop on Haptic and Audio
Interaction Design, 2009, pp. 1–2.
• K. Franinovic, “Toward Basic Interaction Design,” available online at
http://tdd.elisava.net/coleccion/25/franinovic-en
• A. Jylhä and C. Erkut, “A hand clap interface for sonic interaction with the computer,”
CHI-EA, Apr. 2009.
• A. Jylhä, C. Erkut, I. Ekman, and K. Tahiroglu, “iPalmas - An interactive flamenco
rhythm machine,” Proc. Audio Mostly, pp. 1–2, May. 2009.
• A. Jylhä, I. Ekman, C. Erkut, and K. Tahiroglu, “Design and Evaluation of Rhythmic
Interaction with an Interactive Tutoring System,” Computer Music Journal, vol. 35, no.
2, pp. 36–48. 2011.
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References
• Y.-K. Lim, E. Stolterman, H. Jung, and J. Donaldson, “Interaction gestalt and
the design of aesthetic interactions,” Proc.. Conf. Designing Pleasurable
Products and Interfaces, pp. 239–254, 2007.
• M. Pesonen, Sonically Augmented Table and Rhythmic Interaction, Master’s
thesis, Aalto Univerity, School of Electrical Engineering, 2010.
• B. Repp, “Sensorimotor synchronization: A review of the tapping literature,”
Psychonomic Bulletin and Review, vol. 12, no. 6, pp. 969–992, 2005.
• A. Robertson and M. Plumbley, “B-Keeper: A Beat-Tracker for Live
Performance,” Proc. NIME, pp. 234–237, 2007.
• D. Rocchesso, P. Polotti, and S. D. Delle Monache, “Designing Continuous
Sonic Interaction,” Intl. J. Design, vol. 3, no. 3, pp. 13–25, May. 2009.
• M. Thaut, Rhythm, Music, and the Brain. New York, NY, USA: Routledge,
2005.
• G. Weinberg and S. Driscoll, “Robot-human interaction with an
anthropomorphic percussionist,” CHI '06, Apr. 2006.
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Discussion
• (Edward T) Hall's studies (on
cultural rhythms) and (Saul)
Greenberg's work on social
rhythms (awareness)
• Should the tutorial be called
"interaction with rhythms" instead
of rhythmic interaction?
• Synesthesia as a resource?
• Behavioral change: negotiation
already used in game design
(transfer of adaptation)
• Adaptive coaching
• Language learning and
prononciation
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