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Group dance, a sub-genre characterized by intricate motions made by a cohort of performers in tight synchronization, has a longstanding and culturally significant history and, in modern forms such as cheerleading, a broad base of current…
Participatory art allows for the spectator to be a participant or a viewer able to engage actively with interactive art. Real-time technologies offer new ways to create participative artworks. We hereby investigate how to engage…
Dance performance traditionally follows a unidirectional relationship where movement responds to music. While AI has advanced in various creative domains, its application in dance has primarily focused on generating choreography from…
Videos make exercise instruction widely available, but they rely on visual demonstrations that blind and low vision (BLV) learners cannot see. While audio descriptions (AD) can make videos accessible, describing movements remains…
With the rapid development of computer technology, computer music has begun to appear in the laboratory. Many potential utility of computer music is gradually increasing. The purpose of this paper is attempted to analyze the possibility of…
Humans perform a variety of interactive motions, among which duet dance is one of the most challenging interactions. However, in terms of human motion generative models, existing works are still unable to generate high-quality interactive…
Live interactions have the potential to meaningfully engage audiences during musical performances, and modern technologies promise unique ways to facilitate these interactions. This work presents findings from three co-design sessions with…
Dynamic Theater explores the use of augmented reality (AR) in immersive theater as a platform for digital dance performances. The project presents a locomotion-based experience that allows for full spatial exploration. A large indoor AR…
Despite the indisputable personal and societal benefits of regular physical activity, a large portion of the population does not follow the recommended guidelines, harming their health and wellness. The World Health Organization has called…
Choreographic Programming is a paradigm for developing correct-by-construction concurrent programs, by writing high-level descriptions of the desired communications and then synthesising process implementations automatically. So far,…
This paper describes an updated interactive performance system for floor and Aerial Dance that controls visual and sonic aspects of the presentation via a depth sensing camera (MS Kinect). In order to detect, measure and track free movement…
Mediated by today's visual displays, information space allows users to discover, access and interact with a wide range of digital and physical information. The information presented in this space may be digital, physical or a blend of both,…
An important open problem in Human Behaviour is to understand how coordination emerges in human ensembles. This problem has been seldom studied quantitatively in the existing literature, in contrast to situations involving dual interaction.…
How can interactions with A.I. systems be designed? This paper explores the design space for A.I. interaction to develop tools for designers to think about tangible and physical A.I. interactions. Our proposed framework consists of two…
Movement coordination in human ensembles has been studied little in the current literature. In the existing experimental works, situations where all subjects are connected with each other through direct visual and auditory coupling, and…
Movement-sound interactive systems are at the interface of different artistic and educational practices. Within this multiplicity of uses, we examine common denominators in terms of learning, appropriation and relationship to technological…
Previous group activity recognition approaches were limited to reasoning using human relations or finding important subgroups and tended to ignore indispensable group composition and human-object interactions. This absence makes a partial…
We present a new algorithm to simulate dynamic group behaviors for interactive multi-agent crowd simulation. Our approach is general and makes no assumption about the environment, shape, or size of the groups. We use the least effort…
This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible interfaces offer…
Over 100 million retired women in China engage in dance, but their performances are constrained by limited resources and age-related decline. While interactive dance technologies can enhance artistic expression, existing systems are largely…