A Sounding Body in a Sounding Space: the Building of Space in Choreography – Focus on Auditory-motor Interactions

2011 ◽  
Vol 29 (supplement) ◽  
pp. 433-449 ◽  
Author(s):  
Isabelle Viaud-Delmon ◽  
Jane Mason ◽  
Karim Haddad ◽  
Markus Noisternig ◽  
Frédéric Bevilacqua ◽  
...  

In the last 4 years, we have developed a partnership between dance and neuroscience to study the relationships between body space in dance and the surrounding space, and the link between movement and audition as experienced by the dancer. The opportunity to work with a dancer/choreographer, an expert in movement, gives neuroscientists better access to the significance of the auditory-motor loop and its role in perception of the surrounding space. Given that a dancer has a very strong sense of body ownership (probably through a very accurate dynamic body schema) ( Walsh et al. 2011 ), she is an ideal subject to investigate the feeling of controlling one's own body movements, and, through them, events in the external environment ( Moore et al. 2009 , Jola et al in press). We conducted several work sessions, which brought together a choreographer/dancer, a neuroscientist, a composer, and two researchers in acoustics and audio signal processing. These sessions were held at IRCAM (Institute for Research and Coordination Acoustic/Music, Paris) in a variable-acoustics concert hall equipped with a Wave Field Synthesis (WFS) sound reproduction system and infrared cameras for motion capture. During these work sessions, we concentrated on two specific questions: 1) is it possible to extend the body space of the dancer through auditory feedback ( Maravita and Iriki 2004 )? and 2) can we alter the dancer's perception of space by altering perceptions associated with movements? We used an interactive setup in which a collection of pre-composed sound events (individual sounds or musical sentences) could be transformed and rendered in real time according to the movements and the position of the dancer, that were sensed by markers on her body and detected by a motion tracking system. The transformations applied to the different sound components through the dancer's movement and position concerned not only musical parameters such as intensity, timbre, etc. but also the spatial parameters of the sounds. The technology we used allowed us to control their trajectory in space, apparent distance and the sound reverberation ambiance. We elaborated a catalogue of interaction modes with auditory settings that changed according to the dancer's movements. An interaction mode is defined by different mappings of position, posture or gesture of the dancer to musical and spatial parameters. For instance, a sound event may be triggered if the dancer is within a certain region or if she performs a predefined gesture. More elaborated modes involved the modulation of musical parameters by continuous movements of the dancer. The pertinence at a perceptive and cognitive level of the catalogue of interactions has been tested throughout the sessions. We observed that the detachable markers could be used to create a perception of extended body space, and that the performer perceived the stage space differently according to the auditory feedback of her action. The dancer reported that each experience with the technology shed light on her need for greater awareness and exploration of her relationships with space. Real-time interactivity with sound heightened her physical awareness – as though the stage itself took on a role and became another character.

2010 ◽  
Vol 21 (7) ◽  
pp. 1000-1005 ◽  
Author(s):  
Thomas A. Carlson ◽  
George Alvarez ◽  
Daw-an Wu ◽  
Frans A.J. Verstraten

When a warrior picks up a sword for battle, do sword and soldier become one? The notion of an extended sense of the body has been the topic of philosophical discussion for more than a century and more recently has been subjected to empirical tests by psychologists and neuroscientists. We used a unique afterimage paradigm to test if, and under what conditions, objects are integrated into an extended body sense. Our experiments provide empirical support for the notion that objects can be integrated into an extended sense of the body. Our findings further indicate that this extended body sense is highly plastic, quickly assimilating objects that are in physical contact with the observer. Finally, we show that this extended body sense is limited to first-order extensions, thus constraining how far one can extend oneself into the environment.


2021 ◽  
Vol 11 (8) ◽  
pp. 3502
Author(s):  
Serhii Shapoval ◽  
Begoña García Zapirain ◽  
Amaia Mendez Zorrilla ◽  
Iranzu Mugueta-Aguinaga

This article proposes an example of a multiplatform interactive serious game, which is an additional tool and assistant used in the rehabilitation of patients with musculoskeletal system problems. In medicine, any actions and procedures aimed at helping the rehabilitation of patients should entail the most comfortable, but at the same time, effective approach. Regardless of how these actions are orientated, whether for rehabilitation following surgery, fractures, any problems with the musculoskeletal system, or just support for the elderly, rehabilitation methods undoubtedly have good goals, although often the process itself can cause all kinds of discomfort and aversion among patients. This paper presents an interactive platform which enables a slightly different approach to be applied in terms of routine rehabilitation activities and this will help make the process more exciting. The main feature of the system is that it works in several ways: for normal everyday use at home, or for more in-depth observation of various biological parameters, such as heart rate, temperature, and so on. The basic component of the system is the real-time tracking system of the body position, which constitutes both a way to control the game (controller) and a means to analyze the player’s activity. As for the closer control of rehabilitation, the platform also provides the opportunity for medical personnel to monitor the player in real time, with all the data obtained from the game being used for subsequent analysis and comparison. Following several laboratory tests and feedback analysis, the progress indicators are quite encouraging in terms of greater patient interest in this kind of interaction, and effectiveness of the developed platform is also on average about 30–50% compared to conventional exercises, which makes it more attractive in terms of patient support.


2019 ◽  
Author(s):  
Marius Rubo ◽  
Matthias Gamer

Previous research showed that full body ownership illusions in virtual reality(VR) can be robustly induced by providing congruent visual stimulation, andthat congruent tactile experiences provide a dispensable extension to an alreadyestablished phenomenon. Here we show that visuo-tactile congruency indeed doesnot add to already high measures for body ownership on explicit measures, butdoes modulate movement behavior when walking in the laboratory. Specifically,participants who took ownership over a more corpulent virtual body with intactvisuo-tactile congruency increased safety distances towards the laboratory’s wallscompared to participants who experienced the same illusion with deterioratedvisuo-tactile congruency. This effect is in line with the body schema morereadily adapting to a more corpulent body after receiving congruent tactileinformation. We conclude that the action-oriented, unconscious body schemarelies more heavily on tactile information compared to more explicit aspects ofbody ownership.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Dmitry M. Davydov ◽  
Andrey Boev ◽  
Stas Gorbunov

AbstractSituational or persistent body fluid deficit (i.e., de- or hypo-hydration) is considered a significant health risk factor. Bioimpedance analysis (BIA) has been suggested as an alternative to less reliable subjective and biochemical indicators of hydration status. The present study aimed to compare various BIA models in the prediction of direct measures of body compartments associated with hydration/osmolality. Fish (n = 20) was selected as a biological model for physicochemically measuring proximate body compartments associated with hydration such as water, dissolved proteins, and non-osseous minerals as the references or criterion points. Whole-body and segmental/local impedance measures were used to investigate a pool of BIA models, which were compared by Akaike Information Criterion in their ability to accurately predict the body components. Statistical models showed that ‘volumetric-based’ BIA measures obtained in parallel, such as distance2/Rp, could be the best approach in predicting percent of body moisture, proteins, and minerals in the whole-body schema. However, serially-obtained BIA measures, such as the ratio of the reactance to resistance and the resistance adjusted for distance between electrodes, were the best fitting in predicting the compartments in the segmental schema. Validity of these results should be confirmed on humans before implementation in practice.


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Katharina Schmidt ◽  
David Hochmann

AbstractSmall sensor devices like inertial measurement units enable mobile movement and gait analysis, whereby existing systems differ in data acquisition, data processing, and gait parameter calculation. Concerning the validation, recent studies focus on the captured motion and the influence of sensor positioning with respect to the accuracy of the computed biomechanical parameters in comparison to a reference system. Although soft tissue artifact is a major source of error for skin-mounted sensors, there are no investigations regarding the relative movement between the body segment and sensor attachment itself. The aim of this study is to find an evaluation method and to determine parameters that allow the validation of various sensor attachment types and different sensor positionings. The analysis includes the comparison between an adhesive and strap attachment variant as well as the frontal and lateral sensor placement. To validate different attachments, an optical marker-based tracking system was used to measure the body segment and sensor position during movement. The distance between these two positions was calculated and analyzed to determine suitable validation parameters. Despite the exploratory research, the results suggest a feasible validation method to detect differences between the attachments, independent of the sensor type. To have representative and statistically validated results, further studies that involve more participants are necessary.


Author(s):  
Jahwan Koo ◽  
Nawab Muhammad Faseeh Qureshi ◽  
Isma Farah Siddiqui ◽  
Asad Abbas ◽  
Ali Kashif Bashir

Abstract Real-time data streaming fetches live sensory segments of the dataset in the heterogeneous distributed computing environment. This process assembles data chunks at a rapid encapsulation rate through a streaming technique that bundles sensor segments into multiple micro-batches and extracts into a repository, respectively. Recently, the acquisition process is enhanced with an additional feature of exchanging IoT devices’ dataset comprised of two components: (i) sensory data and (ii) metadata. The body of sensory data includes record information, and the metadata part consists of logs, heterogeneous events, and routing path tables to transmit micro-batch streams into the repository. Real-time acquisition procedure uses the Directed Acyclic Graph (DAG) to extract live query outcomes from in-place micro-batches through MapReduce stages and returns a result set. However, few bottlenecks affect the performance during the execution process, such as (i) homogeneous micro-batches formation only, (ii) complexity of dataset diversification, (iii) heterogeneous data tuples processing, and (iv) linear DAG workflow only. As a result, it produces huge processing latency and the additional cost of extracting event-enabled IoT datasets. Thus, the Spark cluster that processes Resilient Distributed Dataset (RDD) in a fast-pace using Random access memory (RAM) defies expected robustness in processing IoT streams in the distributed computing environment. This paper presents an IoT-enabled Directed Acyclic Graph (I-DAG) technique that labels micro-batches at the stage of building a stream event and arranges stream elements with event labels. In the next step, heterogeneous stream events are processed through the I-DAG workflow, which has non-linear DAG operation for extracting queries’ results in a Spark cluster. The performance evaluation shows that I-DAG resolves homogeneous IoT-enabled stream event issues and provides an effective stream event heterogeneous solution for IoT-enabled datasets in spark clusters.


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