Musical listening, besides being an important form of entertainment, is particularly important for emotional engagement, aect balance and person’s well-being. In this paper authors introduce “Good or Bad?”, a music listening game based on the comparison of multi-track recordings. Through the use of gameful elements, challenges and score achievement, authors try to engage two players in music active listening tasks including the detection of musical features such as harmonic structure, rhythm and musical meter. The game is played by moving in the range of a large-scale responsive environment, a oor portion placed under a motion capture system which allows the tracking of one ore more people. This allows to link the players movements to audio and graphic output, producing meaningful interactions. The results of a public assessment of the game are briey presented and discussed. The game may be used for leisure and entertainment but may also be employed both to train and to assess music listening skills.

The “Good or bad?” Game: Stimulating listening skills through playful engagement

Munaro, Matteo;Altieri, Federico;Canazza, Sergio;Pretto, Niccoló;Menegatti, Emanuele
2018

Abstract

Musical listening, besides being an important form of entertainment, is particularly important for emotional engagement, aect balance and person’s well-being. In this paper authors introduce “Good or Bad?”, a music listening game based on the comparison of multi-track recordings. Through the use of gameful elements, challenges and score achievement, authors try to engage two players in music active listening tasks including the detection of musical features such as harmonic structure, rhythm and musical meter. The game is played by moving in the range of a large-scale responsive environment, a oor portion placed under a motion capture system which allows the tracking of one ore more people. This allows to link the players movements to audio and graphic output, producing meaningful interactions. The results of a public assessment of the game are briey presented and discussed. The game may be used for leisure and entertainment but may also be employed both to train and to assess music listening skills.
2018
ACM International Conference Proceeding Series
4th EAI International Conference on Smart Objects and Technologies for Social Good, GOODTECHS 2018
9781450365819
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11577/3295349
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