In this mobile musical artifact, the interactions of the
ancient flute-like instrument are both preserved and
transformed via breath-control and multitouch finger-
holes. Besides, the onboard global positioning and
persistent data connection allow the users to listen to
one another, thus creating a social experience. Mo-
bile music making is becoming both a relevant field
of research from a technological point of view and an
evolved expression tool in an artistic perspective, as
demonstrated in (Tanaka, 2004). Initiatives such as
Momu - a mobile music toolkit (Bryan et al., 2010)
- and MoPhO - the Stanford Mobile Phone Orchestra
(Oh et al., 2010) - witness this new tendence.
In our short review, it is worth citing researches
about gesture, motion capture and physical metaphors
in designing mobile music performances. An exam-
ple is contained in (Dahl and Wang, 2010), based on
the metaphor of a sound as a ball. Exploring the in-
teractions and sound mappings suggested by such a
metaphor leads to the design of a gesture-controlled
instrument that allows players to “bounce” sounds,
“throw” them to other players, and compete in a game
(called SoundBounce) to “knock out” others’ sounds.
The soundscape is designed so that all actions and
changes of state have audible correlates, allowing
both players and audience to perceive what is hap-
pening without any explicit visual information.
In the music education context, there are many in-
teresting initiatives and applications based on mobile
devices. For instance, (Zhou et al., 2010) describes
the experience of MOGCLASS, namely a system of
networked mobile devices to amplify and extend chil-
drens capabilities to perceive, perform and produce
music collaboratively in classroom context. An-
other relevant example is represented by Rhythmati-
cal (Moorefield-Lang and Evans, 2011), designed to
be an educational application for the iPhone and iPod
Touch that conveys mathematical topics via musical,
rhythmic, or movement interactive techniques.
With respect to the applications and approaches
reviewed in this section, our work is focused on a
very specific matter, often referred to as clef read-
ing. In this sense, our software takes advantage from
the mentioned experiences as regardthe use of mobile
technology and interface design.
3 HOW TO PRACTICE SIGHT
READING IN DIFFERENT
CLEFS
In modern notation, usually three clefs (namely three
graphical symbols) are used to notate music, i.e. G, F,
and C. Each type of clef assigns a different reference
note to the line on which it is placed. Modern nota-
tion often assigns a standard position to the three cited
clefs; nevertheless, in order to facilitate writing for
different tessituras, any of the clefs may theoretically
be placed on any of the lines of the staff. This prac-
tice was common in renaissance and baroque music,
above all in vocal pieces such as motets and madri-
gals. However, modern instrumentation and orches-
tration texts, such as (Blatter, 1997), suggest their use
for some instrument scoring: e.g. the alto clef is a
common one for viola, as well as the tenor clef is typ-
ical of trombone scores.
Since there are five lines on the stave, and three
clefs, it might seem that there would be fifteen possi-
ble clefs. Six of these, however, are redundant clefs,
so only nine possible distinct clefs are allowed and
have been historically adopted: the G-clef on the two
bottom lines, the F-clef on the three top lines, and the
C-clef on any line of the stave except the topmost,
which is deprecated. Each of these clefs has a differ-
ent name based on the tessitura for which it is best
suited: Treble, and French violin clef (symbol: G-
clef); Bass, Baritone, and Sub-bass clef (symbol: F-
clef); Alto, Tenor, Baritone, Mezzo-soprano, and So-
prano clef (symbol: C-clef). The keys listed above are
graphically shown in Figure 1.
In Italian conservatories, sight reading of scores
containing frequent clef changes is one of the tests
the final exam of Music Theory and Solf
`
ege is made
of. Figure 2 provides a hand-written example of this
kind of examination. Since for most young music stu-
dents practicing clef reading is an unusual and dreary
activity, our purpose is providing them with a serious
game oriented to this specific task. The mobile ap-
plication described in the next section, called iClef,
should do the job.
4 CASE STUDY: LEARNING
CLEFS ON A PORTABLE
DEVICE
iClef is a serious game which addresses the problem
of correctly reading note pitches when the clef is not
only a commonly used one, such as a treble or bass
clef. The interface shows notes with no rythmic in-
dication, written on a staff that carries randomly se-
lected clefs, at an increasing metronome rate. In or-
der to help the user, smaller noteheads suggest the
next notes written in the current clef. The user has
to choose the right corresponding key on a piano-
like keyboard as quickly as possible. The interface
SeriousGamesforMusicEducation-AMobileApplicationtoLearnClefPlacementontheStave
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