A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing - "Human Beat Box"

S. K. Al Kork, D. Uğurca, C. Şahin, P. Chawah, L. Buchman, M. Adda-Decker, K. Xu, B. Denby, P. Roussel, B. Picart, S. Dupont, F. Tsalakanidou, A. Kitsikidis, F. M. Dagnino, M. Ott, F. Pozzi, M. Stone, E. Yilmaz

2015

Abstract

The paper presents an interactive game-like application to learn, perform and evaluate modern contemporary singing. The Human Beat Box (HBB) is being used as a case study. The game consists of two main modules. A sensor module that consists of a portable helmet based system containing an ultrasonic (US) transducer to capture tongue movements, a video camera for the lips, Kinect camera for face gestures, and a microphone for sound. A 3D environment game module is used to visualize a 3D recording studio as game world with all of its unique elements like guitars, mixer, amplifier, speakers and a microphone in front of the 3D avatar to simulate the recording ambience. The game also features a 2D virtual tutor to help the learner by giving oral and written feedback during the game. He also gives feedbacks during the practice session to improve the student’s performance. The game is still at its early stages of development and it is been tested using simple HBB plosive sounds for percussion such as “PTK”.

References

  1. A Jaumard-Hakoun, et al., 2013. Capturing, Analyzing, and Transmitting Intangible Cultural Heritage with the iTreasures Project. Edinburgh, UK, s.n.
  2. Al Kork, S. K. et al., 2014. A Multi-Sensor Helmet to Capture Rare Singing, An Intangible Cultural Heritage Study. Cologne, Germany, s.n.
  3. Bellotti, F. et al., 2012. Designing a course for stimulating Entrepreneurship in higher education through Serious Games. Procedia Computer Science, Volume 15, pp. 174-186.
  4. Breuer, J. & Bente, G., 2010. Why so serious? On the Relation of Serious Games and Learning - Eludamos. Journal for Computer Game Culture,, 4(1), pp. 7-24.
  5. Charlier, N., Ott, M., Remmele, B. & Whitton, N., 2012. Not Just for Children: Game-Based Learning for Older Adults. Cork,Ireland, In 6th European Conference on Games Based Learning,, pp. 102-108.
  6. Chatam, R., 2009. The 20th-century revolution in military training. In: E. K, ed. Development of professional expertise. Toward measurement of expert performance and design of optimal learning environements. New York: Cambridge University Press, pp. 27-60.
  7. Chawah, P. et al., 2014. An educational platform to capture, visualize and analyze rare singing. Singapore, s.n.
  8. Garris, R., Ahlers, R. & Driskell, J. E., 2002. Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), pp. 441-467.
  9. Graafland, M., Schraagen, J. M. & Schijven, M. P., 2012. Systematic review of serious games for medical education and surgical skills training.. British Journal of Surgery, Volume 99, p. 1322-1330.
  10. i-Treasures, 2013. The i-Treasures project. (Online) Available at: www.i-treasures.eu/
  11. J. E. Lloyd, Stavness, I. & S. Fels, 2012. “ArtiSynth: A fast interactive biomechanical modeling toolkit combining multibody and finite element simulation. Springer,, pp. 344-394.
  12. Joshi, P., 2005. Learning controls for blend shape based realistic facial animation. s.l., ACM SIGGRAPH 2005 Courses.
  13. Kele Xu, et al., 2014. 3D tongue motion visualization based on ultrasound image sequences. Singapore, s.n.
  14. Martínez-Durá, M. et al., 2001. Serious Games for Health and Safety Training. In: M. Prensky, ed. Digital gamebased learning. New York: Mc Graw-Hill.
  15. Mortara, M. et al., 2014. Learning Cultural Heritage by serious games. Journal of Cultural Heritage, 15(3), pp. 318-325.
  16. Ott, M. & Pozzi, F., 2008. ICT and Cultural Heritage Education: Which Added Value?. In: M. e. a. Lytras, ed. Emerging Technologies and Information Systems for the Knowledge Society - Lecture Notes in Computer Science. Berlin: Springer , pp. 131-138.
  17. S.A.-RTMaps, I., 2012. Intempora S.A.-RTMaps. (Online) Available at: http://www.intempora.com/
  18. Susi, T., Johanesson, M. & Backlund, P., 2007. Serious Games - An Overview, Skövde, Sweden: University of Skövde.
  19. Tsalakanidou, F. & Malassiotis, S., 2010. Real-time 2D+3D Facial Action and Expression Recognition. Pattern Recognition, 43(5), pp. 1763-1775.
  20. UNESCO, 2012. UNESCO. (Online) Available at: http://www.unesco.org/culture/ich/en/ convention.
  21. Zap, N. & Code, J., 2009. Self-Regulated Learning in Video Game Environments. In: R. Ferdig, ed. Handbook of Research on Effective Electronic Gaming in Education. s.l.:Hershey, pp. 738-756.
Download


Paper Citation


in Harvard Style

Al Kork S., Uğurca D., Şahin C., Chawah P., Buchman L., Adda-Decker M., Xu K., Denby B., Roussel P., Picart B., Dupont S., Tsalakanidou F., Kitsikidis A., Dagnino F., Ott M., Pozzi F., Stone M. and Yilmaz E. (2015). A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing - "Human Beat Box" . In Proceedings of the 10th International Conference on Computer Vision Theory and Applications - Volume 2: MMS-ER3D, (VISIGRAPP 2015) ISBN 978-989-758-090-1, pages 640-650. DOI: 10.5220/0005429506400650


in Bibtex Style

@conference{mms-er3d15,
author={S. K. Al Kork and D. Uğurca and C. Şahin and P. Chawah and L. Buchman and M. Adda-Decker and K. Xu and B. Denby and P. Roussel and B. Picart and S. Dupont and F. Tsalakanidou and A. Kitsikidis and F. M. Dagnino and M. Ott and F. Pozzi and M. Stone and E. Yilmaz},
title={A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing - "Human Beat Box"},
booktitle={Proceedings of the 10th International Conference on Computer Vision Theory and Applications - Volume 2: MMS-ER3D, (VISIGRAPP 2015)},
year={2015},
pages={640-650},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0005429506400650},
isbn={978-989-758-090-1},
}


in EndNote Style

TY - CONF
JO - Proceedings of the 10th International Conference on Computer Vision Theory and Applications - Volume 2: MMS-ER3D, (VISIGRAPP 2015)
TI - A Novel Human Interaction Game-like Application to Learn, Perform and Evaluate Modern Contemporary Singing - "Human Beat Box"
SN - 978-989-758-090-1
AU - Al Kork S.
AU - Uğurca D.
AU - Şahin C.
AU - Chawah P.
AU - Buchman L.
AU - Adda-Decker M.
AU - Xu K.
AU - Denby B.
AU - Roussel P.
AU - Picart B.
AU - Dupont S.
AU - Tsalakanidou F.
AU - Kitsikidis A.
AU - Dagnino F.
AU - Ott M.
AU - Pozzi F.
AU - Stone M.
AU - Yilmaz E.
PY - 2015
SP - 640
EP - 650
DO - 10.5220/0005429506400650