2017
McLaren, Elgin-Skye, Antle, Alissa N.
Exploring and Evaluating Sound for Helping Children Self-Regulate with a Brain-Computer Application Proceedings Article
In: Proceedings of the 2017 Conference on Interaction Design and Children, pp. 393–398, Association for Computing Machinery, Stanford, California, USA, 2017, ISBN: 9781450349215.
Abstract | Links | BibTeX | Tags: adhd, brain-computer interfacing, children, design, neurofeedback, sound
@inproceedings{10.1145/3078072.3084299,
title = {Exploring and Evaluating Sound for Helping Children Self-Regulate with a Brain-Computer Application},
author = {Elgin-Skye McLaren and Alissa N. Antle},
url = {https://doi.org/10.1145/3078072.3084299},
doi = {10.1145/3078072.3084299},
isbn = {9781450349215},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the 2017 Conference on Interaction Design and Children},
pages = {393–398},
publisher = {Association for Computing Machinery},
address = {Stanford, California, USA},
series = {IDC '17},
abstract = {Children in North America are more likely to suffer from attentional challenges than any other mental health issue. Studies suggest that neurofeedback treatments may be useful for helping these children learn to self-regulate. Applying neurofeedback treatments in real-world, school settings poses a challenge, however, as these environments are often noisy and filled with distractions. The addition of ambient audio to neurofeedback systems may help reduce these disruptions. Further, research suggests that certain auditory treatments, such as binaural beats and white noise, may improve children's focus and aid memory recall. In the following paper we present the theories supporting this idea as well as a mixed methods framework for evaluating whether sound can help children focus while learning to self-regulate using a neurofeedback system. Specifically, we wish to investigate whether these treatments may help children (1) achieve an attentive state sooner and (2) maintain an attentive state for longer, when compared to the same system without sound.},
keywords = {adhd, brain-computer interfacing, children, design, neurofeedback, sound},
pubstate = {published},
tppubtype = {inproceedings}
}
2011
Vidyarthi, Jay, Antle, Alissa N., Riecke, Bernhard E.
Sympathetic Guitar: Can a Digitally Augmented Guitar Be a Social Entity? Proceedings Article
In: CHI '11 Extended Abstracts on Human Factors in Computing Systems, pp. 1819–1824, Association for Computing Machinery, Vancouver, BC, Canada, 2011, ISBN: 9781450302685.
Abstract | Links | BibTeX | Tags: cognitive, communication, design, engagement, expression, interaction, interface, musical instrument, performance, psychology, social, sound, tangible
@inproceedings{10.1145/1979742.1979863,
title = {Sympathetic Guitar: Can a Digitally Augmented Guitar Be a Social Entity?},
author = {Jay Vidyarthi and Alissa N. Antle and Bernhard E. Riecke},
url = {https://doi.org/10.1145/1979742.1979863},
doi = {10.1145/1979742.1979863},
isbn = {9781450302685},
year = {2011},
date = {2011-01-01},
booktitle = {CHI '11 Extended Abstracts on Human Factors in Computing Systems},
pages = {1819–1824},
publisher = {Association for Computing Machinery},
address = {Vancouver, BC, Canada},
series = {CHI EA '11},
abstract = {Previous work suggests that people treat interactive media as if they were social entities. By drawing a parallel between socio-cognitive theory and interface design, we intend to experimentally determine whether deliberate design decisions can have an effect on users' perception of an interactive medium as a social entity. In this progress report, we describe the theoretical underpinnings and motivations which led to the design and implementation of the Sympathetic Guitar: a guitar interface which supplements standard acoustic sound with a spatially-separate audio response based on the user's hand positions and performance dynamics. This prototype will be used for investigating user response to a specific, socially-relevant design decision.},
keywords = {cognitive, communication, design, engagement, expression, interaction, interface, musical instrument, performance, psychology, social, sound, tangible},
pubstate = {published},
tppubtype = {inproceedings}
}
2008
Antle, Alissa N., Droumeva, Milena, Corness, Greg
Playing with the Sound Maker: Do Embodied Metaphors Help Children Learn? Proceedings Article
In: Proceedings of the 7th International Conference on Interaction Design and Children, pp. 178–185, Association for Computing Machinery, Chicago, Illinois, 2008, ISBN: 9781595939944.
Abstract | Links | BibTeX | Tags: children, embodied interaction, embodied metaphor, embodied schema, interactive environments, metaphor, music, sound, tangibles
@inproceedings{10.1145/1463689.1463754,
title = {Playing with the Sound Maker: Do Embodied Metaphors Help Children Learn?},
author = {Alissa N. Antle and Milena Droumeva and Greg Corness},
url = {https://doi-org.proxy.lib.sfu.ca/10.1145/1463689.1463754},
doi = {10.1145/1463689.1463754},
isbn = {9781595939944},
year = {2008},
date = {2008-01-01},
urldate = {2008-01-01},
booktitle = {Proceedings of the 7th International Conference on Interaction Design and Children},
pages = {178–185},
publisher = {Association for Computing Machinery},
address = {Chicago, Illinois},
series = {IDC '08},
abstract = {In this paper we present the results of a comparative study that explores the potential benefits of using embodied interaction to help children, aged 7 to 10, learn abstract concepts related to musical sounds. Forty children learned to create musical sound sequences using an interactive sound making environment. Half the children used a version of the system that instantiated a body-based metaphor in the mapping layer connecting body movements to output sounds. The remaining children used a version of the same environment that did not instantiate a metaphor in the mapping layer. In general, children were able to more accurately demonstrate sound sequences in the embodied metaphor based system version. However, we observed that children often resorted to spatial rather than body-based metaphors and that the mapping must be easily discoverable as well as metaphorical to provide benefit.},
keywords = {children, embodied interaction, embodied metaphor, embodied schema, interactive environments, metaphor, music, sound, tangibles},
pubstate = {published},
tppubtype = {inproceedings}
}