Person:
Walker, Bruce N.

Associated Organization(s)
Organizational Unit
ORCID
ArchiveSpace Name Record

Publication Search Results

Now showing 1 - 2 of 2
  • Item
    Science or art? “Sonification in the age of biocybernetics reproduction”: A case study of the Accessible Aquarium Project
    (Georgia Institute of Technology, 2013-07) Jeon, Myounghoon ; Walker, Bruce N. ; Bruce, Carrie M.
    With digital art being pervasive, art, technology, and science seem to be no longer separable and have been re-integrated. In fact, art history shows that when combined with them, art could give birth to a ground-breaking masterpiece. Based on that, we pose a simple question, “Can we analyze sonification works from the viewpoint of digital art aesthetics?” As a case study, we try to place the Accessible Aquarium Project (AAP) at the intersection of scientific research and art. Relying on term, “biocybernetics”, we discuss aesthetic meanings of the AAP in terms of new temporality (dynamicity), transformed relationships (combined gazes), dialectic improvement of the original (interactivity), and enacted collective art-work (embodied cognition). We hope this review will help illuminate the artistic contribution of interactive sonification and explore future directions. Further, this work is expected to contribute to facilitating discussions of aesthetics about the sonification works in the auditory display community.
  • Item
    Aquarium fugue: interactive sonification for children and visually impaired audience in informal learning environments
    (Georgia Institute of Technology, 2012-06) Jeon, Myounghoon ; Winton, Riley J. ; Yim, Jung-Bin ; Bruce, Carrie M. ; Walker, Bruce N.
    In response to the need for more accessible Informal Learning Environments (ILEs), the Georgia Tech Accessible Aquarium Project has been studying sonification for the use in live exhibit interpretation in aquariums. The present work attempts to add more interactivity [1] to the project’s existing sonification work, which is expected to lead to more accessible learning opportunities for visitors, particularly people with vision impairments as well as children. In this interactive sonification phase, visitors can actively experience an exhibit by using tangible objects to mimic the movement of animals. Sonifications corresponding to the moving tangible objects can be paired with real-time interpretive sonifications produced by the existing Accessible Aquarium system to generate a cooperative fugue. Here, we describe the system configuration, pilot test results, and future works. Implications are discussed in terms of embodied interaction and interactive learning.