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Sound candy

Published: 13 June 2007 Publication History

Abstract

Sound Candy is a device with which anyone in the world can create his/her own playground anywhere of using sounds and movements around him/her. In our daily life, we are surrounded by the "Kings of Entertainment" such as theme parks and home video game machines. However, the entertainment gives us only passively experience without our creation or creativity. In this paper, we suggest Sound Candy designed as the tool with which each user can create a new way of playing actively. In its small body, Sound Candy has two functions as follows. First, it has a recording function. Second, it has a function to integrate recorded sounds and signals from sensors, such as vibration or acceleration caused from variety of movements. Sound Candy can be attached to any part of user's body and almost objects in his/her environments. So users can convert the recorded sound to the one synchronized with various actions by selecting a play mode from four play modes including Angle, Vibration, Speed and Rotation Mode.

References

[1]
Nintendo wii. http://www.nintendo.co.jp/wii/
[2]
Postman, N. The Disappearance of Childhood. Vintage Books, 1994.
[3]
Mats, L., Stefan, L., and Jan, B. DigiWall - an Interactive Climbing Wall. Proc. ACE 2005, ACM Press (2005).
[4]
Haiyan, Z. Control Freaks. UbiComp 2006 Open Session (2006).
[5]
Lund, H.H., Klitboo, T. and Jessen, C. Playware Technology for Physically Activating Play. Forthcoming in Artificial Life and Robotics Journal, volume 9 (2005).

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  • (2010)Design Methodology for Ubiquitous Content: AMAGATANA as a Case StudyThe Journal of the Society for Art and Science10.3756/artsci.9.1119:3(111-118)Online publication date: 2010

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cover image ACM Conferences
ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
June 2007
324 pages
ISBN:9781595936400
DOI:10.1145/1255047
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 June 2007

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Author Tags

  1. entertainment
  2. interaction
  3. play
  4. playground
  5. sound
  6. voice

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Overall Acceptance Rate 36 of 90 submissions, 40%

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  • (2010)Design Methodology for Ubiquitous Content: AMAGATANA as a Case StudyThe Journal of the Society for Art and Science10.3756/artsci.9.1119:3(111-118)Online publication date: 2010

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