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Torin Hopkins

Publications and source records attributed to Torin Hopkins.

5 recordsLinked to original sources

CrowdForge: Effects of Audio and Visual Audience Participation Modalities on Agency, Collaboration, and Engagement in AI-Mediated MR Performances

Technology-mediated audience participation (TMAP) enables audiences to influence live performances, yet balancing interaction with meaningful agency remains challenging. While AI-generated music and MR enable new forms of audio and visual audience participation, little is known about how these participation modalities influence audience experiences during live musical performance. In particular, it remains unclear how they shape perceived agency, collaboration, and engagement, and how they complement one another within TMAP systems. We present CrowdForge, an AI- and MR-mediated paradigm where audiences collectively control generative music and virtual environments during a live performance featuring a guitarist and DJ. Through a mixedmethods concert study evaluating three interaction conditions (audio, visual, and combined audio-visual), we demonstrate that observability is the primary driver of audience agency. While visual interaction provided easily observable feedback, audio parameters offered macro-structural control over the music. Audiences tended to use the control enabled by AI audio generation to test musical boundaries, introducing a productive adversarial tension between the crowd and the musicians. This dynamic pushed creative limits, deepened engagement, and generated moments of musical coherence when performers successfully resolved audience-induced challenges. We argue future TMAP systems should prioritize human-centered, highly observable interactions to build agency, while combining the expressiveness of music with the clarity of visual feedback.

cs.HC↗

MR-DAW: Towards Collaborative Digital Audio Workstations in Mixed Reality

Digital Audio Workstations (DAWs) are central to modern music production but often encumber the musician's workflow, tethering them to a desk and hindering natural interaction with their instrument. Furthermore, effective remote collaboration remains a significant challenge, with existing solutions hampered by network latency and asynchronous file sharing. This paper investigates the potential of Mixed Reality (MR) to overcome these barriers, creating an intuitive environment for real-time, remote musical collaboration. We employ qualitative and speculative design techniques to better understand: 1) how players currently use DAWs, and 2) to imagine a speculative future of collaborative MR-DAWs. To facilitate this discussion, we developed and evaluated the usability of a design probe, MR-DAW. An MR system enabling multiple, geographically dispersed users to control a single, shared DAW instance while moving freely in their local spaces. Our networked system enables each remote musician to use a physical foot pedal for collaborative looping, merging a familiar, hands-free interaction with a shared virtual session. Based on interviews and system evaluations with 20 musicians, we analyze current practices, report on the user experience with our MR system, and speculate on the future of musical collaboration in MR. Our results highlight the affordances of MR for unencumbered musical interaction and provide a speculative outlook on the future of remote collaborative DAWs in the Musical Metaverse.

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Effects of Limited Field of View on Musical Collaboration Experience with Avatars in Extended Reality

During musical collaboration, visual cues are essential for communication between musicians. Extended Reality (XR) applications, often used with head-mounted displays like Augmented Reality (AR) glasses, can limit the field of view (FOV) of players. We conducted a study to investigate the effects of limited FOV on co-presence, gesture recognition, overall enjoyment, and reaction time. Initially, we observed experienced musicians collaborating informally with and without visual occlusion, noting that collaboration suffered with limited FOV. We then conducted a within-subjects study with 19 participants, comparing an unrestricted FOV holographic setup called HoloJam to Nreal AR glasses with a 52$^{\circ}$ limited FOV. In the AR setup, we tested two conditions: standard AR with a 52$^{\circ}$ FOV and a modified AR notification system called Mini Musicians. Results showed that HoloJam provided higher co-presence, quicker gesture recognition, and greater enjoyment. The Mini Musicians application reduced reaction time and maintained enjoyment compared to the standard AR setup. We conclude that limited FOV impacts musical collaboration, but notifications can improve reaction time and should be considered in future XR music collaborations.

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Stringesthesia: Dynamically Shifting Musical Agency Between Audience and Performer Based on Trust in an Interactive and Improvised Performance

This paper introduces Stringesthesia, an interactive and improvised performance paradigm. Stringesthesia uses real-time neuroimaging to connect performers and audiences, enabling direct access to the performers mental state and determining audience participation during the performance. Functional near-infrared spectroscopy, or fNIRS, a noninvasive neuroimaging tool, was used to assess metabolic activity of brain areas collectively associated with a metric we call trust. A visualization representing the real-time measurement of the performers level of trust was projected behind the performer and used to dynamically restrict or promote audience participation. Throughout the paper we discuss prior work that heavily influenced our design, conceptual and methodological issues with using fNIRS technology, system architecture, and feedback from the audience and performer.

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DualStream: Spatially Sharing Selves and Surroundings using Mobile Devices and Augmented Reality

In-person human interaction relies on our spatial perception of each other and our surroundings. Current remote communication tools partially address each of these aspects. Video calls convey real user representations but without spatial interactions. Augmented and Virtual Reality (AR/VR) experiences are immersive and spatial but often use virtual environments and characters instead of real-life representations. Bridging these gaps, we introduce DualStream, a system for synchronous mobile AR remote communication that captures, streams, and displays spatial representations of users and their surroundings. DualStream supports transitions between user and environment representations with different levels of visuospatial fidelity, as well as the creation of persistent shared spaces using environment snapshots. We demonstrate how DualStream can enable spatial communication in real-world contexts, and support the creation of blended spaces for collaboration. A formative evaluation of DualStream revealed that users valued the ability to interact spatially and move between representations, and could see DualStream fitting into their own remote communication practices in the near future. Drawing from these findings, we discuss new opportunities for designing more widely accessible spatial communication tools, centered around the mobile phone.

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