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ABSTRACT
We explore a variety of design criteria applicable to the creation of collaborative interfaces for musical experience. The main factor common to the design of most collaborative interfaces for novices is that musical control is highly restricted, which makes it possible to easily learn and participate in the collective experience. Balancing this trade off is a key concern for designers, as this happens at the expense of providing an upward path to virtuosity with the interface. We attempt to identify design considerations exemplified by a sampling of recent collaborative devices primarily oriented toward novice interplay. It is our intention to provide a non-technical overview of design issues inherent in configuring multiplayer experiences, particularly for entry-level players.
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Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 19
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N. Bryan-Kinns, Daisyphone: the design and impact of a novel environment for remote group music improvisation, Proceedings of the 2004 conference on Designing interactive systems: processes, practices, methods, and techniques, August 01-04, 2004, Cambridge, MA, USA
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Eric Paulos , Tom Jenkins , August Joki , Parul Vora, Objects of wonderment, Proceedings of the 7th ACM conference on Designing interactive systems, p.350-359, February 25-27, 2008, Cape Town, South Africa
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Khalid Aallouche , Homam Albeiriss , Redouane Zarghoune , Juha Arrasvuori , Antti Eronen , Jukka Holm, Implementation and evaluation of a background music reactive game, Proceedings of the 4th Australasian conference on Interactive entertainment, p.1-6, December 03-05, 2007, Melbourne, Australia
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