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The concepts of sensor recycling and re-use offer a new developmental methodology for both centralised and
network-based interactive multimedia systems and multimedia
art applications. This work formalises the proposed methodology, researches common issues that appear when reuse or recycling of sensing devices is introduced and discusses itsapplication within physical interactive systems. It becomes
apparent that the high system development costs typically introduced in the visual arts domain can clearly be reduced via
the use of alternative recycled and reused sensing devices. A
number of interactive new-media art systems case studies are presented to Demonstrate its flexibility, economy and ecological advantages. This work aims to render sensor re-use a design
choice that offers an alternative and inexpensive approach from the theoretical, engineering and artistic perspectives in various
sensor-driven interactive multimedia systems.
The concepts of sensor recycling and re-use offer a new developmental methodology for both centralised and
network-based interactive multimedia systems and multimedia
art applications. This work formalises the proposed methodology, researches common issues that appear when reuse or recycling of sensing devices is introduced and discusses itsapplication within physical interactive systems. It becomes
apparent that the high system development costs typically introduced in the visual arts domain can clearly be reduced via
the use of alternative recycled and reused sensing devices. A
number of interactive new-media art systems case studies are presented to Demonstrate its flexibility, economy and ecological advantages. This work aims to render sensor re-use a design
choice that offers an alternative and inexpensive approach from the theoretical, engineering and artistic perspectives in various
sensor-driven interactive multimedia systems.
The concepts of sensor recycling and re-use offer a new developmental methodology for both centralised and
network-based interactive multimedia systems and multimedia
art applications. This work formalises the proposed methodology, researches common issues that appear when reuse or recycling of sensing devices is introduced and discusses itsapplication within physical interactive systems. It becomes
apparent that the high system development costs typically introduced in the visual arts domain can clearly be reduced via
the use of alternative recycled and reused sensing devices. A
number of interactive new-media art systems case studies are presented to Demonstrate its flexibility, economy and ecological advantages. This work aims to render sensor re-use a design
choice that offers an alternative and inexpensive approach from the theoretical, engineering and artistic perspectives in various
sensor-driven interactive multimedia systems.
International Journal of Sensor and Related Networks (IJSRN)
Volume 1,Issue1 , February 2013
http://ijsrn.info/article/IJSRNV1I102.pdf
Sensor Recycling and Reuse Ioannis Deliyannis #
# Department of Audio and Visual Arts, Ionian University Plateia Tsirigoti 7, Corfu, Greece 1 yiannis@ionio.gr
Abstract The concepts of sensor recycling and re-use offer a new developmental methodology for both centralised and network-based interactive multimedia systems and multimedia art applications. This work formalises the proposed methodology, researches common issues that appear when reuse or recycling of sensing devices is introduced and discusses its application within physical interactive systems. It becomes apparent that the high system development costs typically introduced in the visual arts domain can clearly be reduced via the use of alternative recycled and reused sensing devices. A number of interactive new-media art systems case studies are presented to demonstrate its flexibility, economy and ecological advantages. This work aims to render sensor re-use a design choice that offers an alternative and inexpensive approach from the theoretical, engineering and artistic perspectives in various sensor-driven interactive multimedia systems.
Keywords interaction; sensors; recycled sensors; sensor reuse; inexpensive sensors; interactive sensor-based applications; interactive multimedia art. I. INTRODUCTION This research lies within the area of sensor development for interactive multimedia systems and focuses on the development of sensing devices used to interact with physical user-input. Typical candidate systems include installation-art and computer-based multimedia applications that capture user input, process, manipulate and trigger interactive responses. Under complex systems, the use of commercial sensing solutions can significantly increase the cost of development, while the use of proprietary communication interfaces between sensing components and the main application system may limit the flexibility to employ open multimedia authoring systems. On the other hand various commercial [1] or open source [2-4] software and hardware-based environments are available today enabling alternative sensing devices to be de-composed and/or be re- programmed in order to implement the desired end- system sensing functionality. From our research [5] and practical experience [6] we know that it is possible to develop sensors via recycling and reuse of computer-based input devices and network technologies [7]. The process of sensing replacement and reuse methodology offers a highly desirable developmental solution that via the analysis of practical and theoretical complexities that affect the performance and the quality of experience for the user manages to propose alternative sensing configurations. The proposed method introduces a classification mechanism employed for each sensing mechanism in order to identify its performance and hence its suitability for the task in hand. Typical data collected for each device include the sampling resolution, rate, frequency, data rate, communication interface and further processing requirements in order for the sensing output to become accessible by the main application algorithm. It is therefore important to research the literature for appropriate frameworks and methodologies in order to identify related approaches and methods that may be employed constructively to address the current research problem. A. LITERATURE RESEARCH New media art systems are classified under information systems [8]. This implies that their functions (input, processing, output) can be specified using standard engineering techniques and methods [9-11]. As we are only concerned with the interaction forefront of the end-system or application, our research focuses on interaction- based classification. Interactive systems have evolved over the years and their main characteristic is the increase of their functional complexity [9, 12]. This is reflected to the user by the availability of advanced interactive system functions. Similarly to experimental multimedia systems [12], the development of self-adapting [13] and component- 8 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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based [14] systems is limited to software and theoretical adaptation of existing processes. As end- system functions are deterministic and precisely specified by computer coding, a reversed engineering approach similar to that introduced by Taylor is followed in this work: if the analyst accepts that the analysis will only be valid for a particular target system then the specification of the system can be used to infer the behaviour of the software that interacts with it [15]. This can be used to reduce represent system complexity using the actual functional components (hardware and software) that are active in end-system, a strategy that may be recursively applied to identify only the subset of functional system components for a given sensing specification. In the area of interactive art, despite the fact that creators and End-User Software Engineers (EUSE) face similar interdisciplinary problems [16], limited bibliography and few real-life examples may be accessed publically. This is attributed to the fact that most artists and developers do not reveal their techniques openly and each participating group of experts may employ inherently distinct professional methodologies during the design and development the process. Artists make extended use of more creative and non-formalised processes (sketches, storyboards, diagrams, often employing other systems as examples for reference). Engineers choose systematic approaches through the use of CASE tools [11] in order to produce precise specifications at early stages of development and predict accurately completion time, cost and risks. Research in interactive multimedia technologies moves towards the area of sense-enhancement. According to Hansen, interactive multimedia art is widely recognised as an enhanced creative tool that appeals to wider audiences more than traditional forms of Art [17]. Artists active in the area of new media arts appreciate the capabilities offered by multimedia technologies and demonstrate increased interest in the development of multimedia artwork enabling the transfer of emotions, experiences, feelings and messages to the audience. From the scientific forefront this is clearly aided by the introduction of multimedia frameworks (MPEG-21). Within certain interactive- art installations the dividing line between virtual art and real life becomes blurred [18]. As a consequence to that, standards for human interchange with virtual worlds (MPEG-V) are being established [19-24]. The role of authoring tools is quite important as they abstract the media- handling processes, offering automate repetitive programming tools. Artists focus on interactive programming in their attempt to compose unique adaptive artworks featuring advanced sensory experiences [20] that appeal to a wider audience ranges. It is apparent that interactive multimedia research benefits as well as a whole from the application of technologies in highly demanding projects which often feature increased processing, communication, interfacing, interaction and sense- enhancing requirements [12, 25]. Belucci et. al introduced in 2012 a framework for rapid prototyping of physical interaction, which consists of a hardware-based abstraction toolkit [26]. Other researchers utilise generalised engineering approaches, tools and techniques for complex systems specification that present high- order methodologies in order developers to grasp, analyse and address specific problems efficiently [27]. Alternative approaches study partial system failure options where they recognise that when risk reduction is part of the system mechanics increases system efficiency [28], and this is a direction that clearly may aid under a sensor replacement approach. Various interesting practical approaches need to be pointed out as they include the development of attention-aware systems [29], application data to application logic linking [30], content-context sensing for mobile applications [31], semantic interpretation [32] and inexpensive developmental approaches [33]. In the case study forefront typical paradigms involve human-body interaction [34], robotics [35] and examples where reprogramming and reuse of existing sensing devices such as the Wii-controller (Nintendo Wiimote) are used to develop systems that offer gesture recognition [36]. From various models that deal with complex systems, PSM are considered as the most appropriate for our purpose: Phantom 9 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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System Models (PSM), a modeling methodology inspired by philosophical and conceptual thinking from the arts, and is driven and supported by systems engineering theory, methodology, and practice [37]. Chapter II examines the problem in hand from the perspective of the developer and the artist and proposes the new methodology. Chapter III presents a number of case studies where via the use of examples the applicability of the method is tested. Chapter IV concludes the work by discussing further research directions. II. INTRODUCING THE RECYCLED SENSOR REPLACEMENT METHODOLOGY The lack of specification methods that focus on sensor-based new media art systems is evident from our literature review. It is clear that in order to capture the specification essence for any given system, the proposed methodology needs to address and capture software, hardware and quality of experience issues. New media arts systems specification is a complex task due to a number of interrelated issues: the complexity of the hardware components output, sensor-based data interface linking to the main application software environment and the overall configuration as a system. Therefore the problem of sensor replacement may clearly be addressed as a complex system beyond its relation to the sensing process, may also affect all other factors: end-system performance, quality of representation, communication, software and hardware issues. System complexity may expressed algebraically [38], experimentally [39], through models [40] or discretely [41]. We choose to express it abstractly using the notion of dimensions in order to describe using a universal notion the functional complexities. For this purpose we consider the end- system as one or more applications (A 1 to A n ) and a number of sensing inputs (S 1 to S n ). The dimensionality of the representation relates directly to sensing complexity. A one-dimensional representation is used to represent a single value that a sensor S 1 detects and the routine communicates to the main application A 1 . The value may be multi-typed ranging from a Boolean value to a numerical value such as distance, velocity, acceleration, direction, humidity or temperature. When two one-dimensional sensors are combined in order the sensing component or the software to produce the required data for the evaluation process, the complexity increases to two- dimensions. A sensor may also produce two- dimensional output types. For example one may consider the typical matrix data type produced by a camera that captures a two-dimensional image. Using the sensing information as the basic building block for each sensing device one may then combine various sensors into systems that require higher-order sensing complexity. A system with N d
sensing dimensions requires N 0 sensors according to the following equation:
The above representation enables the development of an open-ended methodology in terms of functional and technical characteristics. The developer can use it to measure and contrast a systems sensing complexity to that of other systems, or as a sensor-selection method enabling the design of an efficient system from scratch. In the case of complex systems with n-dimensions of sensing, it is possible to model the complexity algorithmically [42]. Automation of the comparison process can be implemented using the methodology in the form of a computer program or database containing the necessary information. This may in turn be used to run specific queries that output possible design options using multiple designer- based criteria. The issue of temporal sensor-based dimensions does not always increase complexity, as the whole process is deterministic. This does not imply that time cannot affect the sensing quality of the process and developers are urged to take great care in order to specify the minimum temporal requirements for each sensing process. For example, when a frame differencing motion-detection algorithm is employed, the picture elements of two images 10 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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captured at time-states t 0 and t 1 are numerically compared in order to detect movement, by detecting the changes between the images taken at t 1 and t 0 . Under this scenario, temporal system behaviour is part of the detection process which is completed with the comparison of the image elements. If the developer does not set a minimum frame-rate requirement for the application in hand, the sensing complexity of cameras with a lower frame-rate is equal to those with better performance. In other words, when temporal information is essential for the process, it is treated as another dimension to the sensor complexity representation. Network issues are also categorised under temporal-based dimensions. In that respect, network efficiency is calculated across the communications chain between the sensor and the controlling application and its suitability is assessed based on its end-to-end performance. A. Generalisation of the Recycled Sensor Replacement (RSR) Methodology The plethora of digital to analogue and digital to digital sensing devices that are commonly available today and combine sensing and data interfacing features is constantly increasing. Mobile phones, cameras, keyboards, mice, joysticks, scanners, hands-free microphones, track pads, barcode readers and many more allow creative flexibility to interactive multimedia system developers and artists who wish to cover the interaction requirements of their projects using efficient and inexpensive hardware that may be recycled specifically for this purpose. The key issue here is not only to cover the functional requirements but to also provide an pleasant experience that suits the systems aesthetics. Therefore often there is a need for artists to cooperate with developers [11], in order to overcome practical and technological difficulties [43] and view the process from the artists perspective [44]. In some instances, developers may require to merge software components and allow networked sensing platforms to communicate and exchange data in order to achieve the desired effect [45]. It is common for projects that combine novelty with new experimental multimedia technologies and content to require non-conventional engineering approaches. These difficulties are addressed by the proposed methodology as it is designed in a modular way that deals with each component separately, and the end- system encapsulates other sub-systems, as each of which serves a highly important role in the process [46]. This work proposes a software/hardware selection process based on the project needs and system compatibilities that the developer may use as a guide in order to obtain the intended system- functionality. This is clearly a multi-dimensional problem that is examined further in order to reduce the problems complexity and allow effortless component comparison to be implemented. The propose Recycled Sensor Replacement (RSR) methodology described below presents developers with a method that allows identification of the best combination of software and hardware for their intended purpose. This is implemented directly by categorising the parameters of importance for a candidate system and by excluding inappropriate or less efficient components automatically. To state this through a generalised example from the system developers perspective, the selection of appropriate software and hardware system components from the list of all available components is filtered using the following query:
find the least number of authoring environments that: i. can be combined in order to present the new-media-art content to specification and ii. can handle the interaction mechanisms and iii. the developer knows or can learn how to link and program.
Then for each of those systems that require sensor-based interaction mechanisms: a. find the appropriate sensors that meet the minimum physical requirements (resolution, refresh- rate, data transfer rate over the interface etc.) and b. present them in an order that places first those that interface with the 11 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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system with least and less important complications.
Clearly system designers must refine further the above query in order to suit their purposes. For example in the case one does not need to combine different authoring environments, queries (i) and (ii) can be ignored. Or in the case where there exist multiple repositories covering a large percentage of the requirements under a system, this may be entered in the sequence as a fourth (iv) query, enabling further refinement for the environment through re-programming and refinement of existing code segments [3]. In the case where the complex solution of intercommunication between separate systems, network-based communication components will have to be utilised in order to establish a communication protocol across the applications, this should be considered in both (a) and (b) cases. Finally, one may notice that the sensing complexity is not part of the selection procedure. This is intentional as conversely to the algorithmic computer science definition, complex sensing solutions are not always considered worse or underperforming, as long as they meet the minimum physical requirements set in (a) for a candidate system. Case study III.B presents a characteristic example. As one may notice from the above definition, the RSR methodology functions between the interactive units (entities) of the system, by matching and linking the communicated data across the building components of the system. This may be shown using a diagram presented in Figure 1, where the application receives input from either routine A or B. A sensing entity (routine A or B) combines software, hardware and data interface components and evaluation routines necessary to collect, process and broadcast the data and interfaces with the main application algorithm.
Fig. 1 Replacement of sensing mechanisms for the same application Inherently this implies that should the issue of exchanging an entity with another arises, this may implemented by switching the input from one sensor evaluation routine to another. Various developments may be triggered by this modular organisation for both hardware and software components. First each entity encapsulates all the components required for it to function properly. Only the output data need to be exchanged with the main application algorithm, permitting an out-of- the-box experience for those that experiment with ready-made libraries, a process that leads to both software and hardware recycling. Another advantage is that such organisation may later on enable automatic testing of components without human intervention. Furthermore, functional and tested entities may be exchanged in order to test their suitability in a variety of inputs. The interdisciplinary value of the proposed methodology needs to be mentioned at this point, as its use may be extended to a wide area of applications. Interest is evident in multiple forefronts that include creative [47], academic [48] and military applications such as the Adaptable Sensor System (ADAPT) developed by DARPA in the US [49]. Related engineering processes may be traced in the literature [50, 51] that specify the 12 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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increased interaction needs between participating developing parties. Some view the problem from the user perspective and specify systems by considering the human factors introduced in the design and development process [50]. Clearly as sensing problems become more complex for example with the introduction of Experimental Multimedia [12], it becomes apparent that there is a wider need to clearly specify the sensor mechanics and factors that can affect the developmental process from multiple perspectives: the artist, the developer and the audience. III. SENSOR REPLACEMENT AND REUSE CASE STUDIES Today, various computer-based interactive multimedia applications utilise recycled sensing technologies due to their wide availability and minimal cost. The applicability of the method ranges from the single sensor-replacement and recycling level to the development of complex systems evaluating combined sensing output. At the base level, various examples may be mentioned. Take for example the case of an interactive drinking vending system designed to dispense the drink when this is below certain temperature level. Various sensor configurations may be consider to perform such a task, each characterised by different properties and scenarios: one may embed a resistance temperature detector (RTD) at the fluids exit and calculate the temperature decay in time, embed an infrared thermometer at the dispenser and provide dynamic measurements or develop mugs from heat-sensitive colour-changing thermal material and use colour detection to identify when the fluid is at the appropriate temperature. This indicates that there are more than one solutions to the sensing requirements and the appropriate solution must be selected according to the systems sensing requirements. Typical projects undertaken under the course Experimental Multimedia at the Department of Audio and Visual Arts, Ionian University, Greece have in the past employed a plethora of alternative solutions to enable interaction: wireless mouse devices were used to detect motion, mice devices have been disassembled and its functional rollers were used to measure distance and acceleration. Keyboards were used to detect 3D object shapes by detecting the set of keys that were pressed and standard web cameras were transformed to input devices using either colour-detection, motion (frame-differencing) and light-source detection through the use of infrared-lights and night-vision in order to be used as sensing input devices. It is important therefore to view a number of case studies presented in increasing complexity and discuss the findings. A. DEVELOPMENT OF AN AUDIOVISUAL MUSICAL INSTRUMENT This case study aimed to develop an audiovisual instrument that may be used to compose music and imagery at the same time. The original hardware specification included a laptop computer and a typical piano-based keyboard connected through a midi interface. Playing music through the musical keyboard would sound the audio and trigger selected images with specific transparency settings to appear compose visuals on screen. As a result, different performances would result in different audiovisual effects which could then be randomised further by dynamic image association to the keys pressed. In our attempt enable users to experiment with the musical instrument without the necessity for musical hardware and midi interface, the use of the Recycled Sensor Replacement methodology revealed that it was possible to replace the piano- based keyboard with the standard laptop keyboard in order to trigger the appropriate note combinations. Each key was programmed to function as an individual note, emulating the piano- based keyboard functionality, and upon a key press was programmed to action both the sound and the visual, as shown in Figure 2. Programming was implemented through processing [4]. 13 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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Fig. 2 The coding environment and visual output of the audiovisual instrument that utilises the keyboard as a musical input device B. REPLACING INTERACTIVE SENSING MECHANISMS FOR USER-GAME INTERACTION Another case study is used in order to consider replacement of digital to analog input. The game was implemented on a laptop and the project required students to alter the code, aesthetics and interaction design of an existing keyboard- controlled 2D shoot-em-up game based on the Adobe Director multimedia authoring environment. The final aesthetic changes are displayed in Figure 3.
Fig. 3 2D computer game controlled through audio and visual user input By employing the Recycled Sensor Replacement methodology we detected at least two sensing devices that could be used to interact with the game beyond the standard keyboard: the track pad, the microphone and the built-in camera. As a result, the internal microphone was used as an input device that detects audio level, programmed to trigger the firing function when a specific threshold is reached. For spaceship movement the local coordinates originally controlled via the key presses function were later replaced with direct access to the track pad-controlled cursor coordinates, enabling the implementation a much more responsive interaction mechanism. Following this implementation and with the requirement to refine more the system, the Adobe Director multimedia authoring environment was extended with the cXtraVideoCapture allowing colour detection and positioning of an appropriately coloured object in front of the camera. Colour detection algorithms are used to identify the location of an appropriately coloured object (a plastic water bottle cap was used in our case) to control the location and position of the spaceship accordingly. As x,y coordinates were needed in order to identify the position of the ship, the sensing algorithm was adapted to find the geometrical center of the coloured object and return those coordinates back to the main application algorithm. The dimensionality of this problem may be calculated separately for each sensing component. The fire function is clearly considered one- dimensional as it may be represented using a Boolean value. The x,y location function is two- dimensional as it utilises image array information used to describe object location in relation to the camera viewport. Provided that a developer would like to achieve similar functionality but without the use of a camera, an alternative way to replace the original keyboard-based functionality via the use of a mouse pointing device or a track pad. This offers a clearly different input device enabling faster response and accuracy rates, similar dimensionality and varying cost options that depends on the availability of equipment selected. C. SENSING, AUDIO AND VISUAL PRESENTATION WITHIN MULTIPLE MULTIMEDIA ENVIRONMENTS Complex case studies introduce the need for sensing under multiple environments, functional component synchronisation and coordination. The interactive installation entitled Invisible places immense white [6], Figure 4, lies within the field of biometric-based art applications [52]. 14 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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Fig. 4 The 3D representation of the installation Invisible places immense white This life-size installation presented in Strasbourg in 2008 consists of a room-based installation (figure 5) featuring five projecting screens that display a video. Visitors interact with the video by wearing a mental-activity sensing device that transforms the activity to image, which is composited with the video, rendered and visualised via the VVVV open source software.
Fig. 5 The actual installation setting for Invisible places immense white The issue here was the need for synchronisation of static and sensor-generated content across different authoring platforms. The Recycled Sensor Replacement (RSR) methodology indicated that from multiple possible configurations, only few could handle the interaction mechanisms and only one of those environments (VVVV) was known to developers. In the sensor forefront various high and low-level approaches were proposed in order to identify a safe and precise way to identify mental activity level: from heartbeat and blood-pressure measurement equipment to BioSensors, which were ultimately chosen as other methods did measure only the effect of mental activity and not the activity itself. On the system forefront, computer- controlled video playback was synchronised with computer-generated composite visual output of the sensed data. The multimedia stream was synchronised via retiming as the static content reproduction sequence was accurately timed and the interactive system was programmed to synchronise its output at specific key frames. The 10.2 surround audio written for this particular interactive installation was embedded directly with two video streams, and a single computer using two multi- VGA output video cards and two audio cards was used to reproduce and synchronise the video and audio streams. Previous examples re-engineered the sensing mechanisms through the use of human interaction devices. However the proposed methodology may be applied beyond the single sensor-replacement scenario to more complex case studies. Networked environments featuring self-adjusting sensing systems can be deployed that are capable to recover from partial failure [28] and dynamic changes in their spatial configuration. A typical scenario currently being developed as an experimental multimedia project introduces the development of a soundscape, aiming to engage the spectator in the navigation of semantic and sensual space that has its own quasi-mythical structure [53]. The project sensing requirements are clearly be covered by the proposed methodology as various sensors randomly positioned in the geographical area can be used to communicate the experience virtually in another part of the world. The solution proposed for this research project includes randomly positioned wind, humidity, heat, distance, range, object detection, ultra sonic range measurement devices, IR distance, vibration and sound sensors, where their location, orientation and sensing capabilities are known to the controlling system application and they 15 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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communicate via wireless Arduino-based networking modules [54]. IV. CONCLUSIONS Although the proposed methodology was presented under a popular form of artistic expression influential to society [48], that of interactive multimedia art, it can with be directly used to cover the requirements of other sensor- based domains of interest [55]. This work has introduced the concept of sensor recycling and reuse in the development of interactive multimedia systems. The introduction of the Recycled Sensor Replacement (RSR) methodology enables the formalisation of the process in order to minimise development time and enable the use of appropriate hardware and software components in order to reduce end-system complexity and guarantee sensing efficiency. A small number of related case studies were presented and discussed while many more examples are traced in the literature. From the perspective of the artist, the findings are introduced in the creative forefront, while for developers in the design offering implementation efficiency. In the audio and visual art-based interactive systems presented, replacement of existing hardware-based sensing mechanisms was implemented via recycling/reuse of human interaction sensing devices. Their sensing capabilities were evaluated and selected sensing features were employed to cover specific interaction requirements. As re- engineering of the sensing process relies heavily on algorithmic solutions, this approach also increased the software-based sensing workload, a process that introduces software recycling. However this issue requires further investigation as various approaches in the literature can be employed to cover reusability requirements [10, 11]. Further research directions include the establishment of a developmental framework that enables artists to appreciate the limitations of technology and expand its capabilities in order to cover their presentation requirements. This development, combined with the introduction of new virtual reality multimedia standards will certainly enable the creation of a powerful sense- enhancing medium enabling artistic expression and exploration through interactive multimedia technologies. REFERENCES [1] Adobe. (2013). Adobe Director. Available: http://www.adobe.com/products/director/ [2] Arduino. (2013). http://arduino.cc. [3] L. Jaccheri, "Open Software and Art: A Tutorial," in Entertainment Computing ICEC 2011. vol. 6972, J. Anacleto, S. Fels, N. Graham, B. Kapralos, M. Saif El-Nasr, and K. Stanley, Eds., ed: Springer Berlin Heidelberg, 2011, pp. 468-471. [4] Processing. (2013, 22 November). http://www.processing.org. [5] I. Deliyannis, Ed., Interactive Multimedia. Rijeka, Croatia: InTech, 2012, p.^pp. Pages. [6] M. Strapatsakis, "Invisible Places - Immense White," ed. Strasbourg November 2008, 2008, pp. Sensor-Based Interactive Video Installation. [7] G. Shea, "Art, design, education and research in pursuit of interactive experiences," in Proceedings of the 7th ACM conference on Designing interactive systems, Cape Town, South Africa, 2008. [8] B. J. Oates, "New frontiers for information systems research: computer art as an information system," European Journal of Information Systems, vol. 15, 2006. [9] E. Nardelli, "A classification framework for interactive digital artworks," in International ICST Conference on User Centric Media, Palma, Mallorca, 2010. [10] A. Trifonova, S. U. Ahmed, and L. Jaccheri, "SArt: Towards Innovation at the Intersection of Software Engineering and Art Information Systems Development," C. Barry, M. Lang, W. Wojtkowski, K. Conboy, and G. Wojtkowski, Eds., ed: Springer US, 2009, pp. 809-827. [11] A. Trifonova, L. Jaccheri, and K. Bergaust, "Software engineering issues in interactive 16 International Journal of Sensor and Related Networks (IJSRN) Volume 1,Issue1 , February 2013
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