Using game theory to support the audience participation in digital performances

Authors

DOI:

https://doi.org/10.35699/2317-6377.2020.32675

Keywords:

Digital Performance, Live performance, Game theory

Abstract

Public participation in art performances has been leveraged by the use of technology as a mediating element between the public and artists. However, technological mediation alone may not be enough to ensure effective auditory participation. In this article, we present the performance “ O Chaos das 5 ”, an audiovisual digital performance with a strong technological support that had the support of game theory to achieve a more effective participation of the audience in their presentations.

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Author Biographies

João Teixeira Araújo, Federal University of São João del-Rei, Brazil

Graduated in Computer Science from the Federal University of Viçosa and Master in Computer Science from the Federal University of São João del-Rei. During the course, he worked with sound synthesis implementations via the web (webaudio) and used machine learning techniques in the form of multi-classifiers to distinguish instrument timbres (python/sklearn), as well as convolutional neural networks to classify emotions from processing audio (python/tensorflow). Currently works as a backend Java developer (spring, junit, hibernate, among other frameworks).

Igino de Oliveira Silva Junior, Federal University of São João del-Rei, Brazil

Born in the middle of Ipatinguenses ores. He has completed his degree in Architecture and Urbanism at the Federal University of Ouro Preto (UFOP), with a sandwich period at the teaching institutions University of New Mexico (UNM) and Illinois Institute of Technology (IIT). Master by the Interdisciplinary Postgraduate Program in Arts, Urbanities and Sustainability — PIPAUS (UFSJ). Technician in Informatics from Juscelino Kubitschek Technical School, he currently works as an architect and urban planner in the city of Belo Horizonte.

 

Rômulo Augusto Vieira Costa, Federal University of São João del-Rei, Brazil

Rômulo Vieira is a Master's student in Computer Science at UFSJ, with research focused on the Internet of Musical Things (IoMusT), new interfaces for musical expression, participatory art, and computer networks. Flamengo fan and full-time anti-fascist, he practices music and skateboarding in his spare time.

Marcela Alves de Almeida, Federal University of Espírito Santo

Marcela Alves de Almeida is an architect and Senior Lecturer at the School of Architecture and Urbanism and at the Postgraduate Program in Architecture and Urbanism at Federal University of Espírito Santo, Brazil. She is also a Senior Lecture at the Interdisciplinary Post Graduate Program in Arts, Urbanities and Sustainability (PIPAUS) at the Federal University of São João del-Rei, Brazil. She received a Master’s degree in Architecture from Federal University of Rio de Janeiro (2008) and a doctorate degree in Architecture and Urbanism from Federal University of Minas Gerais, Brazil (2014). Her fields of interest are contemporary architecture, digital technology, design thinking, digital interfaces, responsive environments, arts, contemporary culture, interdisciplinarity and sustainability.

Flávio Luiz Schiavoni, Federal University of São João del-Rei, Brazil

Graduated in Computer Science from UEM (1999), specialization in Web Development from UEM (2004), Master in Computer Science from UEM (2007) and Ph.D. in Computer Science from IME/USP (2013). He is a professor at the Federal University of São João del-Rei and serves as professor in the Graduate Program in Computer Science (PPGCC) and in the Interdepartmental Interdisciplinary Graduate Program in Arts, Urbanities and Sustainability (PIPAUS) of the same institution where coordinates ALICE (Arts Lab in Interface, Computers, and Else) and the Orchidea Collaborative Art Group (Orchestra of Ideas).      

References

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Published

2021-06-21

How to Cite

Araújo, João Teixeira, Igino de Oliveira Silva Junior, Rômulo Augusto Vieira Costa, Marcela Alves de Almeida, and Flávio Luiz Schiavoni. 2021. “Using Game Theory to Support the Audience Participation in Digital Performances”. Per Musi, no. 40 (June):1-13. https://doi.org/10.35699/2317-6377.2020.32675.