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NoteCubes: Learning Notes and Rhythms with Spatial Sense Wanfang Diao Ali Momeni Aisling Kelliher Carnegie Mellon University Computational Design Lab Carnegie Mellon University School of Art Carnegie Mellon University School of Design wanfangd@andrew.cmu.edu momeni@cmu.edu aislingk@andrew.cmu.edu ABSTRACT Learning key concepts in music theory, such as rhythm and harmony, pitch, and counterpoint, is a complex process for young learners. Problems encountered in building the perceptual knowledge of these concepts lie in a lack of flexibility in practicing these concepts without mastering a musical instrument. This paper describes NoteCubes, a set of tangible interactive construction toy blocks for children to explore and build understanding of musical concepts by creating simple melodies of their own based on the spatial reasoning with a playful interface. We also report initial user feedback from a small-scale exhibition and discuss future directions for further development and refinement of this tangible musical toy. their own based on this spatial understanding. The cubes can be arranged freely to form different 3D geometries. When a cube is triggered by light, it can play a note or an empty beat and trigger its "neighbor cubes" (left or right & up & down) to play notes. NoteCubes encourage children to create melody and rhythms by exploring different spatial arrangements of cubes based on the understanding of musical concepts. Instead of using complex and invisible wireless technologies— e.g. Bluetooth or RFID--we implement the information communication among blocks with Visible Light Communication (VLC). Categories and Subject Descriptors K.3.1 [Computers and Education]: Computer Uses in Education General Terms Design, Experimentation Keywords 1. INTRODUCTION 1.1 Problem Addressed (a) (b) Learning concepts in music theory, such as pitch, rhythm and chords, is a complex process. Problems encountered in building the perceptual knowledge of these concepts lie in the difficulty with practicing such concepts prior to instrument mastery. In comparison, mastering a musical instrument requires an embodied understanding of mapping between gestures and musical concepts. Therefore, the iterative learning process that builds such mastery on traditional musical instruments tends to be very physically demanding, gesturally unintuitive and potentially frustrating to the novice; these parameters post an obstacle for musical education in very young children. Our idea is to tackle the frustration barrier and provide a play experience for practicing musical concepts with an intuitive mapping metaphor between physical operation and musical elements. This musical intervention is aimed at children aged 5-12 with the goal of helping them build interest and curiosity in music. (c) Structure created in (a) 1.2 Concept To address the problem, we apply the metaphor of construction with building blocks, to the composition of musical melodies. This process allows young children to develop musical curiosity by connecting augmented objects within physical space with the sense of sound and time. We created a set of tangible interactive construction toy blocks for children to explore and build understanding of concepts in music (such as notes, chords and rhythms) and create simple melodies of Copyright 2010 ACM 1-58113-000-0/00/0010 …$15.00. (d) Structure created in (b) Figure 1. Playing with NoteCubes to Create Melody 2. RELATED WORK 2.1 Tangible Musical Toys The field of music education has produced several other examples of smart musical toys as physical shape and space can help children better understand abstract concepts in music such as rhythm, chord and pitch. BeatTable [3] is a physical table with a digital environment controlled by tangible objects, which give auditory and visual feedback to learners building concepts of rhythms and ratios. It has features that use physical activity to build representational mappings by offering the user cognitively ergonomic ways to dive into music, which is similar to NoteCubes. What differentiates BeatTable from NoteCubes is that BeatTable only provides a 2D graphic mapping and 2D visual feedback, although the primary elements are tangible. NoteCubes can be arranged freely to form different 3D geometries and map 3D volumes to intervals of sounds. In addition NoteCubes not only helps learners to understand tempo and rhythm, the system also introduces the concept of pitch. Another related example is Zoundz [4], which includes a sound board and a small set of pawns. Users can create riffs by placing pawns on "hot spots" on the sound board. However, instead of providing freedom of expression and creativity, Zoundz puts fixed complex riffs in each pawn and only allows users to superimpose the riffs. It lacks the educational function of building understanding of musical elements by creating melodies based on these understandings, which is one of the central affordances of NoteCubes. NoteCubes encourage children to create melody and rhythms by exploring different spatial structures of cubes based on the understanding of musical concepts. For example, in Figure 1.a, a child put five cubes as structure shown in Figure 1.c to create a piece of melody. Figure 1.c also shows how the structure mapping to melody’s time track. In Figure1.b, another child built a 3D structure. The triggering path and time track are shown in Figure 1.d. In the first round of iterative prototyping we developed four categories of cubes: • Start cube: The first cube does not play a sound but can emit light by pressing its button to trigger other cubes. (Figure 2.a) • Pitch cube: When trigger by receiving face (embedded with photo sensors), play a note on certain pitch in one beat and light up LED on sending face (embedded with LEDs) to trigger another. (Figure 2.b) • Empty cube: Similar to the Pitch cube, but plays silence in one beat. It’s for creating rhythm patterns. • Broken Chord cube: when triggered, it can play a broken chord repeatedly. The tempo of the broken chord can be adjusted via knob. (Figure 2.d) 2.2 Construction Kits Augmented construction kits have been used in educational setting for many years [7]. However, most of the research in this area is focused on mechanical, electronic or programing education, as opposed to musical education. Cubelets [1] is a robot construction kit that “combines sensor, logic and actuator blocks.” The blocks can be snapped together to make different kinds of robots. Flow blocks [2] are wooden blocks with embedded electronics and electromechanical contacts that allow children to play with and reconfigure a complex causal system. Unlike Flow blocks, NoteCubes takes full advantage of the 3dimensional feature of the block form and can be stacked to build a 3D spatial model. Both the visual and audio feedback come from a 3D structure, which truly mobilize children’s spatial sense to learn and create. a b c d Figure 2. NoteCubes 3. DESIGN 3.1 Inspiration: Learning by Doing Toy building blocks are the primary inspiration for this project. By playing with toy blocks, children acquire not only spatial skills, but math skills are also promoted [5]. What if we also injected music learning into the process of playing with toy blocks? Our goal is therefore to design a set of graspable and interactive musical blocks connecting the spatial sense with the sense of sound/time to aid young children in building curiosity and interest in music. 3.2 Description NoteCubes is a set of interactive and augmented building blocks for children to explore musical notes, chords, rhythms and melodies. The series of cubes can be arranged freely to form different three-dimensional geometries. When a cube is triggered by an external light source (i.e. a flashlight), it plays a note at a designated pitch and it triggers its "neighbor cubes" (left or right & up & down) to play notes. An example is shown in Figure 1. Figure 2. An example of NoteCubes structure 3.3 Features 3.3.1 Integrate Visual Feedback with Information Transfer Instead of using wireless technology like Bluetooth or RFID, we integrate the information transformation input with visual feedback as a LED light. NoteCubes use light as the information transformation media and the user can also see the feedback on other sending face when cubes are triggered. This approach was used for cost-saving purposes. We used different colors of LED to represent different notes. Therefore, the visual feedback is a chain of blinking LEDs embedded on the cubes surfaces. In addition, there is also a metaphor between pitches in musical note and the light colors: the note pitch is a frequency-related property of a sound wave [11]; the light color is also a frequency-related property of a light wave. Finally, as a medium for information transfer, light can carry much more information by varying patterns and frequencies. This provides great potential for inter-block communication in our future development. (in our next round prototyping, we consider to make the chord metaphor as a stack of cubes. More details are in 5.2). 4. SYSTEM DESIGN The system diagram is shown in Figure 4. 3.3.2 Multi Sound Sources There is a speaker in each cube. We believe that the playing experience is different between a single audio source and sound directly from the cube itself. When children move the cube’s physical location, the location of audio feedback will also be moved. So the feedback is strongly fixed with users operation thus emphasizing the metaphor of each cube having a musical voice of its own. 3.3.3 Logic Thinking Promotion The triggering path can form various logic structures such as branch and loop. Figure 1.c and Figure 1.d are simple examples. More complex example are shown in Figure 3. NoteCubes also help the development the logic thinking of children. 3.3.4 Tangible User Interface Our NoteCubes project is influenced by the vision of tangible user interface that “exploring the interactive techniques … go beyond the current GUI paradigm” [8]. Compared with existing computer and mobile music learning applications, NoteCubes’ TUI offer other learning opportunities: • • More physical collaboration opportunities are offered. Especially when using NoteCubes in classroom or home, physical collaboration and interaction between child and child, child and teacher or child and parent can help improve learning. Tangible toys can enrich the learning experience for the children [6]. More sensory experiences are provided to children such as touching, moving, stacking, hearing and watching. 3.4 Metaphor 3.4.1 Cube and Note We choose cube to represent a note, because a cube is a basic unit in space. It has the same width in three dimensions. Each cube includes three receiving surfaces (sensor embedded) and sending surfaces (led embedded). By connecting sending and receiving surface, cubes can be both arranged as a line or stacked together. It can be freely stacked to form a 3 dimensional structure, just like a note is a unit in melody and can be arrange freely in a timeline to form a melody. In addition, blocks as a form of traditional toy bring an existing cognitive and emotional association when children play with them. The traditional form can “take advantage of children’s deep familiarity with (and deep passion for) these objects”. [9] 3.4.2 Rhythm, Chord and More The spatial construction metaphor for musical composition offers intuitive analogies for important musical concepts like melody, harmony, and rhythm. Based on the metaphor between cubes and notes, more concepts in music have a counterpart in NoteCubes. For examples, a piece of melody is addressed to be a threedimensional geometry; a piece of rhythm is a queue of cubes with an ordered pattern of pitch cubes and empty cubes; a chord is a group of cubes which are triggered simultaneously by a same cube Figure 4. System Diagram The system in each cube includes a micro-controller (Trinket), three photo sensors, an audio amplifier, a speaker and three LEDs. Photo sensors are embedded on the center of three receiving surfaces and LEDs are embedded on the center of sending surfaces. Trinket is a lowest-cost Arduino-IDE programmable board. It is programed to trigger speaker to play a note when LED lights from other cubes trigger one of the photo sensors. Here we used Trinket for rapid prototyping. ATtiny family of Atmel [13], which are cheaper and tinier, may have a better fit for this project. The cube's shell is made by hardboard by laser cutting. We used laser cutter to print music sign like “C” on the surface of the cube. However, in the second round prototyping, instead of design one cube with one fixed pitch, we added a slide bar to adjust the pitch in each cube (Figure 2.c) because we find that limit number of cubes reduces the flexibility of creation and learning. 5. DISCUSSION AND CONCLUSION 5.1 User Feedback NoteCubes was exhibited at Assemble Gallery in Pittsburgh on Dec. 6th 2013. Seven children aged between 5-12 attended the show. Although we did not conduct controlled experiments, we were able to observe how children played with the NoteCubes, the process they used to learn the features of the cubes, and some initial feedback. Most of the children appeared curious and interested in NoteCubes and gravitated towards the exhibit. Before we explained how it worked, children were willing to go through experiments trying to figure it out. Without communicating the features of NoteCubes, one boy figured out how to make a melody using the blocks (Figure 1.a). Most of the children were willing to build more structures themselves after understanding the basic feature of NoteCubes. One limiting factor we observed was confusion about the different functionality of sending surfaces and receiving surfaces. We also observed some children used the “start cube” as a tool to check if the other cubes work well before triggering the whole cube chain. 5.2 Future Work As a work-in progress, there are several aspects of the NoteCube system we are currently working on. We are considering how to bring NoteCubes into a formal music classroom, as NoteCubes doesn’t need any support equipment or platform. It is suitable for music teaching in primary school music class, but more features need to be designed to fit music teaching process. For example, we are prototyping the use of small white boards on cube surfaces, which can be changed with markers by teacher and students. Deeper question arise about whether a 3 dimensional timeline is a good way to teach western music concepts. Moving forward, we are considering how the stacking feature of the blocks can be used for chords making, which has more direct mapping with chords in stave. In addition to the concepts in western music theory, NoteCubes may also have potential in exploring Non-western music concepts or other music learning modes, such as recording sound, replay/restructure them or involve the concepts like "Scales and/or Modes" and "Consonance vs. Dissonance." There is still much space for improving the appearance of the cubes and timbre of notes. As discussed in 3.4.1 there are many advantages in making the shape as a cube. But based on the basic shape in the first round prototyping, we can design more details to differentiate the sending and receiving surfaces. 5.3 Conclusion Based on our observations above, we can make a preliminary conclusion that the concept of musical construction block toy has attraction to children. Most children have curiosity and interest to play with these interactive blocks and explore their embedded features. As we discussed in 5.2, there are still much works and also potential in future development. We believe that tangible interactive block is a novel and potential solution to children’s music learning problem. 6. REFERENCES [1] Cubelets. https://www.modrobotics.com/cubelets [2] Zuckerman O, Grotzer T, Leahy K. Flow blocks as a conceptual bridge between understanding the structure and behavior of a complex causal system[C]//Proceedings of the 7th international conference on Learning sciences. International Society of the Learning Sciences, 2006: 880886. [3] Bumbacher E, Deutsch A, Otero N, et al. BeatTable: a tangible approach to rhythms and ratios[C]//Proceedings of the 12th International Conference on Interaction Design and Children. ACM, 2013: 589-592 [4] Zoundz. http://www.youtube.com/watch?v=6kqSIvUBeB0 [5] Kersh J, Casey B M, Young J M. Research on spatial skills and block building in girls and boys[J]. Contemporary perspectives on mathematics in early childhood education, 2008: 233-251. [6] Hengeveld B, Voort R, van Balkom H, et al. Designing for diversity: developing complex adaptive tangible products[C]//Proceedings of the 1st international conference on Tangible and embedded interaction. ACM, 2007: 155158. [7] Blikstein P. Gears of our childhood: constructionist toolkits, robotics, and physical computing, past and future[C]//Proceedings of the 12th International Conference on Interaction Design and Children. ACM, 2013: 173-182. [8] Ishii H. Bottles: A Transparent Interface as a Tribute to Mark Weiser[J]. IEICE Transactions on information and systems, 2004, 87(6): 1299-1311. [9] Resnick M, Martin F, Berg R, et al. Digital manipulatives: new toys to think with[C]//Proceedings of the SIGCHI conference on Human factors in computing systems. ACM Press/Addison-Wesley Publishing Co., 1998: 281-287. [10] Fitzmaurice, G.W., Ishii, H. & Buxton, W. Bricks: Laying the Foundations for Graspable User Interfaces, in Proceedings of CHI'95, 442-449. [11] Anssi Klapuri and Manuel Davy (2006). Signal processing methods for music transcription. Springer. p. 8. ISBN 978-0387-30667-4. [12] Trinket http://learn.adafruit.com/introducingtrinket/introduction [13] ATtiny http://www.atmel.com/products/microcontrollers/avr/tinyavr. aspx