Mapping a Number (with Examples)
Mapping a Number (with Examples)
- Mapping number: a number can be an integer or floating point.
If floating point, it can be partitioned into an integer or left
alone. An example of partitioning is: [0,4.2] -> 1, (4.2,10.5] -> 2.
Keep the mapping simple: do not add extraneous artifacts: complex
music, visual shapes that have no mapping relevance. Most things
can be mapped to number: even searches in natural language using
a process called "coding" (i.e., frequency counts for words).
- Outputs (to Participant}
- Visual:
- Position (absolute, relative):
Representing the number "4.3" by positioning an object
4.3 centimeters to the right/left/top/bottom of another object. The
position of the object is representing the number. This is how
you understand Cartesian space which is a positional mapping
for number
- Size (magnitude, length, area, volume):
Representing the number "3" with a cylindrical pole of height
3 meters, or by a rectangular area of 3 square meters
- Orientation (angle)
The angle of an object indicates a value. To represent the
number "20", we rotate the object 20 degrees
- Color (hue, saturation, intensity level)
We use color space to map numbers. We might let the color
"red" map to 0 and "green" map to 18.5. In this mapping,
the number "17.1" is almost pure green.
- Style & Genre:
If I have a range of three integers to represent: 1,2,3,
I might let 1 be a cube, 2 be a dodecahedron, and 3 be a smooth
sculpted prim or I might choose three different identifiable
genres/artists (gothic,Dali,modern)
- Typography:
Type is characterized by font family, font, and size. I can
use either the font style as a mapping or simply show the
number "10" in a specific font. The font style might capture some
other semantic information relevant to the data.
- Shape:
A curved shape might represent the number 1, and
an angular shape, the number 0 if I am interested in representing
the binary range {0,1}
- Time (animation):
This could be as simple as a moving or disappearing object
(i.e., the visual time delta, speed, or acceleration maps to
a perceived number corresponding to these), or as complex as
a dancer's motion (i.e., the dancer is energetic which maps
to a high value, and the dancer is slow, which maps to a low
value
- Audio (if used, have an option to turn it off and on)
- Basic sound: pitch, amplitude
A high pitch sound or ambient drone maps to a high value, and
a low pitch maps to a low value
- Music: genre, track, instrument, notes
A track of a piece of music (the flute sound) may map to
a number, whereas other tracks (strings) may map to other
numbers. Avoid: (1) popular music, (2) distracting music; (3)
percussive or jarring changes in the music; (4) vocals.
You will want to focus on ambient, drone, or very smooth sound,
since the core aspects of the music must have
mapping relevance. Think "calm technology"
- Time
The duration of a sound can map to a number
- Other: tactile/force feedback, smell, taste
- Inputs (from Participant}
game controllers may be the best bet here. You will need to
use XML-RPC to send information to the Second Life servers
- Objects: Foot, Leg, Body, Arm, Hand, Finger, Eye, Head
- Tracking: Position, Orientation, Velocity, Acceleration
- Recognizing: Voice, Speech
- Sensing: Touch, Pressure, Weight, Force