Method

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    This is an empirical qualitative investigation, an experimental field case study, with technological mediation. The study refers to an aim of qualitative/interpretative research with flexibility in its structure method and direction (Bogdan e Biklen, 1994; p.107). The research used participant observation to collect non-numeric and unstructured data, simultaneously based on describing and understanding processes (Lessard-Hérbert, Goyette & Boutin, 1994). We tried to respect the real research contextual field, so the understanding process grew in a poorly controlled and adaptable participant observation. The study occurred in a basic school in Coimbra, Portugal, during the 2009/2010 academic year. We involved a group of twelve special needs students from special individualized curricula. The sample included young people, three girls and nine boys aged between 12 and 17mostly 14 year-olds. Most students came from dysfunctional social aggregates and low socioeconomic status, with a complex development story, with distinctive and several physical, psychological and social requirements. Four of those cases stood out positively, in terms of family support. The project consisted of individual observation sessions, with an estimated duration of thirty minutes. Participants had experiences with different prototypes of interactive artistic environments, which we designed or implemented. Because it is known that special needs students usually have trouble in directing and keeping attention, we worked individually with participants.
Prototypes proposed different immersion experiences based on real-time sound and image processing, as a strategy to develop, as much as possible, students ‘skills, extending and enriching their sensory capabilities.

We aimed at implementing the multisensory approach of “ludic engagement” (Petersson, 2006) and “aesthetic resonance” (Brooks & Hasselblad, 2004) mediated by technology. During the sessions, we instigated difference of behaviours, reactions and free exploration, observing the individual expression and personality of each participant. We developed the Special INPUT” concept as a key element for the artistic design and technique ideation for the project. We wanted to explore distinctive aesthetics with the poetics of interactive sound and image, creating different situations of immersive experiences based on real time abstract sound and image compositions. Apparently simple, each prototype emphasized the single input of each participant, contemplating three areas: sound, movement, and visual inputs. So, the environments are grouped into different types of action. As a process of discovery, three types of relation with the environments emerged — sound, movement and image. From these approaches we created three main prototype concepts: Special SOUND, Special MOVEMENT and Special ME. The word “special” highlights individuality, the focus of this project on ability instead of inability or incapacity, valuing difference and genuine expression.

    
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Technical approach
  As to the technical approach to design or implement the prototypes we used the interactive programming environment Max MSP Jitter, occasionally in communication with the Community Core Vision open source/ cross-platform solution for computer vision. In one of the prototypes we also used the Processing programming language and environment. For data input we used hardware such as a microphone, an ultrasonic sensor for distance measurement attached to an Arduino board, the PlayStation Eye webcam modified with a special kit of lenses with an infrared filter, the Air-FX Hand Controlled Digital Effects and the Evolution UC16 MIDI controller. In one of the environments, we used real musical instruments as sound input. As output we used a video projector, a sound system and the computer. We programmed all prototypes with the exception of the H prototype presented in session 7 — by Golan Levin — available on video capture Processing libraries under the name SlitScan
Instruments
  The prototypes were the main instruments of this study and their physical and virtual interfaces were developed just enough to understand the impact of each proposal. For each prototype we contemplated the skills of the participants, considering user detection and response issues, contemplating sensibility adjustment settings. For the data collection process we used techniques that allowed the subsequent process of encoding data interpretation. Video recording with ­two cameras ­— front and rear — was an extremely prolific method for data analysis. Using qualitative data analysis software — Nvivo8 — we extracted very rich and precise descriptive narrative from videos, isolating data categories. We also used screen captures during the sessions to archive images produced by the participants. Those files were compiled and distributed to the students at the end of the sessions. During the process, to describe and reflect about them, we also used field notes, observation guidelines and analytical memos. We registered the behaviours of the participants, connecting them to variables of their aptitude (Bruce Tuckman, 2005). On this basis, in each session with each participant, we obtained information about intellectual, emotional, personal, interpersonal, intrapersonal, psychomotor and artistic skills of the students in those environments.

Sessions
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  Each session began with a short introduction and, sometimes, with a demonstration of the proposed environment, motivating autonomous participation. We presented the prototype concept to the students, indicating its function mode and aesthetic possibilities. During the action, referring ideas such as plasticity, dynamics, strength, lightness and visual rhythm or mass and temperature of sound, speech, intensity, harmony or disharmony, we encouraged students to position themselves in the environments with openness to the stimuli. Participants revealed different personalities, so we always respected their nature, listening to their wishes and recording their preferences and suggestions. We never forced students to participate; we encouraged them to stay less time in the sessions than expected, so we got sessions ranging from 10 to 40 minutes. The assiduity of participants was good, although some of them occasionally missed the sessions for different reasons — illness, visits to the doctor, forgetfulness or rejection. Out of 96 sessions we got 74 presences. Out of 12 students, four never missed a session, three missed two, one missed one, and four missed three or more sessions. We never thought that this could be a problem because this study, instead of focusing on individuals, focused on group results.