Abstract
This chapter describes how the findings in this book can be used to enhance knowledge of tele-collaborative engagement across a range of disciplines and contexts. It highlights examples in HCI, education, musicology, and games design to show how tele-improvisatory practices contribute useful perspectives to these fields. Additional findings pertaining to technical experiences of software and hardware installation, network configurations and the ramifications of connectivity problems on performers’ creativity are discussed. The chapter also outlines how the methodologies used in the research can themselves, be advanced, and extended to new areas of enquiry. It begins with an overview of the book to illustrate insights into intercultural collaborative interaction in distributed and digitally mediated environments provided by each chapter. The final discussion focuses on future work and the development of a taxonomy of tele-improvisatory interaction that integrates a sizeable number of world cultures, musical traditions, instruments, technologies and performer experiences.
Art is about the meaning of something. Not whether or not it’s artistic, but what does it mean. And then there’s design which is about the purpose of the thing, to what human purpose is it built, why did you make it. So art and design go together.
—Bill Verplank
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Notes
- 1.
To view vide clip excerpt please follow link https://www.youtube.com/watch?v=4uwfMbU1Zk0&feature=youtu.be&t=4m.
- 2.
Online education providers such as Coursera and Kadenze partner with international universities and organisations to offer a range of degree and post graduate courses online. See links for further information—https://www.coursera.org and https://www.kadenze.com.
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Mills, R. (2019). Conclusion: Intercultural Tele-Improvisatory Interaction: Applications and Contexts. In: Tele-Improvisation: Intercultural Interaction in the Online Global Music Jam Session . Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-319-71039-6_8
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