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Augmented Speed-Skate ExperienceApplied Movement Sonification
June 2009
Jelle Stienstra BSc.
Faculty of Industrial Design
Eindhoven, University of Technology
prof. dr. Kees Overbeeke
dr.ir. Stephan Wensveen
dr.ir. René Ahn
TVM Schaatsploeg B.V.
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Preface
In the fall of 2007 I was inspired by Alan Murray to conduct a project
that was focused on extending the human senses.
I was very interested in empowering the extremely enabled people,
and push them to their limits by providing an extra sense modality.
With the TVM Schaatsploeg as committed client, the project started
to focus on speed-skating and empowerment through the sonifica-
tion of movement.
This book describes the two major phases of my project. The design
phase, in which speed-skating, biomechanics, psychology and elec-
tronics were researched and integrated through design; a research
platform was built enabling the coaching staff to gain insights in
the speed-skating technique. The second phase of the project was
concerned with field-lab research, in which this platform was used
to enable athletes to real-time adjust their technique supported by
movement sonification. Furthermore, the practical application of
movement sonification in speed-skating was researched.
During the one and a half year I worked on the project I was able to
pursue my academic and personal ambitions and explore my pas-
sions for design and life. After hard work, blood, sweat and tears I look
back on a satisfying and personally inspiring project which made me
grow as a designer and person.
This book presents my academic contribution to the augmented
speed-skate experience. I hope you will enjoy reading it as much as I
enjoyed the project.
Jelle Stienstra
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Preface
Content
Summary
Part I
Introduction Background
Stakeholders
Concept Movement Sonification
Project Objective
ContextIntroduction in speed-skating
Biomechanics
Platform DesignRequirements
Overview
Electronics Design
Form-giving
Software Design
Summary
Part II
Research Outline Movement Sonification
Research Objectives
Auditory Information DesignParameter Mapping
Generating Movement Sonification
Pearl Movement Sonification
Alternative Movement Sonifications
ExperimentExperimental Set-up
Measurements
Results
Conclusion
RecommendationsRedesign
Movement Sonification
Acknowledgements
References
Reflections
Client Feedback
Appendices
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Summary
The augmented speed-skate experience is a concept that enables
professional speed-skate athletes to improve their technique by
supportive real-time movement sonification providing an extra sense
modality. Movement sonification concerns the translation of move-
ment into auditive information.
The project is focused on integrating the physical technique with the
mental aspect of speed-skating. There is the perfect stroke; a sensa-
tion of flow at which the athlete is able to transfer all energy via the
ice into the forward direction, a sensation of a technique where the
whole body becomes one with the ice. The augmented speed-skate
experience targets to enable the athlete to discover and reproduce
this sensation.
The augmented speed-skate experience project consists of two
phases. In the first place the development of the platform which
measures movement data streams and computes those into auditory
streams. In the second place a research phase were experiments are
conducted to gain insights in the concept of movement sonification
applied in professional speed-skating.
Platform DesignBiomechanics as well as the context of professional speed-skating are
described to gain insights in the case study context. Together with the
client, the TVM Schaatsploeg, it was decided to focus on measuring
the forces transferred on the ice, separated over front and back of
each speed-skate to gain insights in the balance and whole speed-
skate stroke.
The augmented speed-skate experience platform consists of two
speed-skate devices, one for each speed-skate of the athlete, with a
continuous wireless connection to the central processor. The central
device is capable of processing the movement data into sonifica-
tion. This results in the real-time feedback loop as the RF headphones
deliver the sound-scape. Besides producing a sonification, the central
processor can record movement data and provide basic visual
insights in the speed-skate technique. Real-time sensor gauging and
software modifications can be made because of the modular soft-
ware design.
The augmented speed-skate experience measures the forces dis-
tributed in the vertical direction on the sagittal plane through the
front and back of each speed-skate. This leads to insight in power
distribution and balance of the athlete. Individual characteristics are
preserved. The electronics are encapsuled by a modular casing, that
enables tight fitting of the device on Viking bridges size 37 and 38.
The values of the TVM Schaatsploeg; ‘professionalism’, ‘fast’, ‘strong’
and ‘power’ are represented in the form-giving but more important,
it does not interfere with professional speed-skating allowing field-lab
studies.
ResearchWithin the research phase, movement sonification is implemented on
the augmented speed-skate experience platform. This auditory infor-
mation mapping is designed to accommodate auditory perception
through psychoacoustics and according to kinematic and dynamic
laws to establish intermodal convergence between proprioception
and hearing data.
In a total of five day-sessions covering approximately twelve hours of
qualitative field-lab studies; explorative insights in the interpretation of
data, recognizability, learning ability, reproducibility and experience
of movement sonification were acquired during the first experiment.
A second experiment explored the boundaries of movement sonifica-
tion through testing alternative auditory information mappings.
Results indicated that the primary auditory information mapping of-
fers a neutral, informative, motivating, un-coercive, robust and easy
to learn feedback. This, contrary to the slight variations of this auditory
information mapping.
The results following the exploration of the reproducibility of a specific
speed-skate stroke and a specific task concerning technique, indi-
cate that the movement sonification is recognized, learned and that
converging modalities are experienced. The sonification of move-
ment is perceived and interpreted as intended by the athlete. To fully
understand the value of the movement sonification, the intermodal
convergence should be experienced. Further research and platform
improvement is recommended.
10
IntroductionHere, the project “augmented speed-skate
experience” is introduced. Starting with the
background of this academic work, I pro-
ceed with a description of the partners in-
volved in the project, a quick synopsis of the
conceptual framework and finally the project
objectives.
12
Background
The augmented speed-skate experience project is a continuation of
the “Bat Biker” project by Industrial Design students Bart Friederichs
and Bram van der Vlist. Within the “Bat Biker” project, blind people
were enabled to perform off-road mountain biking through provided
auditive cues. (http://w3.id.tue.nl/nl/education/masters_program/design_re-
search_projects/bat_biker/)
Contrary to the “Bat Biker” project the focus of this project is on ex-
tremely enabled users, top athletes, instead of supporting the disa-
bled. In the early phases of the project the concept of movement
sonification was explored. While the “Bat Biker” provides representa-
tional audio cues I considered an opportunity for sonifying continuous
bodily movement resulting in a new sense modality; a sonification
enabling the user to define what is good and bad instead of leaving
that up to a system. This pointed towards sports involving repetitive
patterns such as pole vaulting, rowing, running and speed-skating to
establish a relative focused learning curve in understanding the sense
modality.
In November 2007, the TVM Schaatsploeg, a professional and com-
mercial speed-skating team was approached. Together we defined
an important physical movement to be measured. This led towards
the development of a measuring device and platform providing
specified sonification which matches the athletes senses and pro-
vides a rich auditive information mapping. An elaborative description
can be found throughout the following chapters.
Stakeholders
The project is accomplished, supervised and supported by a group
of stakeholders. Various interests in the project by the TVM Schaat-
sploeg, the University and myself are described below.
TVM SchaatsploegSince November 2007, TVM Schaatsploeg, a the world-class profes-
sional speed-skate team is involved in the augmented speed-skate
experience project as the client.
World-class athletes such as Sven Kramer, Ireen Wust, Paulien
van Deutekom, Carl Verheijen, Erben Wennemars and Renate
Groenewold represent the TVM Schaatsploeg. Their staff, including
Gerard Rietjens (Exercise Physiologist), Gerard Kemkers (Head Coach)
and Geert Kuiper (Assistant Coach), is closely involved and commit-
ted to the project. They provide their knowledge, equipment and the
necessary facilities to accomplish the project.
The client is extremely interested in the development of a measur-
ing platform to gain insights in the technique of speed-skating and
eventually improve their training methods. To them it is important to
recognize individuality of each athlete and to come close to the ac-
tual professional setting without adjustment to the existing equipment
and speed-skate environment.
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Faculty of Industrial Design, Eindhoven, University of TechnologyThe Designing Quality in Interaction capacity group has been involved
throughout the whole project through involved staff and supervisors
such as Alan Murray, dr.ir. Stephan Wensveen and prof.dr. Kees Over-
beeke. Their interest lies within the overall design process methodology,
holistic integration of design disciplines, professional client collabora-
tion, ethical considerations, exploring the field of wearable senses, the
aesthetics of interaction and the integration of perceptual-motor skills
and bodily interaction in interaction design.
Dr. ir. René Ahn has been involved in the project since the early begin-
ning. Representing the Designed Intelligence capacity group, René is
interested in mapping the real-time transition of physical movement
data into coherent auditive feedback to gain insights in the conver-
gence of human senses.
Jelle StienstraPersonally, I am interested in developing concepts that create op-
portunities for the user to explore, learn, relate, distinguish and improve
their unique abilities in their context. I envision transformation through a
holistic highly dynamic design process involving validation in context.
My objectives are to enable the user to explore and better understand
its own capabilities, explore my rational as well as emotional designer
skills and to deliver a professional and complete project with excel-
lence.
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Concept Movement Sonification
This chapter introduces the concept of movement sonification which
is elaborated further on in relation to the chosen context of speed-
skating. For now, a global description and related requirements for
design applications are given. Movement sonification concerns the
translation of movement into auditive information.
Sonification has been applied to a number of explorative and high-
dimensional analysis tasks such as navigation, aural supervision of
health measurements, fossil classification and software debugging
by offering an auditory display (Kramer, Ed 1994; Henkelmann 2007).
Sonification can also be used to enhance the performance of hu-
man perception in the field of motor control and motor learning.
Auditive bio-feedback can support motor perception and control in
sports, medical therapy and rehabilitation by offering supportive or
new channels of proprioception (Shea et al. 2001; Effenberg et al.
2001,2007; Hermann et al. 2006; Henkelmann 2007).
There are several methods of movement sonification which are de-
scribed later. To provide movement sonification enabling the athlete
to judge its movement it is chosen to use the continuous param-
eter mapping sonification method. In this method a sound-scape is
provided to support the athlete’s experience through continuously
offering movement data that cannot easily be cognitively evaluated
through a non-aural sense modality. Mechanosensational proprio-
ceptive movement data is translated into exteroceptive hearing
data according to kinematic and dynamic laws and thereby provide
sense modality convergence between proprioception and hearing
data.
Repetitive patterns enable the development of intermodal conver-
gence that helps the athlete to define its movement technique. It is
important to find a sport discipline that is restricted to relative easy
distinguishable and repetitive technical movement patterns. Move-
ment sonification requires spatial and time critical convergence. For
design applications this requires a movement data sample rate of
100 Hz and a sonification of movement within a maximum of 250 ms
from the event to reaction or optimally without delay.
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Project Objectives
Through the use of movement sonification,
the augmented speed-skate experience
intends to enable the athlete to discover and
reproduce the sensation of a perfect speed-
skating technique.
The augmented speed-skate experience
project has two core objectives. The first ob-
jective is to build a solid platform that can be
used by the speed-skater and the coaching
staff for analysis of the speed-skate tech-
nique. The second objective is to implement
movement sonification through the use of this
platform.
In order to provide a solid platform for move-
ment sonification, the platform design is
focused on the following areas;
1. The development of a fully-working pro-
totype, concerning steady measurement of
specific physical parameters that cannot be
sensed by the athletes sensory system, to be
used in field-lab experiments.
2. A wireless data transmission protocol and
processing protocol which preserve the rich
physical parameters within the boundaries of
a limited delay of data processing to provide
the real-time feedback loop.
3. The form-giving of the prototype that
incorporates the sportive image of the cli-
ent, the physical limitations of hardware, the
preservation of aerodynamic and balancing
properties of the speed-skate.
4. A graphical user interface which provides
basic insights into the athletes technique to
the coaching staff and a modular design
to enable real-time gauging and software
modifications required for tuning the move-
ment sonification.
These areas are discussed within Part I of this
report after an introduction into speed-skat-
ing and its biomechanics.
Implementing movement sonification is ac-
complished by an iterative auditory infor-
mation mapping. This design is based on
research in applied movement sonification
conducted within the second phase of the
project as discussed in Part II.
The designed platform offers opportunities
for further research in movement sonifica-
tion, which can be very interesting and
meaningful for both the chosen application
of enhancing the speed-skate experience
as well as for other projects that are based
on the principles of movement sonification.
The platform rises many questions such as;
should the auditive feedback be a real-time
representation or summarize a whole set of
identifiers? Should the feedback provide the
athlete with pre-interpreted judgments or
provide the raw data leaving the interpreta-
tion to the athlete? Do novice users require
a different type of feedback compared to
professionals? Does the athlete get depend-
ant on such a system? If so, how can this be
prevented? Should we not only support the
somatosensory system but also direct actual
actuators? In what time frame can systems
like these be learned? What are the learning
phases towards becoming an actual sense
modality? And more general, what is the
current situation and what is the impact of
coaching? How is the empty data interpret-
ed and how should the sound/actuator to-
wards the required interaction be designed?
Since so many questions arise, it is decided to
focus on an optimal sonification guided by
strict design decisions founded on research.
Two main questions are answered on the ba-
sis of one final auditory information design;
1. Can movement that is sonified be recog-
nized, learned and reproduced?
2. Can the athlete un-coercively interpret
the sonification and experience converging
modalities?
Several other questions are answered and
insights are created through qualitative ex-
periments. This is described more elaborate in
Part II.
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ContextA returning movement pattern required for
movement sonification and the opportunity
to collaborate with a world-class professional
team, enabling field-lab studies, made the
project focus on speed-skating as the use
case and context for implementing move-
ment sonification.
Speed-skating is a physical sport with multi-
ple bodily-movement data measuring and
sonification opportunities. Biomechanics help
to describe these movements and distinguish
relevant measurements. Before biomechan-
ics are introduced, the context of profes-
sional speed-skating is discussed.
22
Introduction in speed-skating
Speed-skating is what we call a typical Dutch sport. Even though nat-
ural ice on the Dutch rivers is rarely found these days, the sport can
be considered a national pride, especially in the northern regions.
The glory of gliding over the rivers as a way of transport has grown
into a serious sport discipline; worldwide venues, an international
competition, several disciplines such as marathon, short track and
long track, and Olympic recognition indicate an interest in this sport.
Basically, speed-skating is all about speed. Being the fastest over a
set distance using speed-skates to cross the ice.
Over the past decades speed-skating is grown into a professional
sport including outstanding training facilities, global events and com-
mercial teams. With the introduction of the klap-skate and improved
training methods, records keep being broken in contrast to for exam-
ple athletics where the limits seem to be reached.
Klap-skates are just one example of the many improvements made
over the past years. Suits, training methods and materials are upgrad-
ed yearly to have the cutting edge advantage over the competition.
Serious research is done, at places such as the biomechanics depart-
ment at the Vrije Universiteit Amsterdam, to keep improving. TVM
Schaatsploeg is the professional stakeholder in the project as stated
before. Their interest in the development of new technologies that
help improve is one that is shared among other commercial teams
and national associations all over the world.
Recent developments focus on creating a better understand-
ing in the biomechanics of speed-skating by basically measuring
all there is to track. Initiatives by NOC*NSF (Nederlands Olympisch
Comité*Nederlandse Sport Federatie) and commercial teams led to
measurement installations such as the LPM (local position measure-
ment system) and the Innosports measure-skate which is currently be-
ing developed (www.innosport.nl), resulting in training methodologies
and material improvements such as the klap-skate.
My augmented speed-skate experience is focused on the long-track
circuit of speed-skating and its several distance disciplines. This in-
volves not only the quality of ice (friction) on the 400 meter track, air-
pressure and other weather related conditions, but more importantly
the athlete, its physical build, condition, technique, materials and the
mental aspect.
The project is focused on integrating the physical technique with
the mental aspect. There is the perfect stroke; a sensation of flow
at which the athlete is able to transfer all energy via the ice into the
forward direction, a sensation of a technique where the whole body
becomes one with the ice. The augmented speed-skate experience
targets to enable the athlete to discover and reproduce this sensa-
tion.
24
Biomechanics
In most ways of locomotion such as running
and walking, propulsive forces are exerted
on the surface in a direction opposite to the
direction of locomotion. In this case speed
can not exceed the maximal velocity of leg
extension and backward swung and much
energy is lost in moving back the leg. Due to
the peculiar properties of ice; the coefficient
of friction between ice and blade in the glid-
ing direction is very low. Ice is soft enough to
allow the edge of the sharpened blade to
be pressed into the ice to exert a propulsive
force against the surface perpendicular to
the gliding direction of the speed-skate. This
implies that the speed of locomotion ex-
ceeds the leg extension velocity. The push-off
technique enables the athlete to develop
and maintain speed-skate velocities that ex-
ceed running velocities by two-fold (Houdijk,
2001).
Speed-skating strokes can be divided into
three phases: the gliding phase, in which the
skate is placed on the ice and the speed-
skater is gliding forward; the push-off phase,
Platforms that are currently used to gain
insights in speed-skating technique are dis-
rupting professional speed-skating because
of the size and assemblage of measuring
instruments. Limiting size, weight and more
importantly avoiding adjustment to athletes
personal equipment such as the suit, speed-
skate shoe and blades is required to prevent
actual race circumstance interference.
During speed-skating, the external power
output produced by the athlete is predomi-
nantly used to overcome the air and ice fric-
tional forces. Air friction is mainly influenced
by body build, velocity, clothing, shielding
drag posture ice condition, wind and alti-
tude. Friction should be prevented, therefor
the augmented speed-skate experience
needs to be designed as small and light as
possible.
All technique used by the speed-skater is
focused on gaining and maintaining speed
with the least amount of energy. Different
kinds of movements can be measured such
as the bending of the knee, forward acceler-
ation, angle of the hips and shank, etc. In the
end all those small movements contribute to
the transmission of power. Together with the
TVM Schaatsploeg it was decided to focus
on measuring the forces transferred on the
ice, separated over front and back of each
speed-skate, to gain insights in the balance
and whole speed-skate stroke.
The forces along the frontal axis of the
speed-skate are less then 1% of the force
in the vertical axis of the speed-skate. It is
assumed that the force vector along the
sagittal axis can continuously be directed to
the central mass of the speed –skater’s body.
No excessive inversion or eversion of the foot
occurs during the push-off, the push-off force
vector almost coincides with the sagittal
axis (Houdijk, 2001). This enables to focus the
measurements of the front and back of the
speed-skate on the vertical forces on the
sagittal axis only.
in which the gliding sideward push-off occurs,
and a repositioning phase, in which the leg
is brought in the starting position for the fol-
lowing stroke (de Koning et al. 1991). Theo-
retically, the athlete should prevent to have
both speed-skates on the ice as the power
distributed through the push-off speed-skate
will be lost in the leaning speed-skate. For the
athlete it is difficult to perceive this front-back
and left-right distribution of power during a
stroke.
The scientific history in speed-skate research
has only just started to develop. Therefor
measuring platforms are required to gain
new insights in optimization of speed-skating
technique. The novelty of research within
speed-skating produces generalized re-
search outcomes. Generalized research
tends to overlook the individuality of the top
athletes that distinguish them from good ath-
letes. It is important to preserve this individual
richness.
26
Platform DesignTo provide movement sonification to the
athlete, the augmented speed-skate experi-
ence’s platform is built. The platform enables
the measurement and processing towards
sonification of the athletes movement data
in a field-lab setting.
This chapter starts with a synopses of the re-
quirements that evolved from the concept of
movement sonification and biomechanics of
speed-skating. Further on, the final platform
is described from several perspectives such
as the required electronics and software
design but also the aesthetic values, techni-
cal requirements and small scale production
design decisions represented in the form-
giving of the device. A design summary and
specifications of the platform closes this part
of the book.
28
OverviewRequirements
The augmented speed-skate experience should measure the forces
distributed in the vertical direction on the sagittal plane through the
front and back of each speed-skate. This should lead to insight in
power distribution and balance of the athlete. Furthermore, indi-
vidual characteristics should be preserved and acceleration should
be measured as reference for speed-skate technique analysis. All
these measurements should be gathered by wireless communication.
The central processor should compute the sonification of movement
and return the auditive information to the athlete. The wireless data
transmission and processing protocol should cover at least 100 meter
over the speed-skate ring. Movement data should be gathered at
a rate of 100 Hz and be returned to the athlete sonified within 250ms
because of intermodal converge.
The graphical user interface should provide basic insights into the
athletes technique to the coaching staff, have the ability to store
sessions and the software should be modular to enable real-time
gauging and software modifications required for tuning the move-
ment sonification.
Form-givingThe form-giving of the prototype should incorporate the sportive im-
age of the client and the physical limitations such as the weight and
surface of the device should preserve aerodynamic and balancing
properties of the speed-skate. The measuring device should allow
assemblage on several sizes to accommodate multiple athletes, it
is important to avoid the athletes sensitive equipment such as the
speed-skate shoe and blade.
Measure devicesBroadcast the acquired acceleration and pressure
on the front and back of the speed-skate move-
ment data, created by the athlete, to the central
processor over 100 meter.
AthletePerceive auditory information about speed-skate
technique and experience intermodal convergence.
Central processorReceive and compute athlete’s movement data into
auditory data. Sonification as well as visualization of
data takes place here.
Coaching staffReview the visualizations of the movement data and
coach the athlete to improve speed-skate technique.
30
Electronics Design
The platform is designed to gather move-
ment data from the speed-skate. Both accel-
eration and pressure on the front and back
of the speed-skate are measured for each
side. This measured data streams are trans-
ferred from the speed-skate devices to a
central processor. The central processor proc-
esses the movement data into movement
visualizations and sonification. The sonified
movement is returned to the athlete via wire-
less RF (Radio Frequency) headphones. The
electronics involved are described below.
Data acquisitionTo measure pressure in the vertical direction
on the sagittal axis of the speed-skate two
FSR’s (Force Sensing Resistors) are used.
In the search for the most appropriate sen-
sors, various methods were considered; insole
pressure measurement was declined on the
basis of non-absolute pressure measurement
and in-shoe placement, various ways of pie-
zo-resistive strain gauge measurements were
declined because it would require bridge
weakening or rebuilding and some costly
and power consuming industrial solutions.
The Tekscan FSR sensors used in the augment-
ed speed-skate experience’s device are
usually limited to measure up to 450N which is
insufficient for the purpose of measuring the
power transferred by the athlete on to the
ice. A solution to this problem was found in
amplifying the analog signal at the device,
to extend the measuring range of absolute
values up to 2000N.
The sensors are placed between the speed-
skate shoe and the bridge, lifting the speed-
skate for 0,2mm. The back pressure sensor is
placed near the bolt at the back of the shoe.
The front pressure sensor is placed near the
hinge close to bolt to capture downward
pressure and eliminate pressures that are
being developed in other directions dur-
ing speed-skating. Because the sensors are
placed between the shoe and bridge which
are connected through bolts; static pres-
sure (caused by the forces of the bolt) and
dynamic pressure (caused by the athletes
movement) are distinguished by the software
later described.
Measuring acceleration in three directions is
done by an adjustable acceleration sensor
which can be set to sensitivities of 1.5, 2, 4
Pressure sensor located between speed-skate
shoe and bridge.
Pressure (A and B) measurement in the vertical
direction on the sagittal plane and accelera-
tion (C,D and E) measurement for a left (1)
and right (2) speed-skate.
32
and 6G. One problem with measuring ac-
celeration only is that it can only be used to
gather insight in acceleration data instead
of exact data as gravitation is measured as
well. Extracting this from the measured data
is infeasible without a gyroscope. Neverthe-
less, acceleration including the gravity noise
measured is reproducible as the exact move-
ment is reproduced.
CommunicationAs described earlier; movement sonification
is only possible with a high rate of movement
data samples. Sonification delay should be
prevented as much as possible. To fully cover
data transmission over the 400 meter speed-
skate track, a wireless connection should
cover 100 meters from the athlete to the cen-
tral placed data processor.
At the time the first prototype was built,
Bluetooth was the most appropriate way to
securely transfer the movement data over
the 100 meters. After the first prototype was
developed, the wireless communication did
not seem to work. Intensive debugging, in
cooperation with the GTD (Gemeenschap-
pelijke Technische Dienst) and experts avail-
able at the faculty, did not solve the issues. It
was decided to exchange the Bluetooth and
microcontroller for the zigbee protocol which
over time had upgraded its specifications up
to over 100 meter transmission range.
The augmented speed-skate experience
uses the zigbee protocol through Xbee
modules. Xbee modules do not require an
external data processor to translate the
analog signals. The modules used are con-
figured to convert the five analog inputs per
speed-skate (pressure in the front and back
and the acceleration in three directions) to
digital representations of 1024 steps and to
send them over the 100 meter to the central
processor at a sample rate of 100 Hz.
Board designA custom PCB (Printed Circuit Board) is de-
signed to compactly store all the earlier men-
tioned components as well as the necessary
resistors and capacitors. The electronic circuit
is designed in Eagle, a professional CADsoft
layout editor. All components chosen involve
SMD (Surface Mounted Device) packaging,
which in general means that it is rather small
and difficult to solder. Therefor some compo-
nents are assembled by using a solder-oven.
To power the augmented speed-skate expe-
rience’s device, a 3,7 Volt coin-cell battery is
used. Brought down to 3,3 Volt by a voltage
regulator to comply to the Xbee module
and chosen sensors, the battery can last for
approximate 40 minutes in the cold circum-
stances of a speed-skate arena. Just as the
other components, the battery holder is opti-
mally placed to use as less space as possible.
The battery holder is also easy accessible to
enable battery change as the battery func-
tions as on-off switch for the device.
Central processingOnce a battery is added to the device
located at the speed-skate, movement data
streams are transmitted to the central proc-
essor. The software and the visualization and
sonification of movement data is described
later.
FeedbackThe final step in completing the feedback
loop from gathering the athletes movement
data to providing a new sense modality, is
the return of the movement sonification’s
sound-scape to the athlete. A wireless RF
headphone is used to limit the delay. Con-
trary to Bluetooth headsets; RF headphones
do not require to decode the transmitted
digital audio signals which is a relative slow
process. Therefor RF headphones are much
more suitable.
A preliminary measuring session with Ireen
Wust at Heerenveen speed-skate venue
“Thialf” in June 2008 was conducted to
distinguish platform flaws. This session led to
platform redesign considering the wireless
protocol and some minor adjustments to the
sensor placement and data processing.
34
Form-giving
The form-giving of the augmented speed-skate experience’s device
is described from three perspectives; technical requirements defin-
ing the physical positioning and dimensions, aesthetic values of the
shape defined by the clients image and finally from a perspective of
how to produce, assemble and mount.
Technical limitationWith the purpose to measure pressure distributed through the speed-
skate it is an obvious solution to mount the device on the speed-skate
itself. Because it is not feasible to adjust the blade or shoe it is decid-
ed to provide a device mountable on the bridge between the shoe
and blade. The bridge itself is the least personal part of speed-skate
equipment in comparison with the tailor made shoes and blade.
The augmented speed-skate device is targeted to be as small and
light weighted as possible. The dimensions are mainly defined by the
physical design of electronics. It is decided to focus the platform on
the most common bridges; Viking bridges. Furthermore, it is decided
to fill the space beneath the speed-skate bridge, which has a width
of 20 mm, to limit external forces such as wind. Sturdiness of attach-
ment is accomplished by a robust polyurethane material with surface
strength 82 Shore D and tight fitting the dimensions of the speed-skate
bridge.
Aesthetic valuesThe device’s shape is based on the clients values. The following
values are used to describe the TVM Schaatsploeg: invincible, record
breaking, dynamic, craftsmanship, art, success, quality, knowledge,
hard work, toughness, effort, exertion, resilience, stamina, detail,
power, fast, physical, strong, recovery, robust, holistic, determination,
technique, energetic, skill, goals, proud, dedication, bravery, smooth,
professional and confident. The preliminary focus is on the terms ‘pro-
fessionalism’, ‘fast’, ‘strong’ and ‘power’. The other terms are used
subordinately but through a strong link between those associations
and the primary terms, subconsciously most of the terms come about
in the final design.
Fimo-clay modeling, on reproduced wooden speed-skate bridges, is
used to freely explore suspension and location of the casing on the
bridge using physical limitations of the printed circuit board. This ex-
ploration allowed me to distinguish the fast from the slow models and
the why; divergent long lines with the centre of visual gravity located
at the back or front do provoke an aesthetic perception of speed.
After exploring with the tangible media, fimo-clay, I used a drawing
pencil to sketch and add detail to the form-giving. Areas of interest
made it to the next level of the form-giving process involving flash-
drawing which enables fine line adjustments. Interesting proposals
were printed and attached to wooden bridge models. Each degree
of rotation or transition in the plane leads to different aesthetic value,
therefor this exploration was necessary within the process.
36
The mounting of the augmented speed-skate experience device fo-
cuses on a rails and clasping system to tight fit the bridge. On itself this
minimal shape is perceived as slow. Therefor it is decided to add an
extra highlighting shape element, making the slow shape subsidiary.
This form-giving is developed further with a more holistic approach
involving the context of use and three-dimensional prototyping.
To fully support the fast, powerful and professional attitude of the
device’s casing; the highlighted shape element got curved top ac-
cents to support the direction of speed. This slight bending provides
the required depth and curve needed at the stop line at the back of
the bridge to contribute to the perception of power and maintained
professionalism.
Produce and assembleStereolythography used for the first prototype could not stand
temperature changes, light, and humidity leading to brittleness and
shape transformation of the casing. Therefor it is decided to use
mould-casting to provide the required casings for the platform.
It is decided to develop a modular casing that would fit multiple sizes
of the Viking bridge. Size 37 and 38 are chosen and as illustrated they
differ somewhat. A solution is found in developing two parts; the first
part containing the electronics and tight fitting to the back curve of
the bridge, the second part that is specified for the separate bridge
sizes filling the gap for each bridge in the front and providing the solid
mount to the bridge rail.
The augmented speed-skate experience device’s casing is designed
in Rhinoceros and adjusted in Solidworks to deliver a stereolythogra-
phy model. Rubbed-up, primed, rubbed-up and again paint-brushed
models were used to develop a mould. A weather condition resistant
casing is produced through vacuum casting.
The illustrations provide details about the fitting and assemblage of
each separate part.
Base and size-depending part fit over each others’
grooves providing strength on bridge fit in horizon-
tal axis of the sagittal plane. Battery accessible
from the side.
Base part fitting the back of the bridge sizes 37 and
38.
Electronics are encapsuled in the base part, fit
tightly in grooves in the base and size-depending
part.
Size-depending part providing bridge fitting
strength in the sagittal axis.
Cover part fits on the base and size-depending
part of the casing and provide the professional-
ism’, ‘fast’, ‘strong’ and ‘power’ attitude support-
ing the image of the TVM Schaatsploeg..
38
Software Design
With the purpose of processing movement data into sonification, programming platform
MAX5 offers sublime opportunities to accomplish this task as it is created for sound design.
The software specifically developed for the augmented speed-skate experience is described
here from a data flow perspective; starting with the data acquisition, gauging, viewing,
recording and concluding with sonification opportunities in the software design. These back-
end objects are designed to support front-end functions which are described here first.
(front-end) FunctionsThe sonification software at the central processor is designed to provide the following func-
tions at the front-end of the graphical user interface; the central processor should be able
to connect to the augmented speed-skate experience’s devices, coaching staff should be
allowed to view the core and manipulated data streams of the athletes movement, speed-
skate sessions should be recorded and reviewed, individual settings and gauging should be
enabled to be modified during the sessions, the coaching staff should be able to talk to the
athlete and most importantly the central processor should provide real-time sonification of
the movement data.
InterfaceTo briefly give an idea of the software, the first interface screen is shown on the left. It shows
two core functions; recording and providing feedback. These core functions are filled with
related underlaying functions such as for recording; connect, record, data view, data settings
and the current athlete’s name. The software runs on presets, this means that the minimal
amount of information is shown and that the user does not need to do anything except when
adjustments are required.
MAX5This graphical design environment is originally developed for musical, audio and multimedia
purposes by Miller Puckette to enable interactive music creation on computers. This modular
software environment is used to provide the standalone central processing application for the
augmented speed-skate experience.
Device connectionTo establish a connection with the augmented speed-skate experience devices, two serial
ports associated with the Xbee modules are opened. By requesting data every 10 ms (100Hz),
two data streams enter the platform. To use these streams; data is separated over the ten
sensory inputs namely front and back pressure and acceleration in three directions for both
speed-skates.
Data acquisitionEven though the electronics circuit provides data acquisition through amplifying the pres-
sure sensors input sensitivity, the central processor does need to gauge the values to repre-
sent them as actual forces in Newton. The central processor allows the staff to manage the
dynamic and static forces by manipulating properties such as the scaling based on athlete
weight and removing static forces.
Data viewAs the raw data is managed by earlier mentioned gauging; clean streams of dynamic move-
ment data will remain. They can be viewed in graphs representing the amount of pressure on
the front and back of each speed-skate.
40
RecordingEach 10 ms all ten separate raw movement data streams are written
away in a text file which eventually contains of long columns of data.
Each recorded session is identified by the sessions time stamp and
athletes name and gauge settings of the specific session.
Reviewing the sessions allows the same flexibility of manipulating the
gauge settings as the recordings store raw movement data.
SonificationMovement streams can be approached throughout the whole back-
end of the software. The central processor delivers auditory feedback
and therefor manipulates the data streams into audio streams. To
accomplish this; a noise generator is used after which the streams
influence several band-pass filters adjusting the noise. More about this
is described later.
From the moment a movement data sample arrives till the moment
it manipulates the sound sent out to the athlete, data is processed
within 30 ms. Manipulation of multiple auditive dimensions take place
about 100 times per second related to the data sample rate. For de-
velopment purposes it is chosen to modularly design the filter objects
and its required scaling to manage the output.
42
Summary
The augmented speed-skate experience platform consists of two
speed-skate devices, one for each speed-skate of the athlete, with a
continuous wireless connection to the central processor. The central
device is capable of processing the movement data into sonifica-
tion. This results in the real-time feedback loop as the RF headphones
deliver the sound-scape. Besides processing a sonification, the
central processor can record movement data and provide basic
visual insights in the speed-skate technique. Real-time sensor gauging
and software modifications can be made because of the modular
software design.
The speed-skate devices are capable of measuring forces in the front
and back of the speed-skate distributed by the athlete in the vertical
direction on the sagittal plane and acceleration in three directions.
The electronics are encapsuled by a modular casing, that enables
tight fitting of the device on Viking bridges size 37 and 38.
The casing represents the values of the TVM Schaatsploeg; ‘profes-
sionalism’, ‘fast’, ‘strong’ and ‘power’ by its form-giving but more im-
portant, the speed-skate platform does not interfere with professional
speed-skating allowing field-lab studies.
Specifications
Bridge fitting
Device Dimensions
Device weight (inc. battery)
Assembly time
Battery
Battery replacement time
Battery uptime
Pressure sensor range
Acceleration sensor range
Wireless protocol
Sample rate
Data transfer range
Sonification platform
Sonification delay
Headphone
Viking size 37 and 38
36 x 124 x 32 mm
60 gram
10 minutes
3,7V, 200mAh
10 seconds
40 minutes
0 to 200 kg
up to 6G sensitivity
Zigbee (Xbee Pro)
60 to 100Hz
up to 120 meter
MAC OSX, MAX5
below 200 ms
Sennheiser RF Head-
phones
44
Research OutlineThis chapter elaborates on the concept of
movement sonification and how it is in-
tended to be applied within the augmented
speed-skate experience. Including the re-
search questions and objectives. This chapter
serves as the outline of this research.
46
Movement Sonification
Within the augmented speed-skate experience, sonification has
been chosen to mediate real-time kinematic and dynamic data
from the speed-skater that can be hardly perceived by the athletes
somatosensory system.
Sonification is the translation of any kind of data into non-speech
audio. Sonification has been applied to a number of explorative and
high-dimensional analysis tasks such as navigation, aural supervision
of health measurements, fossil classification and software debug-
ging by offering an auditory display (Kramer, Ed 1994; Henkelmann
2007). Sonification can also be used to enhance the performance of
human perception in the field of motor control and motor learning.
Auditive bio-feedback can support motor perception and control in
sports, medical therapy and rehabilitation by offering supportive or
new channels of proprioception (Shea et al. 2001; Effenberg et al.
2001,2007; Hermann et al. 2006; Henkelmann 2007).
Auditory perceptionOur life is surrounded by a rich acoustic landscape; birds and wind
blowing through trees increasing contextual awareness, the sound
of approaching footsteps and alarm clocks that direct our attention.
The richness of acoustic information in almost every human activity,
like the sound of a closing door, reveals a variety of information about
the interactants impact, material, stiffness, texture and energy (Gaver
1986; Hermann et al. 2006). Sounds have unique qualities caused by
the materials physical parameters resulting in the timbre. The kinetic
and dynamic auditory properties caused by the action result in dura-
tion and amplitude. The auditory perception is well suitable for per-
ceiving these time-critical structures about kinematic and dynamic
movement data (Effenberg 2005; Effenberg et al. 2005(2)).
Auditory perception can perceive multiple rows and dimensions of
sound created around the perceiver. This allows us to move freely
without losing track of the source, to concentrate on groups within
the sound or to focus attention on other tasks while still perceiving the
whole sound-scape. This is in contrast to the ability of our visual system
which is limited to a narrow scope of perception and demand for
focus. As hearing is simply different from vision, sonification may con-
vey new structures in data. Even though motor learning is dominated
visually, auditory perception offers unique subtle temporal resolution
as well as enormous integrative capacity (Effenberg et al. 2005(2),
Effenberg 2007).
All these auditory perceptive abilities make movement sonification
an appropriate method for providing supportive feedback on move-
ment for motor-learning. Movement sonification should be created
through focusing on the ecological approach of acoustic perception
and integration of multi-modal perception for optimal motor con-
trol. The more precise and concise the perceptual process can be
designed, the more efficiently the learning process can be arranged
(Effenberg 2005; Effenberg et al. 2005(2); Hermann et al. 2006).
Sonification techniques Sonification of data can be achieved through various techniques
such as Audification, Earcons, Auditory Icons, Audio Beacons, Model
Based Sonification or Parameter Mapping Sonification. Earcons,
Auditory Icons and Audio Beacons are discrete singular sound events
used to present information about the state of a situation or per-
formed action. Earcons allow the user to derive information from the
sound. These mostly symbolic relations should be learned. Auditory
Icons resemble physical attributes of the action and thereby reflect
the event’s trigger within the sound. Audio Beacons are considered
dynamic versions off Earcons and Auditory Icons (Gaver 1986; Kramer,
Ed 1994; Hermann et al. 2006, Henkelmann 2007).
Parameter Mapping Sonification constantly translates a data stream
into a parameter to be streamed auditorily. Audification is the sim-
plest case of Paramater Mapping in which data is directly (i.e. with-
out transformation) sonified. Model-based Sonification uses a dynam-
ic model to render sounds (Kramer, Ed 1994; Hermann et al. 2006).
Lacking a model of which speed-skate stroke movement is the best,
the high demand for individual differentiation among the athletes
and the richness of continuous movement data, guides the design to
continuous parameter mapping sonification. The challenge within this
auditory information design is the mapping.
48
When using movement sonification for generating supportive in-
formation, the system designer has to know about the workings of
the human perception system. Different senses should converge to
convey an intermodal mapping. The quality of sonification should be
designed to fit our auditive perception.
Converging perception streamsIntermodal mapping can best be realized according to natural kinet-
ic-acoustic relations to converge perceptional streams. Temporal co-
incidence and spatial convergence of both stimuli as well as similar
stimulus duration and intensity result in a structural equivalence. The
causation object as well as the emitting event of a generated sound
should be correctly identified by the perceptual system. Time-varying
similarities in the patterning of information might prove a more salient
feature for sensory integration then simultaneous onset or spatial con-
tiguity (Effenberg 2005; Effenberg 2007).
To achieve time-critical multisensory integration it is important to cre-
ate a latency free sonification. Therefore data should be obtained
and processed at a high rate, preferably 100 Hz with a maximal
processing delay of 250 ms. Limiting this delay will improve the multi-
modal convergence (Effenberg 2005; Hermann et al. 2006).
Aesthetics of InteractionBesides mapping the movement onto a coherent sonification, de-
veloping the quality of the sound is a challenge. The sound-scape
should be neutral though rich in information but most importantly the
sonification should be un-coercive. A common problem in auditory
displays and sonification is that systems are turned off because of an-
noying sounds (Kramer 1994; Henkelmann 2007). The richness of data
details generated by the athlete should be preserved in the richness
of sound parameters such as dynamics, loudness, tempo, pitch and
timbre. Interpreted pleasant sounds tend to persuade the user into
behavioural change. The sonifcation should be neutral, the interpre-
tation of movement technique is a responsibility of the athlete. The
auditory information design could take this responsibility if it contains
a model of the perfect technique.
PsychoacousticsHumans can hear periodic signals with a frequency between 20 Hz
and 20.000 Hz. Frequencies around 4500 Hz are perceived the loudest
when providing equal loudness over the whole range of frequencies.
Frequency is detected on a logarithmic scale therefor pitch-scaling
which is perceived linear is used. Perceived loudness is closely related
to the physical amplitude.
As for all of our other senses, our hearing is most sensitive to changes,
transition or transients. Auditory perception of multiple-rows of sounds
is susceptible to auditory masking, the covering of softener sounds
by stronger sounds. Sounds can be masked by other sounds that
are for example louder or consist of covering frequencies. Complex
tones are more difficult to mask than pure tones which also have the
disadvantage of exhausting the listener (Gaver 1986; Effenberg et al.
2005(2); Henkelmann 2007).
Though most of us are gifted with these same incredible senses, it is
important to understand we all differ in the way we use our auditive
perception and/or interpretation. Whether this is caused by back-
ground of the listener, as in damaged senses or perfectly trained
auditory perception for musicians etc.
50
Research Objectives
The augmented speed-skate experience
offers the athlete an alternative channel of
perception for perceiving the technique of
movement. Contrary to most movement
sonification applications, the augmented
speed-skate experience does sonify move-
ment data that can not be perceived with-
out the sonification.
The measured and sonified data is a result
of a complex set of movements. This causes
a complex process of achieving perceptual
converge, if at all. It is worthy exploring the
opportunities whether the idea of move-
ment sonification can be a successful tool in
movement technique improvement through
providing extra perceptual data.
The research conducted is a qualitative
exploration answering a limited set of fun-
damental questions on the subject stated
below. With this research I would also like to
provide insights in the practical appliance of
continuous movement sonification.
The core objective is to create an auditory
information mapping that offers a neutral,
informative, motivating, un-coercive, robust
and easy to learn feedback. But in the first
place it is important to discover whether this
kind of movement sonification could actually
be perceived and interpreted as intended.
The following research questions were
formulated within the scope of the project
to reflect the potential of the augmented
speed-skate experience and movement
sonification;
1. Can movement that is sonified be recog-
nized, learned and reproduced?
2. Can the athlete un-coercively interpret
the sonification and experience converging
modalities?
The auditory information mapping guided by
the earlier described notions on perception
and multimodal converge is designed. The
following chapters will elaborate on this fol-
lowed by a description on how the research
was conducted to answer the stated ques-
tions.
Besides an ultimate movement sonification,
later called the *pearl, several other auditory
information mappings were implemented
and tested to gain insight in practical appli-
ance. This exploration focuses on parameter
selection and feedback methodologies
within continuous movement sonification.
52
Auditory Information DesignThis chapter describes the * Pearl version of
the auditory information design that is used
for the core part of the experiment. Besides
this version of sonification other derived ver-
sions used within the experiment are de-
scribed. Before elaborately describing these
auditory information mappings the auditory
design process is introduced.
Parameter mapping
To conceive a sonification that allows the athlete to discover and reproduce the sensation of
a perfect speed-skating experience it is required to identify the appropriate physical move-
ment dimensions to measure. These have been selected throughout the stakeholder meet-
ings and biomechanics literature research resulting in a platform capable of measuring these
parameters. Within the auditory information design this is described as the data acquisition
focused on continuous measurement of pressure on the front and back and acceleration in
three directions for both feet.
The second layer of parameter mapping is the movement data interpretation. This consid-
ers data stream comparison, combination, deriving and scaling. The respectively 10 single
raw movement data streams provide an almost endless set of opportunities. Theoretically,
the measurement of acceleration in any direction would provide the acceleration, speed or
even jerk which is the change in acceleration. Combining acceleration streams can provide
the direction and speed of a speed-skate. When combining both speed-skates; the direction
and speed of the athlete can be derived. Describing a similar translation for the pressure pro-
vides new data streams such as pressure changes, balance per speed-skate, athlete balance
and change of balance, etc. Continuing with even more complex data streams representing
the forward speed over pressure or derived parameters such as the stroke frequency.
Together with the bottom layer of the parameter mapping which closes the feedback loop
through providing the actual sonification; the second layer is essential for the auditory infor-
mation design. With all these opportunities it is important to narrow down the parameters
used to provide a rich yet informative and un-coercive sound-scape. As the potential of
multiple complex auditive data-streaming is yet to be found; the * Pearl sonification mapping
is based on literature and my designer intuition. Alternatives are developed to explore the op-
portunities through qualitative experimentation. These mappings are described further on.
54
Generating Movement Sonification
As briefly mentioned before, the bottom layer of auditory information design is the sonifica-
tion. Continuous parameter mapping sonification is used for the augmented speed-skate
experience. The data streams provided by the second layer of the parameter mapping are
translated into auditive parameters.
It is chosen to use noise band-pass filtering instead of frequency modulation, which would
exhaust the athlete. The use of auditory icons or earcons existing of sound samples which
would include coercive triggers were rejected. A sound-scape is generated by providing a
pink noise stream and continuous manipulation. This pink noise has, contrary to white noise
which has a constant energy distribution over the whole spectrum, a logarithmic distribution
of energy in the sound accommodating the auditory perception.
Band-pass filtering provides the opportunity to manipulate the central frequency of the noise
resulting in pitch modulation. Besides the central frequency, intensity of sound is easily manip-
ulated providing loudness. Intensity highly interacts with the bandwidth of the filter providing
another parameter to play with within one stream of sound. The final manipulation parameter
is the spectral slope of the filter which can be used to generate speed perception. Pink noise
band-pass filtering has a very natural wind and wave like sound and it allows very complex
and rich information.
The modular software design enabled easy configuration of the ranges and transition of in-
tensity and pitch. The sound design is tuned in cooperation with the subject, Frouke Oonk, to
optimally accommodate her auditive perception. Personalizing these setting was required as
everyone has differently trained auditory perception.
Pearl Movement Sonification
The * Pearl movement sonification is intended to deliver a neutral, informative, motivating, un-
coercive, robust and easy to learn feedback, allowing the athlete to discover and reproduce
the sensation of a perfect speed-skating technique. Combining the biomechanics founda-
tion and relevance in balance and technique transmission of speed-skating, pshycho-acous-
tics, aesthetics of interaction, and converging streams required for continuous parameter
mapping led to the following auditory information mapping;
* Pearl mappingThe * Pearl mapping consists of two separate continuous auditory data streams, for
each side (left and right speed-skate) one creating a spatial converge between action
and reaction.
The amount of pressure delivered is sonified through the intensity and loudness of the
band-pass filter; ranging from the absence of sound while lacking pressure to the
intense loudness of the sound while put on full pressure. This is on a continuous scale
providing rich information.
Foot balance is mapped through adjusting the central frequency. Balancing on the
backside of each speed-skate translates in a low sound while balancing on the front
side of the foot translates in to a high sound.
A
B
C
Spectogram of a sound-scape showing pink-
noise manipulated by the central frequency (A),
loudness (B) and band-width (C) parameters.
50000
1
frequency (Hz)
am
plit
ud
e
Balance
Amount of Pressure
Balance
* Pearl Mapping, two auditory streams repre-
senting the balance in pitch and the amount of
pressure in the loudness of the sound-scape.
56
Alternative Movement Sonifications
The alternative auditory information mappings are described in
comparison to the * Pearl mapping as I considered it interesting to
explore the value of the initial * Pearl design. Therefor each alterna-
tive mapping uses the * Pearl as a foundation, enabling qualitative
comparison to some extent.
Alternative A.The * Pearl mapping provides the front and back balance per
speed-skate through pitch variation. This is mapped in a way
that the more pressure on the front, the higher the sound will
be. For alternative A, this is adjusted to a higher sound in case
the pressure balance is at the backside of the speed-skate. By
doing so, it is intended to gain insights in whether the balance
and pitch mapping is intuitively mapping the front balance to
high pitch.
Alternative B.This mapping combines the two separate balance streams
of the left and right speed-skate into one front-back balance
stream. The loudness based on the amount of pressure is still
divided over the two separate streams which now have the
same pitch. This mapping is intended to explore whether it is
possible to combine complex streams, though of similar con-
tent, without losing information richness.
Alternative E.Alternative E is not mainly concerned with the sonification of
pressure, but instead with sonification of sidewards movement
of the speed-skate. For each foot, sideward acceleration is
translated into a higher central pitch sound for greater ac-
celeration. The loudness is pressure dependent as used in the *
Pearl mapping.
This is the only attempt to incorporate the acceleration sensors
within the sonification. Even though acceleration is measured
in three directions, interfering gravity forces do not allow for
robust sonification. The measured data streams are a com-
bination of acceleration and gravity but since the angle of
gravity is changing during a speed-skate stroke it is impossible
to extract the acceleration or derived jerk and speed. This al-
ternative intents to explore whether this information is valuable
event though it is troubled but robust while performing repeti-
tive strokes.
Alternative F.To provoke attention on preventing both speed-skates on the
ice at the same time, alternative F is designed. The movement
sonification of the * Pearl mapping is used as the foundation.
At moments where only one of the speed-skates is on the ice
the sonification is removed. This leaves auditory feedback at
those moments where both skates glide providing information
on the balance and on which speed-skate the most pressure is
transmitted.
Alternative C.The auditory information mapping of alternative C is another
variation on the * Pearl mapping’s balance sonification. In-
stead of directly sonifying the balance into a pitch; the differ-
ence in balance over time is sonified.
Alternative D.While the * Pearl mapping distributes the front and back bal-
ance information over one auditory stream through pitch mod-
ulation, alternative D provides this through separate streams.
This results in four separate audio streams, all solely representing
a single pressure spot. The front pressures are sonified through
fixed high pitch with dynamic loudness based on the amount
of pressure, the back pressures through a fixed low pitch.
By doing so, front and back balance for each speed-skate is
provided. In comparison to the * Pearl mapping this sonifica-
tion intends to explore whether balance on itself (* Pearl map-
ping) or balance through separate stream perception (alter-
native D) is more informative.
Alternative G. On top of the * Pearl mapping, alternative G provides a third
auditory stream. This third stream, which has a stereo effected
spatial origin in the middle, sonifies the stroke frequency de-
rived from the stroke pressure pattern. The higher the frequen-
cy of strokes the higher the sound.
This alternative is intended to explore the scope of multiple
auditory streams containing varying information.
58
ExperimentThis chapter elaborates on the experiments
conducted to gain insights in applied move-
ment sonification in speed-skating. The ex-
perimental setups are described followed by
the qualitative as well as quantitative results
and conclusions.
60
Experimental set-up
As mentioned earlier the research consists of
two experiments. The first experiment de-
signed to fulfil the main objective of gaining
insights in the interpretation of data, recog-
nizability, learning ability, reproducibility and
experience. The second experiment explores
alternative auditory information mappings to
sketch the boundaries of sonification.
SessionsThe experiments were conducted over sev-
eral sessions at ‘Ijssportcentrum Eindhoven’
throughout February and March 2009. In
a total of five day-sessions covering ap-
proximately twelve hours of field-lab studies,
explorative insights in applied movement
sonification were acquired.
SubjectFrouke Oonk, former professional long-track
speed-skater and currently speed-skate
coach, participated as the only subject in
the experiments.
Setup Experiment IThe first experiment focused on answering whether the sonified movement can be recog-
nized, learned and reproduced. This experiment was also intended to figure out whether the
expectations about the sound design were met with the * Pearl mapping. In other words; is
the athlete able to un-coercively interpret and experience converging modalities by using
the movement sonification. To answer these questions it was important to allow the athlete to
get acquainted with the movement sonification. The subject freely explored the sonfication
for half an hour.
Speed-skating with movement sonification, using the * Pearl auditory information mapping,
was compared to speed-skating without any additional sound-scape. The augmented
speed-skate experience platform can either function with or without sonification while still
acquiring and storing movement data.
Two separate tasks were given to the participant. The first goal for the subject was to speed-
skate as steady as possible. With this, it was meant to speed-skate with one technique on the
straight part of the speed-skate track, attempting to repeat a specific stroke. The second task
given to the subject was to speed-skate the straight part of the track leaning on the backside
during the speed-skate stroke as much as possible. Both tasks were performed in four sessions
of four laps in a with-without-without-with order in which ‘without’ means speed-skating the
task without auditory information and ‘with’ speed-skate the task while perceiving the move-
ment sonification.
Data about the experiment were gathered in two ways. The first method for this was quantita-
tive: logging of the movement data throughout all sessions, to enable comparing the move-
ment data of ‘with’ and ‘without’. The second more, qualitative, was through informal evalu-
ations followed by a semi-structured interview about the subjects experience with movement
sonification as a whole. The questions formulated for this experiment and gathering qualita-
tive data about the * Pearl of movement sonification can be found in the appendix.
Setup Experiment IITo gather insights in movement sonification, alternative auditory mappings were designed.
The alternatives described ealrier allow for exploring the boundaries of movement sonification
to some extent. This exploration focused on parameter selection and feedback methodolo-
gies within continuous movement sonification.
Variations and their reasoning for explorative value in comparison to the * Pearl mapping are
described earlier. Each alternative movement sonification and the * Pearl mapping were ex-
perienced by the participant for about seven laps each (35” per lap), to allow some acclima-
tization to the new mapping and sound-scape. No specific tasks, other then just try to use the
sonification, were given. After each session a questionnaire was filled in.
A questionnaire extended with informal evaluations was designed to explore the opportuni-
ties of each mapping. The questionnaire contains questions to qualitatively gain insights in the
first impression, mapping understanding, experience, value for training but also some scales to
rank properties such as the information richness, motivational value, pleasantness, learnability,
complexity, control and coerciveness.
62
Measurements
During all sessions, movement data measurements were recorded with the platform. To pro-
vide understanding in the meaning and value of the data; an explanation on a data sample
is given on the right.
The data gathered for Experiment I can be analysed by comparing the raw data streams
representing the four separate pressure spots. I consider it more valuable to compare the
auditory data streams representing the balance per speed-skate in the pitch and the amount
of pressure in the loudness as mapped in the * Pearl auditory information design. This com-
parison is a more holistic view compared to separate data stream comparison which is more
precise but less informative on the balance required for comparison for the second task.
To compare the ‘with’ and ‘without’ on reproducibility of a specific speed-skate stroke or the
balance over a stroke; visualizations of the auditory display of a set of four following strokes on
the straight end of the track are compared. As speed-skate strokes differ in length (time) it is
decided to synchronize the start of the stroke to enable comparison.
DiscussionThe field-lab experiments took place at ‘Ijssportcentrum Eindhoven’. During the five separate
day-sessions, the weather and speed-skate crowd was of influence on the quality of the ice.
This should not be of influence to the measurements. However, illness of the only subject post-
poned some sessions but more importantly influenced the perception and mental element
during participation. Lack of condition caused by the illness de-motivated Frouke Oonk, on
two days, to some extend because it disabled her to fully experience the augmented speed-
skate experience.
Informal evaluations conducted straight after each measurement session turned out to be
richer then filling out the questionnaire form. The forms were filled out but the outspoken
enthusiasm of the subject during conversations was lost. This rich informal conversation data is
included in the qualitative data analysis and conclusion.
It is questionable whether the amount of data samples used for the first experiment is suf-
ficient. The platform acquired movement data of such a wide amount of different strokes
and speed-skate techniques even though measured on just one subject. The measured data
contains loads of useless movement patterns gathered during cooling down or in-session
data- and sonification-scaling. This led to comparison of data samples from selected areas
out of the sessions.
Speed-skate strokes pressure measured over time
by the Augmented Speed-skate Experience. On
top, abstractions of the athlete’s poses during the
stroke matching the blade position on the ice and
pressure visualization below. Three parts of the
stroke are highlighted; the gliding phase in which
the skate is placed on the ice (A) and the speed-
skater gliding forward and building up sideward
pressure (B); the push-off phase, in which the
gliding sideward push-off occurs and the speed-
skate will klap (C). As shown in the image, the pink
representing the pressure on the back and green
on the front, pressure shifts from the back to the
front at klapping.
0
60
pre
ssu
re (
kg)
time (s)0 20
60
pre
ssu
re (
kg)
A B C
Left speed-skate
Right speed-skate
64
Results
Here, the quantitative measurements conducted for the first experi-
ment as well as the more qualitative forms, formal and informal eval-
uations conducted for the second experiment and overall insights
in movement sonification are presented. All presented visual repre-
sentations of speed-skate stroke movements are available auditorily
on the DVD. The results of experiment II are presented as a summary
containing data and quotes from the informal evaluations and filled
in forms. These in relation to the alternative movement sonifications
to provide insights in the tested dimensions of auditory information
mapping.
Qualitative insight in movement sonificationThe * Pearl auditory information mapping was perceived as a com-
plete representation of the speed-skate technique during a stroke.
Frouke Oonk was able to continuously direct her speed-skate tech-
nique resulting in an sound-scape as intended. The sound-scape
enabled her to distinguish stroke rhythm, the front and back balance
of a speed-skate but also her global balance and the amount of
forces put onto the ice during the stroke. To her, this * Pearl mapping
was a un-coercive, rich informative sonification of the complete
speed-skate stroke progress. This sonification matched the movement
intuitively. Over time, more and more layers of information of the
speed-skate stroke progress came clear in the direct feedback loop
such as the switch between speed-skates, and the force progress in a
corner.
As a speed-skate coach, Frouke Oonk envisions many opportunities;
on one hand the coercive mappings can be useful for novice ath-
letes while on the other hand it satisfies the request for rich informa-
tive sonification for professional speed-skaters to learn more about
their technique. A danger indicated by Frouke Oonk is the possibility
of over-focusing; relaxation and listening to the body can be forgot-
ten.
To listeners who never used the augmented speed-skate experi-
ence, the sound-scape recordings of the sonified movement sound
like meaningless wind. To Frouke Oonk, on the other hand, this wind
caused by her movement provides a continuous rich information
flow.
Frouke Oonk enjoyed to process of exploring, discovering, practic-
ing and improving her technique. She discovered and reproduced
the sensation of a good stroke. “Ik heb in jaren niet meer zo lekker
geschaatst” (I did not speed-skate so well, for years), a clear indica-
tion of the motivational value of the augmented speed-skate experi-
ence. The movement sonification stimulated her to go faster but also
to consciously improve her technique caused by the provided new
sense modality.
About three to four laps, considering the sonification, were required
to complete the so-called cognitive phase of the motor-learning
process. This phase is described as the process of identifying and
developing a mental picture of the component parts required for the
skill. After eight hours of using the * Pearl mapping, signals indicated
that Frouke Oonk had reached the autonomous phase resulting from
the associative phase. Within the associative phase the * Pearl map-
ping as well as all alternative mappings forced the subject to speed-
skate and listen consciously, providing a smooth intermodal conver-
gence through exploring and practicing the speed-skate technique
using auditory information. The final phase which had been reached
involves little or no conscious thought or attention while performing.
This stage was identified while Frouke mentioned to not have used
the sonification consciously while perception of sonification blended
in with other sense modalities. She could still switch attention from
speed-skating to specific information provided in the sound-scape.
In early sessions when the movement sonification was not fine-tuned;
small annoying blurbs of sound occurred through the rich move-
ment sonification. At first they were annoying but after five laps these
sounds were ignored by Frouke’s perception. Slight masking of sound
took place through the convergence of the movement sonification
and the actual sounds generated by the movement of the athlete
and the surrounding. This was not an issue as the convergence of ac-
tion extends to the sound-scape, though at the shoot-start of a race
the loudness of the klap-skate overruled the sonification.
66
Experiment IAs shown in the figures on the left; the repetitive stroke performed us-
ing the movement sonification shows slightly less deviation compared
to the repetitive stroke performed without the extra sense modality.
Graphical representations of the speed-skate stroke sequence
performed during the second task indicate that the balance on the
back-side of the speed-skate during a stroke can be maintained
longer using the movement sonification compared to speed-skating
without auditory feedback. It seems that the movement sonification
enables the athlete to lean to the back for a longer period, resulting
in a less gradual transition towards the front of the speed-skate.
Experiment IIAlternative A, which switches the sonification mapping between the
front and back balance relation with the pitch, was extremely well
learned. The mapping was understood but combining the high pitch
with a balance to the back was not intuitive understood. Masking of
sound took place during the speed-skate strokes.
The exploration in combining complex though similar content streams
provided by the movement sonification of alternative B indicated
the requirement for a spatial relation between sound and movement
source as the mapping was hard to learn and lacking information
richness.
Alternative C, which provided a difference in balance through soni-
fication, was not understood as designed. Even though Frouke Oonk
was able to interact with the sonification, the sonification forced her
to pay attention to the unrolling of the balance. This auditory informa-
tion mapping coercive but not informative to the athlete.
Alternative D that provided separate streams of audio, contrary to
the balance stream of the * Pearl mapping, was learned and per-
ceived as valuable. However, separating the streams shifted the
attention from the balance over a speed-skate stroke to creating
forces on the separate spots.
Sounds from Mars as described by Frouke Oonk are the result of Alter-
native E’s auditory information mapping. Even though the sonification
of acceleration data formed a clear pattern, no correlation between
the movement and sonification was perceived.
Four consecutive speed-skate strokes of left speed-
skate by Frouke Oonk performing repetitive stroke
task ‘without’ movement sonification.
Repetitive stroke task performed ‘with’ movement
sonification five minutes before the ‘without’ ses-
sion.
With movement sonification, the repetitive task
is performed with less deviation between stroke
technique.
Comparison between ‘with’ (green) and ‘with-
out’ (purple) movement sonification. Four consecutive speed-skate strokes of left speed-
skate by Frouke Oonk performing lean-back task
‘without’ movement sonification.
Lean-back task performed ‘with’ movement sonifi-
cation five minutes after the ‘without’ session.
0
60
0
60
0
60
0
60
pre
ssu
re (
kg)
pre
ssu
re (
kg)
pre
ssu
re (
kg)
pre
ssu
re (
kg)
time (s)
time (s)0
0
0
time (s)
time (s)
time (s)
time (s)
0
0
0
0
ba
lan
ce
ba
lan
ce
ba
lan
ce
ba
lan
ce
ba
lan
ce
ba
lan
ce
1
9 9
1
1
9 9
68
Conclusion
Even though results of both experiments are based on limited sets of data samples and
thereby do not provide hard-evidence, it does seem that the * Pearl mapping offers neutral,
informative, motivating, un-coercive, robust and easy to learn feedback on the speed-skate
technique. This, contrary to the slight variations of this auditory information mapping. The
alternatives established intermodal converge to some extend but had coercive characteris-
tics and limited informative value. The * Pearl mapping can still be extended as alternative G
indicates opportunities for additional auditory streams.
Within eight hours of use, the athlete experienced the cognitive phase in exploring the
capabilities of the sound-scape in the first laps, the associative phase in which the athlete
consciously trained the skills and the third phase of motor-learning; the autonomous phase at
which the athlete used the sound-scape unconsciously and as part of the athlete’s sensory
system.
Results seem very promising and therefor further extensive research on reproducibility is ad-
vised. The augmented speed-skate experience platform can fulfil this role. The results follow-
ing the exploration of the reproducibility of a specific speed-skate stroke and a specific task
concerning technique, indicate that the movement sonification is recognized, learned and
that converging modalities are experienced. The sonification of movement is perceived and
interpreted as intended by the athlete.
The opportunity to explore and play with the speed-skate technique in many aspects added
to the experience of some kind of perfect-stroke reproduction, is very motivating to the ath-
lete. To fully understand the value of the movement sonification, the intermodal convergence
should be experienced.
Alternative F provoked attention while both speed-skates were on the
ice at the same time, another Mars sound-scape. Frouke Oonk saw
this as an added value for specific speed-skaters who need to learn
how to prevent this as this sonification is rather coercive and putting
attention on long gliding speed-skate strokes. Furthermore, this audi-
tory mapping did not provide control to play with the sonification.
The final alternative, alternative G, intended to explore the scope of
multiple auditory streams containing varying information. The infor-
mation streamed in this way was perceived clearly. On top of the
richness provided by the * Pearl mapping, Frouke Oonk was able to
explore and play with the additional auditory stream and she was
able to switch attention between the streams without losing the com-
plete overview of the speed-skate stroke.
The * Pearl mapping was judged the most information rich, un-coer-
cive and most easy to learn by the subject. As indicated earlier, audi-
tory information mappings could be rather coercive. These coercive
mappings can be perceived as most useful, motivating and informa-
tive but they actually direct the athlete towards a specific speed-
skating technique provoked by the sonification.
70
Redesign
Although the principle of Movement Sonification does not seem to require absolute values of
data streams, technical speed-skate analysis does. It is recommended to gauge the relative
though solid values towards absolute pressure values represented in Newton, this can be ac-
complished within the software.
Attempts to do so failed because of slight nonlinearity of the sensors. Compensating this
would not be an issue when the sensor placement causes less variability. Therefor I recom-
mend to upgrade the pressure sensor in a way that it is less sensitive to positioning between
the bridge and speed-skate shoe. Pressure should be sensed around the bold attaching the
shoe and bridge to prevent lever and movement of the sensor.
As mentioned before, measured acceleration is ‘spoiled’ by gravity. To acquire solid ac-
celeration data for speed-skate technique analysis purposes it is recommended to add a
gyroscope (gravitation filter) to the printed circuit board.
As a final phase of applying movement sonification in a marketable product; sonification
should not be provided by an external source such as the computer in the current platform. It
is recommended to prevent long-distance data transmission to limit data loss and sonification
delay. Once the design of an auditory information mapping is finalized for use, the device at-
tached to the speed-skate should process the movement sonification directly to the athlete.
RecommendationsThe platform that is build for this project offers
several research continuation opportunities.
In the first place it can provide insights in the
individual technique of top speed-skaters.
In the second place, movement sonification
has yet to be explored.
The following paragraphs sketch suggested
outlines for further exploration and research
in the field of Movement Sonification. At first
technical improvements on the platform are
recommended.
72
Movement Sonification (
The promising results from qualitative experiments conducted for this augmented speed-
skate experience project provide enough confidence to continue the research of applied
movement sonification in the field of professional speed-skating. Results gathered within my
project indicate the potential of movement sonification and the specific design approach
as described in the * Pearl mapping. It is recommended to conduct a long-term experiment
with multiple subjects to gather large amounts of data to profoundly ground the results on
the reproducibility, the learning phases and platform dependency. This should help to prove
whether movement sonification actually becomes an extended sense through intermodal
convergence.
It is interesting to further explore the information richness that can be contained in the audi-
tory information mapping. Results gained from alternative G indicate opportunities. Sonifica-
tions should be designed un-coercive and according to natural kinetic-acoustic relations
to converge perceptional streams. Sound masking should be prevented and sound design
should accommodate the individual auditory perception.
Combining the earlier mentioned acceleration data with the measured balance data should
provide insights in the ‘perfect stroke’. Once this perfect stroke is found beyond the individual
athletes perception of flow, auditory information mappings can be designed specifically
to persuade the athlete towards this rationalized judgement of good and bad. Personally, I
sport-ethically disagree with this model-based coercive approach as it will decrease the ath-
lete’s personal contribution in the performance.
74
Acknowledgments
First of all I thank the client, TVM Schaatsploeg, for its time, hospitality
and effort put into my project. Thanks Gerard Kemkers, Hans van Kuijk
and Geert Kuiper for sharing your knowledge and for your contribu-
tions during the creative sessions and client meetings. Thanks to the
supportive staff and athletes for a warm welcome. Further I would like
to thank Ireen Wust, for your enthusiastic participation in the prelimi-
nary field-test, Gerard Rietjens for your overall support, effort and trust
in the project and Frouke Oonk for participating in the field-lab stud-
ies conducted at ‘Ijssportcentrum Eindhoven’.
Thanks to my supervisors and supportive staff at the Faculty of Indus-
trial Design that inspired me over the past one and a half years. Alan
Murray, thank you for initiating and supervising the extend your senses
project in the fall of 2007. René Ahn and Stephan Wensveen your
supervision, support, inspiration, dedication, profound feedback and
pushing me to heights though putting my feet on the grounds over
the past years was of great value. Kees Overbeeke, your devotion
has been great, thanks for your faith and inspiration.
Dik Hermes and Berry Eggen, your contributions of sound design
methodology was of great value. Even though we never met, Alfred
Effenberg you inspiring me on the subject of movement sonification.
Thanks to the Department of Industrial Design for supporting my ambi-
tions. Sabine van Gent, Caroline Hummels, Esther Gielen and the
Board of Examiners I appreciate your outspoken confidence in the
project and enabling me the opportunities to reach my goals. Chet
Bangaru, Sjriek Alers, Geert van de Boomen and Peter Peters among
other staff of the Faculty of Industrial Design and Gemeenschap-
pelijke Technische Dienst of Eindhoven, University of Technology, your
technical support in developing the prototypes was generous. René
de Torbal, thanks for your support on legal and intellectual property
matter.
Friends, thanks for your love and distracting my mind from obsessively
working on the project. Jan, Jildou, Anne Maaike and Flávia, I am
grateful for your patience with me, your warmth, love and never-end-
ing confidence you have shown in me throughout the years.
76
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78
Reflections
To conclude the project academically I
hereby briefly reflect on the following matter
in relation to the augmented speed-skate
experience project:
How did the project influence my designer
identity, explore my design process, expand
my skills, research, design integration and
complexity of interests.
Design identityThis academic project helped me in devel-
oping this vision on design. With my concepts
I attempt to create opportunities for the
user to explore, learn, relate, distinguish and
improve their unique abilities in their context.
I envision transformation through a holistic
highly dynamic design process involving
validation in context. To me it is important to
integrate the perceptual-motor skills within
the interaction.
A professional attitude, devotion, high qual-
ity prototyping and passion for design are
important to me. As I will always stay ambi-
tious I will need to surround myself with equal
minded to support me in the process of
achieving great things.
Design processMy Augmented Speed-skate Experience
project has always been about applying
movement sonification in some way. Even
though it took me about one year to reach
the point of being able to actually imple-
ment and research; movement sonification
has always been the drive. I consider my
design approach an example of the trans-
formative reflective design method with an
emphasis for vision (envisioning transforma-
tion in society) and multiple parallel design
dimensions integrated through several small
design cycles. To me it was very important
to combine academic research with actu-
ally building low-fidelity prototypes to experi-
ence. My design was guided by reflection,
vision and a good load of process anticipa-
tion. This fits me, though it requires loads of
energy. I can still learn how to spread my
workload or lower my ambitions.
CraftsmanshipIn the process of building the Augmented
Speed-skate Experience’s measuring devices
several crafts were executed. These skills
grew over the years and at this point in time
I consider to have reached my limitations
as far as I would like to make them grow.
Electronics and transforming the drawings
into three-dimensional casings, vacuum-
casted in polyurethane; are time consuming
processes which could better be executed
by experts. I do not plan to further develop
these skills as they exceed my ambitions as
designer. Nonetheless, I embrace these skills
in the process of creating custom high-fidelity
prototypes being independent of others.
ResearchMy research did not use validated meth-
odologies, though I do consider to have
gathered great insights in applied movement
sonification through field-lab experiments
and research through design. Defining a
research focus in an unexplored field was a
challenge as I would like to do it all. This was
not feasible, so the decision to create one
auditory information mapping and testing
whether the concept of movement sonifica-
tion works was a good solution. I found it very
interesting to design the experimental setups
to gain qualitative insights on recognizabil-
ity, learnability and reproducibility which
eventually would support the concept of
movement sonification as converging sense
modality and its value. I was very satisfied to
support my gut instinct and confidence in the
concept of movement sonification with the
experimental results.
CollaborationDuring the project I collaborated with the cli-
ent, coaching staff and quite some experts.
Communication was troubled by the non-dis-
closure agreement which did not allow me
to share details providing a complete story.
This led to collaborations at which I integrat-
ed the specific knowledge into one design
and research project because outsourcing
became complicated. For further projects I
envision a more open work atmosphere at
which it would be easier for me to seduce
collaborators towards a shared project out-
put.
The complexity of interests by the Faculty
of Industrial Design, myself and the TVM
Schaatploeg caused some trouble in defin-
ing focus. My ambitions to deliver quality, the
clients request for measuring platforms and
the Universities demand for a solid curriculum
stalled the process. Contractual negotiations
between the client and the University led by
myself clearly indicated these conflicts of
interests.
Opportunities to deliver all requirements were
investigated but not found at the Universities
resources. It is very important for me to clearly
define my own and the faculties capabilities
and project boundaries on forehand.
80
Client Feedback
At several occasions over the past years; the client, TVM Schaatsploeg, was closely involved
in the projects process. Their involvement consisted of providing materials, knowledge and
facilities but also participation in stakeholder meetings, creative sessions, field lab studies
and presentations. Throughout the project, they expressed an outspoken confidence in the
design.
The following formal feedback was published on June 27th 2008 by head coach, Gerard
Kemkers, of the TVM Schaatsploeg. This was in response to the introduction of the first proto-
type and finalizing of the design project conducted for the Faculty of Industrial Design.
De introductie van jezelf en van jouw produkt is enorm goed verlopen. De technische
staf ziet erg veel kansen in hetgeen je hebt geproduceerd en de schaatsers van de
TVM schaatsploeg waren behoorlijk onder de indruk (en dat gebeurt niet zo heel erg
vaak). Er is een enorm goede basis gelegd!
Wij zijn dan ook van mening dat je een zeer werkbaar model hebt gemaakt, waarbij
het grootste voordeel is dat de eigen schoenen en de eigen buizen gebruikt kunnen
worden. Natuurlijk zullen we aan de data-collectie (het meten zelf) mogelijk nog wat
moeten sleutelen, maar de conclusie kan met recht worden getrokken dat deze eerste
fase zeer goed is afgerond en door de TVM schaatsploeg zeer positief is ontvangen.
Als ik kijk naar het prototype wat je hebt gemaakt, dan hebben we een enorme stap
gemaakt door het meetinstrument te kunnen koppelen aan de bestaande schaats.
Aangezien iedere schaatser een eigen en specifieke combinatie van buizen, beugels
en schoenen heeft, gaat het nooit werken om met een standaard-meetschaats de
juiste gegevens te verzamelen. Het is jouw gelukt om een toevoeging aan de schaats
te maken, zodat iedereen op zijn eigen set schaatsen getest kan worden.
Om de praktische bruikbaarheid te verbeteren zou het een enorm winstpunt zijn als we
draadloos de gegevens kunnen gaan meten of dat we de gegevens ‘in de schaats’
kunnen opslaan, waarna na gebruik de geheugenkaart uitgelezen kan worden. In dat
geval zitten we heel dicht bij een ‘normale’ schaats en kunnen we zuivere en reële
metingen verrichten.
Schaatsen is wetenschappelijk gezien een erg jonge sport. Er zijn nauwelijks meetgegevens
en andere data over schaatsen bekend. Telkens weer wordt er gezocht naar mogelijkheden
om goede metingen te doen. Met jouw prototype lijken we een hele grote stap voorwaarts
gemaakt te hebben. Belangrijk is vooreerst dat we het prototype kunnen upgraden naar een
te gebruiken meetinstrument. Als ons dat echt lukt, dan dienen we een aantal in ons bezit te
hebben zodat we dit passend kunnen maken op verschillende maten beugels.
Vervolgens kunnen we data gaan verzamelen en van die verzamelde data leren. Waarom
schaatst hij hard in de bochten? Waarom een andere op de rechte stukken? Zien we over-
eenkomsten bij sporters die hard en goed schaatsen? Wat verandert er als iemand een
‘slechtere’ periode heeft? Enzovoort!
Uiteindelijk is het mijn unieke idee om een real time auditieve feedback naar de schaatsers
terug te sturen. Op basis van geluiden kunnen ze dan hun techniek aanpassen en optimalis-
eren. Laat staan dat het uiteindelijk de mogelijkheid geeft om schaatsenthousiasten op een
andere manier schaatsen te leren. Deze laatste toepassingsmogelijkheden zijn echter de
laatste stap in dit proces. Tevens voeg ik er graag aan toe dat dit idee vertrouwelijk behan-
deld dient te worden.
Ik ervaar het traject dat we tot nu toe doorlopen hebben als zeer succesvol. Het resultaat
mag er zijn en voldoet aan alle gestelde eisen, die wij vooraf hebben doorgesproken. Ik ben
erg nieuwsgierig naar de volgende stappen. Interessant was ook het feit dat het prototype
al de vormgeving van een eindproduct had. Strak en af! Niet een vierkant kastje, maar een
slank en goed passend meetinstrument. Bovendien doet het helemaal geen afbreuk aan het
ontwerp van de schaats/beugel en oog de combinatie snel. Daarbij heb je oog voor detail
gehad door een onderdeel van jouw instrument mooi in TVM-groen te spuiten.
Mijn dank voor de samenwerking tot nu toe! Succes met de presentatie van volgende week
en hopelijk kunnen we nog wat stappen voorwaarts maken met de ontwikkeling van de
‘meetschaats’!
Met vriendelijke groet,
mede namens de TVM schaatsploeg,
Gerard Kemkers
hoofdcoach
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Appendices
Alternatives scheme
Images
Interview
84
Alternatives scheme
* Pearl Mapping
Alternative A
Alternative B
Alternative C
Alternative D
Alternative E
Alternative F
Alternative G
* Pearl Mapping, two auditory streams repre-
senting the balance in pitch and the amount
of pressure in the loudness of the sound-scape.
Pressure
Balance through pitch (back equals low)
Amount through loudness (no pressure equals silence)
Balance through pitch (back equals high)
Combining the left and right balance. Loudness equals * Pearl.
Change of pressure through pitch and loudness as applied in the * Pearl.
Four separate streams, fixed pitch, pressure through loudness.
Sideward acceleration through pitch while pressure.
Equals * Pearl if both speed-skates are on ice.
Added stream, stroke frequency through pitch.
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Colophon
Text Jelle Stienstra BSc.
Prof. dr. Kees Overbeeke (correction)
Anne Maaike Stienstra BSc. (correction)
Photographs and illustrationsAll photos and illustrations with exception of the photos on pages 12,
13 and 22 by Jelle Stienstra
Eindhoven, University of Technology (p. 12)
http://w3.id.tue.nl/nl/education/masters_program/design_research_projects/
bat_biker/
Nederlandse Omroep Stichting (p. 13 and 22)
http://www.nos.nl
Faculty of Industrial Design Eindhoven, University of Technology
Den Dolech 2
Postbus 513, 5600 MB Eindhoven
Netherlands
Jelle [email protected]
www.madebyjelle.com
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