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    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Music Objects Archives.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Swansea University CHERISH Digital Economy Hub Swansea</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper discusses the design and implementation of a tangible user interface for accessing and exploring aural archives from the Hafod-Morfa Copperworks in Swansea. The work supports the work of Swansea University's Digital Living History Lab, tasked to explore how digital innovation can support access to resource-constrained heritage sites.</p>
      </abstract>
      <kwd-group>
        <kwd>Audio</kwd>
        <kwd>Heritage</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>1.1
This paper presents a physical prototype (`Memory in Copper') that was
developed to support the work of the Digital Living History Lab. Speci cally,
documented is the design and evaluation of a playful and tangible interface to enable
The</p>
      <p>Willow</p>
      <p>Workshop
the public to listen to, connect and interpret aural archives, music and sounds
from the Hafod-Morfa Copperworks. Importantly, the interface provides a means
for the public to explore how combinations of sound, tangible object interaction
and gesture can support their learning and engagement with the Copperworks
without having to physically access the site itself.</p>
      <p>
        From a public point of view, `Memory in Copper' took the form of a piece
of copper piping that they could freely pick up and move around (Figure 3
illustrates this). Moving the pipe triggered music, stories and sounds which were
randomly played depending on how the pipe was moved. Previous works such
as [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] also used sound to explore the interpretation of heritage sites
away from the museum setting. These works used geo-location techniques to
trigger sounds and so required the public and hand-held mobile interface to
be on the site they were experiencing and interpreting. `Memory in Copper',
however, focussed on providing a physical and aural-based experience of what
it was like to work on the site, which did not require actual physical access to
the site. The hand-held copper pipe could be used remotely and, arguably most
importantly, provided the potential for an extra level of interpretation of the site
from interaction with the copper itself.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>The System Design</title>
      <p>Hardware: The system was made from embedding electronics and sensors into
the copper pipe. A Nintendo Wii remote was placed (and completely hidden)
inside the pipe and secured to restrict any movement. It should be noted that
a Wii remote was used but in theory any device with an accelerometer and
gyroscope could be used and placed inside a tangible object that represents the
site (a mobile phone, or Arduino board for instance).</p>
      <p>The copper pipe was placed on a piece of black slate and rested on two
pieces of wood so that the slate would not get damaged when the public lifted
and placed the copper back. This also added to the overall presentation of the
set-up which aimed to look as though it could be in a museum or similar context.
The laptop running the software to control the hardware and play the audio was
then placed inside a black metal box, which again was chosen to support the
museum-type e ect and `feel' of the set-up. Figure 2 shows the set up.
Software: The laptop was used to run Max/Msp2 and Touch OSC3 to darwin
remote OSC4. The signal between the laptop, Wii remote and headphones were
sent via blue-tooth to avoid any wires and to enable the participant to feel less
restricted when interacting with the copper pipe.</p>
      <p>To create the interactive loop, every time the copper pipe was moved control
messages were sent from the Wii remote via bluetooth to Darwin remote OSC.</p>
      <sec id="sec-2-1">
        <title>2 A graphical programming language www.cycling74.com 3 https://hexler.net/software/touchosc 4 http://www.matthiaskronlachner.com/?p=1574</title>
        <p>This software then sent open sound control messages (OSC) to the audio
programming language, Max/MSP. Max/MSP, which was used to store and play
the samples, was then used to trigger the samples before passing the audio from
its outlets to the bluetooth headphones. The user then heard the audio and
subsequently interacted with the copper to control the audio playback, hence
forming an interactive loop.
2.1</p>
        <sec id="sec-2-1-1">
          <title>The Sound Design</title>
          <p>The system embedded a collection of 9 audio stories from ex-workers from the
Copperworks. These were gathered at a workers lunch which took place in March
2018 and from the university archives from the CU@swansea project5. The
stories where then divided up into sample lengths between 20 and 30 seconds.</p>
          <p>The stories were all chosen for their potential to conjure up visceral and
immersive imagery of what it was like to work at the factory. For the
stories recorded during the workers lunch the ex-workers were asked speci cally
to comment on the sounds and smells of the site and the stories chosen from the
archives all were explored for similar themes. There was also an e ort to choose
humorous passages from the stories. For example, there was a tale of a workers
strike over the size of the sausages in the canteen. There was a story about how
the clothing was so soaked with sweat at the end of the day that they made
a \thwack" when they were thrown on the oor. There was also a story about
a Lady named Becca-Pee who used to go around with a bucket on her head,
gathering urine from the workers, in order to \pickle the copper plates".</p>
          <p>In addition to this, a rhythmic soundscape was composed by the author,
made up of sounds of copper and industrial-style drums. A version of Myfanwy 6
was then arranged on a Trombone (a Brass instrument, which was used to
reference the fact that brass is made from copper) and placed as a melody over the
soundscape.</p>
          <p>The aim of combining composed sounds, found sounds and aural stories was
to explore the a ect that combining di erent types of audio can have on audience
experience and interpretation. Speci cally, addressing potential round
accessibility, enjoyment and aesthetics and how insights could be gathered and interesting
connections made between the seemingly random (but carefully composed and
arranged) combinations of audio.
3</p>
          <p>The Installation
`Memory in copper' was set up in a Swansea University Marquee just outside of
the Copperworks site. The occasion was to celebrate the visit of the Man Engine
to Swansea. The Man Engine 7 is a giant mechanical puppet that celebrates the
legacy of the UK's mining industry. It is the largest puppet ever constructed</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>5 http://www.swansea.ac.uk/riah/research-projects/welsh-copper/</title>
        <p>6 Welsh folk song, composed by Joseph Parry, published in 1875
7 https://goldentree.org.uk/portfolios/man-engine-2016/
in Britain and stands at over 10 meters in height. The event was open to the
general public and ran from 6pm-9.30pm on April 12th, 2018.
3.1</p>
        <sec id="sec-2-2-1">
          <title>Public Engagement and Reaction</title>
          <p>The Methods for collecting feedback on the installation included a comments
book alongside a `tangible questionnaire' which was made of 3 boxes: one with
a smiley face, one with a neutral face and one with a sad face. Figure 3 shows
the boxes and faces. Once the public had had a chance to play with the copper
pipe and hear the audio, willing participants were asked to place a coin in one
of the 3 boxes and invited to leave a comment.</p>
          <p>Eighty Six people placed a coin in one of the boxes. 76 people (88%) of
participants gave it a positive whilst 10 people (12%) gave it a neutral. No coins
were placed in the `sad' box. Alongside this we gathered 40 comments in total,
some of which have been documented below to represent the varied scope of the
feedback.</p>
          <p>\What a clever and innovative idea! Loved how when you moved it,
it was like di erent radio stations tuning in, very clever"
\A bit confusing"
\ddim yn rhy ddrwg" 8
\At rst it didn't make any sense but it gradually got a bit more
understandable"</p>
          <p>\Brilliant - I would love to have time to listen to all the
reminiscences"</p>
          <p>Generally, the comments were largely positive. These included three
comments which focussed on issues of the context for the installation and the need
to have more time to play with it. Two of the participants commented on their
their level of understanding, which could be interpreted as an issue with knowing
how best to interact with the copper pipe or with an understanding of the sound
itself. Three of the comments were speci cally focussed on the novelty of the set
up and concept.</p>
          <p>The participant behaviour was worthy of note and what follows are
generalisations from initial observations and, given a larger study, could be interesting
lines of enquiry to pursue. Frequently participants, although initially tentative
smiled at the humour of the stories and seemed to enjoy the experience. In
general the younger the participant the longer they spent listening to the complete
stories whereas adults generally were curious to explore how the system worked
and assess its scope and limitations.</p>
          <p>In summary, their was a mixed audience engaging with the set up. It appealed
to a cross-generational demographic (including people that used to work on the
8 Translation from Welsh to English = `Not Too Bad'
site itself) and provided a talking point and trigger for further conversations
about working and experiencing life at the Copperworks, as well as in and around
the Hafod-Morfa community.</p>
          <p>Limitations: The installation highlighted potential for improvement in the set
up. Speci cally, ideas for improved study design in order to inform the audio
content. It would have been prudent, for example, for the researcher to also
have a pair or headphones in order to monitor where the participant was once
they were listening to the sounds. It was apparent that a lot of participants
demonstrated their reaction to the sounds through expressive facial reactions.
Therefore, it would have been useful to make interpretations between these
expressions and the sound that they were listening to in order to inform further
ideas for sound design. It also would have been useful to measure how long
participants spent with each sound before shaking the copper pipe to switch to the
next sound. For example, it would have been possible to capture interaction logs
(within Max/MSP) which could have contained details on timings and patterns
of movement.
4</p>
          <p>Future Potential and Research Areas
`Memory in Copper' is a prototype that was designed to explore how tangible,
embedded, audio interactions can support the interpretation and experience of
resource-constrained, unmanned heritage sites with limited access. The use of
`audio objects' as a way to inspire comments and narratives around heritage. It is
argued here that there is huge potential around this area of research. Speci cally,
that the combination of audio and object interaction can be used to support
engaging and fun public experiences for a wide demographic.</p>
          <p>This proof-of-concept o ers potential to other resource-constrained sites in
that the site-speci c object or artefact that the public interact with can change
and the audio can be replaced with speci c archival footage and bespoke
compositions but the principle can remain the same.</p>
        </sec>
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