27,288 research outputs found

    User quality of experience of mulsemedia applications

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    User Quality of Experience (QoE) is of fundamental importance in multimedia applications and has been extensively studied for decades. However, user QoE in the context of the emerging multiple-sensorial media (mulsemedia) services, which involve different media components than the traditional multimedia applications, have not been comprehensively studied. This article presents the results of subjective tests which have investigated user perception of mulsemedia content. In particular, the impact of intensity of certain mulsemedia components including haptic and airflow on user-perceived experience are studied. Results demonstrate that by making use of mulsemedia the overall user enjoyment levels increased by up to 77%

    The mind-body problem; three equations and one solution represented by immaterial-material data

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    Human life occurs within a complex bio-psycho-social milieu, a heterogeneous system that is integrated by multiple bidirectional interrelations existing between the abstract-intangible ideas and physical-chemical support of environment. The mind is thus placed between the abstract ideas/ concepts and neurobiological brain that is further connected to environment. In other words, the mind acts as an interface between the immaterial (abstract/ intangible) data and material (biological) support. The science is unable to conceives and explains an interaction between the immaterial and material domains (to understand nature of the mind), this question generating in literature the mind-body problem. We have published in the past a succession of articles related to the mind-body problem, in order to demonstrate the fact that this question is actually a false issue. The phenomenon of immaterial-material interaction is impossible to be explained because it never occurs, which means that there is no need to explain the immaterial-material interaction. Our mind implies only a temporal association between the immaterial data and material support, this dynamic interrelation being presented and argued here as a solution to the mind-body problem. The limited psycho-biologic approach of the mind-body problem is expanded here to a more comprehensive and feasible bio-psycho-social perspective, generating thus three distinct (bio- psychological, bio-social, and psycho-social) equations. These three equations can be solved through a solution represented by a dynamic cerebral system (two distinct and interconnected subunits of the brain) which presumably could have the capability of receiving and processing abstract data through association (with no interaction) between immaterial and material data

    Auditory Experiences in Game Transfer Phenomena:

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    This study investigated gamers’ auditory experiences as after effects of playing. This was done by classifying, quantifying, and analysing 192 experiences from 155 gamers collected from online videogame forums. The gamers’ experiences were classified as: (i) auditory imagery (e.g., constantly hearing the music from the game), (ii) inner speech (e.g., completing phrases in the mind), (iii) auditory misperceptions (e.g., confusing real life sounds with videogame sounds), and (iv) multisensorial auditory experiences (e.g., hearing music while involuntary moving the fingers). Gamers heard auditory cues from the game in their heads, in their ears, but also coming from external sources. Occasionally, the vividness of the sound evoked thoughts and emotions that resulted in behaviours and copying strategies. The psychosocial implications of the gamers’ auditory experiences are discussed. This study contributes to the understanding of the effects of auditory features in videogames, and to the phenomenology of non-volitional experiences (e.g., auditory imagery, auditory hallucinations)

    Multimodality in VR: A survey

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    Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer

    Presence studies as an evaluation method for user experiences in multimodal virtual environments

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    Toward a model of computational attention based on expressive behavior: applications to cultural heritage scenarios

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    Our project goals consisted in the development of attention-based analysis of human expressive behavior and the implementation of real-time algorithm in EyesWeb XMI in order to improve naturalness of human-computer interaction and context-based monitoring of human behavior. To this aim, perceptual-model that mimic human attentional processes was developed for expressivity analysis and modeled by entropy. Museum scenarios were selected as an ecological test-bed to elaborate three experiments that focus on visitor profiling and visitors flow regulation

    The Plausibility of a String Quartet Performance in Virtual Reality

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    We describe an experiment that explores the contribution of auditory and other features to the illusion of plausibility in a virtual environment that depicts the performance of a string quartet. ‘Plausibility’ refers to the component of presence that is the illusion that the perceived events in the virtual environment are really happening. The features studied were: Gaze (the musicians ignored the participant, the musicians sometimes looked towards and followed the participant’s movements), Sound Spatialization (Mono, Stereo, Spatial), Auralization (no sound reflections, reflections corresponding to a room larger than the one perceived, reflections that exactly matched the virtual room), and Environment (no sound from outside of the room, birdsong and wind corresponding to the outside scene). We adopted the methodology based on color matching theory, where 20 participants were first able to assess their feeling of plausibility in the environment with each of the four features at their highest setting. Then five times participants started from a low setting on all features and were able to make transitions from one system configuration to another until they matched their original feeling of plausibility. From these transitions a Markov transition matrix was constructed, and also probabilities of a match conditional on feature configuration. The results show that Environment and Gaze were individually the most important factors influencing the level of plausibility. The highest probability transitions were to improve Environment and Gaze, and then Auralization and Spatialization. We present this work as both a contribution to the methodology of assessing presence without questionnaires, and showing how various aspects of a musical performance can influence plausibility

    Using virtual reality for assessing the role of noise in the audio-visual design of an urban public space

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    Sound planning is not often included in the urban design process despite the well-known audio-visual interactions of human perception. A methodology to compare the overall appreciation of future renovation alternatives of urban public spaces using Virtual Reality Technology is proposed. This method is applied to assess the role of noise in the overall appreciation of a walk on a bridge crossing a highway. The auralization is a dynamic 3D surround based on B-format recordings (ambisonics), filtered by means of full-wave numerical calculations obtaining the sound field behind noise barriers along the bridge's edge. Four different styles of visual street design including different noise barrier heights in combination with the 4 corresponding predicted sound fields were evaluated for their pleasantness by 71 normal-hearing participants on 4 separate days. Each day participants experienced all the visual environments with only one soundscape (to elude direct sound comparison) and anything related to sound was not mentioned in the first part of the experiment. Even in this non-focussed context, a statistically significant effect of the sound environment on the overall appreciation was found. In general, the pleasantness increases with traffic noise level reduction, but the visual design has a stronger impact. By mentioning the soundscape while introducing the evaluation, slightly lower (but statistically significantly different) pleasantness ratings were obtained. Instead of increasing noise barrier height, improving the visual design of a lower barrier seems more effective to increase pleasantness. Visual designs including vegetation strongly outperform others. The virtual experience was rated as immersive and realistic

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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