12,361 research outputs found

    Increasing the User Experience of Multimedia Presentations with Sensory Effects",

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    ABSTRACT The term Universal Multimedia Experience (UME) has gained momentum and is well recognized within the research community. As this approach puts the user into the center stage, additional complexity is added to the overall quality assessment problem which calls for a scientific framework to capture, measure, quantify, judge, and INTRODUCTION The Universal Multimedia Experience (UME) is nowadays well known within the research community and has been derived from Universal Multimedia Access (UMA) The remainder of this paper is organized as follows. Section 2 describes the Sensory Effect Media Player (SEMP) which has been developed in order to conduct the subjective tests. Section 3 provides the actual test environment including the extended test procedure and the evaluation results. Conclusions and future work items are presented in Section 4. SENSORY EFFECT MEDIA PLAYER The Sensory Effect Media Player (SEMP) is a DirectShowbased media player with support for the Sensory Effect Description Language (SEDL) as defined i

    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%

    Advances in Teaching & Learning Day Abstracts 2004

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    Proceedings of the Advances in Teaching & Learning Day Regional Conference held at The University of Texas Health Science Center at Houston in 2004

    Getting the message across : ten principles for web animation

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    The growing use of animation in Web pages testifies to the increasing ease with which such multimedia components can be created. This trend indicates a commitment to animation that is often unmatched by the skill of the implementers. The present paper details a set of ten commandments for web animation, intending to sensitise budding animators to key aspects that may impair the communicational effectiveness of their animation. These guidelines are drawn from an extensive literature survey coloured by personal experience of using Web animation packages. Our ten principles are further elucidated by a Web-based on-line tutorial

    A QoE Model for Mulsemedia TV in a Smart Home Environment

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    The provision to the users of realistic media contents is one of the main goals of future media services. The sense of reality perceived by the user can be enhanced by adding various sensorial effects to the conventional audio-visual content, through the stimulation of the five senses stimulation (sight, hearing, touch, smell and taste), the so-called multi-sensorial media (mulsemedia). To deliver the additional effects within a smart home (SH) environment, custom devices (e.g., air conditioning, lights) providing opportune smart features, are preferred to ad-hoc devices, often deployed in a specific context such as for example in gaming consoles. In the present study, a prototype for a mulsemedia TV application, implemented in a real smart home scenario, allowed the authors to assess the user's Quality of Experience (QoE) through test measurement campaign. The impact of specific sensory effects (i.e., light, airflow, vibration) on the user experience regarding the enhancement of sense of reality, annoyance, and intensity of the effects was investigated through subjective assessment. The need for multi sensorial QoE models is an important challenge for future research in this field, considering the time and cost of subjective quality assessments. Therefore, based on the subjective assessment results, this paper instantiates and validates a parametric QoE model for multi-sensorial TV in a SH scenario which indicates the relationship between the quality of audiovisual contents and user-perceived QoE for sensory effects applications

    Using multimedia to enhance the accessibility of the learning environment for disabled students: reflections from the Skills for Access project

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    As educators' awareness of their responsibilities towards ensuring the accessibility of the learning environment to disabled students increases, significant debate surrounds the implications of accessibility requirements on educational multimedia. There would appear to be widespread concern that the fundamental principles of creating accessible web‐based materials seem at odds with the creative and innovative use of multimedia to support learning and teaching, as well as concerns over the time and cost of providing accessibility features that can hold back resource development and application. Yet, effective use of multimedia offers a way of enhancing the accessibility of the learning environment for many groups of disabled students. Using the development of ‘Skills for Access’, a web resource supporting the dual aims of creating optimally accessible multimedia for learning, as an example, the attitudinal, practical and technical challenges facing the effective use of multimedia as an accessibility aid in a learning environment will be explored. Reasons why a holistic approach to accessibility may be the most effective in ensuring that multimedia reaches its full potential in enabling and supporting students in learning, regardless of any disability they may have, will be outlined and discussed

    Mulsemedia: State of the art, perspectives, and challenges

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    Mulsemedia-multiple sensorial media-captures a wide variety of research efforts and applications. This article presents a historic perspective on mulsemedia work and reviews current developments in the area. These take place across the traditional multimedia spectrum-from virtual reality applications to computer games-as well as efforts in the arts, gastronomy, and therapy, to mention a few. We also describe standardization efforts, via the MPEG-V standard, and identify future developments and exciting challenges the community needs to overcome

    Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies

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    Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion \ud of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there \ud is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. \ud Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement

    Integration of Multisensorial Stimuli and Multimodal Interaction in a Hybrid 3DTV System

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    This article proposes the integration of multisensorial stimuli and multimodal interaction components into a sports multimedia asset under two dimensions: immersion and interaction. The first dimension comprises a binaural audio system and a set of sensory effects synchronized with the audiovisual content, whereas the second explores interaction through the insertion of interactive 3D objects into the main screen and on-demand presentation of additional information in a second touchscreen. We present an end-to-end solution integrating these components into a hybrid (internet-broadcast) television system using current 3DTV standards. Results from an experimental study analyzing the perceived quality of these stimuli and their influence on the Quality of Experience are presented
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