19 research outputs found
MediaSync: Handbook on Multimedia Synchronization
This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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Opportunities for olfactory interaction in an automotive context
Driving is a highly visual task. Nevertheless, it is a process that involves other senses as well. When we drive, we touch the steering wheel; we listen to what is happening around us, and, even if we are not paying attention to that, we smell what is happening with the car or around it. A scent of gasoline, the burning rubber, the plastic heated up by the sunlight - these are just a few examples. Smell is a very important sense for driving, though it has not been studied much in this context [85], despite being able to provide a much more vivid experience than any other human sense [80]. This thesis aims to fill this gap by investigating opportunities for olfactory interaction in an automotive context. The thesis is mainly focused on designing a scent-delivery device suitable for in-car interaction, on the topic of delivering driving-relevant notifications using scents, and on studying the effects scents have on the driving performance and behaviour, as well as the driver’s mood and well-being. This paper-style PhD thesis consists of two parts. Part II is a collection of seven published papers written in the scope of this thesis, and Part I describes how these papers build a coherent story. Part I starts with an introduction (see Chapter 1) that covers the research questions and contributions of the thesis. It continues with a summary of the background research (see Chapter 2). This overview part then moves on to the description of the approach (see Chapter 3) that covers the process of designing the scent delivery device, the olfactory interaction space, and the studies conducted throughout this PhD. Chapter 4 then summarises the core findings of each study, which are finally discussed in Chapter 5. Part I finishes with a conclusion (see Chapter 6)
Measuring the Effects of Multi-Sensory Stimuli in the Mixed Reality Environment for Tourism Value Creation
This thesis explores the impact of technology-enhanced multisensory stimuli on visitors'
value judgments and behavioural intentions at tourist attractions. The study is based on
the Tourism Value Framework (Smith and Colgate, 2007), which examines the influence
of tourism environment and experience cues on tourist behaviour. To achieve the
objective, four key areas were critically reviewed: 1) value creation in attraction-based
tourism, 2) multisensory experience literature including experiencescape research, 3)
immersion, and 4) mixed-reality technology (Objective 1).
Primary data collection involved two research phases. The first phase included ten semistructured
focus group interviews with visitors at two multisensory mixed-reality tourism
locations in Finland (Objective 2). These interviews provided insights into visitors'
perspectives on value formation, immersive experiences, and mixed-reality technologies.
Thematic analysis of the data revealed five themes and seventeen subthemes, including
context-specific subthemes, which contributed to understanding the multisensory tourism
experience and technology-enhanced experience.
Based on ten hypotheses, a qualitative S-I-V-A value creation framework was developed
for technology-enhanced multisensory mixed reality tourism environments. The second
phase aimed to examine and validate the proposed model by collecting survey responses
from 317 visitors to a multisensory mixed reality tourist environment. Covariance-based
Structural Equation Modelling (CB-SEM) was used for data analysis (Objective 3). The
research's significant achievement is the creation of the S-I-V-A value creation framework
for technology-enhanced multisensory mixed reality tourist environments, derived from
the study's discoveries (Objective 4).
The thesis concludes by summarizing the theoretical contributions of this research and
offering recommendations to developers and designers in the tourism and mixed-reality
sectors. It acknowledges the study's limitations and suggests potential directions for
future research
Actor & Avatar: A Scientific and Artistic Catalog
What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material
KEER2022
Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202
ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.
The domain of materials for design is changing under the influence of an increased technological
advancement, miniaturization and democratization. Materials are becoming connected,
augmented, computational, interactive, active, responsive, and dynamic. These are ICS
Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the
world are experimenting with these new materials, there is the need to reflect on their
potentials and impact on design. This paper is a first step in this direction: to interpret and
describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge