19 research outputs found

    MediaSync: Handbook on Multimedia Synchronization

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    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

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    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

    Measuring the Effects of Multi-Sensory Stimuli in the Mixed Reality Environment for Tourism Value Creation

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    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

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    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

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    Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    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
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