151 research outputs found

    LeviSense: a platform for the multisensory integration in levitating food and insights into its effect on flavour perception

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    Eating is one of the most multisensory experiences in everyday life. All of our five senses (i.e. taste, smell, vision, hearing and touch) are involved, even if we are not aware of it. However, while multisensory integration has been well studied in psychology, there is not a single platform for testing systematically the effects of different stimuli. This lack of platform results in unresolved design challenges for the design of taste-based immersive experiences. Here, we present LeviSense: the first system designed for multisensory integration in gustatory experiences based on levitated food. Our system enables the systematic exploration of different sensory effects on eating experiences. It also opens up new opportunities for other professionals (e.g., molecular gastronomy chefs) looking for innovative taste-delivery platforms. We describe the design process behind LeviSense and conduct two experiments to test a subset of the crossmodal combinations (i.e., taste and vision, taste and smell). Our results show how different lighting and smell conditions affect the perceived taste intensity, pleasantness, and satisfaction. We discuss how LeviSense creates a new technical, creative, and expressive possibilities in a series of emerging design spaces within Human-Food Interaction

    Architecture of Video Games: Potential Reference

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    The Architecture perspective / scale in video games has evolved throughout time to an extent that it is no longer a mere spatial visualization to host the game, but it has become an interaction medium between the player and the game. Architecture in recent video games played a fundamental role in bridging the gap between the real and the digital world. The analogy between these two is increasingly established through the representational immersion and the participation of the player in a highly realistic environment transforming the gaming experience into an entertaining and educational journey. The aim of this thesis is not only to explore insights on the depth of video games referencing through an urban and a sustainable way but also to investigate the potential application of video games architectural environment into real-life settings as guidelines to promote sustainability in both Architecture and Urbanism

    Identification of MIMO Magnetic Bearing System Using Continuous Subspace Method with Frequency Sampling Filters Approach

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    As mentioned in NASA spinoff, “magnetic bearings support moving machinery without physical contact. They can levitate a rotating shaft and permit relative motion without friction or wear. Long considered a promising advancement, they are now moving beyond promise into actual service in such industrial applications as electric power generation, petroleum refining, machine tool operation and natural gas pipelines

    Human levitation

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    Human levitation occurs when the physical body rises into the air and then hovers or moves around, seemingly in defiance of the force of gravity. Traditionally most levitation reports have originated from seven groups: shamanism, people supposedly possessed by demonic spiritual entities, those subjected to poltergeist activity, Spiritualism, people who believe they have been abducted by aliens, martial arts such as qigong and mysticism. These anecdotal reports generally describe levitation as rare, spontaneous and involuntary, although some people seem able to levitate at will. So far almost no scientific research appears to have been conducted into this phenomenon. In order to persuade empirical sciences such as parapsychology that human levitation warrants further investigation, this qualitative study contains two components. Firstly, there is a thematic comparison of historical and modern levitation reports from the seven groups to see what physical, cultural and phenomenological circumstances they may have in common. Three kinds of evidence have been examined in this comparison: general features of the groups that produce levitation reports; interviews about paranormal phenomena such as levitation with a sample of Christian priests and pastors, Spiritualists and qigong instructors; and six people who claim to have levitated have also been interviewed. Secondly, to assist future researchers in their investigations, the thesis includes a hypothesis generating exercise which seeks clues from the thematic comparison and interviews as to how human levitation might work. The conclusions reached in the thematic comparison are that most members of the seven groups believe in one or more spiritual realms that contain entities and/or energies that can facilitate paranormal phenomena such as human levitation. Members of some groups (eg: shamans, Spiritualists, qigong practitioners and mystics) may deliberately seek to interact with or access these entities or powers, while others (eg: poltergeist activity and spirit possession) may encounter them involuntarily. It also appears that, regardless of which group they belong to, all those who levitate, whether deliberately or involuntarily, do so while in an altered state of consciousness (ASC). The hypothesis-generating exercise, therefore, postulates that certain ASCs facilitate human levitation, and that further research into the capacity of consciousness to access what appears to be transcendent or transpersonal powers is recommended

    Transport hub 2030

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    Virtual laboratories for education in science, technology, and engineering: A review

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    Within education, concepts such as distance learning, and open universities, are now becoming more widely used for teaching and learning. However, due to the nature of the subject domain, the teaching of Science, Technology, and Engineering are still relatively behind when using new technological approaches (particularly for online distance learning). The reason for this discrepancy lies in the fact that these fields often require laboratory exercises to provide effective skill acquisition and hands-on experience. Often it is difficult to make these laboratories accessible for online access. Either the real lab needs to be enabled for remote access or it needs to be replicated as a fully software-based virtual lab. We argue for the latter concept since it offers some advantages over remotely controlled real labs, which will be elaborated further in this paper. We are now seeing new emerging technologies that can overcome some of the potential difficulties in this area. These include: computer graphics, augmented reality, computational dynamics, and virtual worlds. This paper summarizes the state of the art in virtual laboratories and virtual worlds in the fields of science, technology, and engineering. The main research activity in these fields is discussed but special emphasis is put on the field of robotics due to the maturity of this area within the virtual-education community. This is not a coincidence; starting from its widely multidisciplinary character, robotics is a perfect example where all the other fields of engineering and physics can contribute. Thus, the use of virtual labs for other scientific and non-robotic engineering uses can be seen to share many of the same learning processes. This can include supporting the introduction of new concepts as part of learning about science and technology, and introducing more general engineering knowledge, through to supporting more constructive (and collaborative) education and training activities in a more complex engineering topic such as robotics. The objective of this paper is to outline this problem space in more detail and to create a valuable source of information that can help to define the starting position for future research
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