2,755 research outputs found
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Thermal and wind devices for multisensory human-computer interaction: an overview
In order to create immersive experiences in virtual worlds, we need to explore different human senses (sight, hearing, smell, taste, and touch). Many different devices have been developed by both industry and academia towards this aim. In this paper, we focus our attention on the researched area of thermal and wind devices to deliver the sensations of heat and cold against people’s skin and their application to human-computer interaction (HCI). First, we present a review of devices and their features that were identified as relevant. Then, we highlight the users’ experience with thermal and wind devices, highlighting limitations either found or inferred by the authors and studies selected for this survey. Accordingly, from the current literature, we can infer that, in wind and temperature-based haptic systems (i) users experience wind effects produced by fans that move air molecules at room temperature, and (ii) there is no integration of thermal components to devices intended for the production of both cold or hot airflows. Subsequently, an analysis of why thermal wind devices have not been devised yet is undertaken, highlighting the challenges of creating such devices.EspÃrito Santo Research and Innovation Foundation (FAPES, Brazil) - Finance Code 2021-GL60J), the Coordination for the Improvement of Higher Education Personnel (CAPES, Brazil) - Finance Code 88881.187844/2018-01 and 88887.570688/2020-00 and by the National Council for Scientific and Technological (CNPq, Brazil) - Finance Code 307718/2020-4. The work was also funded by the European Union’s Horizon 2020 Research and Innovation programme under Grant Agreement no. 688503. E. B. Saleme additionally acknowledges aid from the Federal Institute of EspÃrito Santo
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Immersive Authoring of 360 Degree Interactive Applications
Although there are proposals in the literature for authoring mulsemedia (mul tiple se nsorial media) applications with 2D content, there are no suitable solutions when it comes to 360° content. Moreover, little consensus on 360° mulsemedia authoring methodology exists. Aiming at filling this gap, we propose the concept of immersive authoring of 360° multisensory applications. Our proposal comprises an immersive 360° authoring environment to bring the author closer to the final user presentation environment. We implemented our proposal in AMUSEVR, a virtual-reality (VR) environment for authoring 360° mulsemedia applications. We see it as an alternative or a possible complement to available 2D mulsemedia authoring tools. AMUSEVR provides creation and editing of interactive multiple sensorial media scenes by directly arranging objects in a 3D space using VR technology. Also, the tool allows users to run their applications through AMUSEVR viewer mode. We used the Goal Question Metric (GQM) approach to plan our tests and a group of users evaluated the tool with the SUS and UEQ questionnaires, obtaining a SUS score of 82.25 and an excellent UEQ benchmark, which are very promising results.10.13039/501100002322-Brazilian National Council for Scientific and Technological Development (CNPq), Carlos Chagas Filho Foundation for Research Support in the State of Rio de Janeiro (FAPERJ), Coordination for the Improvement of Higher Education Personnel (CAPES), and Program for Institutional Internationalization (CAPES PrInt
Earth as Interface: Exploring chemical senses with Multisensory HCI Design for Environmental Health Communication
As environmental problems intensify, the chemical senses -that is smell and taste, are the most relevantsenses to evidence them.As such, environmental exposure vectors that can reach human beings comprise air,food, soil and water[1].Within this context, understanding the link between environmental exposures andhealth[2]is crucial to make informed choices, protect the environment and adapt to new environmentalconditions[3].Smell and taste lead therefore to multi-sensorial experiences which convey multi-layered information aboutlocal and global events[4]. However, these senses are usually absent when those problems are represented indigital systems. The multisensory HCIdesign framework investigateschemical sense inclusion withdigital systems[5]. Ongoing efforts tackledigitalization of smell and taste for digital delivery, transmission or substitution [6]. Despite experimentsproved technological feasibility, its dissemination depends on relevant applicationdevelopment[7].This thesis aims to fillthose gaps by demonstratinghow chemical senses provide the means to link environment and health based on scientific andgeolocation narratives [8], [9],[10]. We present a Multisensory HCI design process which accomplished symbolicdisplaying smell and taste and led us to a new multi-sensorial interaction system presented herein.
We describe the conceptualization, design and evaluation of Earthsensum, an exploratory case study project.Earthsensumoffered to 16 participants in the study, environmental smell and taste experiences about real geolocations to participants of the study. These experiences were represented digitally using mobilevirtual reality (MVR) and mobile augmented reality (MAR). Its technologies bridge the real and digital Worlds through digital representations where we can reproduce the multi-sensorial experiences. Our study findings showed that the purposed interaction system is intuitive and can lead not only to a betterunderstanding of smell and taste perception as also of environmental problems. Participants comprehensionabout the link between environmental exposures and health was successful and they would recommend thissystem as education tools. Our conceptual design approach was validated and further developments wereencouraged.In this thesis,we demonstratehow to applyMultisensory HCI methodology to design with chemical senses. Weconclude that the presented symbolic representation model of smell and taste allows communicatingtheseexperiences on digital platforms. Due to its context-dependency, MVR and MAR platforms are adequatetechnologies to be applied for this purpose.Future developments intend to explore further the conceptual approach. These developments are centredon the use of the system to induce hopefully behaviourchange. Thisthesisopens up new application possibilities of digital chemical sense communication,Multisensory HCI Design and environmental health communication.À medida que os problemas ambientais se intensificam, os sentidos quÃmicos -isto é, o cheiroe sabor, são os sentidos mais relevantes para evidenciá-los. Como tais, os vetores de exposição ambiental que podem atingir os seres humanos compreendem o ar, alimentos, solo e água [1]. Neste contexto, compreender a ligação entre as exposições ambientais e a saúde [2] é crucial para exercerescolhas informadas, proteger o meio ambiente e adaptar a novas condições ambientais [3]. O cheiroe o saborconduzemassima experiências multissensoriais que transmitem informações de múltiplas camadas sobre eventos locais e globais [4]. No entanto, esses sentidos geralmente estão ausentes quando esses problemas são representados em sistemas digitais. A disciplina do design de Interação Humano-Computador(HCI)multissensorial investiga a inclusão dossentidos quÃmicos em sistemas digitais [9]. O seu foco atual residena digitalização de cheirose sabores para o envio, transmissão ou substituiçãode sentidos[10]. Apesar dasexperimentaçõescomprovarem a viabilidade tecnológica, a sua disseminação está dependentedo desenvolvimento de aplicações relevantes [11]. Estatese pretendepreencher estas lacunas ao demonstrar como os sentidos quÃmicos explicitama interconexãoentre o meio ambiente e a saúde, recorrendo a narrativas cientÃficas econtextualizadasgeograficamente[12], [13], [14]. Apresentamos uma metodologiade design HCImultissensorial que concretizouum sistema de representação simbólica de cheiro e sabor e nos conduziu a um novo sistema de interação multissensorial, que aqui apresentamos.
Descrevemos o nosso estudo exploratório Earthsensum, que integra aconceptualização, design e avaliação. Earthsensumofereceu a 16participantes do estudo experiências ambientais de cheiro e sabor relacionadas com localizações geográficasreais. Essas experiências foram representadas digitalmente através derealidade virtual(VR)e realidade aumentada(AR).Estas tecnologias conectamo mundo real e digital através de representações digitais onde podemos reproduzir as experiências multissensoriais. Os resultados do nosso estudo provaramque o sistema interativo proposto é intuitivo e pode levar não apenas a uma melhor compreensão da perceção do cheiroe sabor, como também dos problemas ambientais. O entendimentosobre a interdependência entre exposições ambientais e saúde teve êxitoe os participantes recomendariam este sistema como ferramenta para aeducação. A nossa abordagem conceptual foi positivamentevalidadae novos desenvolvimentos foram incentivados. Nesta tese, demonstramos como aplicar metodologiasde design HCImultissensorialpara projetar com ossentidos quÃmicos. Comprovamosque o modelo apresentado de representação simbólica do cheiroe do saborpermite comunicar essas experiênciasem plataformas digitais. Por serem dependentesdocontexto, as plataformas de aplicações emVR e AR são tecnologias adequadaspara este fim.Desenvolvimentos futuros pretendem aprofundar a nossa abordagemconceptual. Em particular, aspiramos desenvolvera aplicaçãodo sistema para promover mudanças de comportamento. Esta tese propõenovas possibilidades de aplicação da comunicação dos sentidos quÃmicos em plataformas digitais, dedesign multissensorial HCI e de comunicação de saúde ambiental
User quality of experience of mulsemedia applications
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%
Designing a crossover multisensory picturebook with older adults at a care home
Picturebooks have often been studied in the children’s literature field with a focus on child readers, but recent studies have begun to discuss the cross-age aspect that embraces wider audiences. This study explores the design space for a crossover multisensory picturebook that would also engage older adults via positive design approach. In this multidisciplinary study, we aimed to nurture the positive sides of aging by transforming life-long experiences into narratives in the form of a picturebook that embodies memories and transfers heritage in an engaging way during shared reading. Within this scope, we conducted interviews and design evaluations with older adults in a care home, to iterate the design of the picturebook in a collaborative way. In this paper, we share reflections on the book-making process and discuss how picturebooks can support well-being. Additionally, we speculate on positive interactions that may arise from intergenerational shared reading experiences while adapting a media mainly geared towards children for older adults
Mulsemedia Communication Research Challenges for Metaverse in 6G Wireless Systems
Although humans have five basic senses, sight, hearing, touch, smell, and
taste, most multimedia systems in current systems only capture two of them,
namely, sight and hearing. With the development of the metaverse and related
technologies, there is a growing need for a more immersive media format that
leverages all human senses. Multisensory media(Mulsemedia) that can stimulate
multiple senses will play a critical role in the near future. This paper
provides an overview of the history, background, use cases, existing research,
devices, and standards of mulsemedia. Emerging mulsemedia technologies such as
Extended Reality (XR) and Holographic-Type Communication (HTC) are introduced.
Additionally, the challenges in mulsemedia research from the perspective of
wireless communication and networking are discussed. The potential of 6G
wireless systems to address these challenges is highlighted, and several
research directions that can advance mulsemedia communications are identified
Multisensory Perception and Learning: Linking Pedagogy, Psychophysics, and Human–Computer Interaction
In this review, we discuss how specific sensory channels can mediate the learning of properties of the environment. In recent years, schools have increasingly been using multisensory technology for teaching. However, it still needs to be sufficiently grounded in neuroscientific and pedagogical evidence. Researchers have recently renewed understanding around the role of communication between sensory modalities during development. In the current review, we outline four principles that will aid technological development based on theoretical models of multisensory development and embodiment to foster in-depth, perceptual, and conceptual learning of mathematics. We also discuss how a multidisciplinary approach offers a unique contribution to development of new practical solutions for learning in school. Scientists, engineers, and pedagogical experts offer their interdisciplinary points of view on this topic. At the end of the review, we present our results, showing that one can use multiple sensory inputs and sensorimotor associations in multisensory technology to improve the discrimination of angles, but also possibly for educational purposes. Finally, we present an application, the ‘RobotAngle’ developed for primary (i.e., elementary) school children, which uses sounds and body movements to learn about angles
In search for a viable pedagogical agent in assistive applications for dyslexic children
TO attend to dyslexia, many studies have been conducted, and in the frontline is the design of assistive applications for dyslexic children. However, studies have not been focused on the nature and appearance of these pedagogical agents used in assistive applications, especially considering children’s preferences and their users’ experiences.Hence, this study employs Systematic Literature Review (SLR) methodology to collate and analyse the research-based and publicly-available assistive applications designed for dyslexic children.The findings present two categories of virtual assistants used in the analysed assistive applications, which are girl-like and animal-like objects.This girl-like object is used by 83.3% of the analysed works. We then proceed with and on-site experiment to collect the dyslexic children’s preferences.The result showed that boy-like objects are much more preferable, depending on their gender, which contradicts with previous works that present girl-like objects as avatar most of the time
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