11,020 research outputs found
LeviSense: a platform for the multisensory integration in levitating food and insights into its effect on flavour perception
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
The how and why behind a multisensory art display
Designing multisensory experiences has always fascinated artists and scientists alike. In recent years, there has been a growing interest in multisensory experience design within the HCI community [1]. Next to advances in haptic technologies, we see novel work on olfactory and gustatory systems [2,3] and efforts in determining multisensory design spaces [4]. Moreover, artists, museum curators, and creative industries are interested in those emerging technologies for their own work. Here we present Tate Sensorium, a multisensory art display, as an example case for multisensory design
The city as a construction site â a visual record of a multisensory experience
In this article, I consider the reception of images that are present in a city space. I focus on the juxtaposition of computerâgenerated images covering fences surrounding construction sites and the real spaces which they screen from view. I postulate that a visual experience is dependent on input from the other human senses. While looking at objects, we are not only standing in front of them but are being influenced by them. Seeing does not leave a physical trace on the object; instead the interference is more subtle â it influences the way in which we perceive space. Following in the footsteps of Sarah Pink, Michael Taussig and William J. T. Mitchell, I show that seeing (to paraphrase the title of an article by the last of the above mentioned scholars) is a cultural practice. The last part of the article presents a visual essay as a method that can contribute to cultural urban studies. I give as an example of such a method a photoâessay about chosen construction sites in PoznaĹ, which I photographed between December 2014 and June 2015
Transitioning Between Audience and Performer: Co-Designing Interactive Music Performances with Children
Live interactions have the potential to meaningfully engage audiences during
musical performances, and modern technologies promise unique ways to facilitate
these interactions. This work presents findings from three co-design sessions
with children that investigated how audiences might want to interact with live
music performances, including design considerations and opportunities. Findings
from these sessions also formed a Spectrum of Audience Interactivity in live
musical performances, outlining ways to encourage interactivity in music
performances from the child perspective
LeviSense: A platform for the multisensory integration in levitating food and insights into its effect on flavour perception
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
Making sense of the city : representing the multi-modality of urban space
This project emerged from a previous multidisciplinary Designing for the 21st Century project - Design Imaging. The original project explored ways in which the full range of our senses would be exploited to assist with the design process. Discussions on multisensory and multimodal design led to a number of avenues being identified for further research. One in particular, that of representing urban space in multisensory manner was the subject of a successful second-round grant application from the Departments of Architecture and Design, Manufacture, and Engineering Management at the University of Strathclyde. The urban environment is experienced through each of our senses. Despite this, urban design practices and urban representation have focused their attention on the visual. This project posits the thesis that a fuller urban environment can be designed by attending multiple sensory modalities, by giving equal weight to the aural, the tactile, the olfactory, the gustatory, the haptic, the kinetic and the thermal
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Evaluation Report of Prosperoâs Island: an Immersive Approach to Literacy at Key Stage 3.
Prospero's Island is an immersive theatre project created by Punchdrunk Enrichment and sponsored by Learning Partner, London Borough of Hackney (Hackney Learning Trust). The project sought to inspire and motivate studentsâ engagement with the English curriculum, and to develop an immersive approach to teaching literacy that would improve studentsâ learning.
Prosperoâs Island took place in a secondary academy in Hackney, London over two school terms (autumn 2014-spring 2015). The project was embedded in existing schemes of work, and included the following elements:
⢠An immersive theatre installation for Year 7-8 students (aged 11-13 years); this took the form of an interactive game based on The Tempest; over a two-week period groups of students participated in this experience for a morning or afternoon (autumn term);
⢠A Teaching and Learning Day (TALD) and eight twilight CPD sessions on immersive learning techniques for school staff and teachers across London (autumn term);
⢠A return to the installation for one lesson, led by English teachers (autumn term);
⢠Follow-on work by teachers to develop immersive learning in English lessons (spring term);
⢠An independent evaluation of the project (autumn and spring terms)
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