6 research outputs found
Experiential realism and digital place-making
Despite originating as practical aides for the design of real-world architecture, Computer-Aided Design and Draughting (CADD) software tools initially encountered a great deal of resistance, in part because of their initial expense and apparent technical complexity, but also because they were seen as blunt tools, crude instrumentation inadequate for the artistic expression of place. In March 2004, at an informal seminar hosted at the University of Melbourne in Australia, the eminent scholar Professor Marco Frascari argued that computer reconstructions of architecture were far too exact and thus too limited in conveying the mood and atmosphere of architecture. With all due respect to Professor Frascari, this article will argue the converse: that recent developments in interactive technology offer new and exciting ways of conveying âlivedâ and experientially deepened notions of architectural place-making
The art of digital scent - people, space and time
The sense of smell is closely related with people across time and space. The aesthetic, affective and evocative aspects of smell are widely portrayed in art practices. Olfactory art has its unique expression that other modalities hardly have. Yet this aesthetic medium seems to be underestimated when it comes to the digital age. Current digital olfaction researches mainly focus on meeting tasks and solving problems. The aesthetic experience and the meaning behind are seldom discussed. This paper proposes a potential area where the people from digital art and digital olfaction can contribute together. This paper firstly gives an overview about the affective and evocative impacts of scent on people across time and space, reviewing how scent is treated as the aesthetic medium in the art form, then examining current usages of olfactory display, and lastly discussing the opportunities lying ahead. It provides the way to appreciate the world aesthetically through this affective and evocative medium.  
A tutorial for olfaction-based multisensorial media application design and evaluation
© ACM, 2017. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in PUBLICATION, {VOL50, ISS5, September 2017} https://doi.org/10.1145/310824
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Examining the sense of agency in human-computer interaction
Humans are agents, we feel that we control the course of events on our everyday life. This refers to the Sense of Agency (SoA). This experience is not only crucial in our daily life, but also in our interaction with technology. When we manipulate a user interface (e.g., computer, smartphone, etc.), we expect that the system responds to our input commands with feedback, as we desire to feel that we are in charge of the interaction. If this interplay elicits a SoA, then the user will perceive an instinctive feeling of âI am controlling thisâ. Although research in Human-Computer Interaction (HCI) pursuits the design of intuitive and responsive systems, most of the current studies have been focussed mainly on interaction techniques (e.g., software-hardware) and User Experience (UX) (e.g., comfort, usability, etc.), and very little has been investigated in terms of the SoA i.e., the conscious experience of being in control regarding the interaction. In this thesis, we present an experimental exploration of the role of the SoA in interaction paradigms typical of HCI. After two chapters of introduction and related work, we describe a series of studies that explore agency implication in interaction with systems through human senses such as vision, audio, touch and smell. Chapter 3 explores the SoA in mid-air haptic interaction through touchless actions. Then, Chapter 4 examines agency modulation through smell and its application for olfactory interfaces. Chapter 5 describes two novel timing techniques based on auditory and haptic cues that provide alternative timing methods to the traditional Libet clock. Finally, we conclude with a discussion chapter that highlights the importance of our SoA during interactions with technology as well as the implications of the results found, in the design of user interfaces
Olfactory adaptation in virtual environments
Visual perception is becoming increasingly important in computer graphics. Research on human visual perception has led to the development of perception-driven computer graphics techniques, where knowledge of the human visual system (HVS) and, in particular, its weaknesses are exploited when rendering and displaying 3D graphics. Findings on limitations of the HVS have been used to maintain high perceived quality but reduce the computed quality of some of the image without this quality difference being perceived. This article investigates the amount of time for which (if at all) such limitations could be exploited in the presence of smell. The results show that for our experiment, adaptation to smell does indeed affect participantsâ ability to determine quality difference in the animations. Having been exposed to a smell before undertaking the experiment, participants were able to determine the quality in a similar fashion to the âno smellâ condition, whereas without adaptation, participants were not able to distinguish the quality difference