49 research outputs found

    Measuring the added value of haptic feedback

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    While there is an increased appreciation for integrating haptic feedback with audio-visual content, there is still a lack of understanding of how to quantify the added value of touch for a user’s experience (UX) of multimedia content. Here we focus on three main concepts to measure this added value: UX, emotions, and expectations. We present a case study measuring the added value of haptic feedback for a standardized set of audio-visual content (i.e., short video clips), comparing two haptic stimulation modalities (i.e., mid-air vs. vibro-tactile stimuli). Our findings demonstrate that UX of haptically-enhanced audio-visual content is perceived as a more pleasant, unpredictable, and creative experience. The users’ overall liking increases together with a positive change of the users’ expectations, independently from the haptic stimulation modality. We discuss how our approach provides the foundation for future work on developing a measurement model to predict the added value of haptic feedback for users’ experiences within and beyond the multimedia context

    Scent-delivery devices as a digital healthcare tool for olfactory training: A pilot focus group study in Parkinson's disease patients

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    Parkinson's disease (PD) patients display a combination of motor and non-motor symptoms. The most common non-motor symptom is scent (olfactory) impairment, occurring at least four years prior to motor symptom onset. Recent and growing interest in digital healthcare technology used in PD has resulted in more technologies developed for motor rather than non-motor symptoms. Human-computer interaction (HCI), which uses computer technology to explore human activity and work, could be combined with digital healthcare technologies to better understand and support olfaction via scent training - leading to the development of a scent-delivery device (SDD). In this pilot study, three PD patients were invited to an online focus group to explore the association between PD and olfaction, understand HCI and sensory technologies and were demonstrated a new multichannel SDD with an associated mobile app. Participants had a preconceived link, a result of personal experience, between olfactory impairment and PD. Participants felt that healthcare professionals did not take olfactory dysfunction concerns seriously prior to PD diagnosis. Two were not comfortable with sharing scent loss experiences with others. Participants expected the multichannel SDD to be small, portable and easy-to-use, with customisable cartridges to deliver chosen scents and the mobile app to create a sense of community. None of the participants regularly performed scent training but would consider doing so if some scent function could be regained. Standardised digital SDDs for regular healthcare check-ups may facilitate improvement in olfactory senses in PD patients and potential earlier PD diagnosis, allowing earlier therapeutic and symptomatic PD management

    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

    The role of localised, recombinant and exogenous technological change in European regions

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    How do regions develop and evolve along their productive and technological path is a central question. Within an evolutionary perspective, a given region is likely to develop new technologies closer to its pre-existing specialization. We adopt the approach of Hidalgo et al. (2007) to map the regional European technology/knowledge space to investigate the pattern and the evolution of regional specialisation in the most innovative EU countries. These dynamics depend on the interaction of three factors: (i) localised technological change, (ii) endogenous processes of knowledge recombination, and (iii) exogenous technological paradigm shifts while accounting for spatial and technological spillovers. Our paper maps the technological trajectories of 198 EU regions over the period 1986-2010 by using data on 121 patent sectors at the NUTS2 level for the 11 most innovative European countries, plus Switzerland and Norway. The results show that regional technological specialization is mainly shaped by localised technological change and exogenous technological paradigm shifts, whereas recombinant innovation contributes to a lower extent and that these effects largely depends on the increasing, decreasing or stable regional dynamics

    Multisensory experiences in HCI

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    The use of vision and audition for interaction dominated the field of human-computer interaction (HCI) for decades, despite the fact that nature has provided us with many more senses for perceiving and interacting with the world around us. Recently, HCI researchers have started trying to capitalize on touch, taste, and smell when designing interactive tasks, especially in gaming, multimedia, and art environments. Here we provide a snapshot of our research into touch, taste, and smell, which we’re carrying out at the Sussex Computer Human Interaction (SCHI—pronounced “sky”) Lab at the University of Sussex in Brighton, UK

    QuintEssence: A Probe Study to Explore the Power of Smell on Emotions, Memories, and Body Image in Daily Life

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    Previous research has shown the influence of smell on emotions, memories, and body image. However, most of this work has taken place in laboratory settings and little is known about the influence of smell in real-world environments. In this paper, we present novel insights gained from a field study investigating the emotional effect of smell on memories and body image. Taking inspiration from the cultural design probes approach, we designed QuintEssence, a probe package that includes three scents and materials to complete three tasks over a period of four weeks. Here, we describe the design of QuintEssence and the main findings based on the outcomes of the three tasks and a final individual interview. The findings show similar results between participants based on the scent. For example, with cinnamon, participants experienced feelings of warmth, coziness, happiness, and relaxation; they recalled blurred memories of past moments about themselves and reported a general feeling of being calm and peaceful towards their bodies. Our findings open up new design spaces for multisensory experiences and inspire future qualitative explorations beyond laboratory boundaries

    CARoma therapy: pleasant scents promote safer driving, better mood, and improved well-being in angry drivers

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    Driving is a task that is often affected by emotions. The effect of emotions on driving has been extensively studied. Anger is an emotion that dominates in such investigations. Despite the knowledge on strong links between scents and emotions, few studies have explored the effect of olfactory stimulation in a context of driving. Such an outcome provides HCI practitioners very little knowledge on how to design for emotions using olfactory stimulation in the car. We carried out three studies to select scents of different valence and arousal levels (i.e. rose, peppermint, and civet) and anger eliciting stimuli (i.e. affective pictures and on-road events). We used this knowledge to conduct the fourth user study investigating how the selected scents change the emotional state, well-being, and driving behaviour of drivers in an induced angry state. Our findings enable better decisions on what scents to choose when designing interactions for angry drivers
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