Academic literature on the topic 'Interactive multisensory experience'

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Journal articles on the topic "Interactive multisensory experience"

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Yamauchi, Takashi, Jinsil Seo, and Annie Sungkajun. "Interactive Plants: Multisensory Visual-Tactile Interaction Enhances Emotional Experience." Mathematics 6, no. 11 (2018): 225. http://dx.doi.org/10.3390/math6110225.

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Using a multisensory interface system, we examined how people’s emotional experiences change as their tactile sense (touching a plant) was augmented with visual sense (“seeing” their touch). Our system (the Interactive Plant system) senses the electrical capacitance of the human body and visualizes users’ tactile information on a flat screen (when the touch is gentle, the program draws small and thin roots around the pot; when the touch is more harsh or abrupt, big and thick roots are displayed). We contrasted this multimodal combination (touch + vision) with a unimodal interface (touch only o
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Ferrando, Serena, and Mark Wardecker. "Noisemakers! Putting the Analog in Digital Humanities." Semantic Metadata, Humanist Computing, and Digital Humanities 6, no. 1 (2019): 59–68. http://dx.doi.org/10.5399/uo/hsda.6.1.4.

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Noisefest! is an interactive, multisensory experience centered around a small Maine town and rooted in the sounds and noise of its streets. Comprising a Virtual Reality tour, soundwalks and remixes, a 2D laser cut geographical map with Arduino controllers, and a Futuristic noise intoner, one of the objectives of this collaborative, transdisciplinary, and theory-based project is to create concrete opportunities for students to participate in the “real” world and engage with the materiality of noise and its manifestations by interacting with the soundscape through novel, interactive, and multise
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Huang, Tseng-Lung, and Shu-Ling Liao. "Creating e-shopping multisensory flow experience through augmented-reality interactive technology." Internet Research 27, no. 2 (2017): 449–75. http://dx.doi.org/10.1108/intr-11-2015-0321.

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Jacobson, Susanne, and Jaakko Ranne. "ENHANCED ACCESSIBILITY: AN ELEVATOR WITH AN INTERACTIVE MEDIA SURFACE." Proceedings of the Design Society 1 (July 27, 2021): 1383–90. http://dx.doi.org/10.1017/pds.2021.138.

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AbstractThis exploratory research paper discusses the importance of experiential qualities in products that have accessible and assistive uses. The focus is on products that may have an ambiguous user experience. Concepts of multisensory user experience and accessibility are presented as an introduction to the topic.The paper builds on the findings of a preliminary user study that was conducted in a joint multi-national and cross-industrial project that was externally funded. In the study, users’ experiences of an accessible means of transport, an elevator prototype with an interactive media s
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Janney, Eathan, and Guillermo Muñoz-Matutano. "Interactive Musical Display of Quantum Dot Emission Spectra." Leonardo 49, no. 5 (2016): 440–41. http://dx.doi.org/10.1162/leon_a_01293.

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Quantum dots (QDs) are zero-dimensional semiconductor nanostructures composed of thousands of atoms. QDs are often referred to as artificial atoms because their small structure results in unique, atom-like behavior; like atoms, QDs have optical emission at discrete wavelengths. Here the authors describe a novel method to interactively learn about the spectral properties of QDs using musical intuitions. They transform spectral information from selected Indum Arsenide (InAs) QDs into musical information, including both pitch and rhythm. Thus, they generate a multisensory experience of spectral i
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Artacho, Miguel Ángel, Enrique Alcántara, and Natividad Martínez. "Multisensory Analysis of Consumer–Product Interaction During Ceramic Tile Shopping Experiences." Multisensory Research 33, no. 2 (2020): 213–49. http://dx.doi.org/10.1163/22134808-20191391.

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Abstract The need to design products that engage several senses has being increasingly recognised by design and marketing professionals. Many works analyse the impact of sensory stimuli on the hedonic, cognitive, and emotional responses of consumers, as well as on their satisfaction and intention to purchase. However, there is much less information about the utilitarian dimension related to a sensory non-reflective analysis of the tangible elements of the experience, the sequential role played by different senses, and their relative importance. This work analyses the sensorial dimension of con
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Ármeán, Otília. "Trust and Technologies of Sense. VR and Proprioception in Hamlet Encounters." Acta Universitatis Sapientiae, Communicatio 7, no. 1 (2020): 1–12. http://dx.doi.org/10.2478/auscom-2020-0001.

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Abstract This paper investigates the changing role of media devices in constructing fictive worlds through senses, and the changing relation we have to our senses. The demand for immersion in a virtual visual reality has its precedents, shown for example by the popularity of the kaleidoscope, the peeping box, the Guckkasten, or the panoramas. But while the immersive effect of these illusion spaces was based on visual perception, now we have multisensory interactive spaces that trigger our proprioception (body awareness and feeling of presence). The VR experience Hamlet Encounters offers a uniq
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Lehman, Mike. "Kinotextuality in Matt Huynh’s The Boat." Crossings: Journal of Migration & Culture 11, no. 2 (2020): 169–85. http://dx.doi.org/10.1386/cjmc_00023_1.

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Matt Huynh’s The Boat (2015), an interactive digital adaptation of Nam Le’s short story of the same name (2008), follows the story of a young Vietnamese boat migrant to explore the dilemma of belonging in migrant and refugee flight. While Le’s text details narratives of refugee flight, Huynh’s multimodal rendition translates the narrative of boat migration into an interactive, multisensory aesthetic mode that simulates the experience of boat passage on the ocean as well as the online viewer’s sense of a boat approaching national shores. In this article, I develop the concept of kinotextuality,
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Osler, Patricia. "Walking with and in-between: Interrogating tensions in a public garden space." International Journal of Education Through Art 17, no. 1 (2021): 153–62. http://dx.doi.org/10.1386/eta_00055_1.

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An embodied becoming-with of artist, visitor and curator forms intriguing tensions at the Jardins de Métis (Reford Gardens) in Quebec, Canada. Collecting the resonant material, human, non-human and more-than-human frequencies in both a heritage setting and an international festival of landscape design, my research emerged intuitively. Frequent event-encounters coalesced into two audiowalks, amplifying psychogeographic tensions within the multiple narratives of the environment. A new project is unfolding in these gardens in collaboration with the Montreal Museum of Fine Art’s Innovation Lab, in
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Sakamat, Norzehan, Siti Nabilah Sabri, and Norizan Mat Diah. "Multimedia Elements of Digital Storytelling for Dyslexic Children." Scientific Research Journal 14, no. 2 (2017): 35. http://dx.doi.org/10.24191/srj.v14i2.4904.

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Storytelling is considered as an interactive social arts that uses word and gestures to reveal the elements and images of a story while engaging the listener's imagination. Multimedia based digital storytelling learning approach provides interesting, interactive, engaging and multisensory learning experience to children. Children explore new experience and scenarios as new stories are being told. This study concentrates on determining the best combination of elements for designing effective digital storytelling applications specifically for the usage of dyslexic children. Dyslexic children are
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Dissertations / Theses on the topic "Interactive multisensory experience"

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Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can
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Eriksson, Anna, and Caroline Nilsson. "Att skapa en multisensorisk sinnesupplevelse : En marknadsföringsstrategi för detaljhandelsföretag." Thesis, University of Kalmar, Baltic Business School, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2462.

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<p>Uppsatsens syfte är att analysera och diskutera varför och på vilka sätt ett detaljhandelsföretag bör erbjuda kunden en multisensorisk varumärkesupplevelse. Uppsatsen kommer att ge företag ökad förståelse för Sinnesmarknadsföring och vad det får för konsekvenser vid utformandet av servicelandskapet.</p><p>Vi har använt oss av både en kvantitativ och en kvalitativ metod. Den kvantitativa metoden innebar ett experiment där vi undersökte doft- och ljudets påverkan på kundbeteendet. Experimentet utfördes på en utvald yta på EM Kalmar Severins i samband med den specifika produktgruppen soffa. De
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Book chapters on the topic "Interactive multisensory experience"

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Search, Patricia. "Interactive Multisensory Data Representation." In Design, User Experience, and Usability: Users and Interactions. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_35.

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Arora, Sakshi. "Multisensory Experiences for Art Appreciation." In Human-Computer Interaction – INTERACT 2021. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85613-7_42.

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Obrist, Marianna. "Multisensory Experiences: Where the Senses Meet Technology." In Human-Computer Interaction – INTERACT 2021. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85623-6_2.

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Garzotto, Franca, Mirko Gelsomini, Mattia Gianotti, and Fabiano Riccardi. "Engaging Children with Neurodevelopmental Disorder Through Multisensory Interactive Experiences in a Smart Space." In Internet of Things. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-94659-7_9.

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Dawkins, Oliver, and Gareth W. Young. "Engaging Place with Mixed Realities: Sharing Multisensory Experiences of Place Through Community-Generated Digital Content and Multimodal Interaction." In Lecture Notes in Computer Science. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49698-2_14.

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"CHAPTER THREE. The News User Experience: Immersive, Interactive, and Multisensory." In Journalism in the Age of Virtual Reality. Columbia University Press, 2019. http://dx.doi.org/10.7312/pavl18448-005.

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Velasco, Carlos, and Marianna Obrist. "The Human Senses Meet Technology." In Multisensory Experiences. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198849629.003.0003.

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Do you remember the one time you forgot your smartphone at home, the Internet connection did not work, or your computer just did not turn on? Many of us have experienced those frustrating, almost desperate moments. And yet, we crave for new ways of interacting with and through technology. This chapter illustrates how the senses are increasingly meeting technology and how our experiences are moving from reality, to mixed reality (involving both physical and digital worlds), to full virtuality (digital only). It presents a selection of eight representative examples where technology enables the design of multisensory experiences along the reality–virtuality continuum.
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Hussain, Sharafat. "Multisensory Digital Experiences." In Handbook of Research on Future Opportunities for Technology Management Education. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-8327-2.ch022.

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Whether we go to a restaurant or jogging, almost all the experiences in our daily lives consist of what we see, hear, smell, taste, and feel. Lately, especially in the COVID-19-affected world, many of these multisensory experiences have been transformed and capitalized through invents in technology. This chapter looks at the technological advancements in the area of new interactive technologies and multisensory experiences. This chapter describes the basics of multisensory experiences, the relationship between the human senses and technologies. It discusses the concepts that help analyze and explain how the senses interact with each other. Further, this chapter highlights the difference between virtual reality, augmented reality, and mixed reality using the reality-virtuality continuum. In the end, this chapter underscores some ethical concerns, our responsibility towards it, and what the future of those multisensory experiences may hold for us.
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García-Pereira, Inma, Lucía Vera, Manuel Pérez Aixendri, Cristina Portalés, and Sergio Casas. "Multisensory Experiences in Virtual Reality and Augmented Reality Interaction Paradigms." In Smart Systems Design, Applications, and Challenges. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2112-0.ch014.

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Multisensory stimuli can be integrated in systems that make use of different paradigms, such as Virtual Reality (VR), Augmented Reality (AR) or, in a wider sense, Mixed Reality (MR), enhancing user experiences within the virtual content. However, despite the many technological solutions that exist (both hardware and software), only visual and sonic stimuli can be considered as highly integrated in consumer-grade applications. This chapter addresses the current state of the art in multisensory experiences, taking also in consideration the aforementioned interaction paradigms, and brings the benefits and challenges. As an example, authors introduce ROMOT, a RObotic 3D-MOvie Theatre, that supports and integrates various types of displays and interactive applications, providing users with multisensory experiences.
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Hari, Riitta, and Aina Puce. "Other Sensory Responses and Multisensory Interactions." In MEG-EEG Primer, edited by Riitta Hari and Aina Puce. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780190497774.003.0015.

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This chapter discusses olfactory and visceral responses as well as the MEG/EEG signature of multisensory interaction. Olfactory stimuli can be embedded in a continuous humified airflow where the stimuli are presented at intervals of tens of seconds to avoid short-term habituation. Visceral stimulation typically requires purpose-built stimulating electrodes for direct access to the viscera. Studies of multisensory interaction are necessary because our everyday experiences involve inputs from multiple senses, the temporal coincidence of which allows the brain to construct representations of unique objects or events. Detection and correct interpretation of the nonlinear multisensory interactions call for careful considerations of both the sites of interaction and the changes in the amplitudes of evoked responses and spontaneous activity.
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Conference papers on the topic "Interactive multisensory experience"

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Jia, Dawei, Asim Bhatti, and Saeid Nahavandi. "User-Centered Design and Evaluation of an Interactive Visual-Haptic-Auditory Interface: A User Study on Assembly." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5562.

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Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users’ perspective. In this pap
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Bryceson, Kim. "Disruptive Technologies supporting Agricultural Education." In Fifth International Conference on Higher Education Advances. Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.8957.

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This paper looks at a number of different technologies that are being used currently in agricultural education at the University of Queensland (UQ), Australia through the lens of ‘disruption’ as a positive force. The paper will describe a number of tools and systems that have been developed, tested and implemented to engage students and provide an interesting, educative interactive experience at UQ. These tools include Internet of Things multisensory mesh networks and associated Data Dashboard developments for biophysical monitoring, Drone technology design and build for agricultural managemen
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Obrist, Marianna, Grace Boyle, Marcel van Brakel, and Frederik Duerinck. "Multisensory Experiences & Spaces." In ISS '17: Interactive Surfaces and Spaces. ACM, 2017. http://dx.doi.org/10.1145/3132272.3135086.

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Jost, Céline, Brigitte Le Pévédic, and Gérard Uzan. "Using Multisensory Technologies to Stimulate People: a Reflexive Paper on Scenagrams." In Proceedings of the Workshop on Multisensory Experiences. Brazilian Computing Society, 2021. http://dx.doi.org/10.5753/sensoryx.2021.15686.

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This paper aims at discussing the interest to use multisensory technologies for humans cognition training. First it introduces multisensory interactions making a focus on advancement in two fields: Human-Computer Interaction and mulsemedia. Second, it presents two different multisensory systems resulting from Robadom and StimSense projects that could be adapted for the community. Then, this paper defines the concept of scenagram and gives its application scopes, boundaries and use cases, offering a first classification of this new concept.
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Matassa, Assunta, Leonardo Angelini, Maurizio Caon, Marianna Obrist, and Elena Mugellini. "Second Workshop on Full-Body and Multisensory Experience." In TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 2016. http://dx.doi.org/10.1145/2839462.2854116.

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Marto, Anabela, Alexandrino Goncalves, and Maximino Bessa. "The Scope of Multisensory Experiences in Cultural Heritage Sites." In 2018 International Conference on Graphics and Interaction (ICGI). IEEE, 2018. http://dx.doi.org/10.1109/itcgi.2018.8602968.

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Helfenstein-Didier, Clémentine, Amira Dhouib, Florent Favre, Jonathan Pascal, and Patrick Baert. "Exploring Crossmodal Interaction of Tactile and Visual Cues on Temperature Perception in Virtual Reality: a Preliminary Study." In Proceedings of the Workshop on Multisensory Experiences. Brazilian Computing Society, 2021. http://dx.doi.org/10.5753/sensoryx.2021.15684.

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Thanks to the digital revolution, virtual reality (VR) has getting popularity due to its capacity to immerse users into virtual environments (VEs). VEs are typically limited to visual and auditory cues; however, recent results show that multiple sensory modalities increase the user’s immersion. In this study, an experimental protocol is proposed to recreate multiple tactile, in particular thermal, sensations in VR. The aim is twofold: (1) studying the performance of different devices for creating warm and cold sensations with regards to their efficiency and acoustic disturbance; and (2) invest
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Matassa, Assunta, Luca Console, Leonardo Angelini, Maurizio Caon, and Omar Abou Khaled. "Workshop on full-body and multisensory experience in ubiquitous interaction." In the 2015 ACM International Joint Conference. ACM Press, 2015. http://dx.doi.org/10.1145/2800835.2806201.

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Georgakopoulou, Nefeli, Dionysios Zamplaras, Sofia Kourkoulakou, Chu-Yin Chen, and François Garnier. "Exploring the Virtuality Continuum Frontiers: Multisensory and Magical Experiences in Interactive Art." In 3rd International Conference on Human Computer Interaction Theory and Applications. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0007573901750182.

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Saleme, Estêvão Bissoli, Celso Alberto Saibel Santos, and George Ghinea. "A Conceptual Architecture and a Framework for Dealing with Variability in Mulsemedia Systems." In Concurso de Teses e Dissertações da SBC. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/ctd.2020.11362.

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The thesis is within the emerging topic of mulsemedia systems, which encompass audiovisual content associated with multisensory effects, users' quality of experience, and human-computer interaction. It presents a conceptual architecture and a framework that take into account the challenges and requirements for mulsemedia delivery systems identified from the gaps and shortcomings in related work. Furthermore, the work's outcome brings multiple and valuable contributions relying on a complex and solid experimental setup, which have been shared and published in relevant journals and conferences.
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