Academic literature on the topic 'Multisensory exploration'

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Journal articles on the topic "Multisensory exploration"

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Wilcox, Teresa, Rebecca Woods, Catherine Chapa, and Sarah McCurry. "Multisensory exploration and object individuation in infancy." Developmental Psychology 43, no. 2 (2007): 479–95. http://dx.doi.org/10.1037/0012-1649.43.2.479.

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Kochhar-Lindgren, Kanta. "Jennifer Monson: Multisensory Exploration of the Multidimensional Environment." Art Journal 65, no. 1 (April 1, 2006): 71. http://dx.doi.org/10.2307/20068447.

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Rocchesso, D., S. Delle Monache, and S. Papetti. "Multisensory texture exploration at the tip of the pen." International Journal of Human-Computer Studies 85 (January 2016): 47–56. http://dx.doi.org/10.1016/j.ijhcs.2015.07.005.

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Vézien, J. M., B. Ménélas, J. Nelson, L. Picinali, P. Bourdot, M. Ammi, B. F. G. Katz, J. M. Burkhardt, L. Pastur, and F. Lusseyran. "Multisensory VR exploration for computer fluid dynamics in the CoRSAIRe project." Virtual Reality 13, no. 4 (September 16, 2009): 257–71. http://dx.doi.org/10.1007/s10055-009-0134-1.

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Etzi, Roberta, Francesco Ferrise, Monica Bordegoni, Massimiliano Zampini, and Alberto Gallace. "The Effect of Visual and Auditory Information on the Perception of Pleasantness and Roughness of Virtual Surfaces." Multisensory Research 31, no. 6 (2018): 501–22. http://dx.doi.org/10.1163/22134808-00002603.

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Despite the large number of studies on the multisensory aspects of tactile perception, very little is known regarding the effects of visual and auditory sensory modalities on the tactile hedonic evaluation of textures, especially when the presentation of the stimuli is mediated by a haptic device. In this study, different haptic virtual surfaces were rendered by varying the static and dynamic frictional coefficients of a Geomagic® Touch device. In Experiment 1, the haptic surfaces were paired with pictures representing everyday materials (glass, plastic, rubber and steel); in Experiment 2, the haptic surfaces were paired with sounds resulting from the haptic exploration of paper or sandpaper. In both the experiments, participants were required to rate the pleasantness and the roughness of the virtual surfaces explored. Exploration times were also recorded. Both pleasantness and roughness judgments, as well as the durations of exploration, varied as a function of the combinations of the visuo-tactile and the audio-tactile stimuli presented. Taken together, these results suggest that vision and audition modulate haptic perception and hedonic preferences when tactile sensations are provided through a haptic device. Importantly, these results offer interesting suggestions for designing more pleasant, and even more realistic, multisensory virtual surfaces.
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Gambino, Giuditta, Giuseppe Giglia, Girolamo Schiera, Danila Di Majo, Maria Stella Epifanio, Sabina La Grutta, Rosa Lo Baido, Giuseppe Ferraro, and Pierangelo Sardo. "Haptic Perception in Extreme Obesity: qEEG Study Focused on Predictive Coding and Body Schema." Brain Sciences 10, no. 12 (November 25, 2020): 908. http://dx.doi.org/10.3390/brainsci10120908.

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Haptic perception (HP) is a perceptual modality requiring manual exploration to elaborate the physical characteristics of external stimuli through multisensory integrative cortical pathways. Cortical areas exploit processes of predictive coding that collect sensorial inputs to build and update internal perceptual models. Modifications to the internal representation of the body have been associated with eating disorders. In the light of this, obese subjects were selected as a valid experimental model to explore predictive coding in haptic perception. To this purpose, we performed electroencephalographic (EEG) continuous recordings during a haptic task in normally weighted versus obese subjects. EEG power spectra were analyzed in different time intervals. The quality of haptic performance in the obese group was poorer than in control subjects, though exploration times were similar. Spectral analysis showed a significant decrease in theta, alpha and beta frequencies in the right temporo-parietal areas of obese group, whereas gamma bands significantly increased in the left frontal areas. These results suggest that severe obesity could be characterized by an impairment in haptic performances and an altered activation of multisensory integrative cortical areas. These are involved in functional coding of external stimuli, which could interfere with the ability to process a predicted condition.
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Maleki, Mohadeseh, Ghazal Rouhafzay, and Ana-Maria Cretu. "Multimodal Material Classification Using Visual Attention." Sensors 24, no. 23 (November 29, 2024): 7664. https://doi.org/10.3390/s24237664.

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The material of an object is an inherent property that can be perceived through various sensory modalities, yet the integration of multisensory information substantially improves the accuracy of these perceptions. For example, differentiating between a ceramic and a plastic cup with similar visual properties may be difficult when relying solely on visual cues. However, the integration of touch and audio feedback when interacting with these objects can significantly clarify these distinctions. Similarly, combining audio and touch exploration with visual guidance can optimize the sensory examination process. In this study, we introduce a multisensory approach for categorizing object materials by integrating visual, audio, and touch perceptions. The main contribution of this paper is the exploration of a computational model of visual attention that directs the sampling of touch and audio data. We conducted experiments using a subset of 63 household objects from a publicly available dataset, the ObjectFolder dataset. Our findings indicate that incorporating a visual attention model enhances the ability to generalize material classifications to new objects and achieves superior performance compared to a baseline approach, where data are gathered through random interactions with an object’s surface.
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Erdogan, Goker, Quanjing Chen, Frank E. Garcea, Bradford Z. Mahon, and Robert A. Jacobs. "Multisensory Part-based Representations of Objects in Human Lateral Occipital Cortex." Journal of Cognitive Neuroscience 28, no. 6 (June 2016): 869–81. http://dx.doi.org/10.1162/jocn_a_00937.

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The format of high-level object representations in temporal-occipital cortex is a fundamental and as yet unresolved issue. Here we use fMRI to show that human lateral occipital cortex (LOC) encodes novel 3-D objects in a multisensory and part-based format. We show that visual and haptic exploration of objects leads to similar patterns of neural activity in human LOC and that the shared variance between visually and haptically induced patterns of BOLD contrast in LOC reflects the part structure of the objects. We also show that linear classifiers trained on neural data from LOC on a subset of the objects successfully predict a novel object based on its component part structure. These data demonstrate a multisensory code for object representations in LOC that specifies the part structure of objects.
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Schneider, Howard. "Navigation Map-Based Artificial Intelligence." AI 3, no. 2 (May 12, 2022): 434–64. http://dx.doi.org/10.3390/ai3020026.

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A biologically inspired cognitive architecture is described which uses navigation maps (i.e., spatial locations of objects) as its main data elements. The navigation maps are also used to represent higher-level concepts as well as to direct operations to perform on other navigation maps. Incoming sensory information is mapped to local sensory navigation maps which then are in turn matched with the closest multisensory maps, and then mapped onto a best-matched multisensory navigation map. Enhancements of the biologically inspired feedback pathways allow the intermediate results of operations performed on the best-matched multisensory navigation map to be fed back, temporarily stored, and re-processed in the next cognitive cycle. This allows the exploration and generation of cause-and-effect behavior. In the re-processing of these intermediate results, navigation maps can, by core analogical mechanisms, lead to other navigation maps which offer an improved solution to many routine problems the architecture is exposed to. Given that the architecture is brain-inspired, analogical processing may also form a key mechanism in the human brain, consistent with psychological evidence. Similarly, for conventional artificial intelligence systems, analogical processing as a core mechanism may possibly allow enhanced performance.
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Kronheim, Jane K. "Home-Grown Toys: The Learning Pillows." Journal of Visual Impairment & Blindness 79, no. 4 (April 1985): 158–59. http://dx.doi.org/10.1177/0145482x8507900404.

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Article describes a tactile toy for visually impaired children. The “learning pillow” combines a written text (story or poem) with a page-size pillow having tactile images related to the text. Exploration of the pillow in conjunction with hearing the text stimulates a number of learning experiences. This toy addresses need in its approach to multisensory teaching and is appropriate for other disabled populations as well.
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Dissertations / Theses on the topic "Multisensory exploration"

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Suppa, Michael. "Autonomous robot work cell exploration using multisensory eye in hand systems." Düsseldorf VDI-Verl, 2007. http://d-nb.info/989488659/04.

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Suppa, Michael. "Autonomous robot work cell exploration using multisensory eye-in-hand systems /." Düsseldorf : VDI-Verl, 2008. http://www.gbv.de/dms/bs/toc/571793746.pdf.

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Nyangiro, Everlyn Akinyi. "Multi-sensory appreciation and practice : a somaesthetic approach to the exploration of taste smell and touch in food-based art." Thesis, University of Wolverhampton, 2016. http://hdl.handle.net/2436/595267.

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Even though food-based artworks are no longer a new occurrence within art practice, the particular practice of food that uses taste, smell and touch as artistic medium is still relatively new. This practice poses new challenges at both the creative and receptive ends: for the audience the challenge is linked to understanding and relating with the artwork while for the artist it involves directing the audience’s engagement. Under the theoretical lens of Somaesthetics and Langer’s Mindfulness discourse, this thesis has examined what it means to appreciate food-based artworks through taste, smell and touch. It has also investigated ways in which this form of practice can be developed further. Practice within the research has been used as a means of thinking through the creative choices taken by artists with the purpose of understanding how perceptibility and engagement with food-based works through taste, smell and touch can be enhanced. Some of the key references include Miwa Koizumi’s NY flavors, Burkhard Bacher & Herbert Hinter’s Landscape, Maki Ueda’s Aromascape, and several works by Sam Bompas and Harry Parr amongst others. The outcome of the research include: the development of an attentive discourse of appreciation which outlines the conditions necessary for the appreciation of food-based artwork through its taste, smell and touch; and the articulation of creative strategies that can be used by artists to enhance the perceptibility of taste, smell and touch and encourage engagement. The contributions to knowledge made by this thesis include: The introduction of a new genre of food-based practice; the use of Somaesthetics and Mindfulness as a lens to examine the appreciation of food-based art; the identification of new concerns within practice facing artists using food’s taste, smell and touch as medium; and the new form of encounter with art that requires a mindful-somatic attentiveness.
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Dorion, Kirk. "An exploration of how a drama-based pedagogy can promote understanding of chemical concepts in 11-15 year old science students." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241737.

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A growing body of evidence suggests that some Science teachers use drama-based strategies in order to promote understanding of abstract scientific concepts. These strategies employ action and imagination to simulate systems and processes that are too fast, too slow, too big, too small, too expensive or too dangerous to observe in the classroom. A small group of quantitative and qualitative studies over the past thirty years has suggested that these physical simulations enable learning in secondary students, by promoting discourse and by conveying concept features through a range of sensations. The field is as yet under-theorised, consisting of single case designs and unreplicated methodologies. This multiple case study focused upon an intervention design based on a pedagogical model developed in my Masters research. This study aimed to explore the characteristics of students' interaction and the nature of their resultant conceptions over four months. Each case focussed upon one of eight Key Stage 3 and Key Stage 4 classes across a variety of UK schools. In each, a curriculum-based particle theory topic was taught in a double-period lesson. Data included video, participant observations, and interviews with three students from each class collected at pre, post and delayed intervals. Findings suggested that the pedagogy engendered engagement and self-regulation in group model-making tasks, and supported thought experiment-type visualisations of dynamic processes. Conceptual development was found to continue up to four months after the lessons. A model of learning was developed in which social interaction and multimodal discourse promoted the association of conceptual features with affective, visual and embodied images, which supported recall, discussion and further conceptual development in the longer term.
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Redon, Marjorie. "Τraitement d'image pοur la valοrisatiοn et l'accessibilité des οeuvres muséales." Electronic Thesis or Diss., Normandie, 2024. http://www.theses.fr/2024NORMC263.

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La question de l’accessibilité des œuvres muséales aux personnes présentant une incapacité visuelle (PPIVs) est régulièrement soulevée par les associations et les musées. De par leur nature, certaines œuvres, telles que les tapisseries médiévales, ne peuvent être touchées et ne sont que peu souvent accessibles via l’audio-description. Aussi, la création manuelle de représentations tactiles est coûteuse et complexe, limitant leur disponibilité dans les musées. La Tapisserie de l’Apocalypse et la Tapisserie de Bayeux sont deux exemples emblématiques. Ces deux œuvres d’art de grande envergure mesurant 104 m sur 4,5 m pour la première et 70 m sur 50 cm pour la deuxième, sont devenues au fil du temps les objets de nombreuses études. Bien que le Château d’Angers propose des visites guidées adaptées aux personnes aveugles et malvoyantes, celles-ci restent limitées et nécessitent la participation de plusieurs personnes. Au musée de la Tapisserie de Bayeux, un espace de découverte tactile est proposé mais seules trois des 58 scènes peuvent être explorées.Cette thèse aborde les problématiques d'inclusion dans les musées. Ce travail a été mené dans une volonté de rendre la perception des tapisseries médiévales accessible à un plus grand nombre de personnes. Ce travail propose ainsi une méthodologie innovante de création semi-automatique d’objets 3D à partir d’une simple photographie. Nous nous intéressons dans ce manuscrit aux possibilités offertes par les outils d’intelligence artificielle pour la création de bas-reliefs imprimés en 3D, rapidement et à moindre coût. Pour cela, nous étudions des algorithmes de segmentation tels que les Mask R-CNN ; et d'autres réseaux de neurones permettant de générer des images, comme les réseaux génératifs antagonistes (GANs). En plus de la possible génération d'impressions 3D permettant une exploration tactile des œuvres, nous devons nous intéresser à la pertinence de telles représentations. Afin de nous assurer que la solution proposée permette une meilleure autonomie dans l’appréciation de l’art, nous menons également une campagne d'évaluation auprès de PPIVs. Au final, nous visons à améliorer l'expérience muséale des personnes aveugles et partiellement aveugles par une augmentation de leur autonomie dans ces lieux de culture et renforcer leur satisfaction et leur motivation à découvrir ces trésors culturels
The issue of accessibility to artworks in museums for visually impaired people (VIP) is frequently raised by associations and museums. Some works, such as medieval tapestries, by their very nature, cannot be touched and are often not accessible through audio-description. Moreover, the manual creation of tactile representations is costly and complex, limiting their availability in museums. The Apocalypse Tapestry and the Bayeux Tapestry are two iconic examples. These large-scale artefacts, measuring 104 m by 4.5 cm meters for the former and 70 m by 50 cm for the latter, have been the focus of numerous studies over the years. Although the Château d'Angers offers guided tours adapted for blind and partially sighted visitors, these remain limited and require the involvement of several people. At the Bayeux Tapestry Museum, there is a tactile discovery area, but only three of the 58 scenes have been adapted into tactile mock copies.This work is motivated by the challenges of inclusion in museums and aims to make the perception of medieval tapestries accessible to as many people as possible. We propose an innovative methodology for the semi-automatic creation of 3D objects from simple photographs. In this manuscript, we explore the possibilities offered by artificial intelligence tools to quickly and affordably create 3D-printed bas-reliefs. Specifically, we study segmentation algorithms like Mask R-CNN and image-generating neural networks such as generative adversarial networks (GANs). In addition to generating 3D prints that enable tactile exploration of artefacts, we also evaluate the relevance of these representations through experimentation with VIPs. Overall, our goal is to improve the museum experience for blind and partially sighted visitors by enhancing their autonomy in cultural spaces and increasing their satisfaction and motivation to discover these cultural treasures
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Rieger, Alexandra S. M. Massachusetts Institute of Technology. "Gamma and the senses : explorations of multisensory cognitive approaches in Alzheimer's disease." Thesis, Massachusetts Institute of Technology, 2018. https://hdl.handle.net/1721.1/122895.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 117-129).
We experience the world through our senses. Our consciousness is the culmination of our recalled perceptual associations. Stimulating the senses can yield remarkable biological effects for cognitive recovery; this is the cornerstone of my thesis. Alzheimer's is currently the 6th leading cause of death in the United States and impacts an estimated 50 million worldwide. Therefore, it is vital to develop an effective cure that goes beyond stalling symptoms, to reverse disease progression. My research contribution to the Aging Brain Initiative, reveals the importance of multi-modal gamma stimulation for human-centered applications. This takes form within a novel sensory taxonomy of the effects of gamma entrainment stimuli in humans. Simultaneously, groundbreaking multisensory testing methodologies are outlined to evaluate subtle cognitive changes in human participants. The amalgamation of this research is physically expressed in the design of a multisensory, interactive Gamma Instrument, designed to effect peak levels of gamma entrainment and sensory congruence. This work provides foundational components for future gamma research and broadens our understanding of the role of music in medicine and multisensory cognition.
by Alexandra Rieger.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
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Suppa, Michael [Verfasser]. "Autonomous robot work cell exploration using multisensory eye in hand systems / von Michael Suppa." 2008. http://d-nb.info/989031365/34.

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Books on the topic "Multisensory exploration"

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R, Ganguly Auroop, ed. Knowledge discovery from sensor data. Boca Raton: Taylor & Francis, 2009.

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Chang, Ni-Bin, and Kaixu Bai. Multisensor Data Fusion and Machine Learning for Environmental Remote Sensing. Taylor & Francis Group, 2018.

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Multisensor Data Fusion and Machine Learning for Environmental Remote Sensing. Taylor & Francis Group, 2018.

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Borcea, Cristian, Manoop Talasila, and Reza Curtmola. Mobile Crowdsensing. Taylor & Francis Group, 2020.

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Borcea, Cristian, Manoop Talasila, and Reza Curtmola. Mobile Crowdsensing. Taylor & Francis Group, 2016.

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Borcea, Cristian, Manoop Talasila, and Reza Curtmola. Mobile Crowdsensing. Taylor & Francis Group, 2016.

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Borcea, Cristian, Manoop Talasila, and Reza Curtmola. Mobile Crowdsensing. Taylor & Francis Group, 2016.

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Borcea, Cristian, Manoop Talasila, and Reza Curtmola. Mobile Crowdsensing. Taylor & Francis Group, 2016.

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Mobile Crowdsensing. Taylor & Francis Group, 2016.

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Omitaomu, Olufemi A., Joao Gama, Ranga Raju Vatsavai, Auroop R. Ganguly, and Mohamed Gaber. Knowledge Discovery from Sensor Data. Taylor & Francis Group, 2008.

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Book chapters on the topic "Multisensory exploration"

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Panieri, Giuliana, Zeynep Sancak Sert, Filip Maric, Margherita Paola Poto, and Emily Margaret Murray. "The Ocean Senses Activity Book: Enriching Ocean Literacy Through a Multisensory Approach." In Emotional and Ecological Literacy for a More Sustainable Society, 121–35. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-56772-8_6.

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AbstractThis chapter outlines the development of “The Ocean Senses Activity Book” integrating a multisensory approach to ocean education for pupils and the general public. Originating from an expedition in the Arctic Ocean, the project aimed to cultivate more effective cognitive approaches to ocean literacy education and communication. It bridged the gap between scientific exploration and public engagement, immersing learners in a multisensory, experiential educational experience. This innovative approach intended to enhance understanding and foster a deeper connection to ocean science, transcending traditional cognitive methodologies. The book’s development is traced from the conceptualisation stage before and during the expedition, where scientists, educators, and creative professionals collaborated to design learning activities engaging the human senses. The development process involves interdisciplinary collaboration across multicultural and multilingual settings, ensuring an inclusive and immersive experience for diverse audiences.
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Pochwatko, Grzegorz, Justyna Świdrak, Wiesław Kopeć, Zbigniew Jȩdrzejewski, Agata Feledyn, Matthias Vogt, Nuria Castell, and Katarzyna Zagórska. "Multisensory Representation of Air Pollution in Virtual Reality: Lessons from Visual Representation." In Digital Interaction and Machine Intelligence, 239–47. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11432-8_24.

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AbstractThe world is facing the problem of anthropogenic climate change and air pollution. Despite many years of development, already established methods of influencing behaviour remain ineffective. The effect of such interventions is very often a declaration of behaviour change that is not followed by actual action. Moreover, despite intensive information campaigns, many people still do not have adequate knowledge on the subject, are not aware of the problem or, worse, deny its existence. Previous attempts to introduce real change were based on providing information, persuasion or visualisation. We propose the use of multi-sensory virtual reality to investigate the problem more thoroughly and then design appropriate solutions. In this paper, we introduce a new immersive virtual environment that combines free exploration with a high level of experimental control, physiological and behavioural measures. It was created on the basis of transdisciplinary scientific cooperation, participatory design and research. We used the unique features of virtual environments to reverse and expand the idea of pollution pods by Pinsky. Instead of closing participants in small domes filled with chemical substances imitating pollution, we made it possible for them to freely explore an open environment - admiring the panorama of a small town from the observation deck located on a nearby hill. Virtual reality technology enables the manipulation of representations of air pollution, the sensory modalities with which they are transmitted (visual, auditory, tactile and smell stimuli) and their intensity. Participants’ reactions from the initial tests of the application showed that it is a promising solution. We present the possibilities of applying the new solution in psychological research and its further design and development opportunities in collaboration with communities and other stakeholders in the spirit of citizen science.
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Blum, Stefan, Darius Burschka, Christof Eberst, Tobias Einsele, Alexa Hauck, Norbert O. Stöffler, and George Färber. "Autonome Exploration von Innenräumen mit der Multisensorik-Plattform MARVIN." In Informatik aktuell, 138–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-60043-2_17.

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Schirrmacher, Beate. "The Digital Transformation of Literature: Intermediality and Poetic Experience in the Digital Artwork Evolution (2014)." In Literature as an Art Form - Evolving Literary Landscape [Working Title]. IntechOpen, 2025. https://doi.org/10.5772/intechopen.1009213.

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In the twenty-first century, literature is no longer confined to printed books or written text but is mediated by digital technology in multisensory ways. These technological and sensory changes call for a fundamentally intermedial perspective on literature. This article presents intermediality as a crucial framework for unpacking the changing interplay between objects, communicative resources, and literary conventions. Specifically, Lars Elleström’s intermedial framework (2021) enables a more fine-grained exploration of the digital condition of literature. Analysing Johannes Heldén and Håkan Jonson’s digital artwork Evolution (2014) using Elleström’s media modalities allows us to trace how technological changes transform our literary experience, compared to a printed poetry collection or AI-generated poems. Beyond interart relationships and approaches to digital literature, an intermedial perspective highlights the potential of literary language use and offers valuable insights to human-machine creativity.
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Velasco, Carlos, and Marianna Obrist. "Beyond the Known and into the Unknown Future." In Multisensory Experiences, 91–117. 2nd ed. Oxford University PressOxford, 2025. https://doi.org/10.1093/oso/9780198886709.003.0004.

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Abstract As technology advances, and our understanding of the human senses grows, we will be able to augment existing experiences but also create previously unimaginable ones. For example, we are just starting to understand how our senses and sensory experiences change in outer space. We and several other researchers are developing technology-enabled experiences that consider these changes to facilitate future space travels. This chapter presents the scope for multisensory experiences in the years and decades to come. As an illustrative example, it merges ‘science’ and ‘fiction’ and discusses the possibilities around multisensory experience design in the context of space explorations. We also share expert opinions on how those explorations may be shaped through advances in AI and research on human augmentation of our physical, cognitive, and sensory abilities.
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Callahan, William A. "The Sartorial Engineering of Race, Gender, and Faith." In Sensible Politics, 178–208. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190071738.003.0009.

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Chapter 8 continues the exploration of how visual artifacts can provoke unexpected affective communities of sense. It explores visual body politics through the unlikely juxtaposition of young women (1) wearing Islamic veils and (2) participating in beauty pageants. These two practices are exemplary cases of the visibility strategy, especially where veil-wearing’s invisibility tactic makes women hypervisible. The chapter uses the conceptual dynamic of concealing/revealing to analyze how various groups—women and men, states and corporations—expend resources performing, policing, and resisting such sartorial practices. Using examples from Europe, the Middle East, and Asia, the chapter first decodes how many women see it as an individual choice, then considers how the male gaze and the white/colonial gaze can shape these choices. Finally, the chapter examines how these sartorial performances visually construct the social and the international: you don’t just take the veil, the veil also takes you, in an experience that is creative as well as disciplinary. Because these are not just visual performances, but also involve touch, the chapter develops the idea of visual artifacts as material modalities and multisensory spaces.
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Conference papers on the topic "Multisensory exploration"

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Ramírez-Bárcenas, Alberto, Mario García-Valderas, and Celia Lopez-Ongil. "Power Oriented Hardware-Software Codesign for a Planetary Exploration Multisensor Instrument." In 2024 39th Conference on Design of Circuits and Integrated Systems (DCIS), 1–6. IEEE, 2024. https://doi.org/10.1109/dcis62603.2024.10769150.

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Wang, Jianren, Ziwen Zhuang, and Hang Zhao. "SEMI: Self-supervised Exploration via Multisensory Incongruity." In 2022 IEEE International Conference on Robotics and Automation (ICRA). IEEE, 2022. http://dx.doi.org/10.1109/icra46639.2022.9811979.

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Gori, Monica, Stefania Petri, Walter Setti, Sabrina Signorini, Eleonora Mascherpa, Marco Crepaldi, Antonio Maviglia, and Alberto Parmiggiani. "iHelpY: New Multisensory Device to Facilitate World Exploration and Motor Skills of Blind Infants." In 2024 IEEE International Symposium on Medical Measurements and Applications (MeMeA). IEEE, 2024. http://dx.doi.org/10.1109/memea60663.2024.10596813.

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Andres, Josh, Rodolfo Ocampo, Oliver Bown, Charlton Hill, Caroline Pegram, Adrian Schmidt, Justin Shave, and Brendan Wright. "The Human-Built Environment-Natural Environment Relation - An Immersive Multisensory Exploration with 'System of a Sound'." In IUI '23: 28th International Conference on Intelligent User Interfaces. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3581754.3584119.

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Neacsu, Mihaela gabriela, and Florentina Bucuroiu. "MULTIMEDIA AND DIGITAL TOOLS. BASICS OF CIVIC AND ETHICAL EDUCATION IN PRE-PRIMARY AND PRIMARY SCHOOL." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-047.

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This paper presents the findings of a psycho-pedagogical study on the effectiveness of certain multimedia apps and of a software program for civic and ethical education in pre-primary and primary school. The purpose of this study is both the analysis of the capitalization of various forms of multimedia, audio, image, animation, video content, interactive content forms and of the new educational software for shaping the social-civic skills of young pupils. The methodology employed is qualitative. The specific objectives of this study are: ? An analysis of the pedagogical ways of integration of the multimedia and digital tools in the didactic process of civic and ethical education for young pupils; ? An analysis of the complementarity of education forms and capitalisation of the multimedia and digital tools for shaping the social-civic skills of young pupils; ? Best-practice reflections on integrating multimedia education means in Romanian pre-university education. The conclusions of this study highlight the importance of integrating multimedia means in the civic and ethical education of young pupils so as to enable greater engagement of students in their own civic shaping, capitalisation of the differentiated and personalized content of civic education, a flexible structuring of the learning times, understanding civic reality based on case studies reflecting reality, the formation of pro-social attitudes and behaviours based on concrete examples. The advantages and limitations of using these formative tools and means are highlighted: multisensory stimulation in presenting the information, stimulation of critical thinking, purpose-oriented learning, individual exploration/search of information and operating on it, contributions to the knowledge of the immediate civic reality etc.
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Eberlein, Susan J., Gigi Yates, and Eric Majani. "Hierarchical multisensor analysis for robotic exploration." In Fibers '91, Boston, MA, edited by Wendell H. Chun and William J. Wolfe. SPIE, 1991. http://dx.doi.org/10.1117/12.25502.

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Mendes, P. Teixeira, P. Barnabé, P. Koch, E. Pirard, C. Garcia Pina, L. Rybok, C. Bachmann, J. M. Pons Perez, and J. C. Videira Vazquez. "Multisensor drill core logging integrating XRF and SWIR sensors to support machine learning." In Mineral Exploration Symposium. European Association of Geoscientists & Engineers, 2020. http://dx.doi.org/10.3997/2214-4609.202089037.

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Bellino, Alessio, Davide Rocchesso, Rosario Mulè, and Luca D'Arrigo Reitano. "Multisensory Trajectory Control at One Interaction Point, with Rhythm." In AM '24: Audio Mostly 2024 - Explorations in Sonic Cultures, 399–404. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3678299.3678340.

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Muñoz Potosi, A., J. Meneses Fonseca, and J. León Téllez. "Metrological analysis of the human foot: 3D multisensor exploration." In International Commission for Optics (ICO 22), edited by Ramón Rodríguez-Vera and Rufino Díaz-Uribe. SPIE, 2011. http://dx.doi.org/10.1117/12.903272.

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Boughorbal, Faysal, David L. Page, Christophe Dumont, and Mongi A. Abidi. "Registration and integration of multisensor data for photorealistic scene reconstruction." In 28th AIPR Workshop: 3D Visualization for Data Exploration and Decision Making, edited by William R. Oliver. SPIE, 2000. http://dx.doi.org/10.1117/12.384860.

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