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1

Wilcox, Teresa, Rebecca Woods, Catherine Chapa et 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 (1 avril 2006) : 71. http://dx.doi.org/10.2307/20068447.

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Rocchesso, D., S. Delle Monache et S. Papetti. « Multisensory texture exploration at the tip of the pen ». International Journal of Human-Computer Studies 85 (janvier 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 et F. Lusseyran. « Multisensory VR exploration for computer fluid dynamics in the CoRSAIRe project ». Virtual Reality 13, no 4 (16 septembre 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 et 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 et Pierangelo Sardo. « Haptic Perception in Extreme Obesity : qEEG Study Focused on Predictive Coding and Body Schema ». Brain Sciences 10, no 12 (25 novembre 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 et Ana-Maria Cretu. « Multimodal Material Classification Using Visual Attention ». Sensors 24, no 23 (29 novembre 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 et Robert A. Jacobs. « Multisensory Part-based Representations of Objects in Human Lateral Occipital Cortex ». Journal of Cognitive Neuroscience 28, no 6 (juin 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 (12 mai 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 (avril 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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JANKOWIAK, Loïc, Han HAN, Vincent LOSTANLEN et Mathieu LAGRANGE. « Towards multisensory control of physical modeling synthesis ». INTER-NOISE and NOISE-CON Congress and Conference Proceedings 270, no 3 (4 octobre 2024) : 8788–95. http://dx.doi.org/10.3397/in_2024_4144.

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Physical models of musical instruments offer an interesting tradeoff between computational efficiency and perceptual fidelity. Yet, they depend on a multidimensional space of user-defined parameters whose exploration by trial and error is impractical. Our article addresses this issue by combining two ideas: query by example and gestural control. Prior publications have presented these ideas separately but never in conjunction. On one hand, we train a deep neural network to identify the resonator parameters of a percussion synthesizer from a single audio example via an original method named perceptual-neural-physical sound matching (PNP). On the other hand, we map these parameters to knobs in a digital controller and configure a musical touchpad with MIDI polyphonic expression. Hence, we propose a multisensory interface between human and machine: it integrates haptic and sonic information and produces new sounds in real time as well as visual feedback on the percussive touchpad. We demonstrate the interest of this new kind of multisensory control via a musical game in which participants collaborate with the machine in order to imitate the sound of an unknown percussive instrument as quickly as possible. Our findings show the challenge and promise of future research in musical "Human-AI parternships".
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Solichah, Novia, et Nur Ainy Fardana. « Exploring multisensory programs as early literacy interventions : a scoping review ». International Journal of Evaluation and Research in Education (IJERE) 13, no 5 (1 octobre 2024) : 3411. http://dx.doi.org/10.11591/ijere.v13i5.28991.

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<p>It is essential for children in their early childhood to possess early literacy. Over the past decade, there has been relatively limited exploration of multisensory approaches to enhance literacy skills in early childhood. Consequently, this study aims to conduct a scoping review to identify and synthesize research supporting multisensory programs as an early literacy intervention for children. We conducted searches in seven databases that were published from 2012 to 2022, resulting in the inclusion of sixteen articles meeting the specified criteria. Our findings reveal several forms of multisensory programs that parents can carry out to improve early literacy skills: i) visual (e.g., drawing, interpreting the meaning of the words/sentences they read, playing with alphabet cards, reading words or sentences correctly, and reading labels on food and toy packaging); <br />ii) auditory (e.g., singing, reading story books, mentioning letter sound symbols, spelling syllables, language activities, speeches, and storytelling); iii) kinesthetic (e.g., dividing words according to syllables in children using media strips, writing, clapping, marching, dancing, and drama); and <br />iv) tactile (e.g., write the word with the index finger on the flannel/cloth). Most of the included studies employed experimental or quasi-experimental study designs. Thus, future studies are advised to incorporate randomized controlled trials.</p>
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Mureyko, Larisa V., et Olga D. Shipunova. « IMMERSIVE ENVIRONMENTS IN VISUAL STUDIES ». Научное мнение, no 12 (25 décembre 2023) : 34–39. http://dx.doi.org/10.25807/22224378_2023_12_34.

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In the modern world, two trends coexist in relation to a visual image – the complication of modern forms of visual exploration of the world due to new technologies and a simplified and trusting attitude towards their use. The first trend, requiring multimodal and multisensory perception, enhances the suggestive properties of images and thereby the role of the “optical unconscious”. All this makes the problem of visual control in the exploration of the world very relevant. The purpose of this work is to consider the peculiarities of visual research, to clarify the interpretation of the concepts of “visual image” and “immersive environments” in them. Methods of comparative and structural-functional analysis are used.
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DOBRIN, Mihaela. « Innovation and applicability of the Reggio Emilia approach in early education ». Acta et commentationes : Științe ale Educației 34, no 4 (décembre 2023) : 76–82. http://dx.doi.org/10.36120/2587-3636.v34i4.76-82.

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The material discusses the Reggio Emilia approach in early education, its origins, and its implementation in Romanian preschools. It emphasizes the focus on individuality, sensory integration, and the use of diverse materials, including "loose parts" and digital technology. Specific examples include activities involving clay modeling, self-serving meal preparation, and exploration of the invisible spectrum of light. The approach encourages independence, multisensory learning, and the integration of digital tools. The text concludes by highlighting workshops and demonstrations to promote the Reggio Emilia approach in educational circles.
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VENKOVA, Alina V. « Movement and Multisensory Experience in Artistic Sense of Immersion ». International Journal of Cultural Research, no 3 (2023) : 102–15. http://dx.doi.org/10.52173/2079-1100_2023_3_102.

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The article shows the main approaches to exploration of multisensory experience in kinetic and somatic aesthetics, and demonstrates the role of experiments in the field of synesthesia in kinetic and performative art. The neurophysiological foundations of research on kinesthesia and proprioception are revealed in the context of studying the general principles of the psychology of human perception by Russian and foreign scientists. The role of movement in immersive experience is shown. Based on kinetic art, the nature of the artists’ work with the tactile experience is described. The work of Bulat Galeev in the Special Design Bureau “Prometheus”, the work on the concept of musical light painting by Sergei Zorin, the influence of kinetic experiments on the new concept of acting art by Vsevolod Meyerhold are considered. The early experiences of avant-garde theater in Europe are shown, under the influence of which the manifesto of tactilism by Filippo-Tommaso Marinetti was created. The basic principles for the formation of multisensory environments in the work of the Soviet designer August Lanin are demonstrated. The immersive approach of the experiments of Lev Nusberg in the “Cybertheater” and Vyacheslav Koleichuk in the “Total Theater” is shown. Corporal reality is revealed in the article as part of the kinesthetic image of the world. Movement is described as an activity aimed at achieving an immersive effect while creating a multisensory experience for the recipient in modern art.
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Almirón Cuentas, Juan Alberto, et David Hugo Bernedo-Moreira. « Multisensory Design in Education : How Architecture Enhances the Learning Experience ». Land and Architecture 3 (30 décembre 2024) : 104. https://doi.org/10.56294/la2024104.

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The aim of the article is to explore the existing scientific literature on sensory architectural training in education, establishing an approach to enhance the learning experience and recommending the effective implementation of multisensory architecture in educational settings.Methodology: The study used a comprehensive narrative review that consulted databases such as Scopus, Scielo, and Scispace. Specific terms related to architecture and education were used, applying Boolean operators to refine the search. The search period covered from March to April 2024, focusing on articles published between 2020 and 2024. A total of 86 articles were selected, from which 26 relevant articles were selected for the review, after eliminating duplicate articles and those that did not meet the established inclusion criteria.Results: The results of the review revealed that multisensory architecture in education is essential to positively influence users' emotions and behaviors. It was concluded that educational spaces should be transformed into dynamic environments that stimulate creativity, concentration and learning through sensory stimuli. In addition, it was emphasized that architectural design plays a crucial role in the educational experience, encompassing not only sight but also other senses.Conclusions: The main conclusions indicate that multisensory architecture transcends the creation of simple structures, transforming spaces into landscapes that encourage exploration, experimentation and learning. It emphasizes the need to empower students through experiences that engage all their senses, thus redefining the educational landscape. Furthermore, it is suggested that the educational experience should be a constant flow of stimuli that awaken curiosity and nurture learning.
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Billino, Jutta, et Knut Drewing. « Age Effects on Visuo-Haptic Length Discrimination : Evidence for Optimal Integration of Senses in Senior Adults ». Multisensory Research 31, no 3-4 (2018) : 273–300. http://dx.doi.org/10.1163/22134808-00002601.

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Demographic changes in most developed societies have fostered research on functional aging. While cognitive changes have been characterized elaborately, understanding of perceptual aging lacks behind. We investigated age effects on the mechanisms of how multiple sources of sensory information are merged into a common percept. We studied visuo-haptic integration in a length discrimination task. A total of 24 young (20–25 years) and 27 senior (69–77 years) adults compared standard stimuli to appropriate sets of comparison stimuli. Standard stimuli were explored under visual, haptic, or visuo-haptic conditions. The task procedure allowed introducing an intersensory conflict by anamorphic lenses. Comparison stimuli were exclusively explored haptically. We derived psychometric functions for each condition, determining points of subjective equality and discrimination thresholds. We notably evaluated visuo-haptic perception by different models of multisensory processing, i.e., the Maximum-Likelihood-Estimate model of optimal cue integration, a suboptimal integration model, and a cue switching model. Our results support robust visuo-haptic integration across the adult lifespan. We found suboptimal weighted averaging of sensory sources in young adults, however, senior adults exploited differential sensory reliabilities more efficiently to optimize thresholds. Indeed, evaluation of the MLE model indicates that young adults underweighted visual cues by more than 30%; in contrast, visual weights of senior adults deviated only by about 3% from predictions. We suggest that close to optimal multisensory integration might contribute to successful compensation for age-related sensory losses and provides a critical resource. Differentiation between multisensory integration during healthy aging and age-related pathological challenges on the sensory systems awaits further exploration.
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Filmer, Andrew Brian, Pei Ann Yeoh, Mohd Firdaus Mohd Anuar et MASLISA ZAINUDDIN. « Garden of Sight, Sound and Surprise ». Journal of Creative Arts 2, no 1 (30 mars 2025) : 25–28. https://doi.org/10.24191/jca.v2i1.5559.

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The Garden of Sight, Sound and Surprise, a three-day experimental performance event at UiTM Shah Alam Creative Media Hub, offered audiences a multisensory exploration of the intersection between music and visual art. The event brought together a collaborative team featuring musicians Assoc. Prof. Dr. Andrew Filmer and Dr. Yeoh Pei Ann, artist Maslisa Zainuddin, media artist Firdaus Anuar, and student assistant Aru Nariman. Through a format that evolved over three days, the performance gradually took shape, experimenting in new ways to weave different art forms, and in its humble way, offering something fresh to the conversation around the practice.
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Comer, Christopher, et Yoshichika Baba. « Active touch in orthopteroid insects : behaviours, multisensory substrates and evolution ». Philosophical Transactions of the Royal Society B : Biological Sciences 366, no 1581 (12 novembre 2011) : 3006–15. http://dx.doi.org/10.1098/rstb.2011.0149.

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Orthopteroid insects (cockroaches, crickets, locusts and related species) allow examination of active sensory processing in a comparative framework. Some orthopteroids possess long, mobile antennae endowed with many chemo- and mechanoreceptors. When the antennae are touched, an animal's response depends upon the identity of the stimulus. For example, contact with a predator may lead to escape, but contact with a conspecific may usually not. Active touch of an approaching object influences the likelihood that a discrimination of identity will be made. Using cockroaches, we have identified specific descending mechanosensory interneurons that trigger antennal-mediated escape. Crucial sensory input to these cells comes from chordotonal organs within the antennal base. However, information from other receptors on the base or the long antennal flagellum allows active touch to modulate escape probability based on stimulus identity. This is conveyed, at least to some extent, by textural information. Guidance of the antennae in active exploration depends on visual information. Some of the visual interneurons and the motor neurons necessary for visuomotor control have been identified. Comparisons across Orthoptera suggest an evolutionary model where subtle changes in the architecture of interneurons, and of sensorimotor control loops, may explain differing levels of vision–touch interaction in the active guidance of behaviour.
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Mahoney, Jeannette R., Joe Verghese et Claudene George. « The Influence of Diabetes on Multisensory Integration and Mobility in Aging ». Brain Sciences 11, no 3 (25 février 2021) : 285. http://dx.doi.org/10.3390/brainsci11030285.

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(1) Background: one out of every four adults over the age of 65 are living with diabetes, and this alarming rate continues to increase with age. Diabetes in older adults is associated with many adverse health outcomes, including sensory and motor impairments. The objective of this exploratory study was to determine whether diabetes influences the interplay between multisensory integration processes and mobility in aging. (2) Methods: in this cross-sectional observational study, we recruited 339 non-demented older adults (76.59 ± 6.21 years; 52% female, 18% with diabetes). Participants completed a simple reaction time test in response to visual, somatosensory, and combined visual-somatosensory stimulation. Magnitude of visual-somatosensory integration was computed and served as the independent variable. (3) Results: logistic regression revealed that presence of diabetes was inversely associated with the magnitude of visual-somatosensory integration (β = −3.21; p < 0.01). Further, mediation models revealed that presence of diabetes negatively influenced the relationship of visual–somatosensory integration magnitude with balance (95% CI −0.16, −0.01) and gait (95% CI −0.09, −0.01). Participants with diabetes and taking insulin (n = 14) failed to integrate sensory information entirely; (4) conclusions: taken together, results from this exploration provide compelling evidence to support the adverse effect of diabetes on both multisensory and motor functioning in older adults.
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Kalenine, Solène, Leatitia Pinet et Edouard Gentaz. « The visual and visuo-haptic exploration of geometrical shapes increases their recognition in preschoolers ». International Journal of Behavioral Development 35, no 1 (30 juillet 2010) : 18–26. http://dx.doi.org/10.1177/0165025410367443.

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This study assessed the benefit of a multisensory intervention on the recognition of geometrical shapes in kindergarten children. Two interventions were proposed, both conducted by the teachers and involving exercises focused on the properties of the shapes but differing in the sensory modalities used to explore them. In the ‘‘VH’’ intervention, the visual and haptic modalities were used to explore the raised shapes while only the visual modality was involved in the ‘‘V’’ (Visual) intervention. We compared the effect of the two interventions on the acquisition of conceptual knowledge about squares, rectangles and triangles in 72 preschoolers. Results showed that children progressed more importantly following VH than V intervention for rectangles and triangles. The addition of the haptic modality in intervention provides beneficial effects by allowing children to better understand what is included in a shape category. Results are discussed in relation to the multimodal coding (in line with embodied theories) and the analytic perception generated by the haptic modality.
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Borovica, Tamara. « Dancing the Strata : Investigating Affective Flows of Moving/Dancing Bodies in the Exploration of Bodily (Un)Becoming ». Qualitative Inquiry 25, no 1 (11 décembre 2017) : 26–36. http://dx.doi.org/10.1177/1077800417745919.

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This article draws on recent sociological work that explores the intangible, sensory, and affective dimensions of social life. In particular, I look at elusive, sensory, and affective elements of young women’s bodily becoming, through feminist lens. My intention behind this is to problematize narrow understandings of (women’s) embodiment in social sciences. I explore the stratification of bodies (through sex, gender, class, and race) and the way in which stratification works on bodies, what it produces, and how it limits and/or enforces bodily potentials. To this end, I follow affective flows between young women’s dancing bodies as they participate in a performance ethnography I have conducted to explore embodiment. To work with partial, dynamic, multisensory data, and to explore the potentiality of what bodies sense, feel, and do, I use a poetic analysis of the participants’ dance encounters.
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Skaliora, Irini, Timothy P. Doubell, Nicholas P. Holmes, Fernando R. Nodal et Andrew J. King. « Functional Topography of Converging Visual and Auditory Inputs to Neurons in the Rat Superior Colliculus ». Journal of Neurophysiology 92, no 5 (novembre 2004) : 2933–46. http://dx.doi.org/10.1152/jn.00450.2004.

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We have used a slice preparation of the infant rat midbrain to examine converging inputs onto neurons in the deeper multisensory layers of the superior colliculus (dSC). Electrical stimulation of the superficial visual layers (sSC) and of the auditory nucleus of the brachium of the inferior colliculus (nBIC) evoked robust monosynaptic responses in dSC cells. Furthermore, the inputs from the sSC were found to be topographically organized as early as the second postnatal week and thus before opening of the eyes and ear canals. This precocious topography was found to be sculpted by GABAA-mediated inhibition of a more widespread set of connections. Tracer injections in the nBIC, both in coronal slices as well as in hemisected brains, confirmed a robust projection originating in the nBIC with distinct terminals in the proximity of the cell bodies of dSC neurons. Combined stimulation of the sSC and nBIC sites revealed that the presumptive visual and auditory inputs are summed linearly. Finally, whereas either input on its own could manifest a significant degree of paired-pulse facilitation, temporally offset stimulation of the two sites revealed no synaptic interactions, indicating again that the two inputs function independently. Taken together, these data provide the first detailed intracellular analysis of convergent sensory inputs onto dSC neurons and form the basis for further exploration of multisensory integration and developmental plasticity.
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Artacho, Miguel Ángel, Enrique Alcántara et Natividad Martínez. « Multisensory Analysis of Consumer–Product Interaction During Ceramic Tile Shopping Experiences ». Multisensory Research 33, no 2 (8 janvier 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 consumer interactions in shops. Consumers were filmed in two ceramic tile shops and their behaviour was analysed according to a previously validated checklist. Sequence of actions, their frequency of occurrence, and the duration of inspections were recorded, and consumers were classified according to their sensory exploration strategies. Results show that inspection patterns are intentional but shifting throughout the interaction. Considering the whole sequence, vision is the dominant sense followed by touch. However, sensory dominance varies throughout the sequence. The dominance differences appear between all senses and within the senses of vision, touch and audition. Cluster analysis classified consumers into two groups, those who were more interactive and those who were visual and passive evaluators. These results are very important for understanding consumer interaction patterns, which senses are involved (including their importance and hierarchy), and which sensory properties of tiles are evaluated during the shopping experience. Moreover, this information is crucial for setting design guidelines to improve sensory interactions and bridge sensory demands with product features.
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Roy, David M., Marilyn Panayi, Richard Foulds, Roman Erenshteyn, William S. Harwin et Robert Fawcus. « The Enhancement of Interaction for People with Severe Speech and Physical Impairment through the Computer Recognition of Gesture and Manipulation ». Presence : Teleoperators and Virtual Environments 3, no 3 (janvier 1994) : 227–35. http://dx.doi.org/10.1162/pres.1994.3.3.227.

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The research involves using drama and mime to elicit Intentional behaviors such as gesture and manipulation from people who cannot access a keyboard directly due to severe speech and physical impairment due to cerebral palsy. Although the resulting movements are often imprecise and idiosyncratic, attempts are being made to recognize them by computer. Sensors are being used to monitor continuous signals from the body. Feature extraction and classification techniques involving artificial neural networks are being developed to recognize intention. As part of an early intervention strategy, the system could create the opportunity for children with disabilities to learn through physical interaction and exploration. It is envisioned that the final system could be used to facilitate interaction with a selection of multisensory real and virtual worlds.
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Dufour, Frank. « Acoustic Shadows : An Auditory Exploration of the Sense of Space ». SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 1, no 1 (2 décembre 2011) : 82–97. http://dx.doi.org/10.7146/se.v1i1.4074.

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This paper examines the question of auditory detection of the movements of silent objects in noisy environments. The approach to studying and exploring this phenomenon is primarily based on the framework of the ecology of perception defined by James Gibson (Gibson, 1979) in the sense that it focuses on the direct auditory perception of events, or “structured energy that specifies properties of the environment” (Michaels & Carello, 1981 P. 157). The goal of this study is triple: -Theoretical; for various reasons, this kind of acoustic situations has not been extensively studied by traditional acoustics and psychoacoustics, therefore, this project demonstrates and supports the pertinence of the Ecology of Perception for the description and explanation of such complex phenomena. -Practical; like echolocation, perception of acoustic shadows can be improved by practice, this project intends to contribute to the acknowledgment of this way of listening and to help individuals placed in noisy environments without the support of vision acquiring a detailed detection of the movements occurring in these environments. -Artistic; this project explores a new artistic expression based on the creation and exploration of complex multisensory environments. Acoustic Shadows, a multimedia interactive composition is being developed on the premises of the ecological approach to perception. The last dimension of this project is meant to be a contribution to the sonic representation of space in films and in computer generated virtual environments by producing simulations of acoustic shadows.
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Berger, Markus, et Ralf Bill. « Combining VR Visualization and Sonification for Immersive Exploration of Urban Noise Standards ». Multimodal Technologies and Interaction 3, no 2 (13 mai 2019) : 34. http://dx.doi.org/10.3390/mti3020034.

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Urban traffic noise situations are usually visualized as conventional 2D maps or 3D scenes. These representations are indispensable tools to inform decision makers and citizens about issues of health, safety, and quality of life but require expert knowledge in order to be properly understood and put into context. The subjectivity of how we perceive noise as well as the inaccuracies in common noise calculation standards are rarely represented. We present a virtual reality application that seeks to offer an audiovisual glimpse into the background workings of one of these standards, by employing a multisensory, immersive analytics approach that allows users to interactively explore and listen to an approximate rendering of the data in the same environment that the noise simulation occurs in. In order for this approach to be useful, it should manage complicated noise level calculations in a real time environment and run on commodity low-cost VR hardware. In a prototypical implementation, we utilized simple VR interactions common to current mobile VR headsets and combined them with techniques from data visualization and sonification to allow users to explore road traffic noise in an immersive real-time urban environment. The noise levels were calculated over CityGML LoD2 building geometries, in accordance with Common Noise Assessment Methods in Europe (CNOSSOS-EU) sound propagation methods.
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Fazeli, N., M. Oller, J. Wu, Z. Wu, J. B. Tenenbaum et A. Rodriguez. « See, feel, act : Hierarchical learning for complex manipulation skills with multisensory fusion ». Science Robotics 4, no 26 (30 janvier 2019) : eaav3123. http://dx.doi.org/10.1126/scirobotics.aav3123.

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Humans are able to seamlessly integrate tactile and visual stimuli with their intuitions to explore and execute complex manipulation skills. They not only see but also feel their actions. Most current robotic learning methodologies exploit recent progress in computer vision and deep learning to acquire data-hungry pixel-to-action policies. These methodologies do not exploit intuitive latent structure in physics or tactile signatures. Tactile reasoning is omnipresent in the animal kingdom, yet it is underdeveloped in robotic manipulation. Tactile stimuli are only acquired through invasive interaction, and interpretation of the data stream together with visual stimuli is challenging. Here, we propose a methodology to emulate hierarchical reasoning and multisensory fusion in a robot that learns to play Jenga, a complex game that requires physical interaction to be played effectively. The game mechanics were formulated as a generative process using a temporal hierarchical Bayesian model, with representations for both behavioral archetypes and noisy block states. This model captured descriptive latent structures, and the robot learned probabilistic models of these relationships in force and visual domains through a short exploration phase. Once learned, the robot used this representation to infer block behavior patterns and states as it played the game. Using its inferred beliefs, the robot adjusted its behavior with respect to both its current actions and its game strategy, similar to the way humans play the game. We evaluated the performance of the approach against three standard baselines and show its fidelity on a real-world implementation of the game.
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Guo, Guanchen, Nanbo Wang, Chu Sun et Haiyan Geng. « Embodied Cross-Modal Interactions Based on an Altercentric Reference Frame ». Brain Sciences 14, no 4 (27 mars 2024) : 314. http://dx.doi.org/10.3390/brainsci14040314.

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Accurate comprehension of others’ thoughts and intentions is crucial for smooth social interactions, wherein understanding their perceptual experiences serves as a fundamental basis for this high-level social cognition. However, previous research has predominantly focused on the visual modality when investigating perceptual processing from others’ perspectives, leaving the exploration of multisensory inputs during this process largely unexplored. By incorporating auditory stimuli into visual perspective-taking (VPT) tasks, we have designed a novel experimental paradigm in which the spatial correspondence between visual and auditory stimuli was limited to the altercentric rather than the egocentric reference frame. Overall, we found that when individuals engaged in explicit or implicit VPT to process visual stimuli from an avatar’s viewpoint, the concomitantly presented auditory stimuli were also processed within this avatar-centered reference frame, revealing altercentric cross-modal interactions.
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Annet, Kakembo Aisha. « The Impact of Interactive Art Installations on Science Education ». Research Output Journal of Education 4, no 2 (21 décembre 2024) : 34–37. https://doi.org/10.59298/roje/2024/423437.

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Interactive art installations represent an innovative convergence of art, science, and education, offering transformative learning opportunities through multi-sensory engagement. This paper investigates the role of these installations in science education, providing theoretical frameworks, case studies, and best practices. Drawing from constructivist and cognitive learning theories, the study demonstrates how interactive art fosters curiosity, creativity, and critical thinking while enhancing scientific literacy and technical skills. Case studies, such as synk exercises and landscapes of instrumentation, highlight successful implementations across diverse audiences. Furthermore, design principles and future directions emphasize interdisciplinary collaboration, inclusivity, and the integration of advanced technologies to ensure continued educational impact. This work emphasizes the potential of interactive art installations as a bridge between artistic creativity and scientific exploration, transforming conventional pedagogical approaches. Keywords: interactive art installations, science education, multisensory learning, art-science collaboration, constructivist learning theory.
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Chen, Boyuan, et Shuai Lan. « Research on Museum Educational Display Based on Image Recognition Tracking ». Wireless Communications and Mobile Computing 2022 (18 mars 2022) : 1–9. http://dx.doi.org/10.1155/2022/7314887.

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Based on the VR display project of the museum, this paper elaborates the temporal restoration, spatial restoration, and immersive experience of virtual reality technology and discusses the basic research of virtual reality technology in the museum, the display of the platform, and the prospect of cultural communication. By studying the working principle of somatosensory interaction technology, the development status of the somatosensory interaction device Kinect, and the programming algorithm, this paper explores its development trend and application prospect in the field of interactive exhibit design and production in science and technology museums. A prototype system of human-machine interaction is realized in the exhibit design, using Unity3D as the engine to build the interaction platform, and using webcam and other interactive devices to realize somatosensory interaction, improve the design scheme of interactive science exhibits, and practice diversified and multisensory innovative exploration of science forms.
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Åstrøm, Jonas. « Exploring theming dimensions in a tourism context ». European Journal of Tourism Research 20 (1 octobre 2018) : 5–27. http://dx.doi.org/10.54055/ejtr.v20i.337.

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Theming is used to differentiate places and how they are experienced and is thereby a growing phenomenon within tourism and society at large. Although there is an increasing body of research that examines themed environments, there is a lack of empirical studies that explore the concept of theming and its dimensions in a tourism context. This study aims to contribute to the exploration of the concept of theming and its dimensions. Based on this aim, a qualitative study was undertaken. Half-structured interviews with 10 strategically selected key informants in various theming related fields were conducted over the course of one year. The findings reveal 10 dimensions that were significant for theming: (i) authenticity, (ii) chronotope, (iii) cohesion, (iv) digital technology, (v) immersion, (vi) interaction/co-creation, (vii) multisensory, (viii) novelty, (ix) relatability, and (x) storytelling/narrative. The contributions of this study are both theoretical and practical for tourism.
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Plaza, Paula, Isabel Cuevas, Cécile Grandin, Anne G. De Volder et Laurent Renier. « Looking into Task-Specific Activation Using a Prosthesis Substituting Vision with Audition ». ISRN Rehabilitation 2012 (6 février 2012) : 1–15. http://dx.doi.org/10.5402/2012/490950.

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A visual-to-auditory sensory substitution device initially developed for the blind is known to allow visual-like perception through sequential exploratory strategies. Here we used functional magnetic resonance imaging (fMRI) to test whether processing the location versus the orientation of simple (elementary) “visual” stimuli encoded into sounds using the device modulates the brain activity within the dorsal visual stream in the absence of sequential exploration of these stimuli. Location and orientation detection with the device induced a similar recruitment of frontoparietal brain areas in blindfolded sighted subjects as the corresponding tasks using the same stimuli in the same subjects in vision. We observed a similar preference of the right superior parietal lobule for spatial localization over orientation processing in both sensory modalities. This provides evidence that the parietal cortex activation during the use of the prosthesis is task related and further indicates the multisensory recruitment of the dorsal visual pathway in spatial processing.
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Korcsak-Gorzo, Agnes, Michael G. Müller, Andreas Baumbach, Luziwei Leng, Oliver J. Breitwieser, Sacha J. van Albada, Walter Senn, Karlheinz Meier, Robert Legenstein et Mihai A. Petrovici. « Cortical oscillations support sampling-based computations in spiking neural networks ». PLOS Computational Biology 18, no 3 (24 mars 2022) : e1009753. http://dx.doi.org/10.1371/journal.pcbi.1009753.

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Being permanently confronted with an uncertain world, brains have faced evolutionary pressure to represent this uncertainty in order to respond appropriately. Often, this requires visiting multiple interpretations of the available information or multiple solutions to an encountered problem. This gives rise to the so-called mixing problem: since all of these “valid” states represent powerful attractors, but between themselves can be very dissimilar, switching between such states can be difficult. We propose that cortical oscillations can be effectively used to overcome this challenge. By acting as an effective temperature, background spiking activity modulates exploration. Rhythmic changes induced by cortical oscillations can then be interpreted as a form of simulated tempering. We provide a rigorous mathematical discussion of this link and study some of its phenomenological implications in computer simulations. This identifies a new computational role of cortical oscillations and connects them to various phenomena in the brain, such as sampling-based probabilistic inference, memory replay, multisensory cue combination, and place cell flickering.
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Ríos-Rodríguez, María Luisa, Marina Testa Moreno et Pilar Moreno-Jiménez. « Nature in the Office : A Systematic Review of Nature Elements and Their Effects on Worker Stress Response ». Healthcare 11, no 21 (27 octobre 2023) : 2838. http://dx.doi.org/10.3390/healthcare11212838.

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Work-related stress is a significant problem in many work environments and can have negative consequences for both employees and organisations. This review aimed to identify which elements of biophilic design in the workplace affect workers’ stress response. To enable this, a literature search was conducted using PsycINFO, Scopus, and Medline. The search was limited to articles published from 2012 to June 2023. This review only integrated quantitative data, incorporating twelve records for qualitative synthesis. The selected studies suggest that strategies such as access to outdoor environments or the creation of outdoor areas are effective in reducing stress in the workplace. If these are not feasible, the examined research advocates the use of virtual means to recreate such relaxation or break spaces. Furthermore, aspects of interest for future research were identified, such as multisensory stimulation, including the sense of smell, the exploration of views with natural elements, the creation of shelters, or the study of biomorphic forms.
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Yang, Xiaoqing, Roopesh Sitharan et Elyna Amir Sharji. « Evolving Narrative Forms in Digital-Age Museum Spaces : From Static Displays to Interactive Experiences ». International Journal of Creative Multimedia 6, no 1 (30 avril 2025) : 94–107. https://doi.org/10.33093/ijcm.2025.6.1.6.

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With the continuous advancement of digital technology, museum exhibition spaces are undergoing a fundamental transformation, from traditional static displays to interactive, visitor-centred environments. This evolution introduces cross-media storytelling, where emotional engagement, sensory immersion, and user interaction are central to the visitor experience. Modern museums aim to deliver more than visual presentation by facilitating multisensory, participatory encounters with cultural and historical content. This paper presents a conceptual exploration of spatial narrative strategies in the digital age, outlining three narrative typologies: natural, scene-based, and interactive. It highlights how emerging technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are influencing exhibition design, enhancing user participation, and enabling personalised engagement. By examining selected practices from leading institutions and synthesising insights from narratology and architectural theory, the study contributes to a deeper understanding of spatial storytelling in contemporary museum design. The findings aim to support innovative, user-focused approaches in future cultural exhibition spaces.
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Valentine, Cleo. « Health Implications of Virtual Architecture : An Interdisciplinary Exploration of the Transferability of Findings from Neuroarchitecture ». International Journal of Environmental Research and Public Health 20, no 3 (3 février 2023) : 2735. http://dx.doi.org/10.3390/ijerph20032735.

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Virtual architecture has been increasingly relied on to evaluate the health impacts of physical architecture. In this health research, exposure to virtual architecture has been used as a proxy for exposure to physical architecture. Despite the growing body of research on the health implications of physical architecture, there is a paucity of research examining the long-term health impacts of prolonged exposure to virtual architecture. In response, this paper considers: what can proxy studies, which use virtual architecture to assess the physiological response to physical architecture, tell us about the impact of extended exposure to virtual architecture on human health? The paper goes on to suggest that the applicability of these findings to virtual architecture may be limited by certain confounding variables when virtual architecture is experienced for a prolonged period of time. This paper explores the potential impact of two of these confounding variables: multisensory integration and gravitational perception. This paper advises that these confounding variables are unique to extended virtual architecture exposure and may not be captured by proxy studies that aim to capture the impact of physical architecture on human health through acute exposure to virtual architecture. While proxy studies may be suitable for measuring some aspects of the impact of both physical and virtual architecture on human health, this paper argues that they may be insufficient to fully capture the unintended consequences of extended exposure to virtual architecture on human health. Therefore, in the face of the increasing use of virtual architectural environments, the author calls for the establishment of a subfield of neuroarchitectural health research that empirically examines the physiological impacts of extended exposure to virtual architecture in its own right.
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Primanizar, Reinaldi, Alya Herlinda Putri et Ardinar Restu Fauzi. « ATMOSFER SEBAGAI PEMBENTUK PENGALAMAN RUANG DI SENDANGSONO ». Jurnal Arsitektur ARCADE 7, no 4 (4 janvier 2024) : 588–96. http://dx.doi.org/10.31848/arcade.v7i4.3142.

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Abstract: Sendangsono is one of the works that create an interesting space experience through the atmospheric space. This study tries to understand the atmosphere element of Sendangsono's space and how these elements create dialogue with human multisensory in creating spatial experience. This study found how spatial experience is built from strengthening the genius loci, the combination of spatial sequences and material uniqueness provides behavioral stimuli, as well as the mix between natural and natural elements. The dialogue between atmosphere element and human multisensory immerse user in explorative behavior and feelings of solemnity and relaxation.Keyword: Atmosphere, Spatial experience, Sendangsono, PhenomenologyAbstrak: Sendangsono merupakan salah satu karya yang menciptakan pengalaman ruang yang menarik melalui atmosfer ruang. Penelitian ini mencoba memahami atmosfer ruang Sendangsono serta bagaimana elemen tersebut berdialog dengan multisensori dalam membangun pengalaman ruang. Dalam penelitian ini ditemukan bagaimana pengalaman ruang dibangun dari penguatan genius loci, kombinasi sekuen ruang dan keunikan material yang menstimulus perilaku, serta bauran antara elemen natural dan alami. Dialog antara elemen arsitektural dan multisensori manusia mampu menghanyutkan pengguna pada perilaku eksploratif dan perasaan khidmat dan relaksasi.Kata Kunci: Atmosfer, Pengalaman ruang, Sendangsono, Fenomenologi
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Hahn, Michael E., Corrine M. Mueller et Jenna L. Gorlewicz. « The Comprehension of STEM Graphics via a Multisensory Tablet Electronic Device by Students with Visual Impairments ». Journal of Visual Impairment & ; Blindness 113, no 5 (septembre 2019) : 404–18. http://dx.doi.org/10.1177/0145482x19876463.

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Introduction: The current work probes the effectiveness of multimodal touch screen tablet electronic devices in conveying science, technology, engineering, and mathematics graphics via vibrations and sounds to individuals who are visually impaired (i.e., blind or low vision) and compares it with similar graphics presented in an embossed format. Method: A volunteer sample of 22 participants who are visually impaired, selected from a summer camp and local schools for blind students, were recruited for the current study. Participants were first briefly (∼30 min) trained on how to explore graphics via a multimodal touch screen tablet. They then explored six graphic types (number line, table, pie chart, bar chart, line graph, and map) displayed via embossed paper and tablet. Participants answered three content questions per graphic type following exploration. Results: Participants were only 6% more accurate when answering questions regarding an embossed graphic as opposed to a tablet graphic. A paired-samples t test indicated that this difference was not significant, t(14) = 1.91, p = .07. Follow-up analyses indicated that presentation medium did not interact with graphic type, F(5, 50) = 0.43, p = .83, nor visual ability, F(1, 13) = 0.00, p = .96. Discussion: The findings demonstrate that multimodal touch screen tablets may be comparable to embossed graphics in conveying iconographic science and mathematics content to individuals with visual impairments, regardless of the severity of impairment. The relative equivalence in response accuracy between mediums was unexpected, given that most students who participated were braille readers and had experience reading embossed graphics, whereas they were introduced to the tablet the day of testing. Implications for practitioners: This work illustrates that multimodal touch screen tablets may be an effective option for general education teachers or teachers of students with visual impairments to use in their educational practices. Currently, preparation of accessible graphics is time consuming and requires significant preparation, but such tablets provide solutions for offering “real-time” displays of these graphics for presentation in class.
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von Rosen, Astrid, et Mats Nilsson. « Waltzing with Strindberg : Exploring Practices of Memory in A Dream Play ». Nordic Journal of Dance 8, no 1 (1 juin 2017) : 4–15. http://dx.doi.org/10.2478/njd-2017-0002.

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Abstract The aim of this article is to explore embodied practices of memory in Strindberg’s drama A Dream Play from a dance perspective. It is demonstrated that a profound exploration of this hitherto underexplored perspective can provide a fuller and more critically productive understanding of the drama. Even if in recent years international Strindberg studies has moved away from narrowly text-oriented and biographical approaches to his work, and toward multimedia, visual and multisensory aspects of it, dance and choreography are still rare topics within the field. In the article we first look at how Strindberg employed dance in the dramatic text for A Dream Play, and then expand on his dance contexts. Thirdly, we turn to a TV version of A Dream Play from 1980 to explore in particular how the waltz, an immensely popular dance form in Strindberg’s time, evokes and embodies cultural memories in the production. What is presented in the article draws on and further expands our work within the project «Dream-playing across borders: accessing the non-texts of Strindberg’s A Dream Play in Düsseldorf, 1915–18 and beyond», at the University of Gothenburg.
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Asan, Kubra, et Emre Ozan Aksoz. « BICYCLE TOURING EXPERIENCES AS A SOCIALINCLUSION ACTIVITY FOR VISUALLY DISABLED INDIVIDUALS ». Tourism and hospitality management 28, no 2 (2022) : 445–64. http://dx.doi.org/10.20867/thm.28.2.11.

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Purpose - This study is aimed towards examining the experiences of visually impaired people participating in tourism and recreational activities with tandem bicycles and to explain the social integration function of cycling. Design - The research was conducted using qualitative research methods in an exploratory study. Methodology - Data were collected through in-depth interviews with a total of six visually impaired touring cyclists in Turkey. Approach - An inductive approach was used in the study. Findings – After the analysis, four themes were identified: ‘embodied experiences,’ ‘equal difficulties,’ ‘friendships’ and ‘social inclusion.’ First, the analysis revealed that participants embodied experiences of nature, socialisation, freedom, entertainment, and exploration through body performance in a multisensory manner. Second, disabled people have similar challenges as non-disabled people. Third, friendships rather than acquaintances developed between tandem partners with and without visual impairments, which contributed to long-term social inclusion. Finally, cycling tours play an important role in the social inclusion of people with disabilities by facilitating access to the social environment and raising disability awareness Originality of the research - This study contributes to the expansion of theoretical and practical knowledge about the cycling experiences of disabled individuals in tourism and leisure.
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Pavlov, Evgeny. « Destroying Vision, Destroying Hearing : Sergei Kuriokhin and Arkady Dragomoshchenko ». Arts 13, no 6 (10 décembre 2024) : 181. https://doi.org/10.3390/arts13060181.

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The article explores the unique friendship and creative synergy between two towering figures of late Soviet underground culture, the avant-garde jazz musician Sergei Kuriokhin and the poet Arkady Dragomoshchenko. Both outsiders in Leningrad, they shaped its literary and musical landscapes without aligning with any movements. Dragomoshchenko, a seminal poet, defied categorization, while Kuriokhin, a polymath, challenged conventions across music, performance, and politics. Their collaboration epitomized innovation, blending Dragomoshchenko’s cerebral poetry with Kuriokhin’s avant-garde music. Despite linguistic barriers, their connection transcended verbal communication, rooted in shared modes of nonlinear thinking and creative experimentation. Kuriokhin’s revolutionary Pop Mekhanika, a chaotic fusion of genres and sensory experiences, mirrored Dragomoshchenko’s relentless poetic evolution. Their friendship catalyzed pivotal encounters, such as with the American poet Lyn Hejinian, expanding their artistic horizons. Dragomoshchenko’s poetic vision, centred on perception’s fleeting nature and the boundaries of possibility, echoed Kuriokhin’s multisensory assaults on audience expectations. Through their unconventional artistry, Kuriokhin and Dragomoshchenko navigated the shifting cultural landscape of late Soviet society, embodying a spirit of defiance and exploration. Their enduring influence transcends their untimely deaths, leaving an indelible mark on Russian avant-garde culture.
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Mitrović, Marija. « TRANSMEDIAL (R)EVOLUTION : {SinOsc.ar(400, 800, 0, 0.1)multisensory.experience}.play ; ». INSAM Journal of Contemporary Music, Art and Technology, no 4 (15 juillet 2020) : 60–76. http://dx.doi.org/10.51191/issn.2637-1898.2020.3.4.60.

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The digital revolution and technology has led us towards a more intimate understanding of the acoustic instrument and its sound. What was the modern piano for Chopin was a tape recorder for Schaeffer. Today, there is little distinction between the sounds of acoustic, natural or electronic. In this paper I describe the shift of musical perception throughout recent technological developments. My starting point of exploration is the spectral attitude of 1979, which inspired further sonic evolution and changed our perception of the sound, performance and instrumental body or instruments, as well as introducing the computer as an essential instrument for composing. Further, I highlight the importance of software and discuss the ways in which software-generated musical ideas can incite human creativity and influence a post-digital vision of gesamtkunstwerk. The evolution of hybrid instruments and real-time audio-visual interactive software has led to changes in temporal freedom and created a multisensory experience. I explore how this transmission breaks down the barriers and limitations of the human creative mind and discuss how this can potentially lead to the new musical era. Finally, I reveal some art experiments within the concept of transmedial composition in recent times.
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Chen, Han-Xing, et Yikang Sun. « Applying War Heritage in the National World War II History Course for College Students in China : An Exploration of Digitization Strategies ». Sustainability 15, no 3 (29 janvier 2023) : 2417. http://dx.doi.org/10.3390/su15032417.

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Digital media is increasingly being used in formal education. In China, in order to reduce the negative emotions and behaviors of college students in World War Two (WWII) history courses, digitized resources of war heritage are being applied to improve their learning experience. However, their effectiveness remains unconfirmed. Therefore, the purposes of this study are to: (1) test whether the transformation of war heritage into digital resources can help to improve the learning experience of college students; (2) explore the pivotal factors that affect the learning experience of college students; and (3) provide suggestions for improving the digital teaching resources regarding war heritage. The results of the questionnaire survey show that the participants have a positive view of digital teaching resources. In addition, low-interactive digital media can achieve higher learning effects. The multidimensional scaling (MDS) analysis also reveals that creativity in teaching and helping to form students’ values regarding cherishing peace are the foci with respect to improving the learning experience. On this basis, suggestions for improving the digital teaching resources regarding WWII heritage are proposed in this study, as follows: (a) to improve the quality of multisensory experiences in digital teaching media regarding war heritage; (b) to reduce the difficulties with human–computer interaction regarding digital teaching media; (c) to strengthen the correlation between digital resources and the teaching aims; and (d) to build a vision for peace and sustainable development through the narrative of digital media.
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Hauck, Pia, et Heiko Hecht. « Emotionally congruent music and text increase immersion and appraisal ». PLOS ONE 18, no 1 (12 janvier 2023) : e0280019. http://dx.doi.org/10.1371/journal.pone.0280019.

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Numerous studies indicate that listening to music and reading are processes that interact in multiple ways. However, these interactions have rarely been explored with regard to the role of emotional mood. In this study, we first conducted two pilot experiments to assess the conveyed emotional mood of four classical music pieces and that of four narrative text excerpts. In the main experiment, participants were asked to read the texts while listening to the music and to rate their emotional state in terms of valence, arousal, and dominance. Subsequently, they rated text and music of the multisensory event in terms of the perceived mood, liking, immersion, and music-text fit. We found a mutual carry-over effect of happy and sad moods from music to text and vice versa. Against our expectations, this effect was not mediated by the valence, arousal, or dominance experienced by the subject. Moreover, we revealed a significant interaction between music mood and text mood. Texts were liked better, they were classified as of better quality, and participants felt more immersed in the text if text mood and music mood corresponded. The role of mood congruence when listening to music while reading should not be ignored and deserves further exploration.
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Fong, Hin Nam. « The Last Recreational Land VR experience : A non-naturalistic artistic visualization practice with emerging technologies ». Technoetic Arts 21, no 1 (1 août 2023) : 15–33. http://dx.doi.org/10.1386/tear_00105_1.

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This article introduces a novel use of technologies to visualize space and temporary structures in public space as a critical and speculative method for artistic research. Imitation and iconification have been vital in visual culture since civilization began. Science has become proficient in picturing invisible matter and numerical data. However, we are limited to visualizing these data in an iconic, ‘understandable’ way, that is, to some extent, reductionist. A non-naturalistic artistic visualization (NNAVi) method is proposed to discover and present the underlying context of objects and space. First, this article discusses the representational function of artistic images and the artistic use of emerging technologies to represent invisible information. Following the discussion, the case study of the virtual reality (VR) artwork The Last Recreational Land shows how NNAVi can be applied. The case study starts with an exploration of the pandemic’s context and nature and then moves to an explanation of the multisensory and immersive setting of the artwork. Interweaving case studies and theoretical references, the article elaborates on how the VR experience is used as a device to respond to the pandemic. By deconstructing the relationship between visualization, imitation and iconification, the article theorizes NNAVi as a new methodology for artistic research that provides tangible insights into the nature of the pandemic.
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Boardman, Karen. « An exploration of teachers’ perceptions and the value of multisensory teaching and learning : a perspective on the influence of Specialist Dyslexia Training in England ». Education 3-13 48, no 7 (19 août 2019) : 795–806. http://dx.doi.org/10.1080/03004279.2019.1653349.

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Wang, Jinling, Ziyi Yin, Murong Chen et Xuan Zheng. « Exploration of the Spiritual Healing Mechanism of Intangible Cultural Heritage Aesthetics in Space Design ». Highlights in Art and Design 9, no 3 (27 mars 2025) : 33–37. https://doi.org/10.54097/r9kyx349.

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Under the dual background of the accelerated urbanization process and the generalization of mental health problems, the aesthetics of intangible cultural heritage (intangible cultural heritage) serves as the spiritual gene pool of Chinese civilization, and its contemporary transformation value urgently needs to be rediscovered and interpreted. With the theoretical aim of constructing "cultural healing space", this paper systematically discusses the innovative application paradigm of intangible cultural heritage aesthetics in the spatial design of emotional adjustment. The research breaks through the static protection paradigm of traditional intangible cultural heritage research, and reveals the emotional regulation mechanism of intangible cultural heritage aesthetics and the practical transformation path from the interdisciplinary perspective of environmental psychology, neuroaesthetics and cultural therapy. Firstly, the triple healing genes of intangible heritage aesthetics are deconstruc: in the dimension of symbol, the traditional pattern constructs cultural identity field through metaphorical narrative; in the dimension of behavior perception, the tactile memory of manual skills activates the parasympathetic nervous system and forms the spontaneous perceptual meridian reaction (ASMR) relaxation effect; in the dimension of spiritual artistic conception, the ecological wisdom of "unity of nature and nature" constructs the cognition of human and land relationship and cultivates the psychological resilience. Then the three-way action model of "cultural translation-spatial narrative-psychological adjustment" is proposed, so as to clarify that traditional aesthetic elements realize the paradigm transformation from material form to emotional media through deconstruction and reorganization, multisensory interaction and awakening of cultural memory. The innovative research lies in creating the interdisciplinary research framework of "intangible cultural heritage aesthetics-spatial medium-psychological effect", breaking through the traditional design functional orientation; proposing the biaxial design strategy of "symbol deconstruction gradient" and "sensory awakening intensity" to provide an operational path for the translation of intangible cultural heritage elements; revealing the cultural gene healing function at the value level, and realizing the value transition of intangible cultural heritage protection from "museum" to "emotional empowerment". The research not only provides the cultural resource transformation paradigm for the mental health-oriented space design, but also opens up a practical channel for the living inheritance of intangible cultural heritage by constructing the new form of "art recovery space", and responds to the dual strategic needs of high-quality cultural development and the construction of a healthy China.
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Etzi, Roberta, Charles Spence, Massimiliano Zampini et Alberto Gallace. « When Sandpaper Is ‘Kiki’ and Satin Is ‘Bouba’ : an Exploration of the Associations Between Words, Emotional States, and the Tactile Attributes of Everyday Materials ». Multisensory Research 29, no 1-3 (2016) : 133–55. http://dx.doi.org/10.1163/22134808-00002497.

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Over the last decade, scientists working on the topic of multisensory integration, as well as designers and marketers involved in trying to understand consumer behavior, have become increasingly interested in the non-arbitrary associations (e.g., sound symbolism) between different sensorial attributes of the stimuli they work with. Nevertheless, to date, little research in this area has investigated the presence of these crossmodal correspondences in the tactile evaluation of everyday materials. Here, we explore the presence and nature of the associations between tactile sensations, the sound of non-words, and people’s emotional states. Samples of cotton, satin, tinfoil, sandpaper, and abrasive sponge, were stroked along the participants’ forearm at the speed of 5 cm/s. Participants evaluated the materials along several dimensions, comprising scales anchored by pairs of non-words (e.g., Kiki/Bouba) and adjectives (e.g., ugly/beautiful). The results revealed that smoother textures were associated with non-words made up of round-shaped sounds (e.g., Maluma), whereas rougher textures were more strongly associated with sharp-transient sounds (e.g., Takete). The results also revealed the presence of a number of correspondences between tactile surfaces and adjectives related to visual and auditory attributes. For example, smooth textures were associated with features evoked by words such as ‘bright’ and ‘quiet’; by contrast, the rougher textures were associated with adjectives such as ‘dim’ and ‘loud’. The textures were also found to be associated with a number of emotional labels. Taken together, these results further our understanding of crossmodal correspondences involving the tactile modality and provide interesting insights in the applied field of design and marketing.
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Ullah, Fasee, et Thievalson a/l Johnsan. « Customizable Virtual Reality Gamification for Enhanced Teaching and Learning for Students with Dyslexia ». International Journal of Teaching, Learning and Education 3, no 5 (2024) : 31–41. http://dx.doi.org/10.22161/ijtle.3.5.4.

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Virtual Reality (VR) technology has garnered considerable attention for its potential applications in education and therapy, particularly for children with neurodevelopmental disorders. Moreover, this study focuses on the exploration and effectiveness of VR-based interventions in improving object identification skills in children who have been diagnosed with dyslexia, autism spectrum disorder (ASD), Developmental Coordination Disorder (DCD), attention deficit hyperactivity disorder (ADHD), and brain injuries. The exist- ing literature needs to improve with traditional interventions to meet the specific needs of children with these conditions. Thus, this paper proposes a novel VR-based intervention system based on a theoretical framework to improve object identification skills in children aged 6-12. The intervention seeks to create interactive and multisensory learning environments where children can practice identifying and categorizing objects in a secure and supportive atmosphere. By harnessing the capabilities of VR technology, including immersive visuals, auditory feedback, and interactive simulations, the intervention aspires to boost engagement, motivation, and learning outcomes for children with dyslexia, ASD, DCD, ADHD, and brain injuries. Anticipated results include improvements in participant object identification, measured by standardized assessments and task performance metrics. Qualitative observations and user feedback will offer insights into the subjective experiences, preferences, and challenges encountered during the intervention. The study aims to contribute valuable insights to the burgeoning field of VR-based interventions for children with neurodevelopmental disorders and inform future educational and therapeutic advancements.
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