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Proceedings of the 2nd Workshop on Multisensory Experiences (SensoryX 2022)最新文献

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SensoryX ’22 Workshop on Multisensory Experiences at ACM IMX ’22 2002年美国计算机学会(ACM)多感官体验研讨会
Pub Date : 2022-06-22 DOI: 10.5753/sensoryx.2022.20000
A. Covaci, Estêvão Bissoli Saleme, C. Jost, Joel A. F. Dos Santos, G. Ghinea
Our interactions with the world are multisensory in nature - the senses move us through spaces, mix with our memories and are constantly connected by our brains. Focused only on vision for a long time, the field of human computer interaction (HCI) started to meaningfully bring together all our senses in designing interactions for a variety of media. With this workshop, we look at different aspects of multisensory design - from authoring tools to the evaluation of multisensory experiences with the aim of identifying the current challenges and opportunities of mulsemedia.
从本质上讲,我们与世界的互动是多感官的——感官让我们穿越空间,与我们的记忆混合在一起,并通过我们的大脑不断地联系在一起。人机交互(HCI)领域在很长一段时间内只关注视觉,在设计各种媒体的交互时,开始有意义地将我们所有的感官结合在一起。在这个研讨会上,我们将探讨多感官设计的不同方面——从创作工具到多感官体验的评估,目的是确定当前多媒体的挑战和机遇。
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引用次数: 0
Interactions in Multisensory Experiences: Toward a New Timeline Metaphor 多感官体验中的互动:走向一个新的时间轴隐喻
Pub Date : 2022-06-22 DOI: 10.5753/sensoryx.2022.20003
C. Jost, Brigitte Le Pévédic, Justin Debloos, G. Uzan
The PRIM project has the objective to allow everyone to produce multisensory interactions without programming and without the help of programmers. Taking inspiration from the simplicity of use of media editing software, our idea is to investigate how to enrich them to integrate interactions by modifying the editing timeline. After arguing that time and timeline are the major challenge to face before building a new software, this paper presents a new timeline metaphor, easy to understand, and that would allow to produce interactive mulsemedia and multisensory exercises once completed. Promising results show that people easily understand and accept this new timeline, which encourages us to continue in this way.
PRIM项目的目标是让每个人都能在没有编程和程序员帮助的情况下产生多感官互动。从媒体编辑软件使用的简单性中获得灵感,我们的想法是研究如何通过修改编辑时间线来丰富它们以整合交互。在论证了时间和时间轴是构建新软件之前面临的主要挑战之后,本文提出了一个新的时间轴比喻,易于理解,并且一旦完成,就可以产生交互式多媒体和多感官练习。有希望的结果表明,人们很容易理解和接受这个新的时间表,这鼓励我们继续以这种方式。
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引用次数: 3
How to integrate interactions into video editing software? 如何将交互融入到视频编辑软件中?
Pub Date : 2022-06-22 DOI: 10.5753/sensoryx.2022.20004
C. Jost, Brigitte Le Pévédic
This paper explores an idea to enrich existing mulsemedia editing software, getting inspiration from music scores, to have them integrate actions coming from the viewer while editing a mulsemedia. In this paper, we reflect on the possibility to do it with a unique timeline. Thus, we propose to completely change the point of view. Instead of trying to insert the interaction in the timeline, we propose to cut the media into several parts and insert them into the interaction.
本文探索了一种丰富现有多媒体编辑软件的思路,从乐谱中获取灵感,使其在编辑多媒体时融入观众的动作。在本文中,我们考虑了用一个唯一的时间轴来做这件事的可能性。因此,我们建议彻底改变观点。而不是试图插入互动的时间轴,我们建议将媒体分成几个部分,并将它们插入到互动中。
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引用次数: 0
Quantifying Multisensory Immersive Experiences using Wearables: Is (Stimulating) More (Senses) Always Merrier? 使用可穿戴设备量化多感官沉浸式体验:刺激更多(感官)总是更快乐吗?
Pub Date : 2022-06-22 DOI: 10.5753/sensoryx.2022.20001
Belmir De Jesus Jr., M. Lopes, Marc-Antoine Moinnereau, R. A. Gougeh, Olivier Rosanne, Walter Schubert, Alcyr Oliveira, T. Falk
Virtual reality applications are on the rise and touching numerous domains, including healthcare, training, and gaming, to name a few. Existing experiences, however, are not fully immersive, as only two senses (audio-visual) are stimulated. To overcome this limitation, olfactory and haptic devices are emerging, thus making multisensory immersive experiences a reality. To date, however, little is known about the impact that each stimulated sense has on the overall experience, as well as on the user’s sense of e.g., realism, immersion, and engagement. In this pilot, we aim to answer this question. Using a multisensory pod, sixteen participants were immersed in a 2.5-minute virtual world, where smells, vibroacoustic, and somatosensory stimuli (i.e., wind and heat) were presented, in addition to 360-degree video and surround sound. Using two wearable devices, we kept track of the user’s heart rate, breathing rate, skin temperature, blood volume pulse, and electrodermal activity while they were immersed. In this paper, we report the impact that stimulating different senses had on the users’ overall experience, sense of presence, immersion, realism, flow, cybersickness, and emotional states, both subjectively, as well as objectively using features extracted from the wearable devices.
虚拟现实应用正在兴起,并触及许多领域,包括医疗保健、培训和游戏等。然而,现有的体验并不是完全沉浸式的,因为只有两种感官(视听)受到刺激。为了克服这一限制,嗅觉和触觉设备正在出现,从而使多感官沉浸式体验成为现实。然而,到目前为止,我们对每种刺激感对整体体验的影响,以及对用户的现实感、沉浸感和粘性的影响知之甚少。在这个试点中,我们的目标是回答这个问题。使用多感官吊舱,16名参与者沉浸在一个2.5分钟的虚拟世界中,除了360度视频和环绕立体声外,还展示了气味、振动声和体感刺激(即风和热)。使用两个可穿戴设备,我们记录了用户沉浸在水中时的心率、呼吸频率、皮肤温度、血容量脉搏和皮肤电活动。在本文中,我们报告了刺激不同感官对用户的整体体验、存在感、沉浸感、真实感、心流、晕机和情绪状态的影响,主观上以及客观地使用从可穿戴设备中提取的特征。
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引用次数: 3
An Open-Source Socially Assistive Robot for Multisensory Healthcare Therapies 用于多感官医疗保健治疗的开源社交辅助机器人
Pub Date : 2022-06-22 DOI: 10.5753/sensoryx.2022.20002
M. Rocha, Dagoberto Cruz-Sandoval, J. Favela, D. Muchaluat-Saade
Socially Assistive Robots (SARs) are a class of robots that are at an intersection between the class of assistive robots and that of interactive social robots. Besides providing some kind of assistance, SARs can provide user stimuli through interaction with the robot. SARs have been explored to assist in different healthcare therapies. This work is based on an open-source SAR called EVA. We have extended EVA’s capabilities for multimodal interaction and integration with light sensory effects. This paper presents our current research and future steps to use EVA for healthcare therapies.
社交辅助机器人(sar)是一类介于辅助机器人和交互式社交机器人之间的机器人。除了提供某种帮助外,sar还可以通过与机器人的交互为用户提供刺激。SARs已被用来辅助不同的保健疗法。这项工作是基于一个叫做EVA的开源SAR。我们已经扩展了EVA的多模态交互和集成光感官效果的能力。本文介绍了我们目前的研究和未来的步骤,将EVA用于医疗保健疗法。
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引用次数: 1
Ongoing Challenges of Evaluating Mulsemedia QoE 评估多媒体QoE的持续挑战
Pub Date : 2022-06-22 DOI: 10.5753/sensoryx.2022.20005
A. Silveira, Celso A. S. Santos
Multimedia applications are usually limited to stimulating only two human senses: vision and hearing. Recent studies seek to expand the definition of multimedia applications to include stimuli for other human senses. In this way, sensory effects that should be triggered in synchrony with the audiovisual content being presented are included in the applications. By including sensory effects in multimedia, we aim to improve the Quality of Experience (QoE) with these mulsemedia environments. Usually, two approaches are being used for performing QoE evaluations these environments. The first, more common, is performed by subjective evaluation approaches, i.e. through questionnaires, interrogations, oral responses, etc. The second, rarer but growing, uses objective approaches by collecting physiological data from the user when dealing with the system being evaluated. Such data is gathered in real time or not, however, it is considered objective because it is "involuntary", that is, data is not the result of the user’s intention. This paper will address both the these methods to evaluate QoE and what the respective obstacles are when dealing with in mulsemedia systems.
多媒体应用通常仅限于刺激人类的两种感官:视觉和听觉。最近的研究试图扩大多媒体应用的定义,以包括对其他人类感官的刺激。通过这种方式,应该与呈现的视听内容同步触发的感官效果被包含在应用程序中。通过在多媒体中加入感官效果,我们的目标是提高这些多媒体环境的体验质量(QoE)。通常,有两种方法用于执行这些环境的QoE评估。第一种是比较常见的主观评价方法,即通过问卷调查、询问、口头回答等。第二种方法虽然不多见,但越来越多,它使用客观的方法,在处理被评估的系统时,从用户那里收集生理数据。这些数据是否实时收集,但是,它被认为是客观的,因为它是“非自愿的”,即数据不是用户意图的结果。本文将讨论这两种评估质量质量的方法,以及在处理多媒体系统时各自的障碍。
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引用次数: 4
期刊
Proceedings of the 2nd Workshop on Multisensory Experiences (SensoryX 2022)
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