sensory effect
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2021 ◽  
Author(s):  
Raphael Abreu ◽  
Joel A. F. dos Santos ◽  
Débora C. Muchaluat-Saade
Keyword(s):  

2021 ◽  
Author(s):  
Flavio Miranda De Farias ◽  
Douglas Paulo De Mattos ◽  
Débora C. Muchaluat-Saade

To meet the demand for mulsemedia (multiple sensorial media) content production, numerous tools exist, among which many present the currently typical approach providing 2D content organized in timelines. However, when it comes to 360° content where 3D spatial positioning is necessary, neither consensus on authoring methodology nor widely-adopted approaches to design exist. In order to fulfll this gap, we propose AMUSEVR, a virtual-reality environment for mulsemedia application development. In addition to supporting various media and sensory effect types, AMUSEVR allows authors to create and visualize content dynamically using VR technology. We evaluated AMUSEVR with an authoring experiment with users, using UEQ questionnaires, and obtained promising results.


2021 ◽  
Vol 8 (SPE3) ◽  
Author(s):  
Mohammad Shah Badizadeh ◽  
Javad Mehraban ◽  
Leila Kabari Ghotbi

In any literary style or period, there are always common factors and contexts between poets and writers that make up the color and public space of that period. One of these contexts are elements and themes that are used in poetic images; Elements such as nature, ordinary and peripheral elements, literary subtleties in image making, etc. are the themes that can lead us to obvious differences between the illustrations of each period in each period and can finally be a basis for evaluation. The artistic and imaginative values and features of each period become and lead us to the important point that the image is a representation of sensory effect in language. This sensory effect also includes: the poet's thoughts, feelings and sensory experiences. The importance of illustration and illustration is such that, in the opinion of many, any change in the illustration of the world also leads to a change in the mechanism of the world. What constitutes the basis of the present research is the study and study of the illustration processes of old and new Persian poetry in two ways, method and subject of the image. The results of the present study show that although the overall image structure of Persian poetry from ancient times to modern times has been based on one principle, but the subject of these images is different in two periods so that the image in ancient poetry is based on "nature and imagination". While the basis of the image in contemporary poetry is "man and society".


2020 ◽  
Vol 25 (2) ◽  
pp. 358-381
Author(s):  
Nancy L. Wicker

AbstractSmall pendant discs known as Scandinavian gold bracteates are visually impressive indicators of status and identity during the early medieval Migration Period (c. 450–550 CE). Much of the emphasis in bracteate studies has been on typological classification and iconographic interpretation of the pictures, along with decipherment of the inscriptions, yet the sensory impression made by bracteates has been neglected. For decades, archaeologists considered it futile to speculate on the experiential; however, recent research has begun to contend with the materiality of senses and emotions in the past. In this paper, I focus on the both sensory effect of experiencing the pendants and the emotional impact of the objects on those who wore and handled them. Since bracteates are often discovered in women’s graves and show evidence of wear on their suspension loops, it is assumed that these objects were actually used in life. A spotlight on agency turns the study of bracteates from an emphasis on typology, iconography, and runology to trace instead the agency and multisensory effects of these objects on people and the effects of people’s actions on these items. This allows an examination of how bracteates were entangled with the senses and emotions of those who made, wore, and gazed upon these small but important objects. I consider what it may have felt like to make, receive, wear, lose, or bequeath a bracteate – or to deposit it into a bog or a grave.


2020 ◽  
Vol 85 (8) ◽  
pp. 2296-2309 ◽  
Author(s):  
Draženka Dite Hunjek ◽  
Tanja Pranjić ◽  
Maja Repajić ◽  
Branka Levaj

Author(s):  
Renato O. Rodrigues ◽  
Marina I. P. Josué ◽  
Raphael S. Abreu ◽  
Glauco F. Amorim ◽  
Débora C. Muchaluat-Saade ◽  
...  
Keyword(s):  

Author(s):  
Renato de Oliveira Rodrigues ◽  
Marina I. P. Josué ◽  
Raphael S. Abreu ◽  
Glauco F. Amorim ◽  
Debora C. Muchaluat-Saade ◽  
...  

This contribution proposes an extension to middleware Ginga- NCL as a way to provide a declarative approach for the creation and execution of interactive mulsemedia applications. It enables the author to create mulsemedia applications in NCL, defining sensory effects as nodes. Therefore, one is able to reuse all the language support for content synchronization, user interaction, context adaptation, etc.


2019 ◽  
Vol 5 ◽  
pp. 100023
Author(s):  
Laura K. Case ◽  
Claire M. Laubacher ◽  
Emily A. Richards ◽  
Matthew Grossman ◽  
Lauren Y. Atlas ◽  
...  

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