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Zeitschriftenartikel zum Thema "Feedbacks multisensoriels"

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Silva, Ellen P., Natália Vieira, Glauco Amorim, Renata Mousinho, Gustavo Guedes, Gheorghita Ghinea und Joel A. F. Dos Santos. „Using Multisensory Content to Impact the Quality of Experience of Reading Digital Books“. ACM Transactions on Multimedia Computing, Communications, and Applications 17, Nr. 4 (30.11.2021): 1–18. http://dx.doi.org/10.1145/3458676.

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Multisensorial books enrich a story with either traditional multimedia content or sensorial effects. The main idea is to increase children’s interest in reading by enhancing their QoE while reading. Studies on enriched and/or augmented e-books also propose synchronizing additional content with text. However, they usually focus on audio, vídeo, images, or haptic feedback. In this work, we present MBook , a tool for presenting multisensorial books. It decouples the book’s textual content from the additional content, as well as its synchronization, and rendering. Thus, a change in the additional content or its synchronization does not require changes to the book’s content. To enable fine-grained synchronization, MBook captures the reading position using an eye-tracker. Experimental results with students within the 13- to 19-year-old age group point to MBook being able to provide good usability.
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Touzalin-Chretien, Pascale, Solange Ehrler und André Dufour. „Behavioral and Electrophysiological Evidence of Motor Cortex Activation Related to an Amputated Limb: A Multisensorial Approach“. Journal of Cognitive Neuroscience 21, Nr. 11 (November 2009): 2207–16. http://dx.doi.org/10.1162/jocn.2009.21218.

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Phantom limb sensations may be linked to motor activities in the deafferented cortices of amputees, with artificial visual feedback of an amputated limb leading to enhanced phantom sensations. The present study was designed to verify if cortical motor activity related to an amputated limb can be triggered by visual input using an objective behavioral measure and with a neurophysiological correlate. Trauma amputees and normally limbed subjects showed superior performance in a mirror-drawing task when the mirror was placed sagittally (giving visual feedback of the amputated/inactive limb) compared with when it was placed frontally. Measurement of lateralized movement-related brain potentials showed that, under the lateral mirror condition, contralateral motor activity of the viewed hand was observed in both normal subjects and trauma amputees. In contrast, this activity was not observed in subjects with congenital limb absence. These findings suggest that, in traumatic amputees, motor enhancement due to visualization of the movements of the missing limb reflects the effectiveness of motor commands to the missing limb, strengthening the hypothesis of the functional survival of deafferented cortical motor areas.
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Uria-Rivas, Rodriguez-Sanchez, Santos, Vaquero und Boticario. „Impact of Physiological Signals Acquisition in the Emotional Support Provided in Learning Scenarios“. Sensors 19, Nr. 20 (17.10.2019): 4520. http://dx.doi.org/10.3390/s19204520.

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Physiological sensors can be used to detect changes in the emotional state of users with affective computing. This has lately been applied in the educational domain, aimed to better support learners during the learning process. For this purpose, we have developed the AICARP (Ambient Intelligence Context-aware Affective Recommender Platform) infrastructure, which detects changes in the emotional state of the user and provides personalized multisensorial support to help manage the emotional state by taking advantage of ambient intelligence features. We have developed a third version of this infrastructure, AICARP.V3, which addresses several problems detected in the data acquisition stage of the second version, (i.e., intrusion of the pulse sensor, poor resolution and low signal to noise ratio in the galvanic skin response sensor and slow response time of the temperature sensor) and extends the capabilities to integrate new actuators. This improved incorporates a new acquisition platform (shield) called PhyAS (Physiological Acquisition Shield), which reduces the number of control units to only one, and supports both gathering physiological signals with better precision and delivering multisensory feedback with more flexibility, by means of new actuators that can be added/discarded on top of just that single shield. The improvements in the quality of the acquired signals allow better recognition of the emotional states. Thereof, AICARP.V3 gives a more accurate personalized emotional support to the user, based on a rule-based approach that triggers multisensorial feedback, if necessary. This represents progress in solving an open problem: develop systems that perform as effectively as a human expert in a complex task such as the recognition of emotional states.
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Martinelli, Alessandro, Davide Fabiocchi, Francesca Picchio, Hermes Giberti und Marco Carnevale. „Design of an Environment for Virtual Training Based on Digital Reconstruction: From Real Vegetation to Its Tactile Simulation“. Designs 9, Nr. 2 (10.03.2025): 32. https://doi.org/10.3390/designs9020032.

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The exploitation of immersive simulation platforms to improve traditional training techniques in the agricultural industry sector would enable year-round accessibility, flexibility, safety, and consistent high-quality training for agricultural operators. An innovative workflow in virtual simulations for training and educational purposes includes an immersive environment in which the operator can interact with plants through haptic interfaces, following instructions imparted by a non-playing character (NPC) instructor. This study allows simulating the pruning of a complex case study, a hazelnut tree, reproduced in very high detail to offer agricultural operators a more realistic and immersive training environment than those currently existing. The process of creating a multisensorial environment starts with the integrated survey of the plant with a laser scanner and photogrammetry and then generates a controllable parametric model from roots to leaves with the exact positioning of the original branches. The model is finally inserted into a simulation, where haptic gloves with tactile resistance responsive to model collisions are tested. The results of the experimentation demonstrate the correct execution of this innovative design simulation, in which branches and leaves can be cut using a shear, with immediate sensory feedback. The project therefore aims to finalize this product as a realistic training platform for pruning, but not limited to it, paving the way for high-fidelity simulation for many other types of operations and specializations.
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Kuroshima, Satomi, und Jonas Ivarsson. „Toward a praxeological account of performing surgery“. Social Interaction. Video-Based Studies of Human Sociality 4, Nr. 3 (12.08.2021). http://dx.doi.org/10.7146/si.v4i3.128146.

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Surgical operations are fundamentally comprised of multisensorial and multimodal activities. As surgical work involves professional and technical skills that entail a multitude of sensorial information, various methodological difficulties and technical constraints emerge for analysts. Subjective sensations and feedback received during the participants' constructed actions may not be available to outsiders, and the privilege of studying surgical operations is not always guaranteed for the fieldworker. However, as practical surgical tasks are constructed from the routine progression of mundane activities, technical and methodological difficulties can be overcome, confirming the perspicuous nature of surgical operations for social scientists as outsiders. In this report, the researchers describe their fieldwork experiences in two different types of operating rooms—gastroenterology surgical operations in a Japanese context and endovascular aortic repairs in a Swedish context—with a specific focus on how they controlled the technical challenges. This demonstrates the value of surgical operations as a site for scientific investigation independent of expert knowledge about surgery.
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Brelet, Lisa, und Yoren Gaffary. „Stress reduction interventions: A scoping review to explore progress toward use of haptic feedback in virtual reality“. Frontiers in Virtual Reality 3 (03.10.2022). http://dx.doi.org/10.3389/frvir.2022.900970.

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With the objective of providing scientific guidance for the development of a multisensory virtual reality (VR) relaxation device using haptic stimulation, the present review focuses on analysis of existing traditional and VR-based stress reduction interventions as well as their relevant measures. Two primary methods of stress reduction are explored: relaxation techniques and meditation techniques. Relaxation techniques enable the practitioner to achieve a tension-free state through control of and reduction in physiological activity. Meditation techniques also induce a relaxation response, but can additionally increase sustained attention to the present moment, to one’s own bodily sensations, emotions, tensions, thoughts, etc., or to an object, without judgement or adherence to a particular perspective. The limitations of traditional techniques are also noted, including the time required for training or mastery and the need for visualization efforts, and the benefits of VR-based relaxation techniques for the user are explored: these include the reduction of negative emotions, stress, anxiety, depression, and pain, as well as improved relaxation and positive affect. Particular attention is paid to the multisensorial approach made possible by VR. However, while it has been known for decades that tactile stimulation is very efficient to relax users, reduce stress, and induce positive emotions, tactile stimuli are currently under-exploited in VR-based stress reduction interventions. This review focuses specifically on touch and its beneficial effects on stress and affect. Finally, we discuss and provide forward-looking perspectives on the present and future use of tactile stimulation as a component of VR tools designed to reduce stress.
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Carmona, María, Macarena De los Santos-Roig, Sara Mata und Francisca Serrano. „Effectiveness of a comprehensive game-based intervention for writing skills“. Reading and Writing, 14.02.2025. https://doi.org/10.1007/s11145-025-10636-w.

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Abstract This study explores the effectiveness of a comprehensive intervention program for improving writing skills in Spanish. Participants were 167 Spanish children (3rd to 6th Grades) with reading and writing difficulties and typical development. Children exhibited problems in writing, reading, and related skills, like phonological and prosodic skills. The intervention targeted the reinforcement of orthographic patterns, decoding activities based on meta-analytical strategies; meta-phonological, morphological, and prosodic activities; visual vocabulary; sentence building, and reading, considering the reciprocity between both skills in literacy development. It was a paper-and-pencil program, considering the main approaches of writing intervention (cognitive and multisensorial), the relevance of frequent and direct feedback, the use of explicit instructions, the recommended levels of intervention (sub-lexical, lexical, and sentence levels), and the use of motivating activities through a game-based design. Sixteen individualized sessions of direct, systematic, and explicit training were conducted with the support of a trainer who provided immediate and continuous feedback. A quasi-experimental non-equivalent waiting control group pre-post intervention design, with three groups (intervention group; waiting-control group; and typical development group), was applied. Results showed that the intervention had a positive impact on writing-related skills. Specifically, children who received the intervention performed close to peers without difficulties in several tasks after the intervention program, especially those involving phonological and prosodic processing. These findings support that phonological and prosodic training is related to writing performance and its development. Furthermore, this study presents psychoeducational implications because it supports that explicit and supplemental meta-phonological strategies could play an important role in teaching writing to children with reading and writing difficulties.
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Dissertationen zum Thema "Feedbacks multisensoriels"

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Lafuma, Louis. „Feedback multisensoriels pour la manipulation d'objets virtuels en réalité augmentée“. Electronic Thesis or Diss., université Paris-Saclay, 2025. http://www.theses.fr/2025UPASG012.

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Lorsque l'être humain manipule les objets qui l'entourent, il sollicite les cinq sens que sont la vue, l'ouïe, le toucher, le goût et l'odorat. En réalité augmentée, il peut être confronté à des objets purement virtuels, pouvant stimuler artificiellement la vue et l'ouïe, et ne pouvant pas, par défaut, stimuler les trois autres sens. Ces lacunes dans la façon qu'à l'utilisateur de percevoir les objets virtuels qui l'entourent rendent la manipulation de ceux-ci difficile, il est donc nécessaire de s'assurer que les cinq sens soient correctement stimulés. On appelle feedback le fait de renvoyer un stimuli à l'organisme une fois que celui-ci a agi sur son environnement. Comprendre le fonctionnement du feedback permet de stimuler correctement les sens de l'utilisateur, et ainsi de permettre de rendre la manipulation plus simple. Nous avons donc au cours de cette thèse mis en place un modèle du feedback, permettant de mieux comprendre les différents éléments qui le composent, ainsi que de créer des feedbacks répondant à nos besoins. Nous avons ensuite utilisé notre modèle pour développer différents prototypes ayant pour but de transmettre notamment les propriétés haptiques des objets manipulés. Nous avons approfondi deux de ces prototypes dans le cadre de protocoles expérimentaux. Le premier pour but de vérifier l'impact de la représentation de la main sur la manipulation. Le second a pour but d'étudier si il est possible d'induire une sensation de poids sur un objet virtuel
When we manipulate the objects around us, we use all five senses: sight, hearing, touch, taste and smell. In augmented reality, we can be confronted with purely virtual objects, artificially stimulating sight and hearing, but not, by default, stimulating the other three senses. These shortcomings in the way the user perceives the virtual objects around him make it difficult to manipulate them, so it is necessary to ensure that all five senses are correctly stimulated. Feedback is the act of sending a stimulus back to the organism once it has acted on its environment. Understanding how feedback works enables the user's senses to be correctly stimulated, thus making manipulation simpler. In the course of this thesis, we therefore set up a feedback model, enabling us to better understand the different elements that make up feedback, and to create feedbacks that meet our needs. We then used our model to develop various prototypes designed to convey the haptic properties of manipulated objects. We further developed two of these prototypes within the framework of experimental protocols. The first was designed to verify the impact of hand representation on manipulation. The second aims to study whether it is possible to induce a sensation of weight on a virtual object
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Buchteile zum Thema "Feedbacks multisensoriels"

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Mura, Gianluca. „The MultiPlasticity of New Media“. In Multiple Sensorial Media Advances and Applications, 258–71. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-821-7.ch013.

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Interaction systems with the user need complex and suitable conceptual and multisensorial new media definition. This study analyzes social and conceptual evolutions of digital media and proposes an interactive mixed-space media model which communicates the information contents and enhances the user experience between interactive space of physical objects and online virtual space. Its feedback gives information through user performance among its multisensorial interfaces. The research widens previous research publications, and gives precisely a definition of a fuzzy logic cognitive and emotional perception level to the metaplastic multimedia model. It augments the interaction quality within its conceptual media space through an action-making loop and gives as a result new contents of information within its metaplastic metaspace configurations.
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Fox, Helena. „Aesthetic Experience in the Everyday Clinical Work of Healthcare Practitioners:“. In The Oxford Handbook of Mental Health and Contemporary Western Aesthetics. Oxford University Press, 2023. http://dx.doi.org/10.1093/oxfordhb/9780192866929.013.51.

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Abstract Aesthetic experience may be noticed in routine, habitual, or even brief moments of everyday clinical practice, for instance whilst taking a pulse, listening with a stethoscope, in the clinical touch, reading a medical investigation, seen in a gesture, or even noticed whilst walking down a hospital corridor. Healthcare practitioners can be moved in aesthetic ways in such daily moments as well as by issues of life and death. This chapter describes the nature of a type of aesthetic experience relevant to everyday clinical work. Here ‘aesthetic experience’ refers to sensory perception and the arising imaginative dimension that may be noticed during immersive participation. This includes human sensibilities, emotions, the embodied, the tacit, and the haptic that may all be entwined as lived experience and extend beyond the prosaic. To embrace this complexity, aesthetic experience was explored in a wider study using an innovative arts, practice-based research methodology entitled ‘Connective Aesthetics in Medicine.’ Within this, new experiential participatory processes were designed and shared with healthcare practitioners. A poetic twist was incorporated to slightly defamiliarize everyday clinical actions to activate aesthetic experience for observation. The description of aesthetic experience was built from participant feedback, discussion, and reflections on links with healthcare practice. The researcher’s experience in clinical and arts-based practice was combined with aspects of existing areas of practice and theory where awareness of sensory and imaginal experience was at the core. Aspects of these were adapted and synthesized into the newly designed processes and are discussed with examples. Aesthetic experience was found to be rich in multisensorial and expansive imaginative detail. Awareness of aesthetic experience had the potential to bring greater connection with the self and others in attentive ways and led to links with wider issues in healthcare practice. Such awareness could contribute a resource for enhancing quality in healthcare related to values and humane caregiving alongside the objective evidence base.
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Konferenzberichte zum Thema "Feedbacks multisensoriels"

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Suni-Lopez, Franci, Nelly Condori-Fernandez und Alejandro Catala. „Understanding Implicit User Feedback from Multisensorial and Physiological Data“. In ICSE '20: 42nd International Conference on Software Engineering. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3387940.3391466.

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Benente, Michela, Valeria Minucciani und Annamaria Berti. „Neurosciences and museum - Museum visit as inclusive, embodied and transformative experience“. In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003333.

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Following their previous writings and research works, Authors describe very recent experimentations at Museo Nazionale Etrusco di Villa Giulia (Rome) devoted to study the visitors’ behavour and to verify the effectiveness of inclusive and multisensorial communication.Starting from the assumption that access and accessibility to Cultural Heritage are not simply intended as physical approach, and they happen when individuals “appropriate” and “transform” cultural contents, this paper shortly discusses the “Emotion Museology” principles, according to which what moved visitors will be particularly remembered by them, processed and transformed, becoming a very personal asset.Emotions, although difficult to define, are an important element in cognitive processes and are inclusive, as each visitor can empathise with objects and stories. The innovative experiment described by Authors has been conducted in a museum environment with the aid of techniques for detecting the neurophysiological factors of visitors during a visit: a number of experiments have been carried out in recent years on perception mechanisms of a neuro aesthetic nature, but not to indagate the spatial cognition and the role of “atmospherical” conditions.Searching for what all audiences have in common, and not what divides and differentiates them, emotions answer to objects, spaces and communicative stimuli proposed by museums (captions, context, relations). Conversely, differences have also to be considered and “celebrated” as a humanity’s treasure. Then, emotional stimuli can originate very different responses, assuring intimate and individual appropriation processes. From this point of view, the research team aims to relate unconscious responses with cognitive processing of contents: pre visit expectations and “bias” and post visit feedback can support an integrate interpretation of data.In this perspective, and following the seven “Design for All” principles, can be updated referring to cultural accessibility and inclusion, overcoming and abandoning the unrealistic goal of guaranteeing the same experience for different publics, but rather aiming to ensure a fulfilling, lasting and transformative experience for all.
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