Academic literature on the topic 'Everyday sensory experiences'

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Journal articles on the topic "Everyday sensory experiences"

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May, Vanessa, and Stewart Muir. "Everyday Belonging and Ageing: Place and Generational Change." Sociological Research Online 20, no. 1 (February 2015): 72–82. http://dx.doi.org/10.5153/sro.3555.

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In this paper, we discuss findings from a study on intergenerational relationalities in order to examine some aspects of how people over 50 years of age experience belonging in their everyday lives. Belonging emerged not as a single unitary ‘thing’, but a complex intersecting of relational, cultural and sensory experiences. We explore how people, place, time and cultural context intertwined in people's sense of belonging to place. Although much previous research on belonging has largely focused on geographical movement, we found that temporal movement, at an individual level in the form of ageing and at a collective level in terms of generational change, proved to be an important layer of our participants’ experiences of belonging and not belonging. Furthermore, we argue that people often come to understand and speak of temporal shifts in belonging in embodied terms, based on their sensory engagement with the world. The paper concludes by considering the consequences of this additional aspect of the experience of belonging for the study of belonging as a social and personal process, and how our findings contribute to debates around ‘ageing well’.
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Gayler, Tom, Corina Sas, and Vaiva Kalnikaitė. "Exploring the Design Space for Human-Food-Technology Interaction: An Approach from the Lens of Eating Experiences." ACM Transactions on Computer-Human Interaction 29, no. 2 (April 30, 2022): 1–52. http://dx.doi.org/10.1145/3484439.

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Embedded in everyday practices, food can be a rich resource for interaction design. This article focuses on eating experiences to uncover how bodily, sensory, and socio-cultural aspects of eating can be better leveraged for the design of user experience. We report a systematic literature review of 109 papers, and interviews with 18 professional chefs, providing new understandings of prior HFI research, as well as how professional chefs creatively design eating experiences. The findings inform a conceptual framework of designing for user experience leveraging eating experiences. These findings also inform implications for HFI design suggesting the value of multisensory flavor experiences, external and internal sensory stimulation and deprivation, aspects of eating for communicating meaning, and designing with contrasting pleasurable and uncomfortable experiences. The article concludes with six charts as novel generative design tools for HFI experiences focused on sensory, emotional, communicative, performative, and temporal experiences.
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Sumartojo, Shanti, and Sarah Pink. "Moving Through the Lit World: The Emergent Experience of Urban Paths." Space and Culture 21, no. 4 (November 12, 2017): 358–74. http://dx.doi.org/10.1177/1206331217741079.

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There is growing scholarship both on how light (and darkness) shapes our perception and experience of our surroundings and coalesces particular affective experiences. In this article, we build on this emerging field to address a fundamental but unexplored question for understanding urban experience: how is the experience of everyday movement through the city constituted in relation to automated urban lighting. We argue that the affective and sensory aspects of the “lit world” need to be accounted for, an aspect of quotidian urban experience that remains underexplored. In doing so, we discuss a mobile sensory ethnography of public urban “light routes” by drawing on the words and photographs of people moving through the city of Melbourne, Australia on their journeys home at the end of the day. Their stories about automated lighting reveal how particular affective intensities, responses to urban complexity and aesthetic experiences emerged on the move, and begin to account for the role of the “lit world” in everyday experience.
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Kangur, Karina, Michal Toth, Julie Harris, and Constanze Hesse. "Everyday haptic experiences influence visual perception of material roughness." Journal of Vision 19, no. 10 (September 6, 2019): 300a. http://dx.doi.org/10.1167/19.10.300a.

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Wood, Abigail. "Sound, Narrative and the Spaces in between: Disruptive Listening in Jerusalem’s Old City." Middle East Journal of Culture and Communication 6, no. 3 (2013): 286–307. http://dx.doi.org/10.1163/18739865-00603003.

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This article explores the intertwined roles of sound performance, listening and narration as agentive modes of parsing conflicted spaces in Jerusalem’s Old City. Via a series of ethnographic case studies, I illustrate some of the everyday ways in which overlapping geographies are constructed and communicated in public and semi-public ‘civil’ spaces at the contested seams of Israel and Palestine. In performing music in the city, citing poetry or pronouncing judgments on the soundscape, inhabitants and visitors draw upon both sensory experiences and a broad corpus of literary, artistic, historical and narrative commentary on the city. Drawing on the work of Michael Jackson and Davide Panagia, I suggest that unnarratable sensory experiences such as these might expose moments when political subjectivity is reconfigured, challenging unitary narratives by highlighting the inherent complexity and ambiguity of everyday experience.
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McGuire, Meredith B. "Individual sensory experiences, socialized senses, and everyday lived religion in practice." Social Compass 63, no. 2 (June 2016): 152–62. http://dx.doi.org/10.1177/0037768616628789.

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Kuehni, Rolf. "Does the basic color terms discussion su er from the stimulus error?" Journal of Cognition and Culture 7, no. 1-2 (2007): 113–17. http://dx.doi.org/10.1163/156853707x171838.

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AbstractThis commentary raises the possibility of recent discussion on the issue of basic color terms suffering from the "stimulus error," first described by the English psychologist E. B. Titchener. It refers to confusion of the psychological experience with the physical description of the stimulus. Such confusion is routine in everyday language in situations where private sensory experiences are involved that cannot be objectively described, but is harmful in fundamental discussions about experiences.
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Vannini, Phillip: Taggart. "Off-grid Mobilities." Transfers 2, no. 1 (March 1, 2012): 10–31. http://dx.doi.org/10.3167/trans.2012.020103.

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Drawing from sensory ethnography, the present multimodal writing—accompanied by photography and digital video—documents and interprets the mobilities of off-grid living on Lasqueti Island, British Columbia, Canada. The data presentation focuses in particular on the embodied experience of off-grid inhabitation, highlighting the sensory and kinetic experiences and practices of everyday life in a community disconnected from the North American electrical grid and highway network. The mobilities of fuel and energy are presented in unison with ethnographic attention to the taskscape of everyday activities and movements in which off-grid islanders routinely engage. The analysis, based on Tim Ingold's non-representational theory on place, movement, and inhabitation, focuses on how the material and corporeal mobilities of off-grid life body forth a unique sense of place.
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Faire, Lucy, and Denise McHugh. "The Everyday Usage of City-Centre Streets: Urban Behaviour in Provincial Britain ca. 1930–1970." Articles 42, no. 2 (June 23, 2014): 18–28. http://dx.doi.org/10.7202/1025697ar.

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This article examines the user experience in the city-centre street space, focusing on three main themes: space usage; the behaviour of users and interventions to direct behaviour by urban authorities; and the sensory and emotional experiences of being on the street. The emphasis is on people’s interaction with the city centre and their perceptions of it. These interactions generated multi-dimensional perspectives linked to individual socio-demographic characteristics producing place-specific experiences. The article uses film, photography and testimony to provide insights into street usage and, while acknowledging that the retail function of the city centre was fundamental, argues that this space generated wider experiences beyond the acquisition of goods and services in commercial transactions. The article concludes that the user experience, behaviour and relationship with the city-centre street are as important to understanding urban function as capital investment and city planning.
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Stronciwilk, Agata. "Sensing the Future in the Anthropocene: Multisensory Artworks and Climate Change." Roczniki Kulturoznawcze 15, no. 1 (March 29, 2024): 89–106. http://dx.doi.org/10.18290/rkult24151.5.

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The article analyzes artworks by Dagna Jakubowska, Diana Lelonek, and Peter de Cupere in the context of sensory perception and environmental engagement. The analyzed projects propose various speculative narratives and sensory stimuli that allow the audience to have an embodied experience of those narratives. Artists encourage us to listen to the melting glaciers, taste the dishes of the apocalyptic future or smell the polluted air in order to materialize the vision of climate change, which for some still remains an abstract concept rather than an ongoing reality. The empirical sensory experiences become arguments in the discussions about the anthropogenic roots of climate change. The article examines the role of senses and art in breaching the gap between scientific evidence and everyday experience regarding climate change.
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Dissertations / Theses on the topic "Everyday sensory experiences"

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Elnesr, Maya. "La conception des espaces urbains résidentiels et récréatifs à travers le jeu des enfants." Electronic Thesis or Diss., Université Grenoble Alpes, 2024. http://www.theses.fr/2024GRALH001.

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Cette thèse déploie son analyse à partir de la présence de l’enfant dans les configurations variées de l’espace public urbain. Elle privilégie une lecture des ambiances pour appréhender la manière dont le corps des enfants est mobilisé par son environnement. L’étude s’attache ainsi à adopter une analyse dynamique de la façon dont l'enfant s'insère, s'émeut et s'adapte au sein de l’espace public. Le concept d’affordance établi par le psychologue James J. Gibson occupe une place centrale dans cette étude (Gibson, 1979). Il permet de déployer une lecture des propriétés du bâti en ce qu’elles stimulent, offrent ou « appellent » certaines activités. Parmi celles-ci, le jeu, librement choisi, contribue au développement global de l’enfant.Notre approche se confronte à une littérature scientifique dense et variée qui a examiné l’impact du jeu en extérieur sur le comportement et le développement de l’enfant. Au tournant des années 1970, il semble que la libre présence des enfants dans l’espace public urbain tende à se restreindre et à poser la question de l’émergence de systèmes de surveillance corrélée à l’idée d’une vulnérabilité de l’enfant dans la ville. Non sans liens, les infrastructures et environnements de jeu, qui apparaissent d’abords insuffisants, se développent pour configurer dans l’espace urbain des îlots séparés formant des aires de jeu créées par les adultes. Cette thèse envisage de repartir du corps en mouvement de l’enfant pour envisager son champ de perception et, plus loin, son rapport à la ville (Breviglieri, 2014). L’approche écologique et sensible aux ambiances permettra de poser un regard expérimental et évaluatif sur les espaces urbains présents dans le quotidien des enfants.La thèse interroge une variété de designs d’espaces (résidentiels ou proprement ludiques) de la ville dans son lien aux comportements de jeu des enfants. Pour cela, elle propose d’investiguer quatre environnements urbains hétérogènes en Égypte et en France. L’étude des dimensions récréatives et résidentielles prend alors appui sur une « approche de recherche par enquête comparative causale » et des « études de cas intrinsèque » (Groat & Wang, 2013).Cette enquête de terrain est menée en trois phases, avec des enfants « d’âge moyen» choisis au hasard, entre cinq et douze ans. Elle comprend des observations comportementales structurées centrées sur le comportement de l’enfant. Ces observationssont complétées par une étude des activités cognitives perceptuelles engagée dans l’effectuation de dessins et de photographies, et par la réalisation d’entretiens informels associés occasionnellement à des parcours commentés. Les données recueillies ont été analysées dans le cadre de la « théorie du triptyque de l'espace » et de la « théorie des affordances ». Ce cadre a pour objet de clarifier les écarts de perception et de représentation entre celles qui appartiennent au concepteur de l’environnement urbain et celles qui appartiennent à l’enfant dans son expérience physique et culturelle de l’espace. Il est possible d’extraire de cette étude des thèmes capables de renouveler certaines orientations de la fabrique de la ville. Ces thèmes convergent pour repenser à la fois la place de l’enfant dans la ville, et la manière dont celle-ci peut générer des environnements intergénérationnels favorisant le bien-être des citadins.« Une ville où l’enfant serait le prince et le père de l’homme » (Aillaud, 1972)
Play is a freely chosen process that is important for the overall children development. A relatively large amount of research efforts have investigated the impact of play, particularly outdoor play in natural environments, on children's play behavior and the consequent impact on their development. However, in the recent decades, modern societies have noticed an intense declination of play opportunities in outdoor spaces especially in the local everyday community urban spaces, as living streets, neighborhoods, and recreational public spaces, due to the imposed structured activities, adult supervision, and poor playing environments such as enclosed playgrounds.To date, relatively few studies have investigated children's lived experiences in their daily urban spaces, where they can play freely. Although they have their own way of perceiving, experiencing, and living the daily urban spaces, different from adults that results in creating a gap. Thus, in order to fill in the resulted gap, this study aims to investigate the potential impact of the urban transformation of daily urban spaces on children presence and their play behavioral patterns. The second objective is to explore the associations between specific spatial physical characteristics as well as functional qualities, or “spatial potentialities” that form different configurations, and children play opportunities (Breviglieri, 2014(.The study relies on a “causal comparative survey research approach” and an “intrinsic case study” (Groat & Wang, 2013). It involves the investigation of four selected urban spaces, with different spatial configuration, (recreational and residential urban functional categories), in Paris, France and Cairo, Egypt. Fieldwork is conducted through three phases, with randomly selected “middle-aged” children, between 5 to 12 years. It included structured child-centered behavioral observations complemented with behavioral qualitative observations, perceptual cognitive skill activities as drawings as well as photography, and informal interviews associated occasionally with child- led walks.Collected data is analyzed within the shadow of both “Trialectic of Space Theory” (Lefebvre, 1992) and “Affordances theories”, (Gibson, 1979, Norman 1988, Bohme, 2017), to fill in the problematic gap. This created gap is situated between the designed spaces by adult so as designers, children perceptions depending on their capabilities, cultural, social background, as well as their previous experience, and the resulted lived space with its specific ambiance adopting children’s needs and behaviors.The study strongly suggests that spatial porosity of daily urban spaces, influence children's presence and the occurrence of different play behavior types. In addition, different spatial typologies seemed to promote different play patterns that may enhance different children’s spatial perceptions and preferences. Moreover, the study identified and outlined a set of specific spatial potentialities aspects, forming different spatial configurations, which appeared to be associated to children's sensory experiences, play opportunities, and the resulted lived ambient envelop.This study tended to enable urban planners and landscape architects to extract the essential characteristics that help creating child-friendly spaces. In order to encompass children with diversity of cultures and origins from all over the world. Hereafter, it will open a new perspective in the design, by proposing a design approach and guidelines to articulate children's spaces in the city; it is not a question of thinking of these spaces, as closed islands, but rather as child-friendly environments within intergenerational cities.“A city where the child would be the prince and the father of Man” (Aillaud, 1972)
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Books on the topic "Everyday sensory experiences"

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Velasco, Carlos, and Marianna Obrist. Multisensory Experiences. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198849629.001.0001.

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Most of our everyday life experiences are multisensory in nature, i.e. they consist of what we see, hear, feel, taste, smell, and much more. Almost any experience, such as eating a meal or going to the cinema, involves a magnificent sensory world. In recent years, many of these experiences have been increasingly transformed through technological advancements such as multisensory devices and intelligent systems. This book takes the reader on a journey that begins with the fundamentals of multisensory experiences, moves through the relationship between the senses and technology, and finishes by considering what the future of those experiences may look like, and our responsibility in it. The book seeks to empower the reader to shape his or her own and other people’s experiences by considering the multisensory worlds in which we live. This book is a powerful and personal story about the authors’ passion for, and viewpoint on, multisensory experiences.
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Peckruhn, Heike. Meaning in Our Bodies. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190280925.001.0001.

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What do our everyday experiences and bodily movements have to do with our theological imagination? How should we draw the connection between lived experience and theology? Feminist theologians, as well as other scholars, appeal to the importance of bodily experiences and perceptions when developing claims regarding social and cultural values and argue that our actions are always meaningful. But where and how do these arguments gain traction beyond mere thinking about methods in religious studies or theological exploring of metaphors? Religious scholars and theologians need to acquire a robust grasp on how sensory perceptions and interactions are cultural and theological acts that are bodily meaning making. This book presents a method of tracing embodied experience in order to account for meaning in everyday movements and encounters by strengthening and refining the concept of “experience” through a set of analytical commitments built on Maurice Merlau-Ponty’s phenomenological concepts. The notion of bodily experience is extended to that which makes up our social and theological knowledges. Bodily perceptual experiences are ways of thinking and orienting in the world, therefore comprising theological imagination. This is demonstrated in historical and cultural comparisons where taste, touch, and emitted sounds may order normalcy, social status, or communal belonging. Constructive body theology as analytical tool is tested in feminist projects known for their explicit turn to experience and embodiment (Carter Heyward, Marcella Althaus-Reid). This book concludes with presentations of constructive possibilities that emerge when everyday bodily experience is utilized effectively as a source for religious and theological inquiries.
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Barclay, Jenifer L. The Mark of Slavery. University of Illinois Press, 2021. http://dx.doi.org/10.5622/illinois/9780252043727.001.0001.

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This book makes disability legible in the histories of both slavery and race, arguing that disability is a critical category of historical analysis. Bondage complicated and contributed to enslaved people’s experiences of complexly embodied conditions that ranged across the physical, sensory, cognitive, and psychological. Ableist histories of racial slavery have long overlooked how the social relations of disability shaped people’s everyday lives, particularly within enslaved families, communities, and culture. At the same time, antebellum Americans persistently constructed and framed racial ideology through ideas about disability, producing and naturalizing links between blackness and disability on the one hand and whiteness and ability on the other. Disability was central to the larger relations of power that structured antebellum society and figured prominently in racial projects that unfolded in the laws of slavery, medical discourses of race, pro- and antislavery political rhetoric, and popular culture like blackface minstrelsy and freak shows. The disabling images of blackness created in these various registers of American life resounded long after slavery’s end, gradually fading into less specific notions of black inferiority and damage imagery. The Mark of Slavery simultaneously examines relations of power and the materiality of the body and makes clear that just as blackness and disability were not mutually exclusive categories, enslaved people’s lived experiences of disability were not entirely separate from and unrelated to representations of disability that fueled racial ideology.
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Pinto-Coelho, Zara, ed. The City of the Senses, the Senses in the City. UMinho Editora/CECS, 2022. http://dx.doi.org/10.21814/uminho.ed.51.

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Urban-oriented sensory analysis has a long tradition within the social sciences. However, in communication and cultural studies research, the sensorial orientation is still incipient. This publication is part of an ongoing call by Passeio, the platform for the study of art and urban culture of the Communication and Society Research Centre, for an organicist vision of the city, underlining the need to re-signify the role of the senses in the experience of everyday contemporary urban life. This book includes theoretical and/or empirical contributions from researchers in sociology, communication and cultural studies, who explore three fundamental questions: (a) the effects of the tourist era under the COVID-19 pandemic, (b) the role of music in the production of places and socialities; and (c) the importance of ambiances in the constitution of a carnal relationship with the city.
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Callahan, William A. Sensible Politics. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190071738.001.0001.

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Visual images are everywhere in international politics. But how are we to understand them? Callahan uses his expertise in theory and filmmaking to explore not only what visuals mean, but also how visuals can viscerally move and connect us in “affective communities of sense.” Sensible Politics explores the visual geopolitics of war, peace, migration, and empire through an analysis of photographs, films, and art. It then expands the critical gaze to consider how “visual artifacts”—maps, veils, walls, gardens, and cyberspace—are sensory spaces in which international politics is performed through encounters on the local, national, and world stages. Here “sensible politics” isn’t just sensory, but looks beyond icons and ideology to the affective politics of everyday life. This approach challenges the Eurocentric understanding of international politics by exploring the meaning and impact of visuals from Asia and the Middle East. Sensible Politics thus decenters our understanding of social theory and international politics by (1) expanding from textual analysis to highlight the visual and the multisensory; (2) expanding from Eurocentric investigations of IR to a more comparative approach that looks to Asia and the Middle East; and (3) shifting from critical IR’s focus on inside/outside and self/Other distinctions. It draws on Callahan’s documentary filmmaking experience to see critique in terms of the creative processes of social-ordering and world-ordering. The goal is to make readers not only think visually, but also feel visually—and to creatively act visually for a multisensory appreciation of politics.
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MacDougall, David. The looking machine. Manchester University Press, 2019. http://dx.doi.org/10.7228/manchester/9781526134097.001.0001.

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The looking machine calls for the redemption of documentary cinema, exploring the potential and promise of the genre at a time when it appears under increasing threat from reality television, historical re-enactments, designer packaging, and corporate authorship. The book consists of a set of essays each focused on a particular theme derived from the author’s own experience as a filmmaker. It provides a practice-based, critical perspective on the history of documentary, how films evoke space, time and physical sensations, questions of aesthetics, and the intellectual and emotional relationships between filmmakers and their subjects. It is especially concerned with the potential of film to broaden the base of human knowledge, distinct from its expression in written texts. Among its underlying concerns are the political and ethical implications of how films are actually made, and the constraints that may prevent filmmakers from honestly showing what they have seen. While defending the importance of the documentary idea, MacDougall urges us to consider how the form can become a ‘cinema of consciousness’ that more accurately represents the sensory and everyday aspects of human life. Building on his experience bridging anthropology and cinema, he argues that this means resisting the inherent ethnocentrism of both our own society and the societies we film.
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Book chapters on the topic "Everyday sensory experiences"

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Kwan, Polly. "Occupational Therapy." In Longer-Term Psychiatric Inpatient Care for Adolescents, 115–26. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-1950-3_13.

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AbstractOccupational therapy aims to engage individuals in meaningful tasks to improve and maintain their performance and quality of life. At the Walker Unit, occupational therapists assist young people to increase their independence and overall mental wellbeing through practical daily activities in the home and community, and through sensory-based interventions. Sensory approaches facilitate self-regulation in regards to both physiological and emotional arousal. Young people with mental health problems also have unique sensory experiences and needs, which should be understood by clinicians and caregivers to promote a sensory supportive experience to aid their recovery. The Walker Unit has embraced the sensory framework, incorporating the use of sensory-based interventions into treatment and everyday living.
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Malinen, Antti, and Tanja Vahtikari. "Feeling the Nation through Exploring the City: Urban Pedagogy and Children’s Lived Experiences in Postwar Helsinki." In Palgrave Studies in the History of Experience, 319–47. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-69882-9_13.

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AbstractIn the post-1945 world, Finnish schools were appointed the new task of fostering democratic values and educating peace-loving citizens. By exploring postwar art and environmental education in Helsinki, understood as means to expand children’s emotional competences, Malinen and Vahtikari provide a unique analysis of the ways educators, children and urban space co-produced the nation in everyday (school) practices. Malinen and Vahtikari show the importance of fully acknowledging the spatial, material and sensory aspects of emotions when discussing children’s emotional formation and historical manifestations of everyday nationalism. To illustrate the adult-children co-creation of different ideas, practices and emotions with respect to the national community, the chapter uses two sets of contemporary sources: educators’ writings and children’s drawings.
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Abdullah, Manal. "Simulation of Wireless Sensor Network for Flood Monitoring System." In Design, User Experience, and Usability. User Experience Design for Everyday Life Applications and Services, 255–64. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07635-5_25.

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Yang, Chao-Yang, Yu-Ting Wu, and Cheng-Tse Wu. "Impact of Multi-sensory On-Bicycle Rider Assistance Devices on Rider Concentration and Safety." In Design, User Experience, and Usability. User Experience Design for Everyday Life Applications and Services, 378–88. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07635-5_37.

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Nishchyk, Anna, Wim Geentjens, Alejandro Medina, Marie Klein, and Weiqin Chen. "An Augmented Reality Game for Helping Elderly to Perform Physical Exercises at Home." In Lecture Notes in Computer Science, 233–41. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58796-3_28.

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Abstract People are living longer nowadays. Unfortunately, this positive tendency is marred by various age-related health issues, which people experience. Falling is one of the most serious and common of them. Falls negatively influences elderly’ everyday living and significantly decreases quality of their life. Physical exercises is a proven method for preventing falls. However, it is only effective when training is regular and exercise techniques are correct. This paper presents a prototype of an augmented reality exergame for elderly people to perform physical exercise at home. The research is focusing on developing a solution for both above-mentioned issues: augmentation with Microsoft Kinect and various sensors assists in creating a safe game environment, which can helps to perform exercises with right technique; gamification elements contribute to users’ motivation to train regularly. A user-centered design approach was adopted to guide the design and development iterative process. User testing of the first prototype was performed and demonstrated positive attitudes from participants. Feedback from user testing will be used for the next development iterations.
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Ciman, Matteo. "iSenseYourPain: Ubiquitous Chronic Pain Evaluation through Behavior-Change Analysis." In Quantifying Quality of Life, 137–49. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94212-0_6.

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AbstractPain is experienced either due to a physical condition, where it represents associated with actual or potential tissue damage, or due to a psychological situation, implying mental suffering, mental torment. Acute pain lasts for a limited amount of time and is provoked by a specific cause, while chronic pain is a long-term condition that drastically decreases quality of life and may affect patients absent from any biological cause. Chronic pain can affect cognitive functions (e.g., reasoning ability, attention, working memory), mood, sleep quality, sexual functions, and overall mental health. Generally, chronic pain therapy requires a multidisciplinary and complex approach. This chapter proposes a system called iSenseYourPain that continuously assesses chronic pain by leveraging ubiquitous sensor-based behavior assessment techniques. Based on findings from previous research and focusing on qualitative and quantitative assessment of patients’ behavior over time, the iSenseYourPain system is designed to automatically collect data from ubiquitous and everyday smart devices and identify pain-based behavior changes (e.g., changes in sleep duration and social interactions). It facilitates the providing of immediate assistance for pain and discomfort reduction by informing relatives and medical staff of the likelihood of potentially critical health situations. The overall goal of the iSenseYourPain system is to identify pain-related behavior changes in an accurate and timely manner in order to support patients and physicians, allowing the latter to have constant and accurate data on the patient’s condition.
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Foyster, Elizabeth. "8. Sensory Experiences: Smells, Sounds and Touch." In A History of Everyday Life in Scotland, 1600 to 1800, 217–33. Edinburgh University Press, 2010. http://dx.doi.org/10.1515/9780748629060-013.

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Saito, Yuriko. "Aesthetics of everyday life." In Routledge Encyclopedia of Philosophy. London: Routledge, 2021. http://dx.doi.org/10.4324/9780415249126-m068-1.

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Article Summary Everyday aesthetics developed as a challenge to art-centred aesthetics that dominated the twentieth century Western discourse. It aims to restore aesthetics to a study of sense and sensibility by following the original Greek term, aisthesis. The arena of aesthetics understood this way includes all sensory modes involved in perception, everything the experiencing agents interact with in their daily life, and the diverse qualities that characterise the nature of the resultant affective experiences. These expanding reaches of aesthetics raise many issues and challenges. One controversy regards whether people can experience their mundane everyday life understood in its very ordinariness or whether it needs to be transformed into something special. Some emphasise that everyday aesthetics is continuous with art-centric aesthetics while others hold that experiencing the ordinary as ordinary defines everyday aesthetics as a new field of enquiry. Some criticise everyday aesthetics for what they regard as an overly zealous inclusion of those affective qualities generated in response to popular culture and negative qualities in life and environment. Despite their perceived inability to elevate one’s aesthetic sophistication and refinement, advocates in support of diversifying aesthetic experiences maintain that these qualities’ unavoidable presence in everyone’s lives deserves attention because of their significant impact on the quality of life and society. Everyday aesthetics is also criticised for deviating from the object-centred aesthetics by including atmosphere, social interactions, and activities experienced from within, thereby jeopardising intersubjectivity. Everyday aesthetics responds by pointing out that actively doing things and sharing those experiences constitute a large part of living, and aesthetic attentiveness is indispensable to the practice of good life.
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Hari, Riitta, and Aina Puce. "Other Sensory Responses and Multisensory Interactions." In MEG-EEG Primer, edited by Riitta Hari and Aina Puce, 242–51. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780190497774.003.0015.

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This chapter discusses olfactory and visceral responses as well as the MEG/EEG signature of multisensory interaction. Olfactory stimuli can be embedded in a continuous humified airflow where the stimuli are presented at intervals of tens of seconds to avoid short-term habituation. Visceral stimulation typically requires purpose-built stimulating electrodes for direct access to the viscera. Studies of multisensory interaction are necessary because our everyday experiences involve inputs from multiple senses, the temporal coincidence of which allows the brain to construct representations of unique objects or events. Detection and correct interpretation of the nonlinear multisensory interactions call for careful considerations of both the sites of interaction and the changes in the amplitudes of evoked responses and spontaneous activity.
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Wolf, Hope. "Scaling War." In The First World War. British Academy, 2018. http://dx.doi.org/10.5871/bacad/9780197266267.003.0003.

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David Jones’s In Parenthesis (1937) communicates the excessive character of war experiences by depicting the breaking of measuring instruments. It meditates on the difficulty of conveying the impact of these experiences when the clichéd overuse of violent imagery in everyday contexts has desensitized readers and listeners. A modernist, seeking new representational modes, Jones calls for a recalibration of the scale by which experience is measured. Showing how clichés literalize once transported to the battlefield, he communicates sensory overload in a way that avoids both the reduction of war to shorthand metaphors and aggressive hyperbole. With mythical analogy he offers an alternative to the empirical measures he shows to be inadequate, and finds a way of weighing up experiences without laying down universalizing laws.
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Conference papers on the topic "Everyday sensory experiences"

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Antonio Gambera, Davide, Emilia Duarte, and Dina Ricco. "Internet of Senses (IoS) and Internet of Sensory Health (IoSH): A New Technology Epiphany." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001403.

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In the field of healthcare design, a great revolution is taking place. The use of Internet of Things (IoT) technologies, and in particular the great success of smartwatches, fit bands, and specific wearable medical devices allowed people to self-monitor their health parameters. At the same time, physicians were allowed to track, assist, make diagnoses, and prescribe treatments, remotely. Everything is done with the collection of and analysis of high-quality data, assisted by Artificial Intelligence (AI) (Forgan; 2021; Chiapponi & Ciotti, 2015; Islam et. al, 2015). At the same time, the easier accessibility to sensory technology, the high-speed internet connection, and rate of adoption of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), which are altogether known as eXtended Reality (XR), is accelerating innovations, with the digital experiences expected to become even more immersive.According to a recent report of Sony Ericsson® the biggest trend for future technology developments until 2030, will be the evolution from IoT (Internet of things) to IoS (Internet of Senses). Nowadays, we can use XR solutions to support patients’ recovery, promote mental health, or treat chronic pain conditions, but, digital communications are still audio-visual. In the next decade, it is expected that devices, sensors, and actuators, and software would enable these experiences to become even richer, through the concomitant use of all our senses, and merging the digital and the physical reality. This type of experience is based on the Internet of Senses.This revolution will drive designers to create more immersive environments. Future experiences with the diffuse use of haptic feedback will be enriched with digital flavors/aromas, more sophisticated haptic stimulations, and immersive interfaces. Future experiences are going to involve multiple sensory modalities, opening interesting possibilities for multi-sensory and cross-sensory interactions. (Sony Ericsson, 2020)These observations are particularly interesting for the field of Synesthetic Design, («synaesthesia» from the Greek syn," together", and aisthēsis, "sensation", literarily “perceiving together”), the study of sensory perception is used to design sensory stimuli with the specific purpose of “contaminating” other different sensory modalities (senses) changing the nature of stimuli. All the sensations can be coordinated based on the systematic connections between different modalities”. (Haverkamp, 2014). How this revolution is going to affect the world of healthcare?The Internet of Senses revolution will open important horizons for designers, responsible for the sensory characterization of everyday experiences. In this paper, we are going to introduce what are the opportunities of implementing Internet of Senses technologies for healthcare. To do so, we are going to present and discuss a Case-Study (a between-subjects experience involving 42 participants) in which a synesthetic design approach has been used to reduce the sensation of pain in people (using cold-induced pain CPT). The study has been realized creating an immersive experience based on cross-sensory interactions in a sensory-controlled environment. Particular attention will be given to the methodological aspects of the study.
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Zhou, Jiaxin, and Duoduo Zhang. "Stimulating Everyday Creativity: Mediating Role of New Tools in DIY Craft." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003396.

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Everyday creativity has been shown to help people consciously develop themselves, respond to challenges, feel more in control of their destiny, and maintain a healthy state of mind and body. Through creative practices, people's possibility thinking is strengthened, they can adapt to the changes of the environment more flexibly, and actively participate in actions that promote social change. However, the current research on daily creativity mostly regards it as a holistic concept, lacking in depth in specific fields and attention to the characteristics of the current era, which makes it often difficult for designers to find effective ways to promote the benefits of creative activity.This paper focuses on the popularity of contemporary DIY crafts in urban areas and try to understand how the renewal of tools has an impact on everyday creativity. On the one hand, DIY crafts are an important part of everyday creative activities. On the other hand, the application of digital and mechanical tools has injected vitality into the design innovation in this field. Based on the perspective of post-phenomenology theory, this research pays attention to how technological objects affect human perception and behavior patterns in specific situations, and mediate the relationship between people and the world. For designers, the term "technology" in post-phenomenology can be regarded as "designing artifacts", its mediating role can be understood and anticipated, and the "advanced" design method that moralizes technology can help bring users more positive use experience and contribute to a better life world.The study takes the new tufting experience as a case. It is typified by the use of tufting guns, which makes it different from the traditional weaving behavior. Such activities are widely spread on the Internet, attracting large numbers of young people. Using practice-led research and ethnographic methods to collect data and conduct qualitative analysis, the author elaborates that technological interventions not only functionally enhance people's ability, but also shape actions and experiences. According to Ihde’s discussion of four “human-technology-world relations”, in tufting activities, the first embodied relation between tools and participants mobilizes more sensory participation, and the “ready-to-hand” state of the tufting gun brings about a different embodied perception from that of traditional crafts. Secondly, the hermeneutic relation influences people's perception of the difficulty of crafts, and the connection between wool and cloth has been translated into the vibration and sound of the gun. The third is the alterity relation, which represents people's actions and ways of thinking are changed in the interaction with tools. Finally, the background relation makes pop culture permeate into the creative process. In general, participants’ sensory experiences, as well as their ways of seeing and making are reshaped by modern tools, and new experiences and skills are acquired. At the same time, people are encouraged to go beyond the limits of skills and rules for creative exploration and personalized expression.The potential negative aspects of tool upgrading in creative practice are also concerned. For example, the simplification of the process bridges the gap between novice and expert, preventing most participants from reaching a higher level of skills that underlie a more subtle and diverse insight into the world. Moreover, while tools help reduce the occurrence of errors, they also limit the possibilities for creativity. Finally, the article identifies the opportunities and challenges for designers in this new era that encourages everyone to create, and suggests strategies for incorporating the mediating role of artifacts into the design process to help users stimulate their creativity in everyday creative practices.
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Smith, Emily J., Catherine Stauffer, Natalie Ramsy, Nina Chen, Benjamin Salzberg, Sander Sudrzynski, and Holly Golecki. "Enhancing Your Everyday Sight: An Ultrasonic Visual Aid." In 2022 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2022. http://dx.doi.org/10.1115/dmd2022-1017.

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Abstract To help the growing visually impaired population navigate their surroundings, we propose a low-cost device for the detection of obstacles using ultrasound technology. Existing “smart-canes” are largely add-on devices used in conjunction with the white cane and are significantly more costly than the traditional white cane. Our device, Enhancing Your Everyday Sight (EYES), is a handheld visual assistive tool that allows users with visual impairment to scan their surroundings at different levels in order to sense physical barriers, including ground elevation changes. EYES offers a similar experience as using a white cane by giving real-time haptic feedback in the form of vibrations within the handle. Distinct vibration patterns from within the handle inform the user of both the distance and height of obstacles. Using ultrasonic sensors to provide scanned input allows users to detect obstacles at ground level and chest level, distinguishing our device from the traditional white cane. Following market and user research and iterative prototype testing, we assembled our initial prototype with off-the-shelf electronics components and 3D-printed housing, thus demonstrating the feasibility of a market-ready product at a more affordable cost compared to existing solutions. After further development, this device may serve as an important tool in enabling more confidence, greater independence, and less stigma to the visually impaired community.
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Costa Pereira, Carla, Sharma Deepshikha, and Cristina Carvalho. "Inclusive Wardrobe - Touching and wearing different types of fabrics among visually impaired people." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003645.

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Considering the sensory experience of the user as a clothing buyer and taking into account that the sense of touch is extremely important in the recognition of products by people with vision problems, this investigation aims to find out if touch is essentially a decisive buying factor. In this sense, and considering the practical work carried out among visually impaired people on the touch of the fabrics most used in everyday clothing, along with reviewing the existing literature on apparel user and consumer behaviour, this work may benefit the planning of a more inclusive wardrobe.
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Kaczmarek, Bożydar L. J. "The embodied brain: cultural aspects of cognition." In 2nd International Neuropsychological Summer School named after A. R. Luria “The World After the Pandemic: Challenges and Prospects for Neuroscience”. Ural University Press, 2020. http://dx.doi.org/10.15826/b978-5-7996-3073-7.15.

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Our thinking is grounded in our sensory, motor, affective, and interpersonal experience. Recent psychological studies confirmed that our cognition is not only embodied but also embedded since it arises from interactions with its social and cultural environments, which makes it possible to create image schemas and conceptual metaphors. Those schemas facilitate acting in everyday, routine situations, but make it difficult to depart from them since they are frames that limit our ability to see the alternatives. They are intricately linked to our world view and, therefore, resistant to changes because the latter threaten the feeling of security. This paper is aimed at evaluating people’s ability to change the existing schema. In the study, participants were asked to create a completely new story based on two well.known stories in which they had previously inserted the missing words. It was found that most participants exhibited considerable difficulties in departing from the formerly established schemas. Moreover, the emotionally loaded story proved to be more difficult to change.
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Gkiolas, D., F. Mouzakis, and D. S. Mathioulakis. "Stall Flutter Measurements on a Rectangular Wing." In ASME 2018 5th Joint US-European Fluids Engineering Division Summer Meeting. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/fedsm2018-83162.

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The continuous development of wind turbine technology gradually leads to larger, more flexible blades with increasing aspect ratios and high tip speeds, while in everyday operation or extreme cases the blades experience stalled flow conditions. These aforementioned facts create the need for further study and physical understanding of stall induced vibrations – stall flutter. In this context an aeroelastic setup was constructed at the NTUA subsonic wind tunnel with a rigid rectangular wing (500 mm × 1400 mm) of a NACA 64-418 airfoil supported by a spring system that enables pitching and plunging motions. The elastic axis of the wing is located 35% of the chord far from the leading edge while its center of mass at 46%. Increasing the free stream velocity (up to Re = 670 000) under various initial static angles of attack, the wing was set at fluid induced oscillations (pitching and plunging). The response of the wing under these conditions was recorded employing two accelerometers and two wire sensors for both the rotational and linear wing displacements. At the same time, in the middle of the wing span thirty (30) fast responsive pressure transducers measured the pressure distribution along the chord, while strain gauges attached to the wing rotating shaft measured the applied unsteady aerodynamic loading. Based on the above simultaneously measured quantities various aspects of the aeroelastic instability of the examined wing were revealed.
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Antoine Moinnereau, Marc, Tiago Henrique Falk, and Alcyr Alves De Oliveira. "Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002056.

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It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typically, studies have been conducted in laboratory settings and have relied on research-grade neurophysiological sensors. Transferring the obtained knowledge to everyday settings, however, is not straightforward, especially since it requires cumbersome and long preparation times (e.g., placing electroencephalography caps, gel, test impedances) which could be overwhelming for gamers. To overcome this limitation, we have recently developed an instrumented “plug-and-play” virtual reality head-mounted display (termed iHMD) [4] which directly embeds a number of dry ExG sensors (electroencephalography, EEG; electrocardiography, ECG; electromyography, EMG; and electrooculography, EoG) into the HMD. A portable bioamplifier is used to collect, stream, and/or store the biosignals in real-time. Moreover, a software suite has been developed to automatically measure signal quality [5], enhance the biosignals [6, 7, 8], infer breathing rate from the ECG [9], and extract relevant HIFs from the post-processed signals [3, 10, 11]. More recently, we have also developed companion software to allow for use and monitoring of the device at the gamer’s home with minimal experimental supervision, hence exploring its potential use truly “in the wild”. The iHMD, VR controllers, and a laptop, along with a copy of the Half-Life: Alyx videogame, were dropped off at the homes of 10 gamers who consented to participate in the study. All public health COVID-19 protocols were followed, including sanitizing the iHMD in a UV-C light chamber and with sanitizing wipes 48h prior to dropping the equipment off. Instructions on how to set up the equipment and the game, as well as a google form with a multi-part questionnaire [12] to be answered after the game were provided via videoconference. The researcher remained available remotely in case any participant questions arose, but otherwise, interventions were minimal. Participants were asked to play the game for around one hour and none of the participants reported cybersickness. This paper details the obtained results from this study and shows the potential of measuring HIFs from ExG signals collected “in the wild,” as well as their use in remote gaming experience monitoring. In particular, we will show the potential of measuring gamer engagement and sense of presence from the collected signals and their influence on overall experience. The next steps will be to use these signals and inferred HIFs to adjust the game in real-time, thus maximizing the experience for each individual gamer.References[1] Perkis, A., et al, 2020. QUALINET white paper on definitions of immersive media experience (IMEx). arXiv preprint arXiv:2007.07032.[2] Gupta, R., et al, 2016. Using affective BCIs to characterize human influential factors for speech QoE perception modelling. Human-centric Computing and Information Sciences, 6(1):1-19.[3] Clerico, A., et al, 2016, Biometrics and classifier fusion to predict the fun-factor in video gaming. In IEEE Conf Comp Intell and Games (pp. 1-8).[4] Cassani, R., et al 2020. Neural interface instrumented virtual reality headsets: Toward next-generation immersive applications. IEEE SMC Mag, 6(3):20-28.[5] Tobon, D. et al, 2014. MS-QI: A modulation spectrum-based ECG quality index for telehealth applications. IEEE TBE, 63(8):1613-1622.[6] Tobón, D. and Falk, T.H., 2016. Adaptive spectro-temporal filtering for electrocardiogram signal enhancement. IEEE JBHI, 22(2):421-428.[7] dos Santos, E., et al, 2020. Improved motor imagery BCI performance via adaptive modulation filtering and two-stage classification. Biomed Signal Proc Control, Vol. 57.[8] Rosanne, O., et al, 2021. Adaptive filtering for improved EEG-based mental workload assessment of ambulant users. Front. Neurosci, Vol.15.[9] Cassani, R., et al, 2018. Respiration rate estimation from noisy electrocardiograms based on modulation spectral analysis. CMBES Proc., Vol. 41.[10] Tiwari, A. and Falk, T.H., 2021. New Measures of Heart Rate Variability based on Subband Tachogram Complexity and Spectral Characteristics for Improved Stress and Anxiety Monitoring in Highly Ecological Settings. Front Signal Proc, Vol.7.[11] Moinnereau, M.A., 2020, Saccadic Eye Movement Classification Using ExG Sensors Embedded into a Virtual Reality Headset. In IEEE Conf SMC, pp. 3494-3498.[12] Tcha-Tokey, K., et al, 2016. Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments. Intl J Virtual Reality, 16:33-48.
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Sun, Xiaotian. "The smell of the scene - Mapping the digital smell of scenes around Beijing." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001777.

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Smell is an sensation underrated in our life.In the culture dominated by vision, it is common to try to hide and deny the true smell of things.But smell may be the strongest and most interesting sensations humans possess: it is primitive, instinctive, sensual, and uncontrollable. We are surrounded by smells, they process through the air, and we cannot avoid perceiving them.We perceive the quality of things through smell, and we get thousands of messages from a large number of small particles that reach our nostrils . It communicates with people directly and exchanges information.Smell can reach the marginal regions of the brain before we feel any other sensory stimuli, because this is the most primitive part of human experience related to the strongest emotions.In order to explore digital smell,I designed a “scentgraphy” in my previous work, and establishing the relationship between color and smell is my main job.In this paper,I'll started to establish the relationship between the smell and scene to make the digital smell more accurate.and it is expected in the next research that the relationship between smell and scene will be applied the scentgraphy4.0 based on computer vision recognition .Therefore, my research aim in this article is to use common scene in our everyday life or the nature to map with their corresponding smell. However, due to the different geographical and cultural gap, the smell of the same scene may appear different, because this study will be studied that be selected in different scene of a city.In this paper, my research aims to use the common scene in our everyday life or the nature to map with their corresponding smell in order to establish the relationship between scene and smell. In the research process, take Beijing as an example, and record the smell of 6 kinds of outdoor scenes through on-site perception and photography. The research result will be applied in digital olfactory project related with computer vision recognition.In order to explore the digitization of smell, this paper will explore representative smell from the same kind of scene.By drawing on DrKate McLean's Smell Map method, which was used to study and design urban smell scenes, the participants were able to discover the unique odor from the urban environment. The common scenes in daily life or nature are mapped to their corresponding scents, while this paper focuses on finding the most common scents in the same type of scenes.Participants selected a scene to take pictures feel and analyze the smell of the scene(the smell was divided into different experience values of 1-5),and finally record the time, place and noise value(the noise was also divided into experience values of different values of 1-5).When collecting the questionnaire ,we will Qualitative analysis and quantitative analysis these subjective data to get the unique smell scene in each scene of Beijing. The result are used as the basis for the subsequent smell calculation model and smell database.Due to the differences between regions and cultures, different smell may appear in the same scene, because I chose different scenes(and representative scenes)in Beijing for this study. Finally, the data collected during the experiment were used to explore the connection between scene and smell.The whole experiment was divided into four parts.The experiment started on the internet. Volunteers collect data, recover and process data, analyze and summarize data.
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Regazzoni, Daniele, Andrea Vitali, Caterina Rizzi, and Giorgio Colombo. "A Method to Analyse Generic Human Motion With Low-Cost Mocap Technologies." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-86197.

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A number of pathologies impact on the way a patient can either move or control the movements of the body. Traumas, articulation arthritis or generic orthopedic disease affect the way a person can walk or perform everyday movements; brain or spine issues can lead to a complete or partial impairment, affecting both muscular response and sensitivity. Each of these disorder shares the need of assessing patient’s condition while doing specific tests and exercises or accomplishing everyday life tasks. Moreover, also high-level sport activity may be worth using digital tools to acquire physical performances to be improved. The assessment can be done for several purpose, such as creating a custom physical rehabilitation plan, monitoring improvements or worsening over time, correcting wrong postures or bad habits and, in the sportive domain to optimize effectiveness of gestures or related energy consumption. The paper shows the use of low-cost motion capture techniques to acquire human motion, the transfer of motion data to a digital human model and the extraction of desired information according to each specific medical or sportive purpose. We adopted the well-known and widespread Mocap technology implemented by Microsoft Kinect devices and we used iPisoft tools to perform acquisition and the preliminary data elaboration on the virtual skeleton of the patient. The focus of the paper is on the working method that can be generalized to be adopted in any medical, rehabilitative or sportive condition in which the analysis of the motion is crucial. The acquisition scene can be optimized in terms of size and shape of the working volume and in the number and positioning of sensors. However, the most important and decisive phase consist in the knowledge acquisition and management. For each application and even for each single exercise or tasks a set of evaluation rules and thresholds must be extracted from literature or, more often, directly form experienced personnel. This operation is generally time consuming and require further iterations to be refined, but it is the core to generate an effective metric and to correctly assess patients and athletes performances. Once rules are defined, proper algorithms are defined and implemented to automatically extract only the relevant data in specific time frames to calculate performance indexes. At last, a report is generated according to final user requests and skills.
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Reports on the topic "Everyday sensory experiences"

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Mills, Kathy, Elizabeth Heck, Alinta Brown, Patricia Funnell, and Lesley Friend. Senses together : Multimodal literacy learning in primary education : Final project report. Institute for Learning Sciences and Teacher Education, Australian Catholic University, 2023. http://dx.doi.org/10.24268/acu.8zy8y.

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[Executive summary] Literacy studies have traditionally focussed on the seen. The other senses are typically under-recognised in literacy studies and research, where the visual sense has been previously prioritised. However, spoken and written language, images, gestures, touch, movement, and sound are part of everyday literacy practices. Communication is no longer focussed on visual texts but is a multisensory experience. Effective communication depends then on sensory orchestration, which unifies the body and its senses. Understanding sensory orchestration is crucial to literacy learning in the 21st century where the combination of multisensory practices is both digital and multimodal. Unfortunately, while multimodal literacy has become an increasing focus in school curriculum, research has still largely remained focussed on the visual. The Sensory Orchestration for Multimodal Literacy Learning in Primary Education project, led by ARC Future Fellow Professor Kathy Mills, sought to address this research deficit. In addressing this gap, the project built an evidence base for understanding how students become critical users of sensory techniques to communicate through digital, virtual, and augmented-reality texts. The project has contributed to the development of new multimodal literacy programs and a next-generation approach to multimodality through the utilisation of innovative sensorial education programs in various educational environments including primary schools, digital labs, and art museums.
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