Literatura científica selecionada sobre o tema "Multisensory environments"

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Artigos de revistas sobre o assunto "Multisensory environments"

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Lloyd, Nicola. "Multisensory environments". Nursing and Residential Care 1, n.º 4 (julho de 1999): 205. http://dx.doi.org/10.12968/nrec.1999.1.4.7868.

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Hautop Lund, Henrik, e Luigi Pagliarini. "Creative Multisensory Environments". Proceedings of International Conference on Artificial Life and Robotics 27 (20 de janeiro de 2022): 15–19. http://dx.doi.org/10.5954/icarob.2022.is1-2.

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Hong, Chia Swee, Jane Kenyon e Hayley Cook. "What are multisensory environments?" British Journal of Therapy and Rehabilitation 3, n.º 5 (maio de 1996): 253–58. http://dx.doi.org/10.12968/bjtr.1996.3.5.14829.

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Staal, Jason A. "Functional Analytic Multisensory Environmental Therapy for People with Dementia". International Journal of Alzheimer's Disease 2012 (2012): 1–7. http://dx.doi.org/10.1155/2012/294801.

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This paper introduces Functional Analytic Multisensory Environmental Therapy (FAMSET) for use with elders with dementia while using a multisensory environment/snoezelen room. The model introduces behavioral theory and practice to the multisensory environment treatment, addressing assessment, and, within session techniques, integrating behavioral interventions with emotion-oriented care. A modular approach is emphasized to delineate different treatment phases for multisensory environment therapy. The aim of the treatment is to provide a safe and effective framework for reducing the behavioral disturbance of the disease process, increasing elder well-being, and to promote transfer of positive effects to other environments outside of the multisensory treatment room.
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Williams, Louise. "Multisensory environments: regaining our senses". British Journal of Therapy and Rehabilitation 6, n.º 6 (junho de 1999): 264. http://dx.doi.org/10.12968/bjtr.1999.6.6.13966.

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Munoz, Nicole E., e Daniel T. Blumstein. "Multisensory perception in uncertain environments". Behavioral Ecology 23, n.º 3 (13 de janeiro de 2012): 457–62. http://dx.doi.org/10.1093/beheco/arr220.

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Jacobs, Robert A., e Ladan Shams. "Visual Learning in Multisensory Environments". Topics in Cognitive Science 2, n.º 2 (abril de 2010): 217–25. http://dx.doi.org/10.1111/j.1756-8765.2009.01056.x.

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Hong, Chia Swee, Brigid Barber e Linda Wyatt. "Enhancing leisure through multisensory environments". Nursing and Residential Care 1, n.º 4 (julho de 1999): 206–10. http://dx.doi.org/10.12968/nrec.1999.1.4.12832.

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Fadeev, Aleksandr, e Alexandra Milyakina. "Multisensory learning environments. Research project Education on Screen". SHS Web of Conferences 130 (2021): 02003. http://dx.doi.org/10.1051/shsconf/202113002003.

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The unity of heterogeneous sensory channels plays an essential role in our learning and development. The multisensory approaches to learning imply a simultaneous use of visual, auditory, kinesthetic-tactile and other possible modalities. The paper analyses the affordances of multisensory learning via the framework of semiotics of culture and contemporary research in education, as well as explores the relations between multisensory perception of environment and multimodality of representation in learning. The multimodal nature of human communication became explicit in the age of the Internet and audiovisual media. The development of digital technology also made it possible to consider the multiplicity of representational modes in learning. Whereas multisensory learning practices usually emerge in vernacular contexts, the recent developments in education and semiotics of culture offer unprecedented means for supporting such practices both in formal and non-formal education. Also, the multisensory learning practices are inherent to the development of the new literacies necessary for meaning-making in the contemporary media environment. The theoretical discussion is followed by the analysis of a practical example – digital educational platform Education on Screen. The platform aims to facilitate a meaningful dialogue with the cultural heritage by means of multimodal and multisensory learning.
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Bailey, Hudson Diggs, Aidan B. Mullaney, Kyla D. Gibney e Leslie Dowell Kwakye. "Audiovisual Integration Varies With Target and Environment Richness in Immersive Virtual Reality". Multisensory Research 31, n.º 7 (2018): 689–713. http://dx.doi.org/10.1163/22134808-20181301.

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Abstract We are continually bombarded by information arriving to each of our senses; however, the brain seems to effortlessly integrate this separate information into a unified percept. Although multisensory integration has been researched extensively using simple computer tasks and stimuli, much less is known about how multisensory integration functions in real-world contexts. Additionally, several recent studies have demonstrated that multisensory integration varies tremendously across naturalistic stimuli. Virtual reality can be used to study multisensory integration in realistic settings because it combines realism with precise control over the environment and stimulus presentation. In the current study, we investigated whether multisensory integration as measured by the redundant signals effects (RSE) is observable in naturalistic environments using virtual reality and whether it differs as a function of target and/or environment cue-richness. Participants detected auditory, visual, and audiovisual targets which varied in cue-richness within three distinct virtual worlds that also varied in cue-richness. We demonstrated integrative effects in each environment-by-target pairing and further showed a modest effect on multisensory integration as a function of target cue-richness but only in the cue-rich environment. Our study is the first to definitively show that minimal and more naturalistic tasks elicit comparable redundant signals effects. Our results also suggest that multisensory integration may function differently depending on the features of the environment. The results of this study have important implications in the design of virtual multisensory environments that are currently being used for training, educational, and entertainment purposes.
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Teses / dissertações sobre o assunto "Multisensory environments"

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Morie, Jacquelyn Ford. "Meaning and emplacement in expressive immersive virtual environments". Thesis, University of East London, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.532661.

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From my beginnings as an artist, my work has always been created with the goal of evoking strong emotional responses from those who experience it. I wanted to wrap my work around the viewers have it encompass them completely. When virtual reality came along, 1 knew I had found my true medium. I could design the space, bring people inside and see what they did there. I was always excited to see what the work would mean to them, what they brought to it, what I added, and what they took away.
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Houston, Megan. "Multi-Sensory Stimulation Environments For Use With Dementia Patients: Staff Perspectives On Reduction Of Agitation And Negative Behaviors". ScholarWorks @ UVM, 2015. http://scholarworks.uvm.edu/graddis/373.

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Background: Dementia is a degenerative neurological disorder that afflicts a growing proportion of the global population. Complementary alternative medicine (CAM) modalities are under investigation for their therapeutic value in the management of dementia. Purpose: Nursing care of dementia sufferers can include managing agitation and negative behaviors; this study investigates staff appraisal of the Multi-Sensory Stimulation Environment (MSSE) as an intervention for these nursing challenges. Methods: A purposive sample of nursing staff employed in residential care for dementia patients were recruited 10 weeks after the initiation of an open-access MSSE at the facility to complete a confidential self-administered questionnaire. Results: 79% of potential participants returned completed surveys for a total sample of n = 23. 70% of survey respondents felt that residents were utilizing the MSSE "Somewhat Frequently" or "Very Frequently." 77% of the staff felt the MSSE should continue in use at the facility or continue with some alterations. The sample suggested that the MSSE is helpful for mood, specifically anger, sadness, anxiety, and restlessness, but not for boredom. Higher-scoring items in favor of the MSSE intervention included confusion, perseverating, wandering, and interpersonal conflict. Conclusion: Several components of agitation and negative behavior in the dementia population appear to be improved with the use of an MSSE according to this sample. Further research is needed to support the results of this sample and to explore more detailed recommendations regarding the use of MSSE in dementia care.
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Cooper, N. "The role of multisensory feedback in the objective and subjective evaluations of fidelity in virtual reality environments". Thesis, University of Liverpool, 2017. http://livrepository.liverpool.ac.uk/3007774/.

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The use of virtual reality in academic and industrial research has been rapidly expanding in recent years therefore evaluations of the quality and effectiveness of virtual environments are required. The assessment process is usually done through user evaluation that is being measured whilst the user engages with the system. The limitations of this method in terms of its variability and user bias of pre and post-experience have been recognised in the research literature. Therefore, there is a need to design more objective measures of system effectiveness that could complement subjective measures and provide a conceptual framework for the fidelity assessment in VR. There are many technological and perceptual factors that can influence the overall experience in virtual environments. The focus of this thesis was to investigate how multisensory feedback, provided during VR exposure, can modulate a user’s qualitative and quantitative experience in the virtual environment. In a series of experimental studies, the role of visual, audio, haptic and motion cues on objective and subjective evaluations of fidelity in VR was investigated. In all studies, objective measures of performance were collected and compared to the subjective measures of user perception. The results showed that the explicit evaluation of environmental and perceptual factors available within VR environments modulated user experience. In particular, the results shown that a user’s postural responses can be used as a basis for the objective measure of fidelity. Additionally, the role of augmented sensory cues was investigated during a manual assembly task. By recording and analysing the objective and subjective measures it was shown that augmented multisensory feedback modulated the user’s acceptability of the virtual environment in a positive manner and increased overall task performance. Furthermore, the presence of augmented cues mitigated the negative effects of inaccurate motion tracking and simulation sickness. In the follow up study, the beneficial effects of virtual training with augmented sensory cues were observed in the transfer of learning when the same task was performed in a real environment. Similarly, when the effects of 6 degrees of freedom motion cuing on user experience were investigated in a high fidelity flight simulator, the consistent findings between objective and subjective data were recorded. By measuring the pilot’s accuracy to follow the desired path during a slalom manoeuvre while perceived task demand was increased, it was shown that motion cuing is related to effective task performance and modulates the levels of workload, sickness and presence. The overall findings revealed that multisensory feedback plays an important role in the overall perception and fidelity evaluations of VR systems and as such user experience needs to be included when investigating the effectiveness of sensory feedback signals. Throughout this thesis it was consistently shown that subjective measures of user perception in VR are directly comparable to the objective measures of performance and therefore both should be used in order to obtain a robust results when investigating the effectiveness of VR systems. This conceptual framework can provide an effective method to study human perception, which can in turn provide a deeper understanding of the environmental and cognitive factors that can influence the overall user experience, in terms of fidelity requirements, in virtual reality environments.
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Miller, Olga Lesley. "Multisensory environments : the use of interactive technology in effective pedagogy with learners who have severe and complex forms of special educational needs". Thesis, University College London (University of London), 2001. http://discovery.ucl.ac.uk/10019803/.

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The aims of this research are threefold. They are: to examine the use of interactive technology by teachers working with a low incidence population within the defined context of multisensory environments; to identify case studies illustrating good practice in the use of interactive technology; to develop guidance materials for further dissemination. Two approaches are used in the collection of research data for this study: focus group interviews and illustrative multi-case studies (filmed using digital technology). This research highlights the use of interactive technology amongst a very low incidence population by teachers who are often practitioners working in isolation. The rationale for the choice of methodology therefore rests on the need to canvass views nationally and ethically within a relatively short and cost-effective timeframe. The use of digitally filmed illustrative case studies provides the additional advantage of dissemination through the Web. Outcomes: A framework has been developed which brings together good practice within both mainstream and specialist provision. Case study material is set against this framework and illustrates its key components.
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Boumenir, Yasmine. "Spatial navigation in real and virtual urban environments: performance and multisensory processing of spatial information in sighted, visually impaired, late and congenitally blind individuals". Phd thesis, Université Montpellier II - Sciences et Techniques du Languedoc, 2011. http://tel.archives-ouvertes.fr/tel-00632703.

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Previous studies investigating how humans build reliable spatial knowledge representations allowing them to find their way from one point to another in complex environments have been focused on comparing the relative importance of the two-dimensional visual geometry of routes and intersections, multi-dimensional data from direct exposure with the real world, or verbal symbols and/or instructions. This thesis sheds further light on the multi-dimensional and multi-sensorial aspects by investigating how the cognitive processing of spatial information derived from different sources of sensory and higher order input influences the performance of human observers who have to find their way from memory through complex and non-familiar real-world environments. Three experiments in large-scale urban environments of the real world, and in computer generated representations of these latter (Google Street View), were run to investigate the influence of prior exposure to 2D visual or tactile maps of an itinerary, compared with a single direct experience or verbal instructions, on navigation performances in sighted and/or visually deficient individuals, and in individuals temporarily deprived of vision. Performances were analyzed in terms of time from departure to destination, number of stops, number of wrong turns, and success rates. Potential strategies employed by individuals during navigation and mental mapping abilities were screened on the basis of questionnaires and drawing tests. Subjective levels of psychological stress (experiment 2) were measured to bring to the fore possible differences between men and women in this respect. The results of these experiments show that 2D visual maps, briefly explored prior to navigation, generate better navigation performances compared with poorly scaled virtual representations of a complex real-world environment (experiment 1), the best performances being produced by a single prior exposure to the real-world itinerary. However, brief familiarization with a reliably scaled virtual representation of a non-familiar real-world environment (Google Street View) not only generates optimal navigation in computer generated testing (virtual reality), but also produces better navigation performances when tested in the real-world environment and compared with prior exposure to 2D visual maps (experiment 2). Congenitally blind observers (experiment 3) who have to find their way from memory through a complex non-familiar urban environment perform swiftly and with considerable accuracy after exposure to a 2D tactile map of their itinerary. They are also able to draw a visual image of their itinerary on the basis of the 2D tactile map exposure. Other visually deficient or sighted but blindfolded individuals seem to have greater difficulty in finding their way again than congenitally blind people, regardless of the type of prior exposure to their test itinerary. The findings of this work here are discussed in the light of current hypotheses regarding the presumed intrinsic nature of human spatial representations, replaced herein within a context of working memory models. It is suggested that multi-dimensional temporary storage systems, capable of processing a multitude of sensory input in parallel and with a much larger general capacity than previously considered in terms of working memory limits, need to be taken into account for future research.
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Johansson, Fanny, e Damir Skoko. "De fem sinnena som marknadsföringsverktyg". Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-31477.

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Vi har i vår studie valt att undersöka hur modebutiker kan påverka kundernas köpbeteende för att öka försäljningen med hjälp av sinnesmarknadsföring.  Syftet med vår studie är att ta reda på hur sinnesmarknadsföring används och kan användas av butiker för att öka försäljningen. I vår slutsatts fann vi att sinnesmarknadsföring har en betydande roll för kundernas köpbeteende och försäljningen i butiken.
We have in our study chose to examine how fashion stores can influence customer buying behavior to increase sales through sensory marketing. The aim of our study is to find out how sensory marketing is used and can be used by stores to increase sales. In our final set, we found that sensory marketing has a significant role in customer behavior and sales in the store.
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Ashton, Stephen D. "High Priority Design Values Used by Successful Children's Museum Exhibit Developers: A Multiple Case Study Analysis of Expert Opinions". BYU ScholarsArchive, 2011. https://scholarsarchive.byu.edu/etd/2630.

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The following qualitative study sought to answer three questions: (1) What are the high priority design values used by expert exhibit developers to create meaningful exhibits at children's museums? (2) How do exhibit developers prioritize these design values? (3) What are the desirable outcomes that exhibit developers seek to achieve with the guests who interact with the exhibits? These questions were answered through interviews with children's museum exhibit developers, personal observations, and artifact analysis. The data collected was organized into four cases, each representing a different children's museum and corresponding exhibit developer. The cases were then compared against each other using multiple case study analysis as described by Stake (2006). The data revealed that most of the developers designed exhibits which promoted family learning by encouraging meaningful interactions between parents and children. Other high priority design values used by exhibit developers included physical engagement, multiple entry points, simplicity, durability, multisensory engagement, staff and volunteer facilitation, safety, and immersive environments. Successful museum exhibits empowered guests and were always created using multiple design values. This thesis may be downloaded for free at http://etd.byu.edu.
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Liimatainen, Saana Pauliina. "Hybrid framework for dynamic position determination in multisensor environments". Thesis, University of Hull, 2009. http://hydra.hull.ac.uk/resources/hull:2399.

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Information about a user's context is crucial in obtaining the goal of ubiquitous computing. This thesis introduces a new approach in for looking at a special case of context; location information. Making devices location-aware is the first step of providing context-based services. Existing technologies for position determination are ill suited in terms of interoperability and heterogeneity. Furthermore, they rely either on vast and often expensive infrastructures to perform the position estimation or alternatively the mobile device is burdened with the responsibility of localising itself. Both of the current approaches have their trade-offs. The basis of this work is to maximise the availability of positioning services allowing mobility between different environments and surroundings while minimising the vulnerabilities of existing approaches. The work presents a managed positioning environment for indoor and outdoor surroundings, in which accuracy and precision can be improved by using a mix of fixed sensors and the sensing capabilities of mobile devices in a way that it allows the transformation of proximity data into absolute coordinates. It is believed that this also improves the availability of the positioning service as partial, imprecise or incomplete data is utilised rather than discarded. The usage of wireless local area networks along with PDAs, mobile phones and similar devices, as opposed to custom sensors ensures that maintenance and administrative costs are kept to a minimum. Furthermore, a dynamic feedback system is proposed in order minimise deployment and initialisation effort by allowing refining of location information in fixed sensors.
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Wong, Yee Chin. "Target tracking in a multisensor environment using neural networks". Diss., The University of Arizona, 2000. http://hdl.handle.net/10150/298748.

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The advent of technology has brought to the field of engineering many tools that were once considered impractical. For example, the increased processing speed of microprocessors now allows measurements from image sensors to be used for target tracking or target identification in real time--a task once thought unachievable. Of late the advances made in artificial intelligence (AI), specifically the artificial neural network, have sprung many different applications among which the implementation of AI controllers being the most popular. However, these advances have been slow in their implementation in the field of target tracking for several reasons. First, there seems to be a lack of sound tracking architectures that can exploit the use of artificial intelligent agents. Second, there is some difficulty in fusing the different forms of information that can be measured from the various available sensors such as the image sensor, millimeter wave radar, Doppler radar, etc. Third, the increased computational complexity due to the employment of the various sensors could limit the practical usefulness of such a tracking system. This dissertation presents a novel framework in which various dissimilar sensors can be used simultaneously to track a highly agile and non-cooperative target. The proposed framework not only allows the usage of multiple sensors to yield a robust and accurate tracker but also maintain a reasonable computational requirement. Unlike the methods proposed in the literature for the design of multi-sensor tracking systems, this dissertation presents an AI-based system that can accept, process, and fuse measurements from any number of sensors of dissimilar forms. The principal contributions of this dissertation are the following: (i) a novel architecture of a three-layer feedforward neural-network-based tracking system with the ability to fuse measurements from dissimilar sensors; (ii) a powerful optimization algorithm for training the neural network; (iii) a novel mathematical target motion model to simplify the training and implementation of the proposed tracking system.
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Bartoletti, Roxane. "Etudes des influences de musiques et d'odeurs sur les performances exécutives et les ressentis de performances d'adultes jeunes et âgé·e·s : Vers une approche personnalisée des environnements uni et multisensoriels". Electronic Thesis or Diss., Université Côte d'Azur, 2024. http://www.theses.fr/2024COAZ2014.

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Ecouter de la musique en travaillant, et diffuser des odeurs pour favoriser l'immersion dans une ambiance studieuse sont des comportements fréquents. Pourtant, l'influence de ces stimuli sur les ressentis de performances et les performances cognitives est encore en discussion dans la communauté scientifique. Cette absence de consensus pourrait être expliquée par l'aspect plurifactoriel des environnements multisensoriels, mais également par une méconnaissance des habitudes sensorielles d'adultes d'âges différents. Cette thèse tente de répondre à ces objectifs par le biais de 5 études expérimentales. Les habitudes musicales et olfactives pour se concentrer des adultes jeunes et âgé·e·s ont été caractérisées dans les 2 premières études, avec des différences (fréquence de diffusion, matériel utilisé, etc.) et des similitudes observées (genres musicaux et types d'odeurs préférés, etc.). Une 3ème étude a mis en avant des correspondances affectives entre des stimuli sensoriels olfactifs et musicaux par les adultes jeunes et âgé·e·s. Ainsi, des listes de musiques et d'odorants catégorisés en fonction de l'agréabilité, de l'intensité, de la familiarité, et de la favorabilité à se concentrer ont été obtenues. Une 4ème étude a permis de valider 6 formes alternatives de la PGNG (une tâche évaluant les fonctions exécutives) mobilisant les fonctions exécutives et la vitesse de traitement de l'information, et utilisées dans l'étude 5. Enfin, la 5ème étude montre que la favorabilité perçue et la personnalisation des environnements sensoriels amélioraient les performances subjectives (motivation, sentiment de compétence, concentration, etc.) et objectives (précision et variabilité des temps de réponses) des participant·e·s. L'ensemble de ces études contribue à une meilleure compréhension de l'influence des environnements sensoriels sur nos performances exécutives, et contribue à la réflexion de l'importance de la personnalisation des stimuli sensoriels dans le cadre de la performance cognitive
Listening to music while working and diffusing scents to encourage immersion in a studious atmosphere are common behaviors. However, the influence of these stimuli on perceived and cognitive performance is still debated among researchers This lack of consensus could be explained by the multi-factorial aspects of multisensory environments, but also by a lack of knowledge of the sensory habits of adults of different ages. This thesis attempts to give new insights into these knowledge gaps through 5 experimental studies. The musical and olfactory habits when concentrating of young and older adults were characterized in the 1st and 2nd studies, and differences (frequency of diffusion, equipment used, etc.) and similarities (preferred musical genres and types of odors, etc.) were observed. The 3rd study highlighted affective correspondences between olfactory and musical sensory stimuli among young and older adults. Thus, lists of music and olfactory molecules categorized according to pleasantness, intensity, familiarity, and favorability to concentration were obtained. The 4th study validated 6 alternative forms of the Parametric Go/No-Go task mobilizing executive functions and information processing speed that were used in the final study. Finally, the 5th study showed that perceived favorability and personalization of sensory environments improved participants' subjective and objective performances, but only on certain variables. Taken together, these studies contribute to a better understanding of the influence of sensory environments on our executive performances, and to the development of personalizing sensory stimuli in the context of cognitive performance
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Livros sobre o assunto "Multisensory environments"

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Sarstedt, Marko, Monika Imschloss e Susanne Adler. Multisensory Design of Retail Environments. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-41242-5.

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Davies, Christopher. Creating multisensory environments: Practical ideas for teaching and learning. Abingdon, Oxon: Routledge, 2012.

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Fowler, Susan. Multisensory rooms and environments: Controlled sensory experiences for people with profound and multiple disabilities. London: Jessica Kingsley Publishers, 2008.

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Zuidgeest, R. G. Multi-sensor data fusion in a distributed environment - architectural solutions -. Amsterdam: National Aerospace Laboratory, 1992.

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Baudoin, Y., e Maki H. Habib. Using robots in hazardous environments: Landmine detection, de-mining and other applications. Cambridge: Woodhead, 2011.

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IEEE Information Technology Conference (1998 Syracuse, N.Y.). 1998 IEEE Information Technology Conference: Information environment for the future; showcasing leading edge information technologies, systems and strategies to meet military and commercial needs in the evolving information environment. Piscataway, NJ: IEEE, 1998.

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NATO Advanced Workshop on Scientific Support for the Decision Making in the Security Sector (2006 Velingrad, Bulgaria). Scientific support for the decision making in the security sector. Amsterdam: IOS Press, 2007.

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International Symposium on Spatial Analysis, Spatial-Temporal Data Modeling, and Data Mining (2009 Wuhan, China). International Symposium on Spatial Analysis, Spatial-Temporal Data Modeling, and Data Mining: 13-14 October 2009, Wuhan, China. Editado por Liu Yaolin 1960-, Tang Xinming, Wuhan da xue. School of Resource and Environmental Science, China Jiao yu bu e SPIE (Society). Bellingham, Wash: SPIE, 2009.

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Pagliano, Paul. Multisensory Environments. David Fulton Publishers, 2017. http://dx.doi.org/10.4324/9781315831053.

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Pagliano, Paul. Multisensory Environments. Fulton Publishers, David, 2017.

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Capítulos de livros sobre o assunto "Multisensory environments"

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Cavet, Judith, e Helen Mount. "Multisensory environments". In Making Leisure Provision for People with Profound Learning and Multiple Disabilities, 67–85. Boston, MA: Springer US, 1995. http://dx.doi.org/10.1007/978-1-4899-4487-0_4.

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Sarstedt, Marko, Monika Imschloss e Susanne Adler. "Experience Retail Environments with (Almost) All Senses". In Multisensory Design of Retail Environments, 1–3. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-41242-5_1.

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Search, Patricia. "Multisensory Physical Environments for Data Representation". In Design, User Experience, and Usability: Technological Contexts, 202–13. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40406-6_19.

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Sarstedt, Marko, Monika Imschloss e Susanne Adler. "Vision". In Multisensory Design of Retail Environments, 5–20. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-41242-5_2.

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Sarstedt, Marko, Monika Imschloss e Susanne Adler. "Sound". In Multisensory Design of Retail Environments, 21–35. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-41242-5_3.

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Sarstedt, Marko, Monika Imschloss e Susanne Adler. "Scent". In Multisensory Design of Retail Environments, 37–51. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-41242-5_4.

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Sarstedt, Marko, Monika Imschloss e Susanne Adler. "The Interaction of Different Sensory Stimuli". In Multisensory Design of Retail Environments, 53–58. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-41242-5_5.

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Zagel, Christian. "Consumer Experience Through the Use of Mixed Reality in Shopping Environments". In Multisensory in Stationary Retail, 201–14. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-38227-8_14.

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Kim, H. Y., J. Tan e A. Toomey. "Co-designing Interactive Textile for Multisensory Environments". In Artificial Intelligence on Fashion and Textiles, 205–11. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-99695-0_25.

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Neuman, Delia. "Information-Rich Environments: Single-Sense, Multisensory, and Interactive". In Learning in Information-Rich Environments, 17–37. Boston, MA: Springer US, 2011. http://dx.doi.org/10.1007/978-1-4419-0579-6_2.

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Trabalhos de conferências sobre o assunto "Multisensory environments"

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Garzotto, Franca, Eleonora Beccaluva, Mattia Gianotti e Fabiano Riccardi. "Interactive Multisensory Environments for Primary School Children". In CHI '20: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3313831.3376343.

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Cosentino, Giulia, Mirko Gelsomini e Michail Giannakos. "MOVES: Going beyond hardwired multisensory environments for children". In IDC '23: Interaction Design and Children. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3585088.3594493.

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Takeshima, Yuriko, Takashi Misaka, Shigeru Obayashi, Frank N. Holzäpfel, Hiroshi Kato, Shigeo Takahashi e Issei Fujishiro. "Topological Approach to Multisensory Realization of Wake Turbulence". In 6th AIAA Atmospheric and Space Environments Conference. Reston, Virginia: American Institute of Aeronautics and Astronautics, 2014. http://dx.doi.org/10.2514/6.2014-2335.

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Papatsimpa, Charikleia, e Jean-Paul M. G. Linnartz. "Improved Presence Detection for Occupancy Control in Multisensory Environments". In 2017 IEEE International Conference on Computer and Information Technology (CIT). IEEE, 2017. http://dx.doi.org/10.1109/cit.2017.31.

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Silveira, Aleph Campos da, e Celso Alberto Saibel Santos. "Ongoing Challenges of Evaluating Mulsemedia QoE". In Workshop on Multisensory Experiences. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/sensoryx.2022.20005.

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Multimedia applications are usually limited to stimulating only two human senses: vision and hearing. Recent studies seek to expand the definition of multimedia applications to include stimuli for other human senses. In this way, sensory effects that should be triggered in synchrony with the audiovisual content being presented are included in the applications. By including sensory effects in multimedia, we aim to improve the Quality of Experience (QoE) with these mulsemedia environments. Usually, two approaches are being used for performing QoE evaluations these environments. The first, more common, is performed by subjective evaluation approaches, i.e. through questionnaires, interrogations, oral responses, etc. The second, rarer but growing, uses objective approaches by collecting physiological data from the user when dealing with the system being evaluated. Such data is gathered in real time or not, however, it is considered objective because it is "involuntary", that is, data is not the result of the user’s intention. This paper will address both the these methods to evaluate QoE and what the respective obstacles are when dealing with in mulsemedia systems.
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De Boeck, Joan, Erwin Cuppens, Tom De Weyer, Chris Raymaekers e Karin Coninx. "Multisensory interaction metaphors with haptics and proprioception in virtual environments". In the third Nordic conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1028014.1028043.

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Giudici, Mathyas, Eleonora Beccaluva, Mattia Gianotti, Jessica Barbieri, Giacomo Caslini e Franca Garzotto. "A Pilot Study on Interactive Multisensory Environments for Neuropsychological Assessment". In AVI 2022: International Conference on Advanced Visual Interfaces. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3531073.3531169.

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Giudici, Mathyas, Eleonora Beccaluva, Mattia Gianotti, Jessica Barbieri, Giacomo Caslini e Franca Garzotto. "A Pilot Study on Interactive Multisensory Environments for Neuropsychological Assessment". In AVI 2022: International Conference on Advanced Visual Interfaces. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3531073.3531169.

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Casther, F., e S. Coorey. "MULTISENSORY DESIGN FOR SENSE OF COHERENCE: A CASE STUDY OF ACADEMICS’ WORKSPACES". In Beyond sustainability reflections across spaces. Faculty of Architecture Research Unit, 2021. http://dx.doi.org/10.31705/faru.2021.19.

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Multisensory design in workplace plays an important role in the sense of wellbeing and sense of coherence of its users. Both are important for workplace productivity and efficiency. Workplace designs are often driven by maximising capacity and corporate identities rather than the need for improving the quality of environments and sense of wellbeing of its users which is critical for optimising workplace productivity. Multisensory design features vary across workplace environments and the response to such may also vary based on the user groups, their background, cultural differences, type of profession or work being performed etc. The study aims to explore multisensory design in workplace and its impact on sense of wellbeing and coherence of its users in a case study of a workplace of academics in a Higher Education Institution. A qualitative approach is used to collect data on user perceptions via in-depth interviews, memory sketching, visual surveys etc. The workplace multisensory design features are assessed using checklists and photographic observations. Findings show that universal factors such as adequate privacy, availability of biophilia, informal interactions in the workplace and the flexibility for personalisation enhanced sense of wellbeing and coherence in workplace., which led to a positive impact on workplace productivity.in the users.
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Castillo, Jose Carlos, Antonio Fern´ndez-Caballero e Maria Teresa Lopez. "A Framework for Multisensory Intelligent Monitoring and Interpretation of Behaviors through Information Fusion". In 2011 7th International Conference on Intelligent Environments (IE). IEEE, 2011. http://dx.doi.org/10.1109/ie.2011.20.

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Relatórios de organizações sobre o assunto "Multisensory environments"

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Mills, Kathy, Elizabeth Heck, Alinta Brown, Patricia Funnell e 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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Tugnait, Jitendra K. Multichannel/Multisensors Signal Processing In Uncertain Environments With Application To Multitarget Tracking. Fort Belvoir, VA: Defense Technical Information Center, maio de 1999. http://dx.doi.org/10.21236/ada363949.

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Tugnait, Jitendra K. Multichannel/Multisensor Signal Processing In Uncertain Environments With Application To Multitarget Tracking. Fort Belvoir, VA: Defense Technical Information Center, maio de 1998. http://dx.doi.org/10.21236/ada345218.

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Tugnait, Jitendra K. Multichannel/Multisensor Signal Processing in Uncertain Environments With Application To Multitarget Tracking. Fort Belvoir, VA: Defense Technical Information Center, setembro de 2000. http://dx.doi.org/10.21236/ada381457.

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Pawlak, Robert J., e Ron A. Stapleton. Nonparametric Multisensor Track Initiation Method for Nonuniform Nonstationary Environments Part II: A Comparison of M/N and ANMSTI Track Initiation Techniques Applied to the Wallops Island Multisensor Integration Experiment. Fort Belvoir, VA: Defense Technical Information Center, julho de 1995. http://dx.doi.org/10.21236/ada309319.

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Clausen, Jay, Richard Hark, Russ Harmon, John Plumer, Samuel Beal e Meghan Bishop. A comparison of handheld field chemical sensors for soil characterization with a focus on LIBS. Engineer Research and Development Center (U.S.), fevereiro de 2022. http://dx.doi.org/10.21079/11681/43282.

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Commercially available handheld chemical analyzers for forensic applications have been available for over a decade. Portable systems from multiple vendors can perform X-ray fluorescence (XRF) spectroscopy, Raman spectroscopy, Fourier transform infrared(FTIR) spectroscopy, and recently laser-induced breakdown spectroscopy (LIBS). Together, we have been exploring the development and potential applications of a multisensor system consisting of XRF, Raman, and LIBS for environmental characterization with a focus on soils from military ranges. Handheld sensors offer the potential to substantially increase sample throughput through the elimination of transport of samples back to the laboratory and labor-intensive sample preparation procedures. Further, these technologies have the capability for extremely rapid analysis, on the order of tens of seconds or less. We have compared and evaluated results from the analysis of several hundred soil samples using conventional laboratory bench top inductively coupled plasma atomic emission spectroscopy (ICP-AES) for metals evaluation and high-performance liquid chromatography (HPLC) and Raman spectroscopy for detection and characterization of energetic materials against handheld XRF, LIBS, and Raman analyzers. The soil samples contained antimony, copper, lead, tungsten, and zinc as well as energetic compounds such as 2,4,6-trinitrotoluene(TNT), hexahydro-1,3,5-triazine (RDX), nitroglycerine (NG), and dinitrotoluene isomers (DNT). Precision, accuracy, and sensitivity of the handheld field sensor technologies were compared against conventional laboratory instrumentation to determine their suitability for field characterization leading to decisional outcomes.
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