Software for Short Wave Listeners & German Communications Receivers

Amateur Radio Soundblaster Software Collection

The use of multiple senses in interactive applications has become increasingly feasible due to the upsurge of commercial, off-the-shelf devices to produce sensory effects. Creating Multiple Sensorial Media (MulSeMedia) immersive systems requires understanding their digital ecosystem.

Under the development of ubiquitous technologies, people need a novel media system. That means the multi-sensory media service which satisfies the five senses and makes people feel realistic. It is necessary to build knowledge about sensory effects and devices in order to provide the service. In this paper, we propose an ontology-based knowledge modeling.

The Vocktail system utilizes three common sensory modalities, taste, smell, and visual (color), to create virtual flavors and augment the existing flavors of a beverage. The system is coupled with a mobile application that enables users to create customized virtual flavor sensations by configuring each of the stimuli via Bluetooth. The system consists of a cocktail glass that is seamlessly fused into a 3D printed structure, which holds the electronic control module, three scent cartridges, and three micro air-pumps. When a user drinks from the system, the visual (RGB light projected on the beverage), taste (electrical stimulation at the tip of the tongue), and smell stimuli (emitted by micro air-pumps) are combined to create a virtual flavor sensation, thus altering the flavor of the beverage.

The book’s third part details the key activities relevant to the ontology engineering life cycle. For each activity, a general introduction, methodological guidelines, and practical examples are provided.

Mulsemedia systems encompass a set of applications, and devices of different types assembled to communicate or express feelings from the virtual world to the real world. Despite existing standards, tools, and recent research devoted to them, there is still a lack of formal and explicit representation of what mulsemedia is. Misconceptions could eventually lead to the construction of solutions that might not take into account reuse, integration, standardization, among other design features. In this paper, we propose to establish a common conceptualization about mulsemedia systems through a reference ontology, named MulseOnto, covering their main notions.

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In addition, new approaches to interacting with multimedia applications have emerged such as multi-touch interfaces, voice processing, and brain-computer interfaces, giving rise to new kinds of complex interactive systems. In this article, we underpin fundamental challenges for delivering multisensory effects to heterogeneous systems. We propose an interoperable mulsemedia framework for coping with these challenges, meeting the emerging requirements.

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The results include case studies where the framework has been duly applied. Multimedia applications are usually composed by audiovisual content. Traditional multimedia conceptual models, and consequently declarative multimedia authoring languages, do not support the definition of multiple sensory effects. Multiple sensorial media (mulsemedia) applications consider the use of sensory effects that can stimulate touch, smell and taste, in addition to hearing and sight.

Among the five primary senses, the sense of taste is the least explored as a form of digital media applied in Human-Computer Interface. This article presents an experimental instrument, the Digital Lollipop, for digitally simulating the sensation of taste (gustation) by utilizing electrical stimulation on the human tongue.

A sensible media simulator and the implementation of a sensory device are presented to prove the effectiveness of the proposed system. Finally, a correlation between learning styles and sensory effects (that is, wind and vibration effects) is statistically analyzed using the proposed system. The experiment results show that the level of satisfaction with the sensory effects is unaffected overall by the learning styles of the test subjects.

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