The system is capable ofmanipulating the properties of electric currents (magnitude, frequency, and polarity) to formulate different stimuli. To evaluate the effectiveness of this method, the system was experimentally tested in two studies.
But the creation of haptic and motion effects is a main issue and requires dedicated editing tool. This paper describes a user-friendly authoring tool to create and synchronize such effects with audiovisual content. More precisely we focus on the edition of motion effects.
CPs are domain-dependent patterns, the requirements of which are expressed by means of competency questions, contextual statements, and reasoning requirements. The eXtreme Design (XD) methodology is an iterative and incremental process, which is characterized by a test-driven and collaborative development approach. In this chapter, we exemplify the XD methodology for the specific case of CP reuse. The XD methodology is also supported by a set of software components named XD Tools, compatible with the NeOn Toolkit, which assist users in the process of pattern-based design.
Therefore, mulsemedia applications have been usually developed using general-purpose programming languages. In order to fill in this gap, this paper proposes an approach for modeling sensory effects as first-class entities, enabling multimedia applications to synchronize sensorial media to interactive audiovisual content in a high-level specification. Thus, complete descriptions of mulsemedia applications will be made possible with multimedia models and languages. In order to validate our ideas, an interactive mulsemedia application example is presented and specified with NCL (Nested Context Language) and Lua.
To evaluate it, we applied ontology verification and validation techniques, including assessment by humans and a data-driven approach. The results showed that MulseOnto can be used as a consensual conceptual model for exploring the knowledge about the whole chain of mulsemedia systems.
This is followed by a discussion of current technical and design challenges that could support the implementation of this concept. This discussion has informed the VTE framework (VTEf), which integrates different layers of experiences, including the role of each user and the technical challenges involved.
The bookâ€™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.
In summary, this paper discusses 1) technical details of the Vocktail system and 2) user experiments that investigate the influences of these multimodal stimuli on the perception of virtual flavors in terms of five primary tastes (i.e. salty, sweet, bitter, sour, and umami). Our results suggest that the combination of these stimuli delivers richer flavor experiences, as compared to separately simulating individual modalities, and indicates that the types of pairings that can be formed between smell and electric taste stimuli. This book by SuÃ¡rez-Figueroa et al. provides the necessary methodological and technological support for the development and use of ontology networks, which ontology developers need in this distributed environment. After an introduction, in its second part the authors describe the NeOn Methodology framework.
In particular, it discusses the most successful application of UFO, namely, the development of the conceptual modeling language OntoUML. The paper also discusses a number of methodological and computational tools, which have been developed over the years to support the OntoUML community. Examples of these methodological tools include ontological patterns and anti-patterns; examples of these computational tools include automated support for pattern-based model construction, formal model verification, formal model validation via visual simulation, model verbalization, code generation and anti-pattern detection and rectification. In addition, the paper reports on a variety of applications in which the language as well as its associated tools have been employed to engineer models in several institutional contexts and domains. Finally, it reflects on some of these lessons learned by observing how OntoUML has been actually used in practice by its community and on how these have influenced both the evolution of the language as well as the advancement of some of the core ontological notions in UFO.
SABiO focus on the development of domain ontologies, and also propose support processes. SABiO distinguishes between reference and operational ontologies, providing activities that apply to the de-velopment of both types of domain ontologies. Similar to the concept of a cocktail or mocktail, we present Vocktail (a.k.a. Virtual Cocktail) – an interactive drinking utensil that digitally simulates multisensory flavor experiences.
Multiple Sensorial Media (MulSeMedia) systems transcend the traditional senses of sight and hearing, adding smell, touch, and taste into multimedia applications to create more immersive experiences for the users. Here, we provide a picture of the challenges and requirements for mulsemedia delivery and present a solution to cope with software and hardware heterogeneity. This paper provides an overview of our research conducted in the area of Sensory Experience including our implementations using MPEG-V Part 3 entitled â€œSensory Informationâ€. MPEG-V Part 3 introduces Sensory Experience as a tool to increase the Quality of Experience by annotating traditional multimedia data with sensory effects.