SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Niedenthal Simon) "

Sökning: WFRF:(Niedenthal Simon)

  • Resultat 1-10 av 23
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Brooks, Jas, et al. (författare)
  • Sharing and Experiencing Hardware and Methods to Advance Smell, Taste, and Temperature Interfaces
  • 2023
  • Ingår i: CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems. - : Association for Computing Machinery (ACM). - 9781450394222
  • Konferensbidrag (refereegranskat)abstract
    • There has been a monumental push from the CHI community to bring more human senses to interactive devices. This trend is significant because we use all our senses in everyday interactions but only an extremely narrow subset when interacting with computers. This workshop focuses on bringing together researchers to advance some of the most challenging senses to embed into interfaces, but arguably the most exciting: smell, taste, and temperature. To integrate these modalities into interfaces, researchers not only use methods from traditional mechanics or haptics (e.g., pumps, heating pads, etc.) but must also acquire tacit skills and understandings from psychophysics, neuroscience, anatomy, and chemistry (e.g., receptor signaling pathways or food chemistry). This demo-based workshop provides a platform to come together and bring their demonstrations, experiments, and hardware to experience, discuss, and advance the field.   
  •  
2.
  •  
3.
  • Knez, Igor, 1959-, et al. (författare)
  • Lighting in digital game worlds : Effects on affect and play performance
  • 2008
  • Ingår i: Cyberpsychology & Behavior. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 11:2, s. 129-137
  • Tidskriftsartikel (refereegranskat)abstract
    • As a means of extending the significance of findings in experimental psychology and nonvisual psychological lighting research to digital game research, the present study was designed to investigate the impact of warm (reddish) and cool (bluish) simulated illumination in digital game worlds on game users' affect and play performance. In line with some previous findings, we predicted that lighting in a digital game world might, as in the real world, differently influence the nonvisual psychological mechanisms of affect, which in turn might enhance or impair the players' performance. It was shown that the players performed best and fastest in a game world lit with a warm (reddish) as compared to a cool (bluish) lighting. The former color of lighting also induced the highest level of pleasantness in game users. A regression analysis indicated tentatively that it was the level of pleasantness induced by the warm lighting that enhanced the players' better performance in that digital game world. It was also shown that high- as opposed to medium- or low-skilled players engage almost 2.5 times more per week in game playing. Given their skill, they performed significantly faster and felt significantly calmer and more relaxed in doing so.
  •  
4.
  • Niedenthal, Simon, et al. (författare)
  • A graspable olfactory display for virtual reality
  • 2023
  • Ingår i: International Journal of Human-Computer Studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 169
  • Tidskriftsartikel (refereegranskat)abstract
    • The sense of smell, olfaction, is seldom engaged in digital interactive systems, but, supported by the proper technology, olfaction might open up new interaction domains. Human olfactory experience involves active exploration, directed sniffing and nuanced judgements about odour identity, concentrations, and blends, yet to date most compact olfactory displays do not directly support these experiences. We describe the development and validation of a compact, low-cost olfactory display fitted to the hand controller of the HTC Vive Virtual Reality (VR) system that employs stepless valves to enable control of scent magnitude and blending (Fig. 1). Our olfactory display allows for concealed (i.e., unknown to the user) combinations of odours with virtual objects and contexts, making it well suited to applications involving interactions with odorous objects in virtual space for recreational, educational, scientific, or therapeutic functions. Through a user study and gas sensor analysis, we have been able to demonstrate that our device presents clear and consistent scent output, is intuitive from a user perspective, and supports gameplay interactions. We present results from a smell training game in a virtual wine tasting cellar in which the initial task of identifying wine aroma components is followed by evaluating more complex blends, allowing the player to “level up” as they proceed to higher degrees of connoisseurship. Novice users were able to quickly adapt to the display, and we found that the device affords sniffing and other gestures that add verisimilitude to olfactory experience in virtual environments. Test-retest reliability was high when participants performed the task two times with the same odours. In sum, the results suggest our olfactory display may facilitate use in game settings and other olfactory interactions.
  •  
5.
  • Niedenthal, Simon, et al. (författare)
  • A Handheld Olfactory Display For Smell-Enabled VR Games
  • 2019
  • Ingår i: 2019 IEEE International Symposium on Olfaction and Electronic Nose (ISOEN). - 9781538683279 - 9781538683286 ; , s. 114-117
  • Konferensbidrag (refereegranskat)abstract
    • We describe a class of olfactory displays located at the hand, well-suited to support exploratory and active smelling behavior. We have developed a handheld olfactory display for the HTC Vive VR environment, and validated it in a two-step method that combines qualitative user evaluation with an empirical task-based study. The results of our qualitative study suggest that handheld olfactory displays may enhance a sense of presence in virtual environments. Our validation method is suitable for testing instruments that engage novel forms of smell interaction, and seek to provide clear and consistent output for empirically-validated olfactory research.
  •  
6.
  • Niedenthal, Simon, et al. (författare)
  • A hybrid digital/physical platform for olfactory assessment and training in non-laboratory settings
  • 2020
  • Ingår i: Chemical Senses. - : Oxford University Press. - 0379-864X .- 1464-3553. ; 45:2, s. 172-173
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • Although prior studies have shown sensory benefits of smell training, they are limited by the lack of technologies that enable training with performance feedback in domestic settings. Current research olfactometer designs prioritize the output of carefully controlled scent concentrations at a predictable onset, at the expense of size and portability. Here we present a portable olfactory display designed primarily for uses outside of the laboratory and that can be operated with a personal computer.We employ RFID tags as a means of linking individual scent units to a database, as part of a training regimen that is easy to learn, easy to maintain, and scalable. These tags can be attached to any set of scent vials. Our hybrid digital/physical platform for conducting olfactory research combines the benefits of a digital, interactive platform—including the ability to monitor subject performance, logging and archiving experimental data—with scent delivery units under control of the user.A pilot study included a participant training to identify 48 wine aromas (from the commercially available Le Nez du Vin set) using a multiple-choice format with feedback. Through brief daily training sessions at home, an improvement from 81% to 96% correct responses was observed in 16 days, offering proof of principle. We will describe how our hybrid platform can be useful for flexible olfactory assessment and training outside of a laboratory setting, and create new opportunities for employing digital environments in the service of olfactory research.
  •  
7.
  • Niedenthal, Simon, et al. (författare)
  • A Method for Computerized Olfactory Assessment and Training Outside of Laboratory or Clinical Settings
  • 2021
  • Ingår i: i-Perception. - : SAGE Publications. - 2041-6695. ; 12:3, s. 1-12
  • Tidskriftsartikel (refereegranskat)abstract
    • There are currently few ways to reliably and objectively assess olfaction outside of the research laboratory or clinic. The COVID-19 pandemic has highlighted the need for remote olfactory assessment; in particular, smell training at home is a promising method for olfactory rehabilitation, but further methodological advances might enhance its effectiveness and range of use. Here, we present Exerscent, a portable, low-cost olfactory display designed primarily for uses outside of the laboratory and that can be operated with a personal computer. Exerscent includes Radio Frequency Identification (RFID) tags that are attached to odor stimuli and read with a MFRC522 module RFID reader/antenna that encodes the odor in order to provide adaptive challenges for the user (e.g., an odor identification task). Hardware parts are commercially available or 3D printed. Instructions and code for building the Exerscent are freely available online (https://osf.io/kwftm/). As a proof of concept, we present a case study in which a participant trained daily to identify 54 odors, improving from 81% to 96% accuracy over 16 consecutive days. In addition, results from a laboratory experiment with 11 volunteers indicated a very high level of perceived usability and engagement. Exerscent may be used for olfactory skills development (e.g., perfumery, enology), and rehabilitation purposes (e.g., postviral olfactory loss), but it also allows for other forms of technological interactions such as olfactory-based recreational interactions.
  •  
8.
  • Niedenthal, Simon (författare)
  • Complicated Shadows : the Aesthetic Significance of Simulated Illumination in Digital Games
  • 2008
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • A common feature of many digital games is that they are played in a simulated 3D environment, a game world. Simulated illumination is the lighting designed into a game world. This thesis explores the influence of simulated illumination in digital games upon the emotion and behavior of the player. It does so within the context of game aesthetics, building upon an understanding of games as having the potential to evoke an aesthetic experience that is deeply absorbing, is experienced as whole and coherent, evokes intense feelings or emotions, and engages a sense of “make believe.” A full account of how simulated illumination affects people is gained by tracing the contributions from media practice and real-space lighting, as well as taking into account the unique possibilities of interactive media. Based upon the rich set of lighting references and possibilities that are present in digital games, this thesis offers a taxonomy of influence of simulated illumination, which is organized such that it moves from progressively simple patterns and mechanisms that work without much player awareness, towards progressively greater complexity and consciousness of light qualities. The study of simulated illumination is complex, and best conducted within a transdisciplinary framework that includes three perspectives: empirical emotion research, investigation of the lighting attitudes of creative practitioners, and formal analysis of games with the aim of articulating their use qualities related to simulated illumination. The way in which a “triangulation” study could be structured is presented through the results of the twoyear Shadowplay project, with specific reference to the effects of warm (reddish) and cool (bluish) simulated illumination upon the experience of gameplay. We learned that exposure to warm light in a game prototype created more positive affect and led to better performance, and uncovered an interesting correspondence in the lighting attitudes of creative practitioners, regarding the relatively attractive versus repulsive qualities of warm and cool illumination in game environments. The (sometimes inconsistent) results of the Shadowplay project are discussed with reference to the conception of “pleasure” as it is developed within phenomenological philosophy and hedonic psychology. Considered this way, simulated illumination can create “eliciting conditions” for more complex sequences of emotions that constitute game pleasures. Within a game, we respond emotionally to exposure to qualities of simulated illumination, based upon what we bring with us into the game (whether based upon tastes, attitudes related to genre, memories or more “hard-wired” responses to light). At the same time, we implicitly learn the significance of the illumination that we encounter through our activity in the game. This means that there is no simple mapping of illumination quality to emotional outcome. Rather, designers need to learn to manipulate the unique potentials of simulated illumination in relation to the other elements of the gameplay experience.
  •  
9.
  • Niedenthal, Simon (författare)
  • Documents of Light : Three Case Studies and a Preliminary Model for Organizing Light Knowledge
  • 2007
  • Ingår i: A Document (Re)turn: Contributions from a Research Field in Transition. - : Peter Lang Publishing Group. - 9783631562949 ; , s. 153-164
  • Bokkapitel (refereegranskat)abstract
    • The proposed area of Documentation studies offers a useful framework for the consideration of transdisciplinary subjects that do not respond fully to critical theories currently prevailing in the humanities and social sciences. This paper will apply a documentation approach to the study of light by examining case studies drawn from theatre, architecture and computer science. Scholars, scientists and lighting practitioners create and employ documents that encode illumination knowledge, which can be understood as the manifestation, simulation or manipulation of light to a particular end. A model encompassing the human body in illuminated space will be suggested as a means of classification, and different document types will be interrogated to suggest the sort of visual arguments and artifacts that can be constructed to demonstrate and communicate illumination knowledge.
  •  
10.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 23

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy