Display Technology of Images with Scents and Its Psychological Evaluation

Author(s):  
Akira Tomono

Scent is an important component of every individual’s real life; it has many psychological and physical effects. Therefore, if a visual image is presented along with a matching scent, we expect it will possibly carry more detailed information and be perceived as a more realistic sensation than it would have on its own. In order to do so, it is necessary to solve some problems. First, the qualities for a device to be able to integrate a scent with an image are discussed. Second, a new method in which scents are emitted through a display screen in the direction of a viewer in order to enhance the reality of visual images is described. Third, the psychological effects on a viewer when scents are integrating with images are described. The authors investigated the viewing experiences and eye catching effects when applied to movies, a digital-signage, and virtual reality.

2020 ◽  
Vol 16 (2) ◽  
Author(s):  
Josephat Mutangadura ◽  
J C Mann ◽  
L Odendaal

Most visuals in media stories either complement or are complemented by captions that accompany them. This study sought to establish the complementary and clarifying effect of captions that go with road carnage images in The Herald newspaper, a local daily published in Zimbabwe. A study was carried out which involved an interview with photo-journalists from the stable and an analysis of three visual images chosen from the publication. It was established that even as a visual, image can stand alone (but not always); it can tell 95 per cent of the story but will only be complete with an accompanying caption. It was also established that captions need not tell the obvious, but provide that which the picture will be lacking to complete the road carnage story. Captions, therefore, help complete the story as regards the when, where, how, who and what of the depiction. The visual image and the caption combine to complete a communication activity as the verbal and non-verbal form of languages. The study recommends that captions should be edited not only by photo-editors and journalists, but also by practising language people.


Author(s):  
Yu-Sheng Yang ◽  
Alicia M. Koontz ◽  
Yu-Hsuan Hsiao ◽  
Cheng-Tang Pan ◽  
Jyh-Jong Chang

Maneuvering a wheelchair is an important necessity for the everyday life and social activities of people with a range of physical disabilities. However, in real life, wheelchair users face several common challenges: articulate steering, spatial relationships, and negotiating obstacles. Therefore, our research group has developed a head-mounted display (HMD)-based intuitive virtual reality (VR) stimulator for wheelchair propulsion. The aim of this study was to investigate the feasibility and efficacy of this VR stimulator for wheelchair propulsion performance. Twenty manual wheelchair users (16 men and 4 women) with spinal cord injuries ranging from T8 to L2 participated in this study. The differences in wheelchair propulsion kinematics between immersive and non-immersive VR environments were assessed using a 3D motion analysis system. Subjective data of the HMD-based intuitive VR stimulator were collected with a Presence Questionnaire and individual semi-structured interview at the end of the trial. Results indicated that propulsion performance was very similar in terms of start angle (p = 0.34), end angle (p = 0.46), stroke angle (p = 0.76), and shoulder movement (p = 0.66) between immersive and non-immersive VR environments. In the VR episode featuring an uphill journey, an increase in propulsion speed (p < 0.01) and cadence (p < 0.01) were found, as well as a greater trunk forward inclination (p = 0.01). Qualitative interviews showed that this VR simulator made an attractive, novel impression and therefore demonstrated the potential as a tool for stimulating training motivation. This HMD-based intuitive VR stimulator can be an effective resource to enhance wheelchair maneuverability experiences.


2020 ◽  
Vol 7 (1) ◽  
pp. 29-48 ◽  
Author(s):  
Leonhard Menges

AbstractA standard account of privacy says that it is essentially a kind of control over personal information. Many privacy scholars have argued against this claim by relying on so-called threatened loss cases. In these cases, personal information about an agent is easily available to another person, but not accessed. Critics contend that control accounts have the implausible implication that the privacy of the relevant agent is diminished in threatened loss cases. Recently, threatened loss cases have become important because Edward Snowden’s revelation of how the NSA and GCHQ collected Internet and mobile phone data presents us with a gigantic, real-life threatened loss case. In this paper, I will defend the control account of privacy against the argument that is based on threatened loss cases. I will do so by developing a new version of the control account that implies that the agents’ privacy is not diminished in threatened loss cases.


2014 ◽  
Vol 2014 ◽  
pp. 1-7 ◽  
Author(s):  
Ting Qian ◽  
Ling Wei

As an important tool for data analysis and knowledge processing, formal concept analysis (FCA) has been applied to many fields. In this paper, we introduce a new method to find all formal concepts based on formal contexts. The amount of intents calculation is reduced by the method. And the corresponding algorithm of our approach is proposed. The main theorems and the corresponding algorithm are examined by examples, respectively. At last, several real-life databases are analyzed to demonstrate the application of the proposed approach. Experimental results show that the proposed approach is simple and effective.


PMLA ◽  
2016 ◽  
Vol 131 (1) ◽  
pp. 20-37 ◽  
Author(s):  
Emily Hyde

In the early 1960s two editions of Chinua Achebe's Things Fall Apart were published with competing sets of illustrations. The first, by Dennis Carabine, illustrates a realist novel, the second, by Uche Okeke, a modernist one. Reading Achebe's iconic novel through its early publication history and for its visual images shows how the famous ending of Things Fall Apart turns, stylistically, to the impenetrable flatness of the modernist surface. At mid-century, modernist style could be made to serve realist imperatives, and Achebe's flat style challenges colonial modes of literary representation and the myth of modernist primitivism in the visual arts. This essay stresses the importance of the visual image to mid-century anglophone literature and the importance of modernist style to the poetics of decolonization.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-24
Author(s):  
Andrey Krekhov ◽  
Katharina Emmerich ◽  
Ronja Rotthaler ◽  
Jens Krueger

Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-21
Author(s):  
Felix Born ◽  
Adrian Rygula ◽  
Maic Masuch

Research on VR Exergaming is mostly conducted with participants who are not presented a choice whether or not to play the exergame and thus to perform a certain strenuous activity. Whether players would engage in such activity if it were optional and how they could be motivated to do so is mostly neglected. Therefore, we have developed a novel controller and implemented a VR exergame that utilizes Virtual Performance Augmentation (VPA) to motivate players to engage in an optional strenuous activity. The motivational impact of three different conditions (VPA vs. Points vs. No Motivator) was evaluated in a study with 47 participants. Our results suggest that using VPA can significantly increase the time the players engage in the strenuous activity enriched by VPA, while in contrast to our hypotheses, no significant differences for the players' enjoyment and perceived exertion between the conditions were found. We discuss our findings in the context of motivation, exertion, and the resulting implications for further VR exergames research.


2021 ◽  
Vol 2 (2) ◽  
pp. 86
Author(s):  
Ahmad Sugianto

Understanding an English-medium science textbook is possibly challenging for some students. It is, for example, due to the language used. To deal with this issue, construing the use of the other mode, such as visual images, along with the verbal text is regarded useful. Thereby, the construal of multimodality in an English-medium science textbook becomes crucial. Albeit a myriad of inspections on multimodality exists, but to the best of the writer’s knowledge, such investigation with respect to an English-medium science textbook, particularly at a primary school level, was found to be limited. Therefore, this study aimed to scrutinize the verbal text and visual image presented in a science textbook used for a primary school level which is presented in English. To that end, a descriptive research design was employed. In this regard, a systemic functional multimodal discourse analysis (SF-MDA) within the trinocular metafunctions encompassing ideational, interpersonal, and textual metafunctions was utilized. The systemic functional linguistics theory, the grammar of visual design, intersemiotic complementarity, and logico-semantics were the frameworks employed to analyze the artefact, the English-medium science textbook. The findings revealed that the visual image and verbal text interact with one another within the three metafunctions. Given the interaction between the two modes, the present study suggests that both teachers and students are required to take into considerations and be aware of the potential or roles of images along with the verbal text, i.e. the images are not merely accessories, but instead, these are able to assist the comprehension of the science materials learned.


Entropy ◽  
2021 ◽  
Vol 23 (9) ◽  
pp. 1118
Author(s):  
Liang-Ming Jia ◽  
Fang-Wu Tung

This study aimed to investigate consumers’ visual image evaluation of wrist wearables based on Kansei engineering. A total of 8 representative samples were screened from 99 samples using the multidimensional scaling (MDS) method. Five groups of adjectives were identified to allow participants to express their visual impressions of wrist wearable devices through a questionnaire survey and factor analysis. The evaluation of eight samples using the five groups of adjectives was analyzed utilizing the triangle fuzzy theory. The results showed a relatively different evaluation of the eight samples in the groups of “fashionable and individual” and “rational and decent”, but little distinction in the groups of “practical and durable”, “modern and smart” and “convenient and multiple”. Furthermore, wrist wearables with a shape close to a traditional watch dial (round), with a bezel and mechanical buttons (moderate complexity) and asymmetric forms received a higher evaluation. The acceptance of square- and elliptical-shaped wrist wearables was relatively low. Among the square- and rectangular-shaped wrist wearables, the greater the curvature of the chamfer, the higher the acceptance. Apparent contrast between the color of the screen and the casing had good acceptance. The influence of display size on consumer evaluations was relatively small. Similar results were obtained in the evaluation of preferences and willingness to purchase. The results of this study objectively and effectively reflect consumers’ evaluation and potential demand for the visual images of wrist wearables and provide a reference for designers and industry professionals.


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