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Book Sonic Interactions in Virtual Environments

Download or read book Sonic Interactions in Virtual Environments written by Michele Geronazzo and published by Springer Nature. This book was released on 2022-10-13 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.

Book 2018 IEEE 4th VR Workshop on Sonic Interactions for Virtual Environments  SIVE

Download or read book 2018 IEEE 4th VR Workshop on Sonic Interactions for Virtual Environments SIVE written by IEEE Staff and published by . This book was released on 2018-03-18 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Sonic interaction design is defined as the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic emotional qualities in interactive contexts This field lies at the intersection of interaction design and sound and music computing The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual augmented mixed reality (VR AR MR) environments We also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of VR AR MR environments

Book Sonic Interaction Design

Download or read book Sonic Interaction Design written by Karmen Franinovic and published by MIT Press. This book was released on 2013-03-22 with total page 391 pages. Available in PDF, EPUB and Kindle. Book excerpt: An overview of emerging topics, theories, methods, and practices in sonic interactive design, with a focus on the multisensory aspects of sonic experience. Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience. Contributors Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinović, Bruno L. Giordano, Antti Jylhä, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rodà, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson

Book Virtual Interaction  Interaction in Virtual Inhabited 3D Worlds

Download or read book Virtual Interaction Interaction in Virtual Inhabited 3D Worlds written by E. Granum and published by Springer Science & Business Media. This book was released on 2013-03-09 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.

Book 2014 IEEE VR Workshop Sonic Interaction in Virtual Environments  SIVE

Download or read book 2014 IEEE VR Workshop Sonic Interaction in Virtual Environments SIVE written by IEEE Staff and published by . This book was released on 2014-03-29 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Sonic interaction design is defined as the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic emotional qualities in interactive contexts This field lies at the intersection of interaction design and sound and music computing In the virtual reality community, the focus on research in topics related to auditory feedback has been rather limited when compared, for example, to the focus placed on visual feedback or even on haptic feedback However, in communities such as the film community or the product sound design community it is well known that sound is a powerful way to communicate meaning and emotion to a scene or a product The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual environments

Book Designing Interactions for Music and Sound

Download or read book Designing Interactions for Music and Sound written by Michael Filimowicz and published by CRC Press. This book was released on 2022-04-19 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing Interactions for Music and Sound presents multidisciplinary research and case studies in electronic music production, dance-composer collaboration, AI tools for live performance, multimedia works, installations in public spaces, locative media, AR/VR/MR/XR and health. As the follow-on volume to Foundations in Sound Design for Interactive Media, the authors cover key practices, technologies and concepts such as: classifications, design guidelines and taxonomies of programs, interfaces, sensors, spatialization and other means for enhancing musical expressivity; controllerism, i.e. the techniques of non-musician performers of electronic music who utilize MIDI, OSC and wireless technologies to manipulate sound in real time; artificial intelligence tools used in live club music; soundscape poetics and research creation based on audio walks, environmental attunement and embodied listening; new sound design techniques for VR/AR/MR/XR that express virtual human motion; and the use of interactive sound in health contexts, such as designing sonic interfaces for users with dementia. Collectively, the chapters illustrate the robustness and variety of contemporary interactive sound design research, creativity and its many applied contexts for students, teachers, researchers and practitioners.

Book 2015 IEEE 2nd VR Workshop on Sonic Interactions for Virtual Environments  SIVE

Download or read book 2015 IEEE 2nd VR Workshop on Sonic Interactions for Virtual Environments SIVE written by IEEE Staff and published by . This book was released on 2015-03-24 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual environments We will also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of virtual reality environments The workshop will feature state of the art research on the field of sound for virtual environments We will also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of virtual reality environments

Book 2017 IEEE 3rd VR Workshop on Sonic Interactions for Virtual Environments  SIVE

Download or read book 2017 IEEE 3rd VR Workshop on Sonic Interactions for Virtual Environments SIVE written by IEEE Staff and published by . This book was released on 2017-03-19 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The main goal of this workshop is to increase among the virtual reality community the awareness of the importance of sonic elements when designing virtual environments We will also discuss how research in other related fields such as film sound theory, product sound design, sound and music computing, game sound design and computer music can inform designers of virtual reality environments Moreover, the workshop will feature state of the art research on the field of sound for virtual environments

Book Encyclopedia of Computer Graphics and Games

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Book Echoes of Other Worlds  Sound in Virtual Reality

Download or read book Echoes of Other Worlds Sound in Virtual Reality written by Tom A. Garner and published by Springer. This book was released on 2017-09-01 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.

Book Navigating Virtual Worlds and the Metaverse for Enhanced E Learning

Download or read book Navigating Virtual Worlds and the Metaverse for Enhanced E Learning written by Chafiq, Nadia and published by IGI Global. This book was released on 2024-02-26 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: From collaborative platforms to deep learning, from serious games to Massive Open Online Course’s (MOOCs), the array of digital tools is staggering. This ever-accelerating digital transformation necessitates a comprehensive understanding of how to harness these tools effectively for the benefit of learners and educators alike. With the educational metaverse emerging as a new frontier, the need for guidance, research, and insight is paramount. The challenge is clear: How can one navigate this intricate web of digital possibilities and create transformative educational experiences? Navigating Virtual Worlds and the Metaverse for Enhanced E-Learning offers a meticulously curated collection of original research and insights, serving as a guiding light in the complex world of digital learning. It not only identifies the challenges and opportunities presented by digital transformation but also provides concrete solutions and innovative approaches. Whether you are an academic scholar, an instructional designer, a learning data analyst, or an e-learning manager, this book is your indispensable companion on the journey to mastering digital education. It does not just offer theoretical frameworks; it unveils the latest empirical research findings, equipping you with the knowledge and tools needed to navigate the digital landscape effectively.

Book Distributed  Ambient  and Pervasive Interactions

Download or read book Distributed Ambient and Pervasive Interactions written by Norbert Streitz and published by Springer. This book was released on 2014-05-17 with total page 643 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on Distributed, Ambient, and Pervasive Interactions, DAPI 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 58 papers included in this volume are organized in topical sections on design frameworks and models for intelligent interactive environments; natural interaction; cognitive, perceptual and emotional issues in ambient intelligence; user experience in intelligent environments; developing distributed, pervasive and intelligent environments; smart cities.

Book Arts and Technology

    Book Details:
  • Author : Anthony Lewis Brooks
  • Publisher : Springer
  • Release : 2015-05-23
  • ISBN : 3319188364
  • Pages : 153 pages

Download or read book Arts and Technology written by Anthony Lewis Brooks and published by Springer. This book was released on 2015-05-23 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the Fourth International Conference on Arts and Technology, ArtsIT 2014, held in Istanbul, Turkey, in November 2014. The 17 revised full papers presented were carefully selected and reviewed from numerous submissions. ArtsIT has become a leading scientific forum for the dissemination of cutting-edge research results in the area of arts, design and technology. The papers focus on IT technologies, artists, designers and industrial members and offer content creators tools that expand the means of expression of the traditional design field.

Book Ergonomics for Design and Innovation

Download or read book Ergonomics for Design and Innovation written by Debkumar Chakrabarti and published by Springer Nature. This book was released on 2022-06-06 with total page 1760 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the proceedings of the 19th International Conference of the Indian Society of Ergonomics (HWWE), held in Guwahati, India, on December 1-3, 2021. By highlighting the latest theories and models, as well as cutting-edge technologies and applications, and by combining findings from a range of disciplines including engineering, design, health care, management, computer science, and behavioral science, it provides researchers and practitioners alike with a comprehensive, timely guide on user-centered design for quality life, human factors and ergonomics, design applications, cognitive processing, and response. It also offers an excellent source of innovative ideas to stimulate future discussions and developments aimed at applying knowledge and techniques to optimize system performance, while at the same time promoting the health, safety, and well-being of individuals. The proceedings includes papers from researchers and practitioners, scientists and physicians, institutional leaders, managers, and policy makers that contribute to constructing the human factors and ergonomics approach across a variety of methodologies, domains, and productive sectors.

Book Virtual  Augmented and Mixed Reality

Download or read book Virtual Augmented and Mixed Reality written by Jessie Y. C. Chen and published by Springer Nature. This book was released on 2023-07-08 with total page 717 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 15th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The VAMR 2023 proceedings were organized in the following topical sections: Designing VAMR Applications and Environments; Visualization, Image Rendering and 3D in VAMR; Multimodal Interaction in VAMR; Robots and Avatars in Virtual and Augmented Reality; VAMR in Medicine and Health; VAMR in Aviation; and User Experience in VAMR.

Book New Realities in Audio

Download or read book New Realities in Audio written by Stephan Schütze and published by CRC Press. This book was released on 2018-01-29 with total page 565 pages. Available in PDF, EPUB and Kindle. Book excerpt: The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it’s essential. If the audio doesn’t work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we’ve seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions.