Recently, multimedia researchers have added several so-called new media to the traditional multimedia components (e.g., olfaction, haptic, and gustation). Evaluating multimedia user-perceived Quality of Experience (QoE) is already non-trivial and the addition of multisensorial media components increases this challenge.
Although important all affective multimedia databases have numerous deficiencies which impair their applicability. These problems, which are brought forward in the paper, result in low recall and precision of multimedia stimuli retrieval which makes creating emotion elicitation procedures difficult and labor-intensive. To address these issues a new core ontology STIMONT is introduced. The STIMONT is written in OWL-DL formalism and extends W3C EmotionML format with an expressive and formal representation of affective concepts, high-level semantics, stimuli document metadata and the elicited physiology.
Stimulations by vibration effects, however, generate more satisfaction in people with a high tactile perception level or a low visual perception level. Mulsemedia – multiple sensorial media – captures a wide variety of research efforts and applications. This paper presents a historic perspective on mulsemedia work and reviews current developments in the area. These take place across the traditional multimedia spectrum – from virtual reality applications to computer games-as well as efforts in the arts, gastronomy and therapy, to mention a few. We also describe standardization efforts, via the MPEG-V standard, and identify future developments and exciting challenges the community needs to overcome.
When SE ontologies are built and used in isolation, some problems remain, in particular those related to knowledge integration. The goal of this paper is to provide an integrated solution for better dealing with KM-related problems in SE by means of a Software Engineering Ontology Network (SEON). SEON is designed with mechanisms for easing the development and integration of SE domain ontologies.
 , SDKs and APIs in the context of mulsemedia provide means to develop applications that support some type of sensory effect from some sort of computer application. In a nutshell, APIs offer interfaces for software to cooperate with other software, whereas SDKs include a set of tools such as libraries, documentation, samples, and so forth, to enable the development of software.
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.
The proposed ontology model consists of effect ontology and device ontology. The effect ontology represents semantic information about multimedia contents and sensory effects synchronized with the contents. The device ontology represents semantic information about devices generating sensory effects. By using the model, we can infer sensory effects and their attributes from the predefined semantic information of multimedia contents.
Authoring is simplified thanks to a dedicated graphical user interface, allowing either to import external data or to synthesize effects thanks to a force-feedback device. Another key feature of this editor is the playback function which enables to preview the motion effect. Hence this new tool allows non expert users to create immersive haptic-audiovisual experiences.
Ten-Tec RX-320 Receiver Control Program GNRX320
This scenario is radically different from the relatively narrow contexts in which ontologies have been traditionally developed and applied, and thus calls for new methods and tools to effectively support the development of novel network-oriented semantic applications. The primary goal of this project is to provide an infrastructure for digital multisensory systems (mainly mulsemedia). It is related to software, hardware, and processes which are necessary for sus taining a mulsemedia environment. This project will answer how to bind different mulsemedia technologies in a smart way without decreasing QoE.
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.
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.
admin October 26, 2009