The xipotl Mutant of Arabidopsis Reveals a Critical Role for Phospholipid Metabolism in Root System Development and Epidermal Cell Integrity

In addition, new approaches to interacting with multimedia applications have emerged such as multi-touch interfaces, voice processing, and brain-computer interfaces, giving rise to new kinds of complex interactive systems. In this article, we underpin fundamental challenges for delivering multisensory effects to heterogeneous systems. We propose an interoperable mulsemedia framework for coping with these challenges, meeting the emerging requirements.

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.

The first experiment was conducted using separate regions of the human tongue to record occurrences of basic taste sensations and their respective intensity levels. The results indicate occurrences of sour, salty, bitter, and sweet sensations from different regions of the tongue. One of the major discoveries of this experiment was that the sweet taste emerges via an inverse-current mechanism, which deserves further research in the future. The second study was conducted to compare natural and artificial (virtual) sour taste sensations and examine the possibility of effectively controlling the artificial sour taste at three intensity levels (mild, medium, and strong). The proposed method is attractive since it does not require any chemical solutions and facilitates further research opportunities in several directions including human-computer interaction, virtual reality, food and beverage, as well as medicine.

The use of multiple senses in interactive applications has become increasingly feasible due to the upsurge of commercial, off-the-shelf devices to produce sensory effects. Creating Multiple Sensorial Media (MulSeMedia) immersive systems requires understanding their digital ecosystem.

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.

The specific attention paid to the quality perceived through the senses of costumers when touching a product has led to a rapid growth in the industrial interest for the field of haptics. Controlling the quality of products with such expectations has become a challenge for manufacturers, especially considering the current lack of a generic method to standardize control specifications and provide efficient control tools, whether a manual or automated control is considered.

We conclude this paper with suggestions for two scenarios and recommendations for the implementation of a system that could support VTEs. This paper presents the new version of SABiO – A Systematic Ap-proach for Building Ontologies.

A media taxonomy has been develop to help students better understand the possible media form they can use in presentation. This media taxonomy serves both research and development of multimedia applications. By implementing the media taxonomy to two graduate courses including multimedia design and the research and evaluating of interactive multimedia, the technology was found to correlate well with previous categorizations of multimedia in addition to helping the researchers better understand the impact and value added by an individual medium in a multimedia presentation.

The book’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.

Mulsemedia systems encompass a set of applications, and devices of different types assembled to communicate or express feelings from the virtual world to the real world. Despite existing standards, tools, and recent research devoted to them, there is still a lack of formal and explicit representation of what mulsemedia is. Misconceptions could eventually lead to the construction of solutions that might not take into account reuse, integration, standardization, among other design features. In this paper, we propose to establish a common conceptualization about mulsemedia systems through a reference ontology, named MulseOnto, covering their main notions.

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