sound feedback
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2021 ◽  
Vol 11 (24) ◽  
pp. 11610
Author(s):  
Alexandre Costa Henriques ◽  
Ingrid Winkler

Virtual Reality (VR) can play a key role in automotive marketing research, lowering costs and shortening the time to launch a new product. However, few VR applications support automotive customers’ experiences during the early stages of product design. This study aims to identify and characterize into attributes the challenges and opportunities for the application of Virtual Reality in car clinics through a systematic review of the literature and patents. We searched PatentScout, ScienceDirect, Springer, and IEEEXplore for studies published between the databases’ inception and July 2020. Of the 77,383 patents and 336,785 articles identified, 72 and 13 were eligible, respectively. We discovered that patents are strongly concentrated by a few inventors, that the United States has the most records, and that the most prevalent applications relate to devices for automatically reading responders’ emotions in virtual environments. The articles revealed sixteen categories of challenges and opportunities: cost, location to customers, flexibility in interactions, model transportation, depth perception, haptic perception, motion, movement perception/physical collision, color and texture, sound feedback, product interaction/manipulation, visual–spatial, graphic quality, intuitiveness, cybersecurity, and cybersickness. Virtual Reality may be used for automotive marketing research but key factors such as hardware and software specification, stimulus quality, and survey objectives must be considered.


Author(s):  
Alexandre Costa Henriques ◽  
Ingrid Winkler

Virtual reality (VR) can play a key role in automotive marketing research, lowering costs and shortening the time it takes to bring a new product to market. However, there are still few VR applications that support automotive customers' experiences during the early stages of product development. Through a systematic review of literature and patents, this study aims to identify the challenges and opportunities for the application of virtual reality in car clinics, and to categorize them into attributes. We searched through the knowledge databases of PatentScout, ScienceDirect, Springer, and IEEEXplore. We found 72 patents with a high concentration in a few inventors. The United States of America presented the greatest number of records and the most common applications related to the apparatus for automatically reading respondents' reactions in a virtual environment. In terms of articles, we found 19 research papers that discussed sixteen categories identified as challenges and opportunities for automotive marketing research: 1) cost, 2) location to customers, 3) flexibility in interactions, 4) model transportation, 5) depth perception, 6) haptic perception, 7) motion, 8) movement perception/ physical collision, 9) color and texture, 10) sound feedback, 11) product interaction/manipulation, 12) visual-spatial, 13) graphic quality, 14) intuitiveness, 15) cybersecurity and 16) cybersickness. We conclude that the automotive industry can employ virtual reality for marketing research, but relevant elements such as hardware and software definition, stimulus quality, and research objectives, among others, must be considered.


Work ◽  
2021 ◽  
pp. 1-16
Author(s):  
Karen Anne Cochrane ◽  
Lian Loke ◽  
Naseem Ahmadpour ◽  
Thecla Schiphorst ◽  
Andrew Campbell ◽  
...  

BACKGROUND: Deep breathing exercises are known to help decrease stress. Wearable and ambient computing can help initiate and support deep breathing exercises. Most studies have focused on a single sensory modality for providing feedback on the quality of breathing and other physiological data. OBJECTIVE: Our research compares different feedback modalities on an individual’s experience and ability to perform breath-based techniques at work. METHODS: We designed three different interactive prototypes that used light, vibration and sound feedback modalities. We tested each prototype with 19 participants whilst they were performing typical work tasks in a naturalistic setting, followed by semi-structured interviews. RESULTS: We found that sound was the most successful feedback for the majority of participants, followed by vibration and ambient light. We developed an analytic tool, the Extended Cycle of Awareness, to facilitate understanding of the patterns of awareness and the flow of experience generated by participant interaction with prototype systems that provide feedback on the quality of breathing. Participants followed one of three different types of patterns: (1) ignoring the feedback; (2) not understanding the feedback and being overwhelmed by it; (3) successfully using the feedback to initiate deep breathing and reflect on the change in the quality of breathing. CONCLUSIONS: We offer a set of design recommendations for crafting interactive systems to support deep breathing at work, including personalization, designing for the cyclical process of attention and awareness, and designing for reflective practice.


Author(s):  
Toshiki HIROGAKI ◽  
Eiichi AOYAMA ◽  
Yusuke FUKE ◽  
Akira MISHIMA ◽  
Atsuyuki MIURA
Keyword(s):  

Author(s):  
Eun Bi Sim ◽  
Bo Young Park ◽  
Kyu Tae Lee ◽  
Eun Mi Choi ◽  
Ju Hui Jeong ◽  
...  

Author(s):  
Steven Goodman ◽  
Susanne Kirchner ◽  
Rose Guttman ◽  
Dhruv Jain ◽  
Jon Froehlich ◽  
...  

2020 ◽  
Vol 10 (3) ◽  
pp. 60 ◽  
Author(s):  
Kathryn Haughney ◽  
Shawnee Wakeman ◽  
Laura Hart

In raising the standards for professional educators, higher educators must be prepared to provide the highest quality feedback on student performance and work products toward improved outcomes. This review of the literature examined the major findings of 70 quantitative, mixed methods, or qualitative studies found in higher education journals across a range of disciplines. Multiple recommendations and results for feedback emerged which fall into the categories described by Susan Brookhart. This review found research for each of Brookhart’s categories, with results indicating differences between the perceptions of adherence to sound feedback practices versus the reality of implementation, the potential for innovative tool use, and a disagreement about the effectiveness of peers for providing effective feedback. Indicators for quality within the research confirmed the importance of commonly accepted standards such as positivity, specificity, timeliness, and encouraging active student participation. Additionally, trends and themes indicated a need for the consistent implementation of the feedback exchange process and flexibility to account for student input/preferences. Greater consistency toward the application of these quality indicators should be undertaken when determining the quality of higher education feedback for preservice teachers prior to undertaking summative licensure assessments.


Author(s):  
Akira Mishima ◽  
Yusuke Fuke ◽  
Atsuyuki Miura ◽  
Toshiki Hirogaki ◽  
Eiichi Aoyama

Abstract The objective of this study was to automate the dual-arm coordination of a humanoid robot when using a musical saw as a percussion instrument to produce a target sound. We examined the striking motion of the robot using its elastic stiffness, the change in vibration caused by the striking tool resulting from the robot arm-applied force on the saw, and dual arm cooperative motion based on striking sound feedback. To accomplish this, the frequency characteristics of the musical saw and the location of sound generation were determined. Based on the characteristics of the striking task and using an acoustic recognition system, we then developed an impact sound feedback system that could provide performance control of the two humanoid robot arms. The results indicate that humanoid robot can play the musical saw by controlling the curvature freely to achieve target sounds.


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