Francesco Ferrise, Monica Bordegoni, Alberto Gallace, Stefania Serafin
{"title":"扩展现实中的多感官体验","authors":"Francesco Ferrise, Monica Bordegoni, Alberto Gallace, Stefania Serafin","doi":"10.1109/mcg.2024.3428110","DOIUrl":null,"url":null,"abstract":"Since the beginning, virtual reality (VR) has been envisioned as a technology that engages multiple senses. Examples include Morton Heilig’s Sensorama simulator and Ivan E. Sutherland’s notion of the Ultimate Display described in the 1960s. In more than 60 years, technological development and scientific knowledge have predominantly focused virtual and extended reality (VR and XR) applications on the sense of sight and hearing. Despite their importance in everyday interaction, the other senses remain on the margins of VR and XR applications. The potential to include additional senses has been acknowledged and extensively explored in the literature. Those who deal with this topic encounter challenges in understanding the functioning mechanism of the human sensorial and perceptive components and creating interfaces capable of communicating through these senses. Last but not least, it is important to design case studies capable of exploiting the potential of this technology and encouraging investors to believe in its development and end users to adopt it once it is ready. These challenges drive the research activities included in this special issue.","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"76 2 1","pages":""},"PeriodicalIF":1.7000,"publicationDate":"2024-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Multisensory Experiences in Extended Reality\",\"authors\":\"Francesco Ferrise, Monica Bordegoni, Alberto Gallace, Stefania Serafin\",\"doi\":\"10.1109/mcg.2024.3428110\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Since the beginning, virtual reality (VR) has been envisioned as a technology that engages multiple senses. Examples include Morton Heilig’s Sensorama simulator and Ivan E. Sutherland’s notion of the Ultimate Display described in the 1960s. In more than 60 years, technological development and scientific knowledge have predominantly focused virtual and extended reality (VR and XR) applications on the sense of sight and hearing. Despite their importance in everyday interaction, the other senses remain on the margins of VR and XR applications. The potential to include additional senses has been acknowledged and extensively explored in the literature. Those who deal with this topic encounter challenges in understanding the functioning mechanism of the human sensorial and perceptive components and creating interfaces capable of communicating through these senses. Last but not least, it is important to design case studies capable of exploiting the potential of this technology and encouraging investors to believe in its development and end users to adopt it once it is ready. These challenges drive the research activities included in this special issue.\",\"PeriodicalId\":55026,\"journal\":{\"name\":\"IEEE Computer Graphics and Applications\",\"volume\":\"76 2 1\",\"pages\":\"\"},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2024-08-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Computer Graphics and Applications\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1109/mcg.2024.3428110\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Computer Graphics and Applications","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1109/mcg.2024.3428110","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
Since the beginning, virtual reality (VR) has been envisioned as a technology that engages multiple senses. Examples include Morton Heilig’s Sensorama simulator and Ivan E. Sutherland’s notion of the Ultimate Display described in the 1960s. In more than 60 years, technological development and scientific knowledge have predominantly focused virtual and extended reality (VR and XR) applications on the sense of sight and hearing. Despite their importance in everyday interaction, the other senses remain on the margins of VR and XR applications. The potential to include additional senses has been acknowledged and extensively explored in the literature. Those who deal with this topic encounter challenges in understanding the functioning mechanism of the human sensorial and perceptive components and creating interfaces capable of communicating through these senses. Last but not least, it is important to design case studies capable of exploiting the potential of this technology and encouraging investors to believe in its development and end users to adopt it once it is ready. These challenges drive the research activities included in this special issue.
期刊介绍:
IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.