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Truly convincing AI characters must possess memories; believe things, want things, remember things
Resource Database > Sensation
Related information is also held in the following Categories:
Displays | The Brain | Virtual Body | Virtual Output | Sensor Web | Levelling the Field | Theraputic Worlds | Neuroprosthetics | Locomotion | Teledildonics | Haptics | Avatar Interfacing
 
Sensation, the feeling of active data across the natural senses, and unnatural ones too. In parts closely linked to neuroprosthetics, in part its own field of study, with sensation we are striving to affect the senses; to give them back to those who have lost them, to provide new ones to those who would like them, and to bring the virtual to be more meaningful to those who have lived in the physical, by delivering the sensation of being.


Sections


Total Immersion (12)

Applicable Dictionary Entries:  
Bishop Berkeley in a Cybermall
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A Dark World
It is beyond dark, it is pitch black. No motes of light, to glittering beams, no nothing. You blink and cannot tell if you did just blink or not. Away in the distance a humming begins. You hear it, and turn towards it. It is coming from your left, and down a ways. Beyond that you cannot tell. Reaching out, you grasp at empty air. The fear rises as you reach out for something, anything to grasp on, and through some flailing, you find a smooth wall.

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Book Quotes: Apparent Sensory Perception
Apparent Sensory Perception, later known as SimStim, is the logic endpoint of passive entertainment, in all forms.

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George Berkeley - the Bishop in the Cybermall
George Berkeley was an Anglo-Irish thinker and Anglican bishop. Born March 3, 1685, he was he first existantual philosopher to publish his views; views that pertain to modern virtual reality as much as they did his world. To be means to be perceived, or esse est percipi

Linked resource
Mice and keyboards, two great tastes...
A good article that puts to words in simple language that which we all know: Virtual environments for the masses are only creeping along because of the interface problem. For most users, a mouse and a keyboard is all they have for input, and true interaction requires just so much more.

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Multiple Sensory Modalities Proven to Reinforce Each Other
Usually when we think of sensory input channels - sight, sound, touch, taste, smell, balance - we think of the traditional hierarchical order, under the brain. It seems that that hierarchy is not as cut and dried as we once thought, with interesting implications for virtual worlds.

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Proprioception
Proprioception is one of the main standard senses of the body, and arguably one of the most important. Unlike sight, sound, touch, taste, smell and balance, proprioception is an unconscious sense. That is to say it is one we are feeling all the time, and rarely if ever creeps into the conscious mind unless we actually sit down and think about it.


A slide from the presentation Introduction to Virtual Reality which bears repeating independently, when it comes to virtual or augmented senses versus 'natural'.


Simone, a story ahead of its time of a film producer trying to save his career by employing a virtual actress to star in his films. Unfortunately, the actress is an avatar – he has to animate her himself, which leads to a whole host of potent issues...



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The Looming Shadow of DVT
DVT or Deep Vein Thrombosis is a condition which is already known to affect airline travellers, and office workers. Thrombosis occurs when people are sitting still for long periods of time. Blood clots form in the arteries where blood is settling over long periods of time - as opposed to circulating properly when moving briskly around. This tends to be more of a problem in the lower legs when sitting, but can occur in any part of the body when fully reclined.

Michael Heim, the author of this book, describes modern 'VR' as a pale imitation of real VR. On this point, he is of course, all too correct. He then goes on to state that the real thing is fast approaching. We'll soon be able to totally immerse ourselves in detail-rich, highly interactive artificial worlds....



VRD or Virtual Retinal Display is an offshoot of HMD display technology, which, instead of placing a pair of display screens in front of the eyes, actually projects an image directly onto the human retina with low-energy lasers or LCDs.





Touch and Feel (4)

Most people are unaware of the haptic and tactile terms for virtually recreating physical touch, and sensation. Yet these two fields, and others besides, are very real, and bringing us ever closer to total sensation.
Applicable Dictionary Entries:  
HapticsTactile
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A Ghostly World
You are travelling through a forest, dappled sunlight streaming through the branches above, casting shadows on the ground. Leaves crunch underfoot, and the odour floats up to you. Closing your eyes, you reach out to pluck a flower - and feel nothing. Opening your eyes, you see your hand is in the middle of the plant you tried to pluck. Carefully, focussing with your eyes, by trial and error, you grasp and break off the flower, not feeling anything between your fingers. Suddenly, you realise you cannot even feel your fingers, you have not been feeling them, and you run a hand over your body, no sensation; you have to look to see you are touching skin.

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Touchscreen Use in All Weather
Industry News

Touchscreen technology has until now, had one strong disadvantage: In inclement weather, wet, freezing cold hands result from touchscreen use, as gloves and other finger protectors have always made fingers too big and bulky to effectively use touchscreen technology, whilst masking tactile feedback with the glove’s spongy surface.



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Artificial Ear (7)

The true power of the virtual is not infeeding data to senses we already have, but in feeding us new senses, replacement senses, totally immersing our synapses in input cycles they feed...
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A True Artificial Cochlea
Constructed by engineers at MIT, a single low power radio receiver chip has been painstakingly modelled on the function and deciphering capabilities of the human ear.

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Hearing with more than Just Ears
Industry News

It might well be that current experiments with binaural sound for VR 3D recreation of sounds based on the relative positions of the ears, and the head shape of the listener, are not quite getting the full picture of sound reception. It seems facial skin also has a part to play.

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iPhone Based Hearing Aids
A novel and very practical use for an iPhone as an auxiliary hearing aid has been developed. The soundAMP program takes control of the iPhone, and essentially uses the in-built microphone to boost ambient noise levels.

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My Bionic Quest for Boléro
Industry News

In October 2005, Wired magazine featured the four-page story of Michael Chorost, a man who fought to revolutionise artificial hearing, and who has relied upon a computer surgically installed inside his skull. Called a cochlear implant, this routine replacement has 16 electrodes that snake inside the inner ear, and plenty of room for improvement.

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New Implant Promises Prosthetic Near-Natural Hearing
We finally understand enough about the way sound signals are processed into electrical signals, to go one better than the cochlea implant. We can tap directly into the auditory nerve itself.

Linked resource
The Silent Majority
A potent look at closed captioning systems in VR and in gameworlds, including the staggering capabilities possible, the incredible customer response when it does occur, and asks why more developers aren't considering sensory substitution in designing their worlds?



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Scent (9)

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A Bland World
Walking through the orchard on a warm summer day, the smells of nature in your nostrils, the soft padding of grass underfoot, you reach up a hand, and grab a juicy red apple from a tree, plucking it delicately. You bring it to your nose and smell the fragrance, then you bite into it. It is like chewing rubber. Completely tasteless. No juice, no sweet flesh, you cannot even detect it in your mouth.

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A Sterile World
Smell is a sense often overlooked in a virtual world. Developers discount its importance, as a minor sense, when in truth we rely on it as an input channel to flesh out the world around us. Scents carry on the breeze, and they are with us all the time: from the perfumed odours of pollen blowing in the wind, to the pong as you pass a full dustbin, to the aroma of freshly cooked food wafting out of a pub.

Linked resource
Brain Briefings: Smell and the Olfactory System
A layperson-designed article from the American Society for Neuroscience, explaining the basics of how the sense of smell functions, from a chemical and neural point of view.

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Encoding smells in the Brain: A must for recreation?
Industry News

In early January 2008, a Rice University study published in the Journal of Neuroscience found that socioemotional meanings, including sexual ones, are conveyed in human sweat. This raises the question for immersive spaces, if such dynamic scents need to be synthetically reproduced to provide a firmer social environment in tele-mediation.

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Think of a concept, and you taste it
Industry News

Lexical-gustatory synaesthesia is an odd condition, very rare. Its symptoms are such that when the sufferer thinks of a concept, their brain accesses its taste memories, and calls forth the taste of an associated food, as strong as it would be if they were tasting it now.

Scents and smells are ubiquitous, they are part of our everyday world. Yet, when you enter VR worlds, you almost always lose your sense of smell. Sight is covered, hearing is covered via speakers, even touch is covered via haptic gloves and other accessories. Smell usually remains abandoned, lacking hardware to cover it. The Scent Dome, manufactured by TrySenx inc, was the first serious attempt to create a smell peripheral.



Scent POP or Scent Point-of-Purchase is a small-scale scent emitter, designed primarilly for retail needs, although it can be employed as a smell emitter for large-scale virtual worlds.



Scent Wave is a single-scent dispenser, each unit holding and dispensing a single scent-stick. Using a dry-air technology that releases fragrance without sprays, aerosols or heated oils, Scent Wave is one of those systems that will work after being bunged in a cupboard for six months. Used primarily in retail environments, this system often finds use in large-scale VR such as military simulations and immersive training.



The original intent of the designers of the scent collar was to create an entirely virtual environment controlled, personal scent experience to augment the visual and auditory sensory immersion. It is worn round the neck, and has a number of scent cartridges attached to it.





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Taste (5)

Linked resource
Brain Briefings: Taste Detectors
A layperson-designed article from the American Society for Neuroscience, explaining the basics of how the sense of taste functions, from a chemical and neural point of view.

Locally Hosted resource
Food & VR: Expectation of a Tasty Food affects the Brain
As it stands, we can replicate smell in VR, but taste, has long been severely under funded, with only one interface available. However, additional evidence for the benefits of virtualising the taste/smell of food has come to light.

Locally Hosted resource
Sensory Malfunction: Taste
A look at what taste is, as a sense, and the possible malfunctions - what can go wrong with the taste reaching the brain, attempting to explain in signal propogation terms. Intended to assist the creation of taste-based sensory systems for VR.

Linked resource
The Tongue Illuminated
Imagery published by Technology Review, that highlights the distribution and emergence of taste receptors on the human tongue.

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Think of a concept, and you taste it
Industry News

Lexical-gustatory synaesthesia is an odd condition, very rare. Its symptoms are such that when the sufferer thinks of a concept, their brain accesses its taste memories, and calls forth the taste of an associated food, as strong as it would be if they were tasting it now.



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Sight (20)

Applicable Dictionary Entries:  
Binocular FusionInterocular Differences
Stereoscopic DistortionSword of Damocles
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A Dark World
It is beyond dark, it is pitch black. No motes of light, to glittering beams, no nothing. You blink and cannot tell if you did just blink or not. Away in the distance a humming begins. You hear it, and turn towards it. It is coming from your left, and down a ways. Beyond that you cannot tell. Reaching out, you grasp at empty air. The fear rises as you reach out for something, anything to grasp on, and through some flailing, you find a smooth wall.

Locally Hosted resource
Action computer games can sharpen eyesight
Empirical research from the University of Rochester in the US has found that playing in fast passed, lightning reaction virtual environments can be very good for your eyes.

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Augmented Vision Cops
Beat officers, pounding the streets in the UK, have unleashed an AR-inspired weapon on the war on crime.

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BlindAid: Mirror World for the Blind
BlindAid is an incredibly ambitious project; to merge mirror worlds and augmented reality, to create a real-time map for the blind.

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Book Quotes: Sight Without Eyes
A quote from the book Profiles of the Future, by Arthur C Clarke on the creation of artificial eyes by decoding the optic nerve, is compared to more recent advances doing just that.

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Can culture dictate the way we see?
The way the primary visual cortex in the brain develops, may not be hardwired after all, but may develop according to experience, according to some fairly stunning revelations from the University of Illinois in Urbana, US, in early 2007.

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CYCLOPS - Robot Blind Person
CYCLOPS is a novel robot, with a noble purpose. Created by researchers at the California Institute of Technology, it is designed to be used as a surrogate for blind persons in the testing of visual prostheses.

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Cystal [eye]ball: Precognitive Eyes are Normal
It takes our brain nearly one-tenth of a second to translate the light that hits our retina into a visual perception of the world around us. Because of the 10th of a second delay, an Assistant Professor has developed a case arguing that our visual system needs to do more than just report current events - it needs to see the future as well.

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High Dynamic Range Photography, and Use in Eye Emulation
H.D.R., or high dynamic range photography is a relatively new technique used by photographers to take high-quality full lighting range photos that are near-indistinguishable from paintings, for their ability to correctly replicate the lighting of a given scene, exactly how the human eye would see it.

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Research opens way for bionic eye
Researchers at Harvard Medical School in the US discovered the sites to stimulate in the brain of monkeys to feed visual information in, opening the way for artificial, bionic eyes. This development was a major step towards the creation of true 'virtual light' systems.


The Argus devices, created by Second Sight Inc, are ocular implants designed to restore vision to those whose eyes no-longer function. For people whose sight loss occured as a result of outer retinal degenerations, such as Retinitis Pigmentosa, they offer a chance to see again, via arrays of electrodes connected to the back of the eye and the optic nerve.


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Scientists Set Sights on an Implantable Prosthetic for the Blind
Industry News

In March 2008, a Massachusetts General Hospital neuroscientist announced designs for a prosthetic to bypass eyes and optic nerves and send image information directly to the regions of the brain that processes visual signals.

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Scientists Set Sights on an Implantable Prosthetic for the Blind
Industry News

In March 2008, a Massachusetts General Hospital neuroscientist announced designs for a prosthetic to bypass eyes and optic nerves and send image information directly to the regions of the brain that processes visual signals.

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The Real Virtual Light
Virtual Light, a term coined to describe seeing without eyes, is something that has been semi-mythical for decades, whilst research quietly moves forwards. Now, we are starting to see a convergence of the technologies vital to making it a reality.



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Proprioception (5)

Applicable Dictionary Entries:  
ProprioceptionProprioceptor
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Concept of Self - Exposed?
Proprioception may not be the stumbling block to true immersion we have always considered it to be.

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Controlling Devices by Muscle Movement
Industry News

Mimi Switch, a Japanese muscle monitoring device, has an interesting premise. It looks like a normal set of headphones but is fitted with a set of infrared sensors that measure tiny movements inside the ear that result from different facial expressions.

Locally Hosted resource
Proprioception
Proprioception is one of the main standard senses of the body, and arguably one of the most important. Unlike sight, sound, touch, taste, smell and balance, proprioception is an unconscious sense. That is to say it is one we are feeling all the time, and rarely if ever creeps into the conscious mind unless we actually sit down and think about it.



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Balance (3)

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Balance in the Blood not just the Ear
Galvanic Vestibular Stimulation. For those of us familiar with it, it's a possible panacea to cure simulation sickness, and rope the sense of balance of the user directly into the simulation. Unfortunately, it seems there is a fly in the mixture.

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Cheapening the Cost of Motion Sensors
Motion sensors are starting to creep into a whole plethora of applications. They are the linch pins of haptics, of 3D pointers, of stress based sensor networks and locomotive VR interfaces. Yet, there's a problem. Small, discrete motion sensors, tiny enough to be built into larger devices the size say, of a Wii-remote or a 6 ounce HMD, are extremely difficult and expensive to produce.

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Repairing and Virtualising Balance in one Swoop
Without the vestibular system we lose our sense of balance entirely. Balance is vital in the physical world. In the virtual, it is not yet vital, but would be handy for an increasing number of situations. What if there were ways to use prosthetics to give balance back to those without, and to then utilise that same discovery, to bring balance, into VR?



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Sound (2)

Linked resource
Echo vision: The man who sees with sound
The story of Daniel Kish, a man whose senses are out of balance; a man who sees with sound.

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Podcast: Woody Norris: Inventing the next amazing thing: Directional Sound
The talk is primarily focussed on demonstrating his new invention 'hypersonic sound'. It is essentially a way to precisely focus sound, or as the inventor puts it "put sound where you want to." This has obvious implications for 3D sound effects in virtual reality and channeled sound cones in augmented reality.