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

The current version of SEON includes core ontologies for software and software processes, as well as domain ontologies for the main technical software engineering subdomains, namely requirements, design, coding and testing. We discuss the development of SEON and some of its envisioned applications related to KM. Human perception is inherently multisensory involving sight, hearing, smell, touch, and taste. Mulsemedia systems include the combination of traditional media (text, image, video, and audio) with non-traditional ones that stimulate other senses beyond sight and hearing.

Lua components are used for translating sensory effect high-level attributes to MPEG-V SEM (Sensory Effect Metadata) files. A sensory effect simulator was developed to receive SEM files and simulate mulsemedia application rendering. This paper describes a long-term research program on developing ontological foundations for conceptual modeling. This program, organized around the theoretical background of the foundational ontology UFO (Unified Foundational Ontology), aims at developing theories, methodologies and engineering tools with the goal of advancing conceptual modeling as a theoretically sound discipline but also one that has concrete and measurable practical implications. The paper describes the historical context in which UFO was conceived, briefly discusses its stratified organization, and reports on a number of applications of this foundational ontology over more than a decade.

CPs are domain-dependent patterns, the requirements of which are expressed by means of competency questions, contextual statements, and reasoning requirements. The eXtreme Design (XD) methodology is an iterative and incremental process, which is characterized by a test-driven and collaborative development approach. In this chapter, we exemplify the XD methodology for the specific case of CP reuse. The XD methodology is also supported by a set of software components named XD Tools, compatible with the NeOn Toolkit, which assist users in the process of pattern-based design.

This article summarizes the main results of a joint endeavor towards a standard reference model (SRM) for intelligent multimedia presentation systems (IMMPSs), After a brief motivation, we give basic definitions for media terms and presentation systems. The core of this contribution is a generic reference architecture that reflects an implementation-independent view of the processes required for the generation of multimedia presentations. The reference architecture is described in terms of layers, components, and knowledge servers. Our SRM focuses on the functions assigned to the layers and components, rather than on the methods or communication protocols that may be employed to realize this functionality. Finally, we point to some possible extensions of the reference model.

Furthermore, we summarize results from various subjective quality assessments conducted in this area. Finally, we point out research challenges that may encourage further research within this emerging domain.

The system is capable ofmanipulating the properties of electric currents (magnitude, frequency, and polarity) to formulate different stimuli. To evaluate the effectiveness of this method, the system was experimentally tested in two studies.

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.

We present two realizations of TastyFloats, a novel system that uses acoustic levitation to deliver food morsels to the users’ tongue. To explore TastyFloats’ associated design framework, we first address the technical challenges to successfully levitate and deliver different types of foods on the tongue. We then conduct a user study, assessing the effect of acoustic levitation on users’ taste perception, comparing three basic taste stimuli (i.e., sweet, bitter and umami) and three volume sizes of droplets (5μL, 10μL and 20μL). Our results show that users perceive sweet and umami easily, even in minimal quantities, whereas bitter is the least detectable taste, despite its typical association with an unpleasant taste experience.


  • Finally, a correlation between learning styles and sensory effects (that is, wind and vibration effects) is statistically analyzed using the proposed system.
  • To carry out the experiment, we developed mock applications for different protocols to simulate an interactive application working with the PlaySEM, measuring the delay between them.
  • CPs are domain-dependent patterns, the requirements of which are expressed by means of competency questions, contextual statements, and reasoning requirements.
  • For that, we review the current body of knowledge that has led to the development of a VTE system.
  • For each activity, a general introduction, methodological guidelines, and practical examples are provided.
  • ODPs are the main tool for performing pattern-based design of ontologies, which is an approach to ontology development that emphasizes reuse and promotes the development of a common “language” for sharing knowledge about ontology design best practices.

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.

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Haptic and motion effects have been widely used for virtual reality applications in order to provide a physical feedback from the virtual world. Such feedback was recently studied to improve the user experience in audiovisual entertainment applications.

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.

Therefore, mulsemedia applications have been usually developed using general-purpose programming languages. In order to fill in this gap, this paper proposes an approach for modeling sensory effects as first-class entities, enabling multimedia applications to synchronize sensorial media to interactive audiovisual content in a high-level specification. Thus, complete descriptions of mulsemedia applications will be made possible with multimedia models and languages. In order to validate our ideas, an interactive mulsemedia application example is presented and specified with NCL (Nested Context Language) and Lua.

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.

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.

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.

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