8,409 research outputs found

    Quantifying perception of nonlinear elastic tissue models using multidimensional scaling

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    Simplified soft tissue models used in surgical simulations cannot perfectly reproduce all material behaviors. In particular, many tissues exhibit the Poynting effect, which results in normal forces during shearing of tissue and is only observed in nonlinear elastic material models. In order to investigate and quantify the role of the Poynting effect on material discrimination, we performed a multidimensional scaling (MDS) study. Participants were presented with several pairs of shear and normal forces generated by a haptic device during interaction with virtual soft objects. Participants were asked to rate the similarity between the forces felt. The selection of the material parameters – and thus the magnitude of the shear\ud and normal forces – was based on a pre-study prior to the MDS experiment. It was observed that for nonlinear elastic tissue models exhibiting the Poynting effect, MDS analysis indicated that both shear and normal forces affect user perception

    Beyond multimedia adaptation: Quality of experience-aware multi-sensorial media delivery

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    Multiple sensorial media (mulsemedia) combines multiple media elements which engage three or more of human senses, and as most other media content, requires support for delivery over the existing networks. This paper proposes an adaptive mulsemedia framework (ADAMS) for delivering scalable video and sensorial data to users. Unlike existing two-dimensional joint source-channel adaptation solutions for video streaming, the ADAMS framework includes three joint adaptation dimensions: video source, sensorial source, and network optimization. Using an MPEG-7 description scheme, ADAMS recommends the integration of multiple sensorial effects (i.e., haptic, olfaction, air motion, etc.) as metadata into multimedia streams. ADAMS design includes both coarse- and fine-grained adaptation modules on the server side: mulsemedia flow adaptation and packet priority scheduling. Feedback from subjective quality evaluation and network conditions is used to develop the two modules. Subjective evaluation investigated users' enjoyment levels when exposed to mulsemedia and multimedia sequences, respectively and to study users' preference levels of some sensorial effects in the context of mulsemedia sequences with video components at different quality levels. Results of the subjective study inform guidelines for an adaptive strategy that selects the optimal combination for video segments and sensorial data for a given bandwidth constraint and user requirement. User perceptual tests show how ADAMS outperforms existing multimedia delivery solutions in terms of both user perceived quality and user enjoyment during adaptive streaming of various mulsemedia content. In doing so, it highlights the case for tailored, adaptive mulsemedia delivery over traditional multimedia adaptive transport mechanisms

    The Perceptual Experience Of Slope By Foot And By Finger

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    Historically, the bodily senses have often been regarded as impeccable sources of spatial information and as being the teacher of vision. Here, the authors report that the haptic perception of slope by means of the foot is greatly exaggerated. The exaggeration is present in verbal as well as proprioceptive judgments. It is shown that this misperception of pedal slope is not caused by calibration to the well-established visual misperception of slope because it is present in congenitally blind individuals as well. The pedal misperception of slope is contrasted with the perception of slope by dynamic touch with a finger in a force-feedback device. Although slopes feel slightly exaggerated even when explored by finger, they tend to show much less exaggeration than when equivalent slopes are stood on. The results are discussed in terms of a theory of coding efficiency. (PsycINFO Database Record (c) 2013 APA, all rights reserved)(journal abstract

    Congestion Control for Network-Aware Telehaptic Communication

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    Telehaptic applications involve delay-sensitive multimedia communication between remote locations with distinct Quality of Service (QoS) requirements for different media components. These QoS constraints pose a variety of challenges, especially when the communication occurs over a shared network, with unknown and time-varying cross-traffic. In this work, we propose a transport layer congestion control protocol for telehaptic applications operating over shared networks, termed as dynamic packetization module (DPM). DPM is a lossless, network-aware protocol which tunes the telehaptic packetization rate based on the level of congestion in the network. To monitor the network congestion, we devise a novel network feedback module, which communicates the end-to-end delays encountered by the telehaptic packets to the respective transmitters with negligible overhead. Via extensive simulations, we show that DPM meets the QoS requirements of telehaptic applications over a wide range of network cross-traffic conditions. We also report qualitative results of a real-time telepottery experiment with several human subjects, which reveal that DPM preserves the quality of telehaptic activity even under heavily congested network scenarios. Finally, we compare the performance of DPM with several previously proposed telehaptic communication protocols and demonstrate that DPM outperforms these protocols.Comment: 25 pages, 19 figure

    Personalising Vibrotactile Displays through Perceptual Sensitivity Adjustment

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    Haptic displays are commonly limited to transmitting a discrete set of tactile motives. In this paper, we explore the transmission of real-valued information through vibrotactile displays. We simulate spatial continuity with three perceptual models commonly used to create phantom sensations: the linear, logarithmic and power model. We show that these generic models lead to limited decoding precision, and propose a method for model personalization adjusting to idiosyncratic and spatial variations in perceptual sensitivity. We evaluate this approach using two haptic display layouts: circular, worn around the wrist and the upper arm, and straight, worn along the forearm. Results of a user study measuring continuous value decoding precision show that users were able to decode continuous values with relatively high accuracy (4.4% mean error), circular layouts performed particularly well, and personalisation through sensitivity adjustment increased decoding precision

    Exploring virtual reality object perception following sensory-motor interactions with different visuo-haptic collider properties.

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    Interacting with the environment often requires the integration of visual and haptic information. Notably, perceiving external objects depends on how our brain binds sensory inputs into a unitary experience. The feedback provided by objects when we interact (through our movements) with them might then influence our perception. In VR, the interaction with an object can be dissociated by the size of the object itself by means of 'colliders' (interactive spaces surrounding the objects). The present study investigates possible after-effects in size discrimination for virtual objects after exposure to a prolonged interaction characterized by visual and haptic incongruencies. A total of 96 participants participated in this virtual reality study. Participants were distributed into four groups, in which they were required to perform a size discrimination task between two cubes before and after 15 min of a visuomotor task involving the interaction with the same virtual cubes. Each group interacted with a different cube where the visual (normal vs. small collider) and the virtual cube's haptic (vibration vs. no vibration) features were manipulated. The quality of interaction (number of touches and trials performed) was used as a dependent variable to investigate the performance in the visuomotor task. To measure bias in size perception, we compared changes in point of subjective equality (PSE) before and after the task in the four groups. The results showed that a small visual collider decreased manipulation performance, regardless of the presence or not of the haptic signal. However, change in PSE was found only in the group exposed to the small visual collider with haptic feedback, leading to increased perception of the cube size. This after-effect was absent in the only visual incongruency condition, suggesting that haptic information and multisensory integration played a crucial role in inducing perceptual changes. The results are discussed considering the recent findings in visual-haptic integration during multisensory information processing in real and virtual environments

    Visualisation techniques, human perception and the built environment

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    Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues
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