23 research outputs found

    Remote tactile feedback on interactive surfaces

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    Direct touch input on interactive surfaces has become a predominating standard for the manipulation of digital information in our everyday lives. However, compared to our rich interchange with the physical world, the interaction with touch-based systems is limited in terms of flexibility of input and expressiveness of output. Particularly, the lack of tactile feedback greatly reduces the general usability of a touch-based system and hinders from a productive entanglement of the virtual information with the physical world. This thesis proposes remote tactile feedback as a novel method to provide programmed tactile stimuli supporting direct touch interactions. The overall principle is to spatially decouple the location of touch input (e.g. fingertip or hand) and the location of the tactile sensation on the user's body (e.g. forearm or back). Remote tactile feedback is an alternative concept which avoids particular challenges of existing approaches. Moreover, the principle provides inherent characteristics which can accommodate for the requirements of current and future touch interfaces. To define the design space, the thesis provides a structured overview of current forms of touch surfaces and identifies trends towards non-planar and non-rigid forms with more versatile input mechanisms. Furthermore, a classification highlights limitations of the current methods to generate tactile feedback on touch-based systems. The proposed notion of tactile sensory relocation is a form of sensory substitution. Underlying neurological and psychological principles corroborate the approach. Thus, characteristics of the human sense of touch and principles from sensory substitution help to create a technical and conceptual framework for remote tactile feedback. Three consecutive user studies measure and compare the effects of both direct and remote tactile feedback on the performance and the subjective ratings of the user. Furthermore, the experiments investigate different body locations for the application of tactile stimuli. The results show high subjective preferences for tactile feedback, regardless of its type of application. Additionally, the data reveals no significant differences between the effects of direct and remote stimuli. The results back the feasibility of the approach and provide parameters for the design of stimuli and the effective use of the concept. The main part of the thesis describes the systematical exploration and analysis of the inherent characteristics of remote tactile feedback. Four specific features of the principle are identified: (1) the simplification of the integration of cutaneous stimuli, (2) the transmission of proactive, reactive and detached feedback, (3) the increased expressiveness of tactile sensations and (4) the provision of tactile feedback during multi-touch. In each class, several prototypical remote tactile interfaces are used in evaluations to analyze the concept. For example, the PhantomStation utilizes psychophysical phenomena to reduce the number of single tactile actuators. An evaluation with the prototype compares standard actuator technologies with each other in order to enable simple and scalable implementations. The ThermalTouch prototype creates remote thermal stimuli to reproduce material characteristics on standard touchscreens. The results show a stable rate of virtual object discrimination based on remotely applied temperature profiles. The AutmotiveRTF system is implemented in a vehicle and supports the driver's input on the in-vehicle-infotainment system. A field study with the system focuses on evaluating the effects of proactive and reactive feedback on the user's performance. The main contributions of the dissertation are: First, the thesis introduces the principle of remote tactile feedback and defines a design space for this approach as an alternative method to provide non-visual cues on interactive surfaces. Second, the thesis describes technical examples to rapidly prototype remote tactile feedback systems. Third, these prototypes are deployed in several evaluations which highlight the beneficial subjective and objective effects of the approach. Finally, the thesis presents features and inherent characteristics of remote tactile feedback as a means to support the interaction on today's touchscreens and future interactive surfaces.Die Interaktion mit berührungsempfindlichen Oberflächen ist heute ein Standard für die Manipulation von digitaler Information. Jedoch weist die Bedienung dieser interaktiven Bildschirme starke Einschränkungen hinsichtlich der Flexibilität bei der Eingabe und der Ausdruckskraft der Ausgabe auf, wenn man sie mit den vielfältigen Möglichkeiten des Umgangs mit Objekten in unserer Alltagswelt vergleicht. Besonders die nicht vorhandenen Tastsinnesrückmeldungen vermindern stark die Benutzbarkeit solcher Systeme und verhindern eine effektive Verknüpfung von virtueller Information und physischer Welt. Die vorliegende Dissertation beschreibt den Ansatz der 'distalen taktilen Rückmeldungen' als neuartige Möglichkeit zur Vermittlung programmierter Tastsinnesreize an Benutzer interaktiver Oberflächen. Das Grundprinzip dabei ist die räumliche Trennung zwischen der Eingabe durch Berührung (z.B. mit der Fingerspitze) und dem daraus resultierenden taktilen Reiz am Körper der Benutzer (z.B. am Rücken). Dabei vermeidet das Konzept der distalen taktilen Rückmeldungen einzelne technische und konzeptionelle Nachteile existierender Ansätze. Zusätzlich bringt es Interaktionsmöglichkeiten mit sich, die den Eigenheiten der Interaktion mit aktuellen und auch zukünftigen berührungsempfindlichen Oberflächen Rechnung tragen. Zu Beginn zeigt ein Überblick zu relevanten Arbeiten den aktuellen Forschungstrend hin zu nicht-flachen und verformbaren berührungsempfindlichen Oberflächen sowie zu vielfältigeren Eingabemethoden. Eine Klassifizierung ordnet existierende technische Verfahren zur Erzeugung von künstlichen Tastsinnesreizen und stellt jeweils konzeptuelle und technische Herausforderungen dar. Der in dieser Arbeit vorgeschlagene Ansatz der Verlagerung von Tastsinnesreizen ist eine Form der sensorischen Substitution, zugrunde liegende neurologische und psychologische Prinzipien untermauern das Vorgehen. Die Wirkprinzipien des menschlichen Tastsinnes und die Systeme zur sensorischen Substitution liefern daher konzeptionelle und technische Richtlinien zur Umsetzung der distalen taktilen Rückmeldungen. Drei aufeinander aufbauende Benutzerstudien vergleichen die Auswirkungen von direkten und distalen taktilen Rückmeldungen auf die Leistung und das Verhalten von Benutzern sowie deren subjektive Bewertung der Interaktion. Außerdem werden in den Experimenten die Effekte von Tastsinnesreizen an verschiedenen Körperstellen untersucht. Die Ergebnisse zeigen starke Präferenzen für Tastsinnesrückmeldungen, unabhängig von deren Applikationsort. Die Daten ergeben weiterhin keine signifikanten Unterschiede bei den quantitativen Effekten von direktem und distalen Rückmeldungen. Diese Ergebnisse befürworten die Realisierbarkeit des Ansatzes und zeigen Richtlinien für weitere praktische Umsetzungen auf. Der Hauptteil der Dissertation beschreibt die systematische Untersuchung und Analyse der inhärenten Möglichkeiten, die sich aus der Vermittlung distaler taktiler Rückmeldungen ergeben. Vier verschiedene Charakteristika werden identifiziert: (1) die vereinfachte Integration von Tastsinnesreizen, (2) die Vermittlung von proaktiven, reaktiven und entkoppelten Rückmeldungen, (3) die erhöhte Bandbreite der taktilen Signale und (4) die Darstellung von individuellen Tastsinnesreizen für verschiedene Kontaktpunkte mit der berührungsempfindlichen Oberfläche. Jedes dieser Prinzipien wird durch prototypische Systeme umgesetzt und in Benutzerstudien analysiert. Beispielsweise nutzt das System PhantomStation psychophysikalische Illusionen, um die Anzahl der einzelnen Reizgeber zu reduzieren. In einer Evaluierung des Prototypen werden mehrere Aktuatortechnologien verglichen, um einfache und skalierbare Ansätze zu identifizieren. Der ThermalTouch-Prototyp wird dazu genutzt, distale thermale Reize zu vermitteln, um so Materialeigenschaften auf Berührungsbildschirmen darstellen zu können. Eine Benutzerstudie zeigt, dass sich auf Basis dieser Temperaturverläufe virtuelle Objekte unterscheiden lassen. Das AutomotiveRTF-System wird schließlich in ein Kraftfahrzeug integriert, um den Fahrer bei der Eingabe auf dem Informations- und Unterhaltungssystem zu unterstützen. Eine Feldstudie untersucht die Auswirkungen der proaktiven und reaktiven Rückmeldungen auf die Benutzerleistung. Die vorliegende Dissertation leistet mehrere Beiträge zur Mensch-Maschine-Interaktion: Das Prinzip der distalen taktilen Rückmeldungen wird eingeführt als Alternative zur Erzeugung nicht-visueller Rückmeldungen auf interaktiven Oberflächen. Es werden technische Verfahrensweisen zur prototypischen Implementierung solcher Systeme vorgeschlagen. Diese technischen Prototypen werden in einer Vielzahl verschiedener Benutzerstudien eingesetzt, welche die quantitativen und qualitativen Vorteile des Ansatzes aufzeigen. Schließlich wird gezeigt, wie sich das Prinzip zur Unterstützung heutiger und zukünftiger Interaktionsformen mit berührungsempfindlichen Bildschirmen nutzen lässt

    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic interactions in virtual environments

    Get PDF
    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

    Get PDF

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Estimating and understanding motion : from diagnostic to robotic surgery

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    Estimating and understanding motion from an image sequence is a central topic in computer vision. The high interest in this topic is because we are living in a world where many events that occur in the environment are dynamic. This makes motion estimation and understanding a natural component and a key factor in a widespread of applications including object recognition , 3D shape reconstruction, autonomous navigation and medica! diagnosis. Particularly, we focus on the medical domain in which understanding the human body for clinical purposes requires retrieving the organs' complex motion patterns, which is in general a hard problem when using only image data. In this thesis, we cope with this problem by posing the question - How to achieve a realistic motion estimation to offer a better clinical understanding? We focus this thesis on answering this question by using a variational formulation as a basis to understand one of the most complex motions in the human's body, the heart motion, through three different applications: (i) cardiac motion estimation for diagnostic, (ii) force estimation and (iii) motion prediction, both for robotic surgery. Firstly, we focus on a central topic in cardiac imaging that is the estimation of the cardiac motion. The main aim is to offer objective and understandable measures to physicians for helping them in the diagnostic of cardiovascular diseases. We employ ultrafast ultrasound data and tools for imaging motion drawn from diverse areas such as low-rank analysis and variational deformation to perform a realistic cardiac motion estimation. The significance is that by taking low-rank data with carefully chosen penalization, synergies in this complex variational problem can be created. We demonstrate how our proposed solution deals with complex deformations through careful numerical experiments using realistic and simulated data. We then move from diagnostic to robotic surgeries where surgeons perform delicate procedures remotely through robotic manipulators without directly interacting with the patients. As a result, they lack force feedback, which is an important primary sense for increasing surgeon-patient transparency and avoiding injuries and high mental workload. To solve this problem, we follow the conservation principies of continuum mechanics in which it is clear that the change in shape of an elastic object is directly proportional to the force applied. Thus, we create a variational framework to acquire the deformation that the tissues undergo due to an applied force. Then, this information is used in a learning system to find the nonlinear relationship between the given data and the applied force. We carried out experiments with in-vivo and ex-vivo data and combined statistical, graphical and perceptual analyses to demonstrate the strength of our solution. Finally, we explore robotic cardiac surgery, which allows carrying out complex procedures including Off-Pump Coronary Artery Bypass Grafting (OPCABG). This procedure avoids the associated complications of using Cardiopulmonary Bypass (CPB) since the heart is not arrested while performing the surgery on a beating heart. Thus, surgeons have to deal with a dynamic target that compromisetheir dexterity and the surgery's precision. To compensate the heart motion, we propase a solution composed of three elements: an energy function to estimate the 3D heart motion, a specular highlight detection strategy and a prediction approach for increasing the robustness of the solution. We conduct evaluation of our solution using phantom and realistic datasets. We conclude the thesis by reporting our findings on these three applications and highlight the dependency between motion estimation and motion understanding at any dynamic event, particularly in clinical scenarios.L’estimació i comprensió del moviment dins d’una seqüència d’imatges és un tema central en la visió per ordinador, el que genera un gran interès perquè vivim en un entorn ple d’esdeveniments dinàmics. Per aquest motiu és considerat com un component natural i factor clau dins d’un ampli ventall d’aplicacions, el qual inclou el reconeixement d’objectes, la reconstrucció de formes tridimensionals, la navegació autònoma i el diagnòstic de malalties. En particular, ens situem en l’àmbit mèdic en el qual la comprensió del cos humà, amb finalitats clíniques, requereix l’obtenció de patrons complexos de moviment dels òrgans. Aquesta és, en general, una tasca difícil quan s’utilitzen només dades de tipus visual. En aquesta tesi afrontem el problema plantejant-nos la pregunta - Com es pot aconseguir una estimació realista del moviment amb l’objectiu d’oferir una millor comprensió clínica? La tesi se centra en la resposta mitjançant l’ús d’una formulació variacional com a base per entendre un dels moviments més complexos del cos humà, el del cor, a través de tres aplicacions: (i) estimació del moviment cardíac per al diagnòstic, (ii) estimació de forces i (iii) predicció del moviment, orientant-se les dues últimes en cirurgia robòtica. En primer lloc, ens centrem en un tema principal en la imatge cardíaca, que és l’estimació del moviment cardíac. L’objectiu principal és oferir als metges mesures objectives i comprensibles per ajudar-los en el diagnòstic de les malalties cardiovasculars. Fem servir dades d’ultrasons ultraràpids i eines per al moviment d’imatges procedents de diverses àrees, com ara l’anàlisi de baix rang i la deformació variacional, per fer una estimació realista del moviment cardíac. La importància rau en que, en prendre les dades de baix rang amb una penalització acurada, es poden crear sinergies en aquest problema variacional complex. Mitjançant acurats experiments numèrics, amb dades realístiques i simulades, hem demostrat com les nostres propostes solucionen deformacions complexes. Després passem del diagnòstic a la cirurgia robòtica, on els cirurgians realitzen procediments delicats remotament, a través de manipuladors robòtics, sense interactuar directament amb els pacients. Com a conseqüència, no tenen la percepció de la força com a resposta, que és un sentit primari important per augmentar la transparència entre el cirurgià i el pacient, per evitar lesions i per reduir la càrrega de treball mental. Resolem aquest problema seguint els principis de conservació de la mecànica del medi continu, en els quals està clar que el canvi en la forma d’un objecte elàstic és directament proporcional a la força aplicada. Per això hem creat un marc variacional que adquireix la deformació que pateixen els teixits per l’aplicació d’una força. Aquesta informació s’utilitza en un sistema d’aprenentatge, per trobar la relació no lineal entre les dades donades i la força aplicada. Hem dut a terme experiments amb dades in-vivo i ex-vivo i hem combinat l’anàlisi estadístic, gràfic i de percepció que demostren la robustesa de la nostra solució. Finalment, explorem la cirurgia cardíaca robòtica, la qual cosa permet realitzar procediments complexos, incloent la cirurgia coronària sense bomba (off-pump coronary artery bypass grafting o OPCAB). Aquest procediment evita les complicacions associades a l’ús de circulació extracorpòria (Cardiopulmonary Bypass o CPB), ja que el cor no s’atura mentre es realitza la cirurgia. Això comporta que els cirurgians han de tractar amb un objectiu dinàmic que compromet la seva destresa i la precisió de la cirurgia. Per compensar el moviment del cor, proposem una solució composta de tres elements: un funcional d’energia per estimar el moviment tridimensional del cor, una estratègia de detecció de les reflexions especulars i una aproximació basada en mètodes de predicció, per tal d’augmentar la robustesa de la solució. L’avaluació de la nostra solució s’ha dut a terme mitjançant conjunts de dades sintètiques i realistes. La tesi conclou informant dels nostres resultats en aquestes tres aplicacions i posant de relleu la dependència entre l’estimació i la comprensió del moviment en qualsevol esdeveniment dinàmic, especialment en escenaris clínics.Postprint (published version

    Live electronics in live performance : a performance practice emerging from the piano+ used in free improvisation

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    This thesis explores a performance practice within free improvisation. This is not a theory based improvisation – performances do not require specific preparation and the music refrains from repetition of musical structures. It engages in investigative and experimental approaches emerging from holistic considerations of acoustics, interaction and instrument, and also philosophy, psychology, sociopolitics and technology. The performance practice explores modes and approaches to working with the given potentiality of an electronically augmented acoustic instrument and involves the development of a suitably flexible computerised performance system, the piano+, combining extended techniques and real-time electroacoustic processes, which has the acoustic piano at its core. Contingencies of acoustic events and performance gestures – captured by audio analysis and sensors and combined to control the parameter space of computer processes – manipulate the fundamental properties of sound, timbre and time. Spherical abstractions, developed under consideration of Agamben’s potentiality and Sloterdijk’s philosophical theory of spheres, allow a shared metaphor for technical, instrumental, personal, and interpersonal concerns. This facilitates a theoretical approach for heuristic and investigative improvisation where performance is considered ‘Ereignis’ (an event) for sociopolitically aware activities that draw on the situational potentiality and present themselves in fragile and context dependent forms. Ever new relationships can be found and developed, but can equally be lost. Sloterdijk supplied the concept of knowledge resulting from equipping our ‘inner space’, an image suiting non-linearity of thought that transpires from Kuhl’s psychological PSI-theory to explain human motivation and behaviour. The role of technology – diversion and subversion of sound and activity – creates a space between performer and instrument that retains a fundamental pianism but defies expectation and anticipation. Responsibility for one’s actions is required to deal with the unexpected without resorting to preliminary strategies restricting potential discourses, particularly within ensemble situations. This type of performance embraces the ‘Ereignis’.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Live Electronics in Live Performance: A Performance Practice Emerging from the piano+ used in Free Improvisation.

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    This thesis explores a performance practice within free improvisation. This is not a theory based improvisation – performances do not require specific preparation and the music refrains from repetition of musical structures. It engages in investigative and experimental approaches emerging from holistic considerations of acoustics, interaction and instrument, and also philosophy, psychology, sociopolitics and technology. The performance practice explores modes and approaches to working with the given potentiality of an electronically augmented acoustic instrument and involves the development of a suitably flexible computerised performance system, the piano+, combining extended techniques and real-time electroacoustic processes, which has the acoustic piano at its core. Contingencies of acoustic events and performance gestures – captured by audio analysis and sensors and combined to control the parameter space of computer processes – manipulate the fundamental properties of sound, timbre and time. Spherical abstractions, developed under consideration of Agamben’s potentiality and Sloterdijk’s philosophical theory of spheres, allow a shared metaphor for technical, instrumental, personal, and interpersonal concerns. This facilitates a theoretical approach for heuristic and investigative improvisation where performance is considered ‘Ereignis’ (an event) for sociopolitically aware activities that draw on the situational potentiality and present themselves in fragile and context dependent forms. Ever new relationships can be found and developed, but can equally be lost. Sloterdijk supplied the concept of knowledge resulting from equipping our ‘inner space’, an image suiting non-linearity of thought that transpires from Kuhl’s psychological PSI-theory to explain human motivation and behaviour. The role of technology – diversion and subversion of sound and activity – creates a space between performer and instrument that retains a fundamental pianism but defies expectation and anticipation. Responsibility for one’s actions is required to deal with the unexpected without resorting to preliminary strategies restricting potential discourses, particularly within ensemble situations. This type of performance embraces the ‘Ereignis’

    An objective index that substitutes for subjective quality of vibrotactile material-like textures

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