6 research outputs found

    Emotional ratings and skin conductance response to visual, auditory and haptic stimuli

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    The human emotional reactions to stimuli delivered by different sensory modalities is a topic of interest for many disciplines, from Human-Computer-Interaction to cognitive sciences. Different databases of stimuli eliciting emotional reaction are available, tested on a high number of participants. Interestingly, stimuli within one database are always of the same type. In other words, to date, no data was obtained and compared from distinct types of emotion-eliciting stimuli from the same participant. This makes it difficult to use different databases within the same experiment, limiting the complexity of experiments investigating emotional reactions. Moreover, whereas the stimuli and the participants’ rating to the stimuli are available, physiological reactions of participants to the emotional stimuli are often recorded but not shared. Here, we test stimuli delivered either through a visual, auditory, or haptic modality in a within participant experimental design. We provide the results of our study in the form of a MATLAB structure including basic demographics on the participants, the participant’s self-assessment of his/her emotional state, and his/her physiological reactions (i.e., skin conductance)

    Can the feel of the haptic interaction modify a user's emotional state

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    Haptic perception constitutes an important component of our everyday interaction with many products. At the same time, several studies have, in recent years, demonstrated the importance of involving the emotions in the user-product interaction process. The present study was designed to investigate whether haptic interactions can affect, or modulate, people's responses to standardized emotional stimuli. 36 participants completed a self-assessment test concerning their emotional state utilizing as a pointer either a PHANToM device simulating a viscous force field while they moved the stylus, or else a stylus with no force field. During the presentation of the emotional pictures, various physiological parameters were recorded from participants. The results revealed a significant difference in the self-reported arousal associated with the pictures but no significant difference in the physiological measures. The behavioural findings are interpreted in terms of an effect of the haptic feedback on participants' perceived/interpreted emotional arousal. These results suggest that haptic feedback could, in the future, be used to modify participants' interpretation of their physiological states. © 2013 IEEE

    Dervish Sound Dress; An Investigation of Wearable Technology Using Computer Music and Haptic Mechanisms for Live Performance

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    The realm of this thesis combines the areas of computer music, fashion design, digital art, smart clothing, biometrics, cultural traditions and performance. Dervish Sound Dress is a wearable piece of technology; a garment that is inspired by the sacred ‘turning’ experience of the Whirling Dervishes or the Mevlevi Sufi order in Turkey known as the sema. It utilizes the fundamental aspects of the sema such as music, performance and body movement through spiritual elation by creating a unique and interactive experience. Wearable technology is a burgeoning field of research. Fashion designers who are using smart textiles or integrating fashion and technology in some way require collaboration with electrical engineers and programming professionals. The garment functions as a body instrument and can be manipulated by the wearer. The cultural traditions of the Mevlevi Sufis and their metaphysical experience during the turning ritual of the sema performance is the inspiration behind the creation of a garment that emulates sounds by using body movement. Dervish Sound Dress is outfitted with sensors that trigger musical sounds when the wearer touches the bodice interface or changes gesture or movement. The wearer is alerted to the sounds through the use of haptics that are sensed on the body. The sensation is similar to when a musician plays an instrument that reverberates resulting in an immersive relationship that goes further than the auditory. The aim is to develop garments that will inspire the creation of musical sounds that can be controlled by an intuitive interface in clothing. It is a study that uses technology and performance by taking a sacred experience and creating artistic expression. Dervish Sound Dress seeks to examine how technology can be integrated into a garment as an expressive body instrument to augment contemporary sonic performance

    Assisting Navigation and Object Selection with Vibrotactile Cues

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    Our lives have been drastically altered by information technology in the last decades, leading to evolutionary mismatches between human traits and the modern environment. One particular mismatch occurs when visually demanding information technology overloads the perceptual, cognitive or motor capabilities of the human nervous system. This information overload could be partly alleviated by complementing visual interaction with haptics. The primary aim of this thesis was to investigate how to assist movement control with vibrotactile cues. Vibrotactile cues refer to technologymediated vibrotactile signals that notify users of perceptual events, propose users to make decisions, and give users feedback from actions. To explore vibrotactile cues, we carried out five experiments in two contexts of movement control: navigation and object selection. The goal was to find ways to reduce information load in these tasks, thus helping users to accomplish the tasks more effectively. We employed measurements such as reaction times, error rates, and task completion times. We also used subjective rating scales, short interviews, and free-form participant comments to assess the vibrotactile assisted interactive systems. The findings of this thesis can be summarized as follows. First, if the context of movement control allows the use of both feedback and feedforward cues, feedback cues are a reasonable first option. Second, when using vibrotactile feedforward cues, using low-level abstractions and supporting the interaction with other modalities can keep the information load as low as possible. Third, the temple area is a feasible actuation location for vibrotactile cues in movement control, including navigation cues and object selection cues with head turns. However, the usability of the area depends on contextual factors such as spatial congruency, the actuation device, and the pace of the interaction task

    An agent-based model for improving museum design to enhance visitor experience.

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    Simon, Jude - Associate Supervisor Wiliams, Leon - Associate SupervisorMuseum experience is a multi-layered journey including ontological, sensory, intellectual, aesthetic, and social aspects. In recent years, the museum sector has faced a number of challenges in terms of the need to enhance the potential of the experience while maintaining authenticity and credibility. For public science communication in museums, exhibition is an important medium for connecting exhibits and visitors, and as such, the study of visitors' senses and behaviours under impact of various museum layout designs has become an important research direction. The purpose of this study is to explore the recall of visitors' memories in the exhibition space by integrating images, echoes and tactile senses, and then transform memories and interactions into their own experience and knowledge base. The impact of spatial design and other design elements on visitors' memories is also explored. We have conducted Agent-based simulation, by setting up virtual visitors, exhibition spaces and artefact based on real gallery spaces, as a time-saving and cost-saving method to improve exhibition interactivity and content coherence. Meanwhile, through the simulation of this novel way, visitors can observe and predict the interactive experience between visitors and the exhibition, so as to improve the curatorial team's research on tourist behaviour and spatial design scheme. Next, the simulated data on visitors' memory recall behaviour is compared with the actual observed data to explore the authenticity of visitors' behaviour in the simulated museum. The impact of this study is by integrating a variety of shared understandings between curators, exhibition management and participants, drawing on diverse information based on experience, practice and simulation. It seeks to provide future museum- oriented practitioners, particularly in small and medium-sized museum exhibition spaces, with a novel perspective and approach to observing or predicting the experience of visitors' sensory interactions within an exhibition. Furthermore, at the same time as enhancing the visitor’s exhibition experience, the content of exhibition story is fully transformed into its own knowledge accumulation.PhD in Desig

    Can the feel of the haptic interaction modify a user's emotional state?2013 World Haptics Conference (WHC)

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    Haptic perception constitutes an important component of our everyday interaction with many products. At the same time, several studies have, in recent years, demonstrated the importance of involving the emotions in the user-product interaction process. The present study was designed to investigate whether haptic interactions can affect, or modulate, people’s responses to standardized emotional stimuli. 36 participants completed a self- assessment test concerning their emotional state utilizing as a pointer either a PHANToM device simulating a viscous force field while they moved the stylus, or else a stylus with no force field. During the presentation of the emotional pictures, various physiological parameters were recorded from participants. The results revealed a significant difference in the self-reported arousal associated with the pictures but no significant difference in the physiological measures. The behavioural findings are interpreted in terms of an effect of the haptic feedback on participants’ perceived/interpreted emotional arousal. These results suggest that haptic feedback could, in the future, be used to modify participants’ interpretation of their physiological states
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