9 research outputs found

    Communicating with feeling

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    Communication between users in shared editors takes place in a deprived environment - distributed users find it difficult to communicate. While many solutions to the problems this causes have been suggested this paper presents a novel one. It describes one possible use of haptics as a channel for communication between users. User's telepointers are considered as haptic avatars and interactions such as haptically pushing and pulling each other are afforded. The use of homing forces to locate other users is also discussed, as is a proximity sensation based on viscosity. Evaluation of this system is currently underway

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    Husband-Father Involvement in the Family as Perceived by a Select Group of Husbands and Wives

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    The purpose of this study was to compare perceptions of husbands with perceptions of wives to determine if there were any significant differences between them. The perceptions dealt with husband-father involvement in the family. Husband and father patterns have experienced many alterations over the past years, and in general, have changed from strict patriarchal or traditional patterns to more equalitarian or contemporary patterns. Considering the changes that have occurred, it was hypothesized that husbands and wives would tend to perceive husband-father involvement quite differently. Questionnaires were created by the investigator of this study. They were designed primarily to determine the types and qualities of husband-father involvement in the family. The chi-square analysis was used to determine significant differences between husbands\u27 and wives\u27 perceptions. In general, husbands and wives perceived husband-father involvement in basically the same way. Significant differences were found in several areas: husbands\u27 overall performance compared to the average husband and father, husbands\u27 time away from home, husbands\u27 expressions of affection and love, and husbands\u27 religious activity in the home. Although the outcome showed husbands\u27 and wives\u27 perceptions as generally the same, wives did tend to indicate a greater measure of satisfaction with the husbands\u27 overall performance in the family than did the husbands

    Haptic perception in virtual reality in sighted and blind individuals

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    The incorporation of the sense of touch into virtual reality is an exciting development. However, research into this topic is in its infancy. This experimental programme investigated both the perception of virtual object attributes by touch and the parameters that influence touch perception in virtual reality with a force feedback device called the PHANTOM (TM) (www.sensable.com). The thesis had three main foci. Firstly, it aimed to provide an experimental account of the perception of the attributes of roughness, size and angular extent by touch via the PHANTOM (TM) device. Secondly, it aimed to contribute to the resolution of a number of other issues important in developing an understanding of the parameters that exert an influence on touch in virtual reality. Finally, it aimed to compare touch in virtual reality between sighted and blind individuals. This thesis comprises six experiments. Experiment one examined the perception of the roughness of virtual textures with the PHANTOM (TM) device. The effect of the following factors was addressed: the groove width of the textured stimuli; the endpoint used (stylus or thimble) with the PHANTOM (TM); the specific device used (PHANTOM (TM) vs. IE3000) and the visual status (sighted or blind) of the participants. Experiment two extended the findings of experiment one by addressing the impact of an exploration related factor on perceived roughness, that of the contact force an individual applies to a virtual texture. The interaction between this variable and the factors of groove width, endpoint, and visual status was also addressed. Experiment three examined the perception of the size and angular extent of virtual 3-D objects via the PHANTOM (TM). With respect to the perception of virtual object size, the effect of the following factors was addressed: the size of the object (2.7,3.6,4.5 cm); the type of virtual object (cube vs. sphere); the mode in which the virtual objects were presented; the endpoint used with the PHANTOM (TM) and the visual status of the participants. With respect to the perception of virtual object angular extent, the effect of the following factors was addressed: the angular extent of the object (18,41 and 64°); the endpoint used with the PHANTOM (TM) and the visual status of the participants. Experiment four examined the perception of the size and angular extent of real counterparts to the virtual 3-D objects used in experiment three. Experiment four manipulated the conditions under which participants examined the real objects. Participants were asked to give judgements of object size and angular extent via the deactivated PHANTOM (TM), a stylus probe, a bare index finger and without any constraints on their exploration. In addition to the above exploration type factor, experiment four examined the impact of the same factors on perceived size and angular extent in the real world as had been examined in virtual reality. Experiments five and six examined the consistency of the perception of linear extent across the 3-D axes in virtual space. Both experiments manipulated the following factors: Line extent (2.7,3.6 and 4.5cm); line dimension (x, y and z axis); movement type (active vs. passive movement) and visual status. Experiment six additionally manipulated the direction of movement within the 3-D axes. Perceived roughness was assessed by the method of magnitude estimation. The perceived size and angular extent of the various virtual stimuli and their real counterparts was assessed by the method of magnitude reproduction. This technique was also used to assess perceived extent across the 3-D axes. Touch perception via the PHANTOM (TM) was found to be broadly similar for sighted and blind participants. Touch perception in virtual reality was also found to be broadly similar between two different 3-D force feedback devices (the PHANTOM (TM) and the IE3000). However, the endpoint used with the PHANTOM (TM) device was found to exert significant, but inconsistent effects on the perception of virtual object attributes. Touch perception with the PHANTOM (TM) across the 3-D axes was found to be anisotropic in a similar way to the real world, with the illusion that radial extents were perceived as longer than equivalent tangential extents. The perception of 3-D object size and angular extent was found to be comparable between virtual reality and the real world, particularly under conditions where the participants' exploration of the real objects was constrained to a single point of contact. An intriguing touch illusion, whereby virtual objects explored from the inside were perceived to be larger than the same objects perceived from the outside was found to occur widely in virtual reality, in addition to the real world. This thesis contributes to knowledge of touch perception in virtual reality. The findings have interesting implications for theories of touch perception, both virtual and real

    Group reaching over digital tabletops with digital arm embodiments

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    In almost all collaborative tabletop tasks, groups require coordinated access to the shared objects on the table’s surface. The physical social norms of close-proximity interactions built up over years of interacting around other physical bodies cause people to avoid interfering with other people (e.g., avoiding grabbing the same object simultaneously). However, some digital tabletop situations require the use of indirect input (e.g., when using mice, and when supporting remote users). With indirect input, people are no longer physically embodied during their reaching gestures, so most systems provide digital embodiments – visual representations of each person – to provide feedback to both the person who is reaching and to the other group members. Tabletop arm embodiments have been shown to better support group interactions than simple visual designs, providing awareness of actions to the group. However, researchers and digital tabletop designers know little of how the design of digital arm embodiments affects the fundamental group tabletop interaction of reaching for objects. Therefore, in this thesis, we evaluate how people coordinate their interactions over digital tabletops when using different types of embodiments. Specifically, in a series of studies, we investigate how the visual design (what they look like) and interaction design (how they work) of digital arm embodiments affects a group’s coordinative behaviours in an open- ended parallel tabletop task. We evaluated visual factors of size, transparency, and realism (through pictures and videos of physical arms), as well as interaction factors of input and augmentations (feedback of interactions), in both a co-located and distributed environment. We found that the visual design had little effect on a group’s ability to coordinate access to shared tabletop items, that embodiment augmentations are useful to support group coordinative actions, and that there are large differences when the person is not physically co-present. Our results demonstrate an initial exploration into the design of digital arm embodiments, providing design guidelines for future researchers and designers to use when designing the next generation of shared digital spaces

    Approche de l'impact des matériaux bio-sourcés sur la qualité perçue des produits (cas de la fibre de lin)

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    Dans un contexte d éco-conception, les efforts d innovation amènent de nouveaux matériaux dits bio-sourcés qui participent à réduire l impact des produits sur l environnement. S agissant de nouveaux matériaux, l innovation porte également sur l amélioration de la qualité perçue par le consommateur. Le challenge est donc de concevoir des produits respectueux de l environnement à l aide de nouveaux matériaux écologiques tout en garantissant une qualité perçue au moins identique à celle des matériaux synthétiques classiques. Le design sensoriel, par l utilisation de l évaluation sensorielle, est l une des disciplines qui permet de prendre en compte le ressenti sensoriel des consommateurs. Cependant, dans la littérature, peu de travaux portent sur l application des méthodes d évaluation sensorielle à des matériaux bio-sourcés. Face à ce constat, nos travaux se proposent d étudier la possibilité d évaluer, avec des méthodes d analyse sensorielle, un matériau bio-sourcé à base de fibres de lin de la même manière qu un synthétique à base de fibres de verre. Plus précisément, nos travaux proposent une approche basée sur une évaluation sensorielle tactile et une évaluation instrumentale objective de la surface de ces deux matériaux. Nos résultats ont permis de valider l application des méthodes d évaluation sensorielle tactile sur un matériau bio-sourcé. Nos travaux ont permis la définition de profils sensoriels pour le toucher concernant le matériau à base de fibres de lin. Les résultats obtenus ont aussi permis de valider la possibilité de corréler certains indicateurs tactiles subjectifs avec des mesures instrumentales objectives. L ensemble des connaissances développées dans le cadre de ces travaux offre aux concepteurs une aide précieuse dans le choix des matériaux bio-sourcés en éco-conception et plus généralement en conception de produits.In the eco-design context, innovation efforts come with new bio-sourced materials that are meant to reduce products environmental impact. Insofar as these products are made with new materials, the innovation is also concerned about their perceived quality by consumers. More precisely, the challenge is to reach a compromise between environmental and marketing issues. Indeed, to be satisfying, the perceived quality of the environmental-friendly products has to be similar to the one of products made with classical synthetic materials. Sensorial design, through sensorial evaluation, is the academic discipline that takes into account the sensorial consumers perception. However, very few previous studies were led concerning the application of sensorial evaluation methods to bio-sourced materials. The present work proposes to make up for this lack of knowledge. More precisely, we evaluate both a flax fiber bio-sourced material and a glass fiber synthetic material using the same sensorial analysis methods. This evaluation combines a subjective sensorial tactile evaluation to an objective instrumental evaluation of both these materials surfaces. The results validated the application of tactile sensorial evaluation methods to a bio-sourced material. Moreover, tactile sensorial profiles were defined for flax fiber bio-sourced materials. Results also enabled to correlate subjective tactile measures with tactile objective instrumental measures. The present gathered knowledge offer, to designers concerned with eco-design and more generally by product design process, a new valuable bio-sourced material decision making aid.BELFORT-UTBM-SEVENANS (900942101) / SudocSudocFranceF

    Haptic augmentation of the cursor: transforming virtual actions into physical actions

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    This thesis demonstrates, through the exploration of two very different examples, the general claim that haptic feedback relating to a user's representation in a computer system (typically a cursor) can lead to increases in objective performance and subjective experience. Design guidelines covering each of these two topics are also presented, to ensure that the research described here can be readily adopted by other researchers, designers and system developers. The first topic to be investigated was desktop user interfaces. This thesis describes the design of a variety of different forms of haptic feedback for use with number of different Graphical User Interface (GUI) widgets, or widget groups. Two empirical evaluations of these designs are also described in some depth. The results of these studies indicate that although haptic feedback can provide improvements in objective performance, it can also reduce performance and increase subjective workload if inappropriately applied. From these results, and from the previous literature, detailed guidelines were drawn up covering the addition of haptic feedback to GUIs. The goal of these guidelines is to support the creation of performance-enhancing haptic feedback. The second topic examined was communication in interactive collaborative systems. The design of a suite of haptic communication is presented in detail, before two studies investigating different aspects of its use. The first study focuses on the subjective influence of the haptic communication as a whole, while the second is a more thorough look at one particular form of the feedback and includes objective measurements. The combined results of these studies indicate that haptic feedback has a valuable potential for increasing the quality of a user's subjective experience. Observations from these studies also reveal insights into the role of haptic feedback in communication. A set of guidelines summing up this research and the previous literature relevant to this topic are then presented. As research on this domain is in its infancy, the goal of these guidelines is to concisely present the main issues and potential benefits that respectively restrict and drive this work
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