32 research outputs found

    Analysis of Product Architectures of Pin Array Technologies for Tactile Displays

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    Refreshable tactile displays based on pin array technologies have a significant impact on the education of children with visual impairments, but they are prohibitively expensive. To better understand their design and the reason for the high cost, we created a database and analyzed the product architectures of 67 unique pin array technologies from literature and patents. We qualitatively coded their functional elements and analyzed the physical parts that execute the functions. Our findings highlight that pin array surfaces aim to achieve three key functions, i.e., raise and lower pins, lock pins, and create a large array. We also contribute a concise morphological chart that organises the various mechanisms for these three functions. Based on this, we discuss the reasons for the high cost and complexity of these surface haptic technologies and infer why larger displays and more affordable devices are not available. Our findings can be used to design new mechanisms for more affordable and scalable pin array display systems

    Development of a Tactile Thimble for Augmented and Virtual Reality Applications

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    The technologies that have gained a renewed interest during the recent years are Virtual Reality (VR) and Augmented Reality (AR), as they become more accessible and affordable for mass-production. The input device which allows us to interact with the virtual environment is a very crucial aspect. One of the main barriers to immerse ourselves in virtual reality is the lack of realistic feedback. The user has to almost rely entirely on visual feedback without any haptic feedback, and this increases the user's workload and decreases the performance. In this thesis, a functional demonstrator of a tactile feedback device which conveys compelling interactions with not just VR, but also AR is presented. The device is designed such that there is realistic feedback for virtual touches and least obstruction during contact of a real object in AR applications. New design principle of introducing small actuators allows the device to be compact and increases its portability. In contrast to actuators that are placed on the finger pad in most of the available input devices for VR, a tactile device with two actuators that are arranged laterally on the finger, so that the underside of the fingertip is free is proposed. The output from these actuators generate a tactile stimulus by stimulating a sense of touch, which helps the user to manipulate virtual objects. The actuators are designed to independently generate vibrations and this coupled tactile feedback enhances the stimulation resulting in a wide variety of stimulation patterns for the sense of touch. Preliminary experimental evaluation for design and location of actuators has been carried out to measure the vibration intensity. In addition, user experiments for design evaluation of the two actuators based on different vibration patterns have also been conducted

    Designing a New Tactile Display Technology and its Disability Interactions

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    People with visual impairments have a strong desire for a refreshable tactile interface that can provide immediate access to full page of Braille and tactile graphics. Regrettably, existing devices come at a considerable expense and remain out of reach for many. The exorbitant costs associated with current tactile displays stem from their intricate design and the multitude of components needed for their construction. This underscores the pressing need for technological innovation that can enhance tactile displays, making them more accessible and available to individuals with visual impairments. This research thesis delves into the development of a novel tactile display technology known as Tacilia. This technology's necessity and prerequisites are informed by in-depth qualitative engagements with students who have visual impairments, alongside a systematic analysis of the prevailing architectures underpinning existing tactile display technologies. The evolution of Tacilia unfolds through iterative processes encompassing conceptualisation, prototyping, and evaluation. With Tacilia, three distinct products and interactive experiences are explored, empowering individuals to manually draw tactile graphics, generate digitally designed media through printing, and display these creations on a dynamic pin array display. This innovation underscores Tacilia's capability to streamline the creation of refreshable tactile displays, rendering them more fitting, usable, and economically viable for people with visual impairments

    A Characterization of Actuation Techniques for Generating Movement in Shape-Changing Interfaces

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    Abstract This article characterizes actuation techniques for generating movement in shape-changing displays with physically reconfigurable geometry. To date, few works in Human Computer Interaction literature provide detailed and reflective descriptions of the implementation techniques used in shape-changing displays. This hinders the rapid development of novel interactions as researchers must initially spend time understanding technologies before prototyping new interactions and applications. To bridge this knowledge gap, we propose a taxonomy that classifies actuator characteristics and simplifies the process for designers to select appropriate technologies that match their requirements for developing shape-displays. We scope our investigation to linear actuators that are used in grid configurations. The taxonomy is validated by (a) examining current implementation techniques of motorized, pneumatic, hydraulic, magnetic, and shape-memory actuators in the literature, (b) constructing prototypes to address limited technical details and explore actuator capabilities in depth, (c) describing a use-case scenario through a case study that details the construction of a 10 ? 10 actuator shape-display, and (d) a set of guidelines to aid researchers in selecting actuation techniques for shape-changing applications. The significance of our taxonomy is twofold. First, we provide an original contribution that enables HCI researchers to appropriately select actuation techniques and build shape-changing applications. This is situated amongst other past works that have investigated broader application scenarios such as a shape-changing vocabulary, a framework for shape transformations, material properties, and technical characteristics of various actuators. Second, we carry out in-depth investigations to validate our taxonomy and expand the knowledge of vertical actuation in shape-changing applications to enable rapid development

    Turing-Test Evaluation of a Mobile Haptic Virtual Reality Kissing Machine

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    Various communication systems have been developed to integrate the haptic channel in digital communication. Future directions of such haptic technologies are moving towards realistic virtual reality applications and human-robot social interaction. With the digitisation of touch, robots equipped with touch sensors and actuators can communicate with humans on a more emotional and intimate level, such as sharing a hug or kiss just like humans do. This paper presents the design guideline, implementation and evaluations of a novel haptic kissing machine for smart phones - the Kissenger machine. The key novelties and contributions of the paper are: (i) A novel haptic kissing device for mobile phones, which uses dynamic perpendicular force stimulation to transmit realistic sensations of kissing in order to enhance intimacy and emotional connection of digital communication; (ii) Extensive evaluations of the Kissenger machine, including a lab experiment that compares mediated kissing with Kissenger to real kissing, a unique haptic Turing test that involves the first academic study of humanmachine kiss, and a field study of the effects of Kissenger on long distance relationships

    Investigating the Feasibility of Using Focussed Airborne Ultrasound as Tactile Feedback in Medical Simulators

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    Novice medical practitioners commonly practice on live patients in real medical procedures. However, due to the inexperience of the practitioner, mistakes are likely which exposes the patient to undue risk. To improve the training of novices, medical simulators create a virtual patient providing a safe environment for the user to practice within. An important clinical skill is palpation, a physical examination technique. The practitioners use their hands to feel the body of the patient to make diagnosis. A virtual patient has a visual representation but as it is virtual, the patient is not physically present. Haptics technology provide additional benefits to the training session by stimulating the physical sense of touch. A novel technique has recently emerged for stimulating tactile sensation called acoustic radiation pressure from focussed airborne ultrasound. Acoustic radiation creates a focal point of concentrated acoustic pressure in a three-dimensional field producing a force in mid-air. Airborne ultrasound has several advantages over conventional technologies. It was also initially theorised that using airborne ultrasound to simulate palpation compared to a previous system called PalpSim which consists of a rubber tube filled with water permanently embedded in a block of silicone, will offer better controllability over the displayed sensation to simulate various tactile sensations. The thesis has investigated the feasibility of using focussed airborne ultrasound as tactile feedback in medical simulators. A tactile device called UltraSendo was completely custom built to simulate an arterial pulse and a thrill sensation. UltraSendo was integrated with an augmented reality simulator displaying a virtual patient for user interaction. The simulator was brought to Ysbyty Glan Clwyd hospital for user feedback. A wide range of user responses were gathered. The majority of responses felt the arterial pulse was not sufficiently realistic whilst there were higher ratings for the thrill sensation which is acceptably realistic. Positive feedback suggests that airborne ultrasound can indeed provide tactile feedback in a medical context and is better at simulating a thrill sensation compared to a pulse sensation

    Design and fabrication of flexible tactile sensing and feedback interface for communication by deafblind people

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    Humans generally interact and communicate using five basic sensory modalities and mainly through vision, touch and audio. However, this does not work for deafblind people as they have both impaired hearing and vision modalities, and hence rely on touch-sensing. This necessitates the development of alternative means that allows them to independently interact and communicate. To do this requires a solution which has the capability for tactile sensing and feedback. Therefore, tactile interface becomes a critical component of any assistive device usable by deafblind people for interaction and communication. Given that existing solutions mainly use rigid and commercial components, there is a need to tap into the advancements in flexible electronics in order develop more effective and conformable solutions. This research involves the development of flexible tactile communication interface usable in assistive communication devices for deafblind people. First, commercial sensors and actuators were utilised as a proof-of-concept and then four novel tactile interfaces were explored which include two similar touch-sensitive electromagnetic actuators, one capacitive tactile sensing array, and a facile flexible inductance-based pressure sensor. The two fabricated touch-sensitive electromagnetic actuators (Type 1 and 2) are both based on electromagnetic principle and capable of simultaneous tactile sensing and feedback. Each comprises of a tandem combination of two main modules - the touch-sensing and the actuation module, with both modules integrated as a single device in each case. The actuation module employs a flexible planar spiral coil and a Neodymium magnet assembled in a soft Polydimethylsiloxane (PDMS) structure, while the touch-sensing module is a planar capacitive metal- insulator-metal structure of copper. The flexible coil (~17µm thick and with 45 turns) was fabricated on a Polyimide sheet using Lithographie Galvanoformung Abformung (LIGA) process. The results of characterisation of these actuators at frequencies ranging from 10Hz to 200Hz, shows a maximum displacement (~ 190µm) around 40Hz. Evaluation of this by 40 (20 deafblind and 20 sighted and hearing) participants show that they can feel vibration at this range. Another tactile interface fabricated is an 8 x 8 capacitive tactile sensing array. The sensor was developed on a flexible Polyvinyl Chloride (PVC) sheet with column electrodes deposited on one side and row electrodes on the reverse side. It is intended for use as an assistive tactile communication interface for deafblind people who communicate using deafblind manual alphabets as well as the English block letters. An inductance-based pressure sensor was also designed, fabricated and characterised for use as an input interface for finger Braille as well as other tactile communication methods for deafblind people. It was realised with a soft ferromagnetic elastomer and a 17µm-thick coil fabricated on a flexible 50 µm-thick polyimide sheet. The ferromagnetic elastomer acts as the core of the coil, which when pressed, sees the metal particles moving closer to each other, leading to changes in the inductance. The coil, with 75µm conductor and 25µm pitch, was also realised using LIGA micromolding technique. Seven different sensors were fabricated using different ratios (1:1, 1:2, 1:3, 1:5, 2:1, 3:1, and 5:1) of Ecoflex to Iron particles. The performance of each sensor was investigated and generally, sensors with higher Iron particles gave better sensitivity, linear as well as dynamic range. In comparison with all other fabricated sensors, the sensor made with 1:5DD was recommended for application as a tactile interface

    A Novel Untethered Hand Wearable with Fine-Grained Cutaneous Haptic Feedback

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    During open surgery, a surgeon relies not only on the detailed view of the organ being operated upon and on being able to feel the fine details of this organ but also heavily relies on the combination of these two senses. In laparoscopic surgery, haptic feedback provides surgeons information on interaction forces between instrument and tissue. There have been many studies to mimic the haptic feedback in laparoscopic-related telerobotics studies to date. However, cutaneous feedback is mostly restricted or limited in haptic feedback-based minimally invasive studies. We argue that fine-grained information is needed in laparoscopic surgeries to study the details of the instrument’s end and can convey via cutaneous feedback. We propose an exoskeleton haptic hand wearable which consists of five 4 ⇥ 4 miniaturized fingertip actuators, 80 in total, to convey cutaneous feedback. The wearable is described as modular, lightweight, Bluetooth, and WiFi-enabled, and has a maximum power consumption of 830 mW. Software is developed to demonstrate rapid tactile actuation of edges; this allows the user to feel the contours in cutaneous feedback. Moreover, to demonstrate the idea as an object displayed on a flat monitor, initial tests were carried out in 2D. In the second phase, the wearable exoskeleton glove is then further developed to feel 3D virtual objects by using a virtual reality (VR) headset demonstrated by a VR environment. Two-dimensional and 3D objects were tested by our novel untethered haptic hand wearable. Our results show that untethered humans understand actuation in cutaneous feedback just in a single tapping with 92.22% accuracy. Our wearable has an average latency of 46.5 ms, which is much less than the 600 ms tolerable delay acceptable by a surgeon in teleoperation. Therefore, we suggest our untethered hand wearable to enhance multimodal perception in minimally invasive surgeries to naturally feel the immediate environments of the instruments
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