580 research outputs found

    Somatic ABC's: A Theoretical Framework for Designing, Developing and Evaluating the Building Blocks of Touch-Based Information Delivery

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    abstract: Situations of sensory overload are steadily becoming more frequent as the ubiquity of technology approaches reality--particularly with the advent of socio-communicative smartphone applications, and pervasive, high speed wireless networks. Although the ease of accessing information has improved our communication effectiveness and efficiency, our visual and auditory modalities--those modalities that today's computerized devices and displays largely engage--have become overloaded, creating possibilities for distractions, delays and high cognitive load; which in turn can lead to a loss of situational awareness, increasing chances for life threatening situations such as texting while driving. Surprisingly, alternative modalities for information delivery have seen little exploration. Touch, in particular, is a promising candidate given that it is our largest sensory organ with impressive spatial and temporal acuity. Although some approaches have been proposed for touch-based information delivery, they are not without limitations including high learning curves, limited applicability and/or limited expression. This is largely due to the lack of a versatile, comprehensive design theory--specifically, a theory that addresses the design of touch-based building blocks for expandable, efficient, rich and robust touch languages that are easy to learn and use. Moreover, beyond design, there is a lack of implementation and evaluation theories for such languages. To overcome these limitations, a unified, theoretical framework, inspired by natural, spoken language, is proposed called Somatic ABC's for Articulating (designing), Building (developing) and Confirming (evaluating) touch-based languages. To evaluate the usefulness of Somatic ABC's, its design, implementation and evaluation theories were applied to create communication languages for two very unique application areas: audio described movies and motor learning. These applications were chosen as they presented opportunities for complementing communication by offloading information, typically conveyed visually and/or aurally, to the skin. For both studies, it was found that Somatic ABC's aided the design, development and evaluation of rich somatic languages with distinct and natural communication units.Dissertation/ThesisPh.D. Computer Science 201

    Touch-Screen Technology for the Dynamic Display of 2D Spatial Information Without Vision: Promise and Progress

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    Many developers wish to capitalize on touch-screen technology for developing aids for the blind, particularly by incorporating vibrotactile stimulation to convey patterns on their surfaces, which otherwise are featureless. Our belief is that they will need to take into account basic research on haptic perception in designing these graphics interfaces. We point out constraints and limitations in haptic processing that affect the use of these devices. We also suggest ways to use sound to augment basic information from touch, and we include evaluation data from users of a touch-screen device with vibrotactile and auditory feedback that we have been developing, called a vibro-audio interface

    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

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications

    Multisensory inclusive design with sensory substitution

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    How much spatial information is lost in the sensory substitution process? Comparing visual, tactile, and auditory approaches

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    Sensory substitution devices (SSDs) can convey visuospatial information through spatialised auditory or tactile stimulation using wearable technology. However, the level of information loss associated with this transformation is unknown. In this study novice users discriminated the location of two objects at 1.2m using devices that transformed a 16x 8 depth map into spatially distributed patterns of light, sound, or touch on the abdomen. Results showed that through active sensing, participants could discriminate the vertical position of objects to a visual angle of 1°, 14°, and 21°, and their distance to 2cm, 8cm, and 29cm using these visual, auditory, and haptic SSDs respectively. Visual SSDs significantly outperformed auditory and tactile SSDs on vertical localisation, whereas for depth perception, all devices significantly differed from one another (visual > auditory > haptic). Our findings highlight the high level of acuity possible for SSDs even with low spatial resolutions (e.g. 16 8) and quantify the level of information loss attributable to this transformation for the SSD user. Finally, we discuss ways of closing this ‘modality gap’ found in SSDs and conclude that this process is best benchmarked against performance with SSDs that return to their primary modality (e.g. visuospatial into visual)

    Doctor of Philosophy

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    dissertationThe study of haptic interfaces focuses on the use of the sense of touch in human-machine interaction. This document presents a detailed investigation of lateral skin stretch at the fingertip as a means of direction communication. Such tactile communication has applications in a variety of situations where traditional audio and visual channels are inconvenient, unsafe, or already saturated. Examples include handheld consumer electronics, where tactile communication would allow a user to control a device without having to look at it, or in-car navigation systems, where the audio and visual directions provided by existing GPS devices can distract the driver's attention away from the road. Lateral skin stretch, the displacement of the skin of the fingerpad in a plane tangent to the fingerpad, is a highly effective means of communicating directional information. Users are able to correctly identify the direction of skin stretch stimuli with skin displacements as small as 0.1 mm at rates as slow as 2 mm/s. Such stimuli can be rendered by a small, portable device suitable for integration into handheld devices. The design of the device-finger interface affects the ability of the user to perceive the stimuli accurately. A properly designed conical aperture effectively constrains the motion of the finger and provides an interface that is practical for use in handheld devices. When a handheld device renders directional tactile cues on the fingerpad, the user must often mentally rotate those cues from the reference frame of the finger to the world-centered reference frame where those cues are to be applied. Such mental rotation incurs a cognitive cost, requiring additional time to mentally process the stimuli. The magnitude of these cognitive costs is a function of the angle of rotation, and of the specific orientations of the arm, wrist and finger. Even with the difficulties imposed by required mental rotations, lateral skin stretch is a promising means of communicating information using the sense of touch with potential to substantially improve certain types of human-machine interaction

    Accessible Autonomy: Exploring Inclusive Autonomous Vehicle Design and Interaction for People who are Blind and Visually Impaired

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    Autonomous vehicles are poised to revolutionize independent travel for millions of people experiencing transportation-limiting visual impairments worldwide. However, the current trajectory of automotive technology is rife with roadblocks to accessible interaction and inclusion for this demographic. Inaccessible (visually dependent) interfaces and lack of information access throughout the trip are surmountable, yet nevertheless critical barriers to this potentially lifechanging technology. To address these challenges, the programmatic dissertation research presented here includes ten studies, three published papers, and three submitted papers in high impact outlets that together address accessibility across the complete trip of transportation. The first paper began with a thorough review of the fully autonomous vehicle (FAV) and blind and visually impaired (BVI) literature, as well as the underlying policy landscape. Results guided prejourney ridesharing needs among BVI users, which were addressed in paper two via a survey with (n=90) transit service drivers, interviews with (n=12) BVI users, and prototype design evaluations with (n=6) users, all contributing to the Autonomous Vehicle Assistant: an award-winning and accessible ridesharing app. A subsequent study with (n=12) users, presented in paper three, focused on prejourney mapping to provide critical information access in future FAVs. Accessible in-vehicle interactions were explored in the fourth paper through a survey with (n=187) BVI users. Results prioritized nonvisual information about the trip and indicated the importance of situational awareness. This effort informed the design and evaluation of an ultrasonic haptic HMI intended to promote situational awareness with (n=14) participants (paper five), leading to a novel gestural-audio interface with (n=23) users (paper six). Strong support from users across these studies suggested positive outcomes in pursuit of actionable situational awareness and control. Cumulative results from this dissertation research program represent, to our knowledge, the single most comprehensive approach to FAV BVI accessibility to date. By considering both pre-journey and in-vehicle accessibility, results pave the way for autonomous driving experiences that enable meaningful interaction for BVI users across the complete trip of transportation. This new mode of accessible travel is predicted to transform independent travel for millions of people with visual impairment, leading to increased independence, mobility, and quality of life

    Spatial representation and visual impairement - Developmental trends and new technological tools for assessment and rehabilitation

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    It is well known that perception is mediated by the five sensory modalities (sight, hearing, touch, smell and taste), which allows us to explore the world and build a coherent spatio-temporal representation of the surrounding environment. Typically, our brain collects and integrates coherent information from all the senses to build a reliable spatial representation of the world. In this sense, perception emerges from the individual activity of distinct sensory modalities, operating as separate modules, but rather from multisensory integration processes. The interaction occurs whenever inputs from the senses are coherent in time and space (Eimer, 2004). Therefore, spatial perception emerges from the contribution of unisensory and multisensory information, with a predominant role of visual information for space processing during the first years of life. Despite a growing body of research indicates that visual experience is essential to develop spatial abilities, to date very little is known about the mechanisms underpinning spatial development when the visual input is impoverished (low vision) or missing (blindness). The thesis's main aim is to increase knowledge about the impact of visual deprivation on spatial development and consolidation and to evaluate the effects of novel technological systems to quantitatively improve perceptual and cognitive spatial abilities in case of visual impairments. Chapter 1 summarizes the main research findings related to the role of vision and multisensory experience on spatial development. Overall, such findings indicate that visual experience facilitates the acquisition of allocentric spatial capabilities, namely perceiving space according to a perspective different from our body. Therefore, it might be stated that the sense of sight allows a more comprehensive representation of spatial information since it is based on environmental landmarks that are independent of body perspective. Chapter 2 presents original studies carried out by me as a Ph.D. student to investigate the developmental mechanisms underpinning spatial development and compare the spatial performance of individuals with affected and typical visual experience, respectively visually impaired and sighted. Overall, these studies suggest that vision facilitates the spatial representation of the environment by conveying the most reliable spatial reference, i.e., allocentric coordinates. However, when visual feedback is permanently or temporarily absent, as in the case of congenital blindness or blindfolded individuals, respectively, compensatory mechanisms might support the refinement of haptic and auditory spatial coding abilities. The studies presented in this chapter will validate novel experimental paradigms to assess the role of haptic and auditory experience on spatial representation based on external (i.e., allocentric) frames of reference. Chapter 3 describes the validation process of new technological systems based on unisensory and multisensory stimulation, designed to rehabilitate spatial capabilities in case of visual impairment. Overall, the technological validation of new devices will provide the opportunity to develop an interactive platform to rehabilitate spatial impairments following visual deprivation. Finally, Chapter 4 summarizes the findings reported in the previous Chapters, focusing the attention on the consequences of visual impairment on the developmental of unisensory and multisensory spatial experience in visually impaired children and adults compared to sighted peers. It also wants to highlight the potential role of novel experimental tools to validate the use to assess spatial competencies in response to unisensory and multisensory events and train residual sensory modalities under a multisensory rehabilitation
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