857 research outputs found

    Touching the Future: The Effects of Gesture-Based Interaction on Virtual Product Experience

    Get PDF
    With the popularity of touchscreen tablets and gesture control devices, the role of touch in online consumer behavior has become increasingly important. This study aims to investigate how sense of touch evoked by various interaction modes (i.e., mouse-driven interaction, touchscreen gesture interaction and mid-air gesture interaction) influences virtual product experience. Drawing on Feelings-as-Information Theory and Cognitive-Affective Framework in virtual product experience, we propose that sense of touch could influence consumer purchase intention by reducing product uncertainty and improving product attachment; furthermore, these effects are contingent on product characteristics, i.e., importance of product haptics and product valence. Accordingly, two lab experiments are designed. Potential theoretical contributions, practical implications as well as future research directions are discussed

    Measuring the added value of haptic feedback

    Get PDF
    While there is an increased appreciation for integrating haptic feedback with audio-visual content, there is still a lack of understanding of how to quantify the added value of touch for a user’s experience (UX) of multimedia content. Here we focus on three main concepts to measure this added value: UX, emotions, and expectations. We present a case study measuring the added value of haptic feedback for a standardized set of audio-visual content (i.e., short video clips), comparing two haptic stimulation modalities (i.e., mid-air vs. vibro-tactile stimuli). Our findings demonstrate that UX of haptically-enhanced audio-visual content is perceived as a more pleasant, unpredictable, and creative experience. The users’ overall liking increases together with a positive change of the users’ expectations, independently from the haptic stimulation modality. We discuss how our approach provides the foundation for future work on developing a measurement model to predict the added value of haptic feedback for users’ experiences within and beyond the multimedia context

    Manifesto for Digital Social Touch in Crisis

    Get PDF
    This qualitative exploratory research paper presents a Manifesto for Digital Social Touch in Crisis - a provocative call to action to designers, developers and researchers to rethink and reimagine social touch through a deeper engagement with the social and sensory aspects of touch. This call is motivated by concerns that social touch is in a crisis signaled by a decline in social touch over the past 2 decades, the problematics of inappropriate social touch, and the well documented impact of a lack of social touch on communication, relationships, and well-being and health. These concerns shape how social touch enters the digital realm and raise questions for how and when the complex space of social touch is mediated by technologies, as well the societal implications. The paper situates the manifesto in the key challenges facing haptic designers and developers identified through a series of interdisciplinary collaborative workshops with participants from computer science, design, engineering, HCI and social science from both within industry and academia, and the research literature on haptics. The features and purpose of the manifesto form are described, along with our rationale for its use, and the method of the manifesto development. The starting points, opportunities and challenges, dominant themes and tensions that shaped the manifesto statements are then elaborated on. The paper shows the potential of the manifesto form to bridge between HCI, computer science and engineers, and social scientists on the topic of social touch

    I’m sensing in the rain: spatial incongruity in visual-tactile mid-air stimulation can elicit ownership in VR users

    Get PDF
    Major virtual reality (VR) companies are trying to enhance the sense of immersion in virtual environments by implementing haptic feedback in their systems (e.g., Oculus Touch). It is known that tactile stimulation adds realism to a virtual environment. In addition, when users are not limited by wearing any attachments (e.g., gloves), it is even possible to create more immersive experiences. Mid-air haptic technology provides contactless haptic feedback and offers the potential for creating such immersive VR experiences. However, one of the limitations of mid-air haptics resides in the need for freehand tracking systems (e.g., Leap Motion) to deliver tactile feedback to the user's hand. These tracking systems are not accurate, limiting designers capability of delivering spatially precise tactile stimulation. Here, we investigated an alternative way to convey incongruent visual-tactile stimulation that can be used to create the illusion of a congruent visual-tactile experience, while participants experience the phenomenon of the rubber hand illusion in VR

    Creating an illusion of movement between the hands using mid-air touch

    Get PDF
    Apparent tactile motion (ATM) has been shown to occur across many contiguous parts of the body, such as fingers, forearms and the back. More recently, the illusion has also been elicited on non-contiguous part of the body, such as from one hand to the other when interconnected or not interconnected by an object in between the hands. Here we explore the reproducibility of the intermanual tactile illusion of movement between two free hands by employing mid-air tactile stimulation. We investigate the optimal parameters to generate a continuous and smooth motion using two arrays of ultrasound speakers, and two stimulation techniques (i.e. static vs. dynamic focal point). In the first experiment, we investigate the occurrence of the illusion when using a static focal point, and we define a perceptive model. In the second experiment, we examine the illusion using a dynamic focal point, defining a second perceptive model. Finally, we discuss the differences between the two techniques

    Improving immersive experiences for visitors with sensory impairments to the aquarium of the pacific

    Get PDF
    This case study describes the development of a mid-air haptic solution to enhance the immersive experience of visitors who are deaf, blind or wheelchair users to the Aquarium of the Pacific's movie theatre. During the project we found that adding a sense of touch, using an innovative ultrasound technology, to an immersive experience can improve the sense of engagement users have with the content, and can help to improve agreement with the topics presented. We present guidelines on the design of haptic sensations. By describing how this project took place within the tight timelines of a commercial deployment, we hope to encourage more organisations to do similar work
    • …
    corecore