3,767 research outputs found

    Beyond Gazing, Pointing, and Reaching: A Survey of Developmental Robotics

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    Developmental robotics is an emerging field located at the intersection of developmental psychology and robotics, that has lately attracted quite some attention. This paper gives a survey of a variety of research projects dealing with or inspired by developmental issues, and outlines possible future directions

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices

    Perceived synchronization of mulsemedia services

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    Multimedia synchronization involves a temporal relationship between audio and visual media components. The presentation of "in-sync" data streams is essential to achieve a natural impression, as "out-of-sync" effects are often associated with user quality of experience (QoE) decrease. Recently, multi-sensory media (mulsemedia) has been demonstrated to provide a highly immersive experience for its users. Unlike traditional multimedia, mulsemedia consists of other media types (i.e., haptic, olfaction, taste, etc.) in addition to audio and visual content. Therefore, the goal of achieving high quality mulsemedia transmission is to present no or little synchronization errors between the multiple media components. In order to achieve this ideal synchronization, there is a need for comprehensive knowledge of the synchronization requirements at the user interface. This paper presents the results of a subjective study carried out to explore the temporal boundaries within which haptic and air-flow media objects can be successfully synchronized with video media. Results show that skews between sensorial media and multimedia might still give the effect that the mulsemedia sequence is "in-sync" and provide certain constraints under which synchronization errors might be tolerated. The outcomes of the paper are used to provide recommendations for mulsemedia service providers in order for their services to be associated with acceptable user experience levels, e.g. haptic media could be presented with a delay of up to 1 s behind video content, while air-flow media could be released either 5 s ahead of or 3 s behind video content

    Putting the feel in ’look and feel‘

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    Haptic devices are now commercially available and thus touch has become a potentially realistic solution to a variety of interaction design challenges. We report on an investigation of the use of touch as a way of reducing visual overload in the conventional desktop. In a two-phase study, we investigated the use of the PHANToM haptic device as a means of interacting with a conventional graphical user interface. The first experiment compared the effects of four different haptic augmentations on usability in a simple targeting task. The second experiment involved a more ecologically-oriented searching and scrolling task. Results indicated that the haptic effects did not improve users performance in terms of task completion time. However, the number of errors made was significantly reduced. Subjective workload measures showed that participants perceived many aspects of workload as significantly less with haptics. The results are described and the implications for the use of haptics in user interface design are discussed

    User quality of experience of mulsemedia applications

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    User Quality of Experience (QoE) is of fundamental importance in multimedia applications and has been extensively studied for decades. However, user QoE in the context of the emerging multiple-sensorial media (mulsemedia) services, which involve different media components than the traditional multimedia applications, have not been comprehensively studied. This article presents the results of subjective tests which have investigated user perception of mulsemedia content. In particular, the impact of intensity of certain mulsemedia components including haptic and airflow on user-perceived experience are studied. Results demonstrate that by making use of mulsemedia the overall user enjoyment levels increased by up to 77%

    Learning efficient haptic shape exploration with a rigid tactile sensor array

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    Haptic exploration is a key skill for both robots and humans to discriminate and handle unknown objects or to recognize familiar objects. Its active nature is evident in humans who from early on reliably acquire sophisticated sensory-motor capabilities for active exploratory touch and directed manual exploration that associates surfaces and object properties with their spatial locations. This is in stark contrast to robotics. In this field, the relative lack of good real-world interaction models - along with very restricted sensors and a scarcity of suitable training data to leverage machine learning methods - has so far rendered haptic exploration a largely underdeveloped skill. In the present work, we connect recent advances in recurrent models of visual attention with previous insights about the organisation of human haptic search behavior, exploratory procedures and haptic glances for a novel architecture that learns a generative model of haptic exploration in a simulated three-dimensional environment. The proposed algorithm simultaneously optimizes main perception-action loop components: feature extraction, integration of features over time, and the control strategy, while continuously acquiring data online. We perform a multi-module neural network training, including a feature extractor and a recurrent neural network module aiding pose control for storing and combining sequential sensory data. The resulting haptic meta-controller for the rigid 16×1616 \times 16 tactile sensor array moving in a physics-driven simulation environment, called the Haptic Attention Model, performs a sequence of haptic glances, and outputs corresponding force measurements. The resulting method has been successfully tested with four different objects. It achieved results close to 100%100 \% while performing object contour exploration that has been optimized for its own sensor morphology

    Beyond multimedia adaptation: Quality of experience-aware multi-sensorial media delivery

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    Multiple sensorial media (mulsemedia) combines multiple media elements which engage three or more of human senses, and as most other media content, requires support for delivery over the existing networks. This paper proposes an adaptive mulsemedia framework (ADAMS) for delivering scalable video and sensorial data to users. Unlike existing two-dimensional joint source-channel adaptation solutions for video streaming, the ADAMS framework includes three joint adaptation dimensions: video source, sensorial source, and network optimization. Using an MPEG-7 description scheme, ADAMS recommends the integration of multiple sensorial effects (i.e., haptic, olfaction, air motion, etc.) as metadata into multimedia streams. ADAMS design includes both coarse- and fine-grained adaptation modules on the server side: mulsemedia flow adaptation and packet priority scheduling. Feedback from subjective quality evaluation and network conditions is used to develop the two modules. Subjective evaluation investigated users' enjoyment levels when exposed to mulsemedia and multimedia sequences, respectively and to study users' preference levels of some sensorial effects in the context of mulsemedia sequences with video components at different quality levels. Results of the subjective study inform guidelines for an adaptive strategy that selects the optimal combination for video segments and sensorial data for a given bandwidth constraint and user requirement. User perceptual tests show how ADAMS outperforms existing multimedia delivery solutions in terms of both user perceived quality and user enjoyment during adaptive streaming of various mulsemedia content. In doing so, it highlights the case for tailored, adaptive mulsemedia delivery over traditional multimedia adaptive transport mechanisms

    Principles and Guidelines for Advancement of Touchscreen-Based Non-visual Access to 2D Spatial Information

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    Graphical materials such as graphs and maps are often inaccessible to millions of blind and visually-impaired (BVI) people, which negatively impacts their educational prospects, ability to travel, and vocational opportunities. To address this longstanding issue, a three-phase research program was conducted that builds on and extends previous work establishing touchscreen-based haptic cuing as a viable alternative for conveying digital graphics to BVI users. Although promising, this approach poses unique challenges that can only be addressed by schematizing the underlying graphical information based on perceptual and spatio-cognitive characteristics pertinent to touchscreen-based haptic access. Towards this end, this dissertation empirically identified a set of design parameters and guidelines through a logical progression of seven experiments. Phase I investigated perceptual characteristics related to touchscreen-based graphical access using vibrotactile stimuli, with results establishing three core perceptual guidelines: (1) a minimum line width of 1mm should be maintained for accurate line-detection (Exp-1), (2) a minimum interline gap of 4mm should be used for accurate discrimination of parallel vibrotactile lines (Exp-2), and (3) a minimum angular separation of 4mm should be used for accurate discrimination of oriented vibrotactile lines (Exp-3). Building on these parameters, Phase II studied the core spatio-cognitive characteristics pertinent to touchscreen-based non-visual learning of graphical information, with results leading to the specification of three design guidelines: (1) a minimum width of 4mm should be used for supporting tasks that require tracing of vibrotactile lines and judging their orientation (Exp-4), (2) a minimum width of 4mm should be maintained for accurate line tracing and learning of complex spatial path patterns (Exp-5), and (3) vibrotactile feedback should be used as a guiding cue to support the most accurate line tracing performance (Exp-6). Finally, Phase III demonstrated that schematizing line-based maps based on these design guidelines leads to development of an accurate cognitive map. Results from Experiment-7 provide theoretical evidence in support of learning from vision and touch as leading to the development of functionally equivalent amodal spatial representations in memory. Findings from all seven experiments contribute to new theories of haptic information processing that can guide the development of new touchscreen-based non-visual graphical access solutions
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