1,336 research outputs found
Personalising Vibrotactile Displays through Perceptual Sensitivity Adjustment
Haptic displays are commonly limited to transmitting a discrete
set of tactile motives. In this paper, we explore the
transmission of real-valued information through vibrotactile
displays. We simulate spatial continuity with three perceptual
models commonly used to create phantom sensations: the linear,
logarithmic and power model. We show that these generic
models lead to limited decoding precision, and propose a
method for model personalization adjusting to idiosyncratic
and spatial variations in perceptual sensitivity. We evaluate
this approach using two haptic display layouts: circular, worn
around the wrist and the upper arm, and straight, worn along
the forearm. Results of a user study measuring continuous
value decoding precision show that users were able to decode
continuous values with relatively high accuracy (4.4% mean
error), circular layouts performed particularly well, and personalisation
through sensitivity adjustment increased decoding
precision
An Empirical Evaluation On Vibrotactile Feedback For Wristband System
With the rapid development of mobile computing, wearable wrist-worn is
becoming more and more popular. But the current vibrotactile feedback patterns
of most wrist-worn devices are too simple to enable effective interaction in
nonvisual scenarios. In this paper, we propose the wristband system with four
vibrating motors placed in different positions in the wristband, providing
multiple vibration patterns to transmit multi-semantic information for users in
eyes-free scenarios. However, we just applied five vibrotactile patterns in
experiments (positional up and down, horizontal diagonal, clockwise circular,
and total vibration) after contrastive analyzing nine patterns in a pilot
experiment. The two experiments with the same 12 participants perform the same
experimental process in lab and outdoors. According to the experimental
results, users can effectively distinguish the five patterns both in lab and
outside, with approximately 90% accuracy (except clockwise circular vibration
of outside experiment), proving these five vibration patterns can be used to
output multi-semantic information. The system can be applied to eyes-free
interaction scenarios for wrist-worn devices.Comment: 10 pages
Show me the way to Monte Carlo: density-based trajectory navigation
We demonstrate the use of uncertain prediction in a system for pedestrian navigation via audio with a combination of Global Positioning System data, a music player, inertial sensing, magnetic bearing data and Monte Carlo sampling for a density following task, where a listener’s music is modulated according to the changing predictions of user position with respect to a target density, in this case a trajectory or path. We show that this system enables eyes-free navigation around set trajectories or paths unfamiliar to the user and demonstrate that the system may be used effectively for varying trajectory width and context
Vibration Propagation on the Skin of the Arm
Vibrotactile interfaces are an inexpensive and non-invasive way to provide performance feedback to body-machine interface users. Interfaces for the upper extremity have utilized a multi-channel approach using an array of vibration motors placed on the upper extremity. However, for successful perception of multi-channel vibrotactile feedback on the arm, we need to account for vibration propagation across the skin. If two stimuli are delivered within a small distance, mechanical propagation of vibration can lead to inaccurate perception of the distinct vibrotactile stimuli. This study sought to characterize vibration propagation across the hairy skin of the forearm. We characterized vibration propagation by measuring accelerations at various distances from a source vibration of variable intensities (100–240 Hz). Our results showed that acceleration from the source vibration was present at a distance of 4 cm at intensities \u3e150 Hz. At distances greater than 8 cm from the source, accelerations were reduced to values substantially below vibrotactile discrimination thresholds for all vibration intensities. We conclude that in future applications of vibrotactile interfaces, stimulation sites should be separated by a distance of at least 8 cm to avoid potential interference in vibration perception caused by propagating vibrations
Head-mounted Sensory Augmentation Device: Comparing Haptic and Audio Modality
This paper investigates and compares the effectiveness of haptic and audio modality for navigation in low visibility environment using a sensory augmentation device. A second generation head-mounted vibrotactile interface as a sensory augmentation prototype was developed to help users to navigate in such environments. In our experiment, a subject navigates along a wall relying on the haptic or audio feedbacks as navigation commands. Haptic/audio feedback is presented to the subjects according to the information measured from the walls to a set of 12 ultrasound sensors placed around a helmet and a classification algorithm by using multilayer perceptron neural network. Results showed the haptic modality leads to significantly lower route deviation in navigation compared to auditory feedback. Furthermore, the NASA TLX questionnaire showed that subjects reported lower cognitive workload with haptic modality although both modalities were able to navigate the users along the wall
Tactons: structured tactile messages for non-visual information display
Tactile displays are now becoming available in a form that can be easily used in a user interface. This paper describes a new form of tactile output. Tactons, or tactile icons, are structured, abstract messages that can be used to communicate messages non-visually. A range of different parameters can be used for Tacton construction including: frequency, amplitude and duration of a tactile pulse, plus other parameters such as rhythm and location. Tactons have the potential to improve interaction in a range of different areas, particularly where the visual display is overloaded, limited in size or not available, such as interfaces for blind people or in mobile and wearable devices. This paper describes Tactons, the parameters used to construct them and some possible ways to design them. Examples of where Tactons might prove useful in user interfaces are given
Haptics for the development of fundamental rhythm skills, including multi-limb coordination
This chapter considers the use of haptics for learning fundamental rhythm skills, including skills that depend on multi-limb coordination. Different sensory modalities have different strengths and weaknesses for the development of skills related to rhythm. For example, vision has low temporal resolution and performs poorly for tracking rhythms in real-time, whereas hearing is highly accurate. However, in the case of multi-limbed rhythms, neither hearing nor sight are particularly well suited to communicating exactly which limb does what and when, or how the limbs coordinate. By contrast, haptics can work especially well in this area, by applying haptic signals independently to each limb. We review relevant theories, including embodied interaction and biological entrainment. We present a range of applications of the Haptic Bracelets, which are computer-controlled wireless vibrotactile devices, one attached to each wrist and ankle. Haptic pulses are used to guide users in playing rhythmic patterns that require multi-limb coordination. One immediate aim of the system is to support the development of practical rhythm skills and multi-limb coordination. A longer-term goal is to aid the development of a wider range of fundamental rhythm skills including recognising, identifying, memorising, retaining, analysing, reproducing, coordinating, modifying and creating rhythms – particularly multi-stream (i.e. polyphonic) rhythmic sequences. Empirical results are presented. We reflect on related work, and discuss design issues for using haptics to support rhythm skills. Skills of this kind are essential not just to drummers and percussionists but also to keyboards players, and more generally to all musicians who need a firm grasp of rhythm
Evaluation of Haptic Patterns on a Steering Wheel
Infotainment Systems can increase mental workload and divert
visual attention away from looking ahead on the roads.
When these systems give information to the driver, provide
it through the tactile channel on the steering, it wheel might
improve driving behaviour and safety. This paper describes an
investigation into the perceivability of haptic feedback patterns
using an actuated surface on a steering wheel. Six solenoids
were embedded along the rim of the steering wheel creating
three bumps under each palm. Maximally, four of the six
solenoids were actuated simultaneously, resulting in 56 patterns
to test. Participants were asked to keep in the middle
road of the driving simulator as good as possible. Overall
recognition accuracy of the haptic patterns was 81.3%, where
identification rate increased with decreasing number of active
solenoids (up to 92.2% for a single solenoid). There was no
significant increase in lane deviation or steering angle during
haptic pattern presentation. These results suggest that drivers
can reliably distinguish between cutaneous patterns presented
on the steering wheel. Our findings can assist in delivering
non-critical messages to the driver (e.g. driving performance,
incoming text messages, etc.) without decreasing driving performance
or increasing perceived mental workload
Principles and Guidelines for Advancement of Touchscreen-Based Non-visual Access to 2D Spatial Information
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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