392 research outputs found

    The snake effect: Investigation of a novel haptic illusion

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    This study was based on tactual illusions produced by vibrotactile units. A novel haptic effect based on amplitude modulation was developed, called here the ”snake effect”, which consists on a continuous motion that is smooth, wavy and creepy. Two studies were conducted in order to parameterize this novel haptic effect aiming to: (1) find the fundamental parameters that allow the snake effect to happen in a straight line, (2) assess if the parameters can be implemented for curved trajectories after being combined with funneling, as seen for apparent motion in literature. Study 1 used a 2x6 haptic display in the dorsal part of the forearm, consisted of a pilot and a main study. Participants were asked to rate how the effect was being perceived in an adaptive method. It was found that the effect has a lower and an upper SOA (stimulus onset asynchrony) boundaries and that lower stimulus durations cause a decrease in smoothness and creepiness. It was also found that not every amplitude modulation works to produce the snake effect, and that the best options among the ones investigated are Sine, Sine-Squared and Gaussian modulation types. Study 2 used a 4x4 haptic display in the left forearm and asked participants to draw the motion and direction of movement they perceived in a sheet of paper. In this study, it was found that the direction of movement is easier to tell than the trajectory itself. Also, that the beginning and ending of the motion are harder to feel than the middle of the movement. These findings provide relevant parameters to apply this new haptic effect based on vibrotactile actuators in current and future haptic displays

    Haptic Media Scenes

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    The aim of this thesis is to apply new media phenomenological and enactive embodied cognition approaches to explain the role of haptic sensitivity and communication in personal computer environments for productivity. Prior theory has given little attention to the role of haptic senses in influencing cognitive processes, and do not frame the richness of haptic communication in interaction design—as haptic interactivity in HCI has historically tended to be designed and analyzed from a perspective on communication as transmissions, sending and receiving haptic signals. The haptic sense may not only mediate contact confirmation and affirmation, but also rich semiotic and affective messages—yet this is a strong contrast between this inherent ability of haptic perception, and current day support for such haptic communication interfaces. I therefore ask: How do the haptic senses (touch and proprioception) impact our cognitive faculty when mediated through digital and sensor technologies? How may these insights be employed in interface design to facilitate rich haptic communication? To answer these questions, I use theoretical close readings that embrace two research fields, new media phenomenology and enactive embodied cognition. The theoretical discussion is supported by neuroscientific evidence, and tested empirically through case studies centered on digital art. I use these insights to develop the concept of the haptic figura, an analytical tool to frame the communicative qualities of haptic media. The concept gauges rich machine- mediated haptic interactivity and communication in systems with a material solution supporting active haptic perception, and the mediation of semiotic and affective messages that are understood and felt. As such the concept may function as a design tool for developers, but also for media critics evaluating haptic media. The tool is used to frame a discussion on opportunities and shortcomings of haptic interfaces for productivity, differentiating between media systems for the hand and the full body. The significance of this investigation is demonstrating that haptic communication is an underutilized element in personal computer environments for productivity and providing an analytical framework for a more nuanced understanding of haptic communication as enabling the mediation of a range of semiotic and affective messages, beyond notification and confirmation interactivity

    Computer-supported movement guidance: investigating visual/visuotactile guidance and informing the design of vibrotactile body-worn interfaces

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    This dissertation explores the use of interactive systems to support movement guidance, with applications in various fields such as sports, dance, physiotherapy, and immersive sketching. The research focuses on visual, haptic, and visuohaptic approaches and aims to overcome the limitations of traditional guidance methods, such as dependence on an expert and high costs for the novice. The main contributions of the thesis are (1) an evaluation of the suitability of various types of displays and visualizations of the human body for posture guidance, (2) an investigation into the influence of different viewpoints/perspectives, the addition of haptic feedback, and various movement properties on movement guidance in virtual environments, (3) an investigation into the effectiveness of visuotactile guidance for hand movements in a virtual environment, (4) two in-depth studies of haptic perception on the body to inform the design of wearable and handheld interfaces that leverage tactile output technologies, and (5) an investigation into new interaction techniques for tactile guidance of arm movements. The results of this research advance the state of the art in the field, provide design and implementation insights, and pave the way for new investigations in computer-supported movement guidance

    A multi-dimensional framework for prosthetic embodiment: a perspective for translational research

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    The concept of embodiment has gained widespread popularity within prosthetics research. Embodiment has been claimed to be an indicator of the efficacy of sensory feedback and control strategies. Moreover, it has even been claimed to be necessary for prosthesis acceptance, albeit unfoundedly. Despite the popularity of the term, an actual consensus on how prosthetic embodiment should be used in an experimental framework has yet to be reached. The lack of consensus is in part due to terminological ambiguity and the lack of an exact definition of prosthetic embodiment itself. In a review published parallel to this article, we summarized the definitions of embodiment used in prosthetics literature and concluded that treating prosthetic embodiment as a combination of ownership and agency allows for embodiment to be quantified, and thus useful in translational research. Here, we review the potential mechanisms that give rise to ownership and agency considering temporal, spatial, and anatomical constraints. We then use this to propose a multi-dimensional framework where prosthetic embodiment arises within a spectrum dependent on the integration of volition and multi-sensory information as demanded by the degree of interaction with the environment. This framework allows for the different experimental paradigms on sensory feedback and prosthetic control to be placed in a common perspective. By considering that embodiment lays along a spectrum tied to the interactions with the environment, one can conclude that the embodiment of prosthetic devices should be assessed while operating in environments as close to daily life as possible for it to become relevant

    Haptics Rendering and Applications

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    There has been significant progress in haptic technologies but the incorporation of haptics into virtual environments is still in its infancy. A wide range of the new society's human activities including communication, education, art, entertainment, commerce and science would forever change if we learned how to capture, manipulate and reproduce haptic sensory stimuli that are nearly indistinguishable from reality. For the field to move forward, many commercial and technological barriers need to be overcome. By rendering how objects feel through haptic technology, we communicate information that might reflect a desire to speak a physically- based language that has never been explored before. Due to constant improvement in haptics technology and increasing levels of research into and development of haptics-related algorithms, protocols and devices, there is a belief that haptics technology has a promising future

    Visual-Tactile Image Representation For The Visually Impaired Using Braille Device

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    Nowadays Internet usage is dramatically increasing all over the world and the information dissemination and acquisition is easier for sighted users. Unfortunately, visually impaired are still facing difficulties in interaction with websites. Particularly, screen reader is unable to facilitate disabled users to identify images such as basic geometric shapes. Inability to identify the shapes displayed on the screen creates restriction to interact and comprehend the content of websites for visually impaired. Thus, this project examines earlier researches and eases the web interaction of the blind people by identifying the shape of visual image converted into tactile representation using Braille device. For further investigation of the hypotheses, qualitative and quantitative method is used. The study findings are addressed to build a system that tackles the issue that screen reader is unable to address. System evaluation is executed upon producing the prototype of the system which comprises of user testing. The system is expected to improve understanding the content of webpage and enhance the interaction of visually impaired with web. Future recommendations and further findings will be discussed when system prototype milestone is fulfilled

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility

    HapticHead - Augmenting Reality via Tactile Cues

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    Information overload is increasingly becoming a challenge in today's world. Humans have only a limited amount of attention to allocate between sensory channels and tend to miss or misjudge critical sensory information when multiple activities are going on at the same time. For example, people may miss the sound of an approaching car when walking across the street while looking at their smartphones. Some sensory channels may also be impaired due to congenital or acquired conditions. Among sensory channels, touch is often experienced as obtrusive, especially when it occurs unexpectedly. Since tactile actuators can simulate touch, targeted tactile stimuli can provide users of virtual reality and augmented reality environments with important information for navigation, guidance, alerts, and notifications. In this dissertation, a tactile user interface around the head is presented to relieve or replace a potentially impaired visual channel, called \emph{HapticHead}. It is a high-resolution, omnidirectional, vibrotactile display that presents general, 3D directional, and distance information through dynamic tactile patterns. The head is well suited for tactile feedback because it is sensitive to mechanical stimuli and provides a large spherical surface area that enables the display of precise 3D information and allows the user to intuitively rotate the head in the direction of a stimulus based on natural mapping. Basic research on tactile perception on the head and studies on various use cases of head-based tactile feedback are presented in this thesis. Several investigations and user studies have been conducted on (a) the funneling illusion and localization accuracy of tactile stimuli around the head, (b) the ability of people to discriminate between different tactile patterns on the head, (c) approaches to designing tactile patterns for complex arrays of actuators, (d) increasing the immersion and presence level of virtual reality applications, and (e) assisting people with visual impairments in guidance and micro-navigation. In summary, tactile feedback around the head was found to be highly valuable as an additional information channel in various application scenarios. Most notable is the navigation of visually impaired individuals through a micro-navigation obstacle course, which is an order of magnitude more accurate than the previous state-of-the-art, which used a tactile belt as a feedback modality. The HapticHead tactile user interface's ability to safely navigate people with visual impairments around obstacles and on stairs with a mean deviation from the optimal path of less than 6~cm may ultimately improve the quality of life for many people with visual impairments.Die Informationsüberlastung wird in der heutigen Welt zunehmend zu einer Herausforderung. Der Mensch hat nur eine begrenzte Menge an Aufmerksamkeit, die er zwischen den Sinneskanälen aufteilen kann, und neigt dazu, kritische Sinnesinformationen zu verpassen oder falsch einzuschätzen, wenn mehrere Aktivitäten gleichzeitig ablaufen. Zum Beispiel können Menschen das Geräusch eines herannahenden Autos überhören, wenn sie über die Straße gehen und dabei auf ihr Smartphone schauen. Einige Sinneskanäle können auch aufgrund von angeborenen oder erworbenen Erkrankungen beeinträchtigt sein. Unter den Sinneskanälen wird Berührung oft als aufdringlich empfunden, besonders wenn sie unerwartet auftritt. Da taktile Aktoren Berührungen simulieren können, können gezielte taktile Reize den Benutzern von Virtual- und Augmented Reality Anwendungen wichtige Informationen für die Navigation, Führung, Warnungen und Benachrichtigungen liefern. In dieser Dissertation wird eine taktile Benutzeroberfläche um den Kopf herum präsentiert, um einen möglicherweise beeinträchtigten visuellen Kanal zu entlasten oder zu ersetzen, genannt \emph{HapticHead}. Es handelt sich um ein hochauflösendes, omnidirektionales, vibrotaktiles Display, das allgemeine, 3D-Richtungs- und Entfernungsinformationen durch dynamische taktile Muster darstellt. Der Kopf eignet sich gut für taktiles Feedback, da er empfindlich auf mechanische Reize reagiert und eine große sphärische Oberfläche bietet, die die Darstellung präziser 3D-Informationen ermöglicht und es dem Benutzer erlaubt, den Kopf aufgrund der natürlichen Zuordnung intuitiv in die Richtung eines Reizes zu drehen. Grundlagenforschung zur taktilen Wahrnehmung am Kopf und Studien zu verschiedenen Anwendungsfällen von kopfbasiertem taktilem Feedback werden in dieser Arbeit vorgestellt. Mehrere Untersuchungen und Nutzerstudien wurden durchgeführt zu (a) der Funneling Illusion und der Lokalisierungsgenauigkeit von taktilen Reizen am Kopf, (b) der Fähigkeit von Menschen, zwischen verschiedenen taktilen Mustern am Kopf zu unterscheiden, (c) Ansätzen zur Gestaltung taktiler Muster für komplexe Arrays von Aktoren, (d) der Erhöhung des Immersions- und Präsenzgrades von Virtual-Reality-Anwendungen und (e) der Unterstützung von Menschen mit Sehbehinderungen bei der Führung und Mikronavigation. Zusammenfassend wurde festgestellt, dass taktiles Feedback um den Kopf herum als zusätzlicher Informationskanal in verschiedenen Anwendungsszenarien sehr wertvoll ist. Am interessantesten ist die Navigation von sehbehinderten Personen durch einen Mikronavigations-Hindernisparcours, welche um eine Größenordnung präziser ist als der bisherige Stand der Technik, der einen taktilen Gürtel als Feedback-Modalität verwendete. Die Fähigkeit der taktilen Benutzerschnittstelle HapticHead, Menschen mit Sehbehinderungen mit einer mittleren Abweichung vom optimalen Pfad von weniger als 6~cm sicher um Hindernisse und auf Treppen zu navigieren, kann letztendlich die Lebensqualität vieler Menschen mit Sehbehinderungen verbessern
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