1,821 research outputs found

    Haptics for the development of fundamental rhythm skills, including multi-limb coordination

    Get PDF
    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

    The haptic iPod: passive learning of multi-limb rhythm skills

    Get PDF
    Recent experiments showed that the use of haptic vibrotactile devices can support the learning of multi-limb rhythms [Holland et al., 2010]. These experiments centred on a tool called the Haptic Drum Kit, which uses vibrotactiles attached to wrists and ankles, together with a computer system that controls them, and a midi drum kit. The system uses haptic signals in real time, relying on human entrainment mechanisms [Clayton, Sager and Will, 2004] rather than stimulus response, to support the user in playing multi-limbed rhythms. In the present paper, we give a preliminary report on a new experiment, that aims to examine whether passive learning of multi-limb rhythms can occur through the silent playback of rhythmic stimuli via haptics when the subject is focusing on other tasks. The prototype system used for this new experiment is referred to as the Haptic iPod.Paper presented at the Workshop: When Words Fail: What can Music Interaction tell us about HCI? at BCS HCI Conference 2011, Newcastle, U

    Haptic Control of Multistate Generative Music Systems

    Get PDF
    Force-feedback controllers have been considered as a solution to the lack of sonically coupled physical feedback in digital-music interfaces, with researchers focusing on instrument-like models of interaction. However, there has been little research applied to the use of force-feedback interfaces to the control of real-time generative-music systems. This paper proposes that haptic interfaces could enable performers to have a more fully embodied engagement with such systems, increasing expressive control and enabling new compositional and performance potentials. A proof-of-concept project is described, which entailed development of a core software toolkit and implementation of a series of test cases

    An investigation into virtual objects learning by using haptic interface for visually impaired children

    Get PDF
    Children play, touch, see and listen in order to build the foundation for later learning stage of solving problems and understanding themselves within the world surrounding them. However, visually impaired children have limited opportunities in learning new things compared to normal sighted children who have one of the important senses of a human being. Children gain knowledge through learning, playing, touching, seeing, listening and interacting with things that they are interested in. For visually impaired children, learning is different from normal sighted children in that they cannot go out and play with things without guidance and they are not able to see the picture or video of the things or objects like normal children are. A computer simulated virtual reality environment can provide better opportunities for visually impaired children especially in learning the shapes of new objects. An application utilizing the force feedback technology, i.e. Haptic technology, together with the aid of audio has been developed in this research project. Seven different objects are modelled to create haptic shapes for this application which allows visually impaired users to have a better learning environment and assists them in learning the shapes of different objects and also memorizing the shapes of different objects together with the name. The created application is deployed in a fully equipped computer with a stylus based haptic device and a set of speakers. The new architecture can provide an alternative learning environment for visually impaired children especially in learning the shapes of new objects. Based on the findings of this research, as 79% of the users agreed that virtual reality learning is useful in learning the shapes of new objects, the new architecture creates a significant contribution in a novel research area and assists visually impaired children in continuing their learning process

    The Haptic Bracelets: learning multi-limb rhythm skills from haptic stimuli while reading

    Get PDF
    The Haptic Bracelets are a system designed to help people learn multi-limbed rhythms (which involve multiple simultaneous rhythmic patterns) while they carry out other tasks. The Haptic Bracelets consist of vibrotactiles attached to each wrist and ankle, together with a computer system to control them. In this chapter, we report on an early empirical test of the capabilities of this system, and consider de-sign implications. In the pre-test phase, participants were asked to play a series of multi-limb rhythms on a drum kit, guided by audio recordings. Participants’ per-formances in this phase provided a base reference for later comparisons. During the following passive learning phase, away from the drum kit, just two rhythms from the set were silently 'played' to each subject via vibrotactiles attached to wrists and ankles, while participants carried out a 30-minute reading comprehen-sion test. Different pairs of rhythms were chosen for different subjects to control for effects of rhythm complexity. In each case, the two rhythms were looped and alternated every few minutes. In the final phase, subjects were asked to play again at the drum kit the complete set of rhythms from the pre-test, including, of course, the two rhythms to which they had been passively exposed. Pending analysis of quantitative data focusing on accuracy, timing, number of attempts and number of errors, in this chapter we present preliminary findings based on participants’ sub-jective evaluations. Most participants thought that the technology helped them to understand rhythms and to play rhythms better, and preferred haptic to audio to find out which limb to play when. Most participants indicated that they would pre-fer using a combination of haptics and audio for learning rhythms to either mo-dality on its own. Replies to open questions were analysed to identify design is-sues, and implications for design improvements were considered

    Line Harp: Importance-Driven Sonification for Dense Line Charts

    Get PDF
    Masteroppgave i informatikkINF399MAMN-PROGMAMN-IN

    A review of epidural simulators: Where are we today?

    Get PDF
    Thirty-one central neural blockade simulators have been implemented into clinical practice over the last thirty years either commercially or for research. This review aims to provide a detailed evaluation of why we need epidural and spinal simulators in the first instance and then draws comparisons between computer-based and manikin-based simulators. This review covers thirty-one simulators in total; sixteen of which are solely epidural simulators, nine are for epidural plus spinal or lumbar puncture simulation, and six, which are solely lumbar puncture simulators. All hardware and software components of simulators are discussed, including actuators, sensors, graphics, haptics, and virtual reality based simulators. The purpose of this comparative review is to identify the direction for future epidural simulation by outlining necessary improvements to create the ideal epidural simulator. The weaknesses of existing simulators are discussed and their strengths identified so that these can be carried forward. This review aims to provide a foundation for the future creation of advanced simulators to enhance the training of epiduralists, enabling them to comprehensively practice epidural insertion in vitro before training on patients and ultimately reducing the potential risk of harm. © 2013 IPEM

    SeeReader: An (Almost) Eyes-Free Mobile Rich Document Viewer

    Get PDF
    Reading documents on mobile devices is challenging. Not only are screens small and difficult to read, but also navigating an environment using limited visual attention can be difficult and potentially dangerous. Reading content aloud using text-to-speech (TTS) processing can mitigate these problems, but only for content that does not include rich visual information. In this paper, we introduce a new technique, SeeReader, that combines TTS with automatic content recognition and document presentation control that allows users to listen to documents while also being notified of important visual content. Together, these services allow users to read rich documents on mobile devices while maintaining awareness of their visual environment
    corecore