615 research outputs found

    Tactons: structured tactile messages for non-visual information display

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    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

    SpatioTemporal Feature Integration and Model Fusion for Full Reference Video Quality Assessment

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    Perceptual video quality assessment models are either frame-based or video-based, i.e., they apply spatiotemporal filtering or motion estimation to capture temporal video distortions. Despite their good performance on video quality databases, video-based approaches are time-consuming and harder to efficiently deploy. To balance between high performance and computational efficiency, Netflix developed the Video Multi-method Assessment Fusion (VMAF) framework, which integrates multiple quality-aware features to predict video quality. Nevertheless, this fusion framework does not fully exploit temporal video quality measurements which are relevant to temporal video distortions. To this end, we propose two improvements to the VMAF framework: SpatioTemporal VMAF and Ensemble VMAF. Both algorithms exploit efficient temporal video features which are fed into a single or multiple regression models. To train our models, we designed a large subjective database and evaluated the proposed models against state-of-the-art approaches. The compared algorithms will be made available as part of the open source package in https://github.com/Netflix/vmaf

    Wearable wireless tactile display for virtual interactions with soft bodies.

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    We describe here a wearable, wireless, compact, and lightweight tactile display, able to mechanically stimulate the fingertip of users, so as to simulate contact with soft bodies in virtual environments. The device was based on dielectric elastomer actuators, as high-performance electromechanically active polymers. The actuator was arranged at the user's fingertip, integrated within a plastic case, which also hosted a compact high-voltage circuitry. A custom-made wireless control unit was arranged on the forearm and connected to the display via low-voltage leads. We present the structure of the device and a characterization of it, in terms of electromechanical response and stress relaxation. Furthermore, we present results of a psychophysical test aimed at assessing the ability of the system to generate different levels of force that can be perceived by users.The authors gratefully acknowledge financial support from COST – European Cooperation in Science and Technology, within the framework of “ESNAM – European Scientific Network for Artificial Muscles” (COST Action MP1003). Gabriele Frediani also acknowledges support from the European Commission, within the framework of the project “CEEDS: The Collective Experience of Empathic Data Systems” (FP7-ICT-2009.8.4, Grant 258749) and “Fondazione Cassa di Risparmio di Pisa,” within the framework of the project “POLOPTEL” (Grant 167/09

    Enhancing the E-Commerce Experience through Haptic Feedback Interaction

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    The sense of touch is important in our everyday lives and its absence makes it difficult to explore and manipulate everyday objects. Existing online shopping practice lacks the opportunity for physical evaluation, that people often use and value when making product choices. However, with recent advances in haptic research and technology, it is possible to simulate various physical properties such as heaviness, softness, deformation, and temperature. The research described here investigates the use of haptic feedback interaction to enhance e-commerce product evaluation, particularly haptic weight and texture evaluation. While other properties are equally important, besides being fundamental to the shopping experience of many online products, weight and texture can be simulated using cost-effective devices. Two initial psychophysical experiments were conducted using free motion haptic exploration in order to more closely resemble conventional shopping. One experiment was to measure weight force thresholds and another to measure texture force thresholds. The measurements can provide better understanding of haptic device limitation for online shopping in terms of the availability of different stimuli to represent physical products. The outcomes of the initial psychophysical experimental studies were then used to produce various absolute stimuli that were used in a comparative experimental study to evaluate user experience of haptic product evaluation. Although free haptic exploration was exercised on both psychophysical experiments, results were relatively consistent with previous work on haptic discrimination. The threshold for weight force discrimination represented as downward forces was 10 percent. The threshold for texture force discrimination represented as friction forces was 14.1 percent, when using dynamic coefficient of friction at any level of static coefficient of friction. On the other hand, the comparative experimental study to evaluate user experience of haptic product information indicated that haptic product evaluation does not change user performance significantly. However, although there was an increase in the time taken to complete the task, the number of button click actions tended to decrease. The results showed that haptic product evaluation could significantly increase the confidence of shopping decision. Nevertheless, the availability of haptic product evaluation does not necessarily impose different product choices but it complements other selection criteria such as price and appearance. The research findings from this work are a first step towards exploring haptic-based environments in e-commerce environments. The findings not only lay the foundation for designing online haptic shopping but also provide empirical support to research in this direction

    A Study of Velocity-Dependent JND of Haptic Model Detail

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    The study of haptics, or the sense of touch in virtual reality environments, is constantly looking for improvements in modeling with a high fidelity. Highly detailed models are desirable, but they often lead to slow processing times, which can mean a loss of fidelity in the force feedback sensations. Model compression techniques are critical to balancing model detail and processing time. One of the proposed compression techniques is to create multiple models of the same object but with different levels of detail (LOD) for each model. The technique hypothesizes that the human arm loses sensitivity to forces with the increase of its movement speed. This the compression technique determines which model to use based on the user's movement speed. This dissertation examines studies how the movement speed of the user affects the user's ability to sense changes in details of haptic models. Experiments are conducted using different haptic surfaces. Their levels of detail are changed while the subject interacts with them to mimic the effects of a multiresolution compression implementation. The tests focus on the subjects' ability to differentiate changes of the surfaces at each speed. The first experiment uses curved surfaces with multiple resolutions. This test observes the sensitivity of the user when the details on the surface are small. The results show that the subjects are more sensitive to changes of small details at a lower speed than higher speed. The second experiment measures sensitivity to larger features by using trapezoidal surfaces with different angles. The trapezoidal surfaces can be seen as a low-resolution haptic model with only two vertices, and changing the angles of the trapezoids is seen as changing the radii of curvature. With the same speed settings from the first experiment applied to the subjects, the sensitivity for changes in curvature is predicted to decrease with the increase of speed. However, the results of this experiment proved otherwise. The conclusions suggest that multiresolution designs are not a straightforward reduction of LOD, even though the movement speed does affect haptic sensitivity. The model's geometry should be taken into account when designing the parameters for haptic model compression. The results from the experiments provide insights to future haptic multiresolution compression designs
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