7 research outputs found

    Mid-Air Haptics for Control Interfaces

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    Control interfaces and interactions based on touch-less gesture tracking devices have become a prevalent research topic in both industry and academia. Touch-less devices offer a unique interaction immediateness that makes them ideal for applications where direct contact with a physical controller is not desirable. On the other hand, these controllers inherently lack active or passive haptic feedback to inform users about the results of their interaction. Mid-air haptic interfaces, such as those using focused ultrasound waves, can close the feedback loop and provide new tools for the design of touch-less, un-instrumented control interactions. The goal of this workshop is to bring together the growing mid-air haptic research community to identify and discuss future challenges in control interfaces and their application in AR/VR, automotive, music, robotics and teleoperation

    Feedup, feedback, and feedforward in curve mid-air 3D gestures

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    Issuing a mid-air gesture in a three-dimensional space intrinsically suffers for the lack of explicit direct representation of the gesture with which guidance and feedback can be offered. To address this challenge, we decompose the feedback problem into three components: feedup to constantly represent the goal of the gestural task, feedback to respond to what the end user already did related to the initial goal, and feedforward to modify the representation towards the ultimate goal before terminating the gesture production. We exemplify these three components with case studies representing three levels of complexity of Curve Mid-Air 3D Gestures produced in three environments

    Mid-Air Haptic Interfaces for Interactive Digital Signage and Kiosks

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    European Union’s Horizon 202

    Annual Report 2019 - Institute of Ion Beam Physics and Materials Research

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    The Institute of Ion Beam Physics and Materials Research conducts materials research for future applications in, e.g., information technology. To this end, we make use of the various possibilities offered by our Ion Beam Center (IBC) for synthesis, modification, and analysis of thin films and nanostructures, as well as of the free-electron laser FELBE at HZDR for THz spectroscopy. The analyzed materials range from semiconductors and oxides to metals and magnetic materials. They are investigated with the goal to optimize their electronic, magnetic, optical as well as structural functionality. This research is embedded in the Helmholtz Association’s programme “From Matter to Materials and Life”. Seven publications from last year are highlighted in this Annual Report to illustrate the wide scientific spectrum of our institute. After the scientific evaluation in the framework of the Helmholtz Programme-Oriented Funding (POF) in 2018 we had some time to concentrate on science again before end of the year a few of us again had to prepare for the strategic evaluation which took place in January 2020, which finally was also successful for the Institute

    Interdisciplinary Insights for Digital Touch Communication

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    Communication is increasingly moving beyond ‘ways of seeing’ to ‘ways of feeling’. This Open Access book provides social design insights and implications for HCI research and design exploring digitally mediated touch communication. It offers a socially orientated map to help navigate the complex social landscape of digitally mediated touch for communication: from everyday touch-screens, tangibles, wearables, haptics for virtual reality, to the tactile internet of skin. Drawing on literature reviews, new case-study vignettes, and exemplars of digital touch, the book examines the major social debates provoked by digital touch, and investigates social themes central to the communicative potential and societal consequences of digital touch: · Communication environments, capacities and practices · Norms associations and expectations · Presence, absence and connection · Social imaginaries of digital touch · Digital touch ethics and values The book concludes with a discussion of the significance of social understanding and methods in the context of Interdisciplinary collaborations to explore touch, towards the design of digital touch communication, ‘ways of feeling’, that are useable, appropriate, ethical and socially aware

    Interdisciplinary Insights for Digital Touch Communication

    Get PDF
    Communication is increasingly moving beyond ‘ways of seeing’ to ‘ways of feeling’. This Open Access book provides social design insights and implications for HCI research and design exploring digitally mediated touch communication. It offers a socially orientated map to help navigate the complex social landscape of digitally mediated touch for communication: from everyday touch-screens, tangibles, wearables, haptics for virtual reality, to the tactile internet of skin. Drawing on literature reviews, new case-study vignettes, and exemplars of digital touch, the book examines the major social debates provoked by digital touch, and investigates social themes central to the communicative potential and societal consequences of digital touch: · Communication environments, capacities and practices · Norms associations and expectations · Presence, absence and connection · Social imaginaries of digital touch · Digital touch ethics and values The book concludes with a discussion of the significance of social understanding and methods in the context of Interdisciplinary collaborations to explore touch, towards the design of digital touch communication, ‘ways of feeling’, that are useable, appropriate, ethical and socially aware

    Feedup, Feedback, and Feedforward in Curve Mid-Air 3D Gestures

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    Issuing a mid-air gesture in a three-dimensional space intrinsically suffers for the lack of explicit direct representation of the gesture with which guidance and feedback can be offered. To address this challenge, we decompose the feedback problem into three components: feedup to constantly represent the goal of the gestural task, feedback to respond to what the end user already did related to the initial goal, and feedforward to modify the representation towards the ultimate goal before terminating the gesture production. We exemplify these three components with case studies representing three levels of complexity of Curve Mid-Air 3D Gestures produced in three environments
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