491 research outputs found

    Kinesthetic Cues that Lead the Way

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    Kinesthetic Illusion of Being Pulled Sensation Enables Haptic Navigation for Broad Social Applications

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    Many handheld force-feedback devices have been proposed to provide a rich experience with mobile devices. However, previously reported devices have been unable to generate both constant and translational force. They can only generate transient rotational force since they use a change in angular momentum. Here, we exploit the nonlinearity of human perception to generate both constant and translational force. Specifically, a strong acceleration is generated for a very brief period in the desired direction, while a weaker acceleration is generated over a longer period in the opposite direction. The internal human haptic sensors do not detect the weaker acceleration, so the original position of the mass is \"washed out\". The result is that the user is tricked into perceiving a unidirectional force. This force can be made continuous by repeating the motions. This chapter describes the pseudoattraction force technique, which is a new force feedback technique that enables mobile devices to create a the sensation of two-dimensional force. A prototype was fabricated in which four slider-crank mechanism pairs were arranged in a cross shape and embedded in a force feedback display. Each slider-crank mechanism generates a force vector. By using the sum of the generated vectors, which are linearly independent, the force feedback display can create a force sensation in any arbitrary direction on a two-dimensional plane. We also introduce an interactive application with the force feedback display, an interactive robot, and a vision-based positioning system

    Integrating Haptic Feedback to Pedestrian Navigation Applications

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    The development of a haptic-feedback enabled mobile application for pedestrian routing is described. One of the challenges presented to users of pedestrian navigation applications on mobile devices is the requirement that the user continuously interacts with the visual interface on the mobile device. Haptic feedback or haptics, is a technology that uses forced feedback, vibrations and/or motions to the user which are interpreted using our sense of touch. The haptic user interface, in our application, on a mobile device provides unobtrusive feedback in the form of vibration alarms to assist the user in navigating from one point to the other. The user can hold the mobile device discretely in their hand without the need to view the screen. For spatial data the OpenStreetMap (OSM) database is used while the Cloudmade routing API is used as the routing engine

    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

    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

    Tactile Displays for Pedestrian Navigation

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    Existing pedestrian navigation systems are mainly visual-based, sometimes with an addition of audio guidance. However, previous research has reported that visual-based navigation systems require a high level of cognitive efforts, contributing to errors and delays. Furthermore, in many situations a person’s visual and auditory channels may be compromised due to environmental factors or may be occupied by other important tasks. Some research has suggested that the tactile sense can effectively be used for interfaces to support navigation tasks. However, many fundamental design and usability issues with pedestrian tactile navigation displays are yet to be investigated. This dissertation investigates human-computer interaction aspects associated with the design of tactile pedestrian navigation systems. More specifically, it addresses the following questions: What may be appropriate forms of wearable devices? What types of spatial information should such systems provide to pedestrians? How do people use spatial information for different navigation purposes? How can we effectively represent such information via tactile stimuli? And how do tactile navigation systems perform? A series of empirical studies was carried out to (1) investigate the effects of tactile signal properties and manipulation on the human perception of spatial data, (2) find out the effective form of wearable displays for navigation tasks, and (3) explore a number of potential tactile representation techniques for spatial data, specifically representing directions and landmarks. Questionnaires and interviews were used to gather information on the use of landmarks amongst people navigating urban environments for different purposes. Analysis of the results of these studies provided implications for the design of tactile pedestrian navigation systems, which we incorporated in a prototype. Finally, field trials were carried out to evaluate the design and address usability issues and performance-related benefits and challenges. The thesis develops an understanding of how to represent spatial information via the tactile channel and provides suggestions for the design and implementation of tactile pedestrian navigation systems. In addition, the thesis classifies the use of various types of landmarks for different navigation purposes. These contributions are developed throughout the thesis building upon an integrated series of empirical studies.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Proceedings of the 6th international conference on disability, virtual reality and associated technologies (ICDVRAT 2006)

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    The proceedings of the conferenc

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Rehabilitation Engineering

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    Population ageing has major consequences and implications in all areas of our daily life as well as other important aspects, such as economic growth, savings, investment and consumption, labour markets, pensions, property and care from one generation to another. Additionally, health and related care, family composition and life-style, housing and migration are also affected. Given the rapid increase in the aging of the population and the further increase that is expected in the coming years, an important problem that has to be faced is the corresponding increase in chronic illness, disabilities, and loss of functional independence endemic to the elderly (WHO 2008). For this reason, novel methods of rehabilitation and care management are urgently needed. This book covers many rehabilitation support systems and robots developed for upper limbs, lower limbs as well as visually impaired condition. Other than upper limbs, the lower limb research works are also discussed like motorized foot rest for electric powered wheelchair and standing assistance device

    Designing usable mobile interfaces for spatial data

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    2010 - 2011This dissertation deals mainly with the discipline of Human-­‐Computer Interaction (HCI), with particular attention on the role that it plays in the domain of modern mobile devices. Mobile devices today offer a crucial support to a plethora of daily activities for nearly everyone. Ranging from checking business mails while traveling, to accessing social networks while in a mall, to carrying out business transactions while out of office, to using all kinds of online public services, mobile devices play the important role to connect people while physically apart. Modern mobile interfaces are therefore expected to improve the user's interaction experience with the surrounding environment and offer different adaptive views of the real world. The goal of this thesis is to enhance the usability of mobile interfaces for spatial data. Spatial data are particular data in which the spatial component plays an important role in clarifying the meaning of the data themselves. Nowadays, this kind of data is totally widespread in mobile applications. Spatial data are present in games, map applications, mobile community applications and office automations. In order to enhance the usability of spatial data interfaces, my research investigates on two major issues: 1. Enhancing the visualization of spatial data on small screens 2. Enhancing the text-­‐input methods I selected the Design Science Research approach to investigate the above research questions. The idea underling this approach is “you build artifact to learn from it”, in other words researchers clarify what is new in their design. The new knowledge carried out from the artifact will be presented in form of interaction design patterns in order to support developers in dealing with issues of mobile interfaces. The thesis is organized as follows. Initially I present the broader context, the research questions and the approaches I used to investigate them. Then the results are split into two main parts. In the first part I present the visualization technique called Framy. The technique is designed to support users in visualizing geographical data on mobile map applications. I also introduce a multimodal extension of Framy obtained by adding sounds and vibrations. After that I present the process that turned the multimodal interface into a means to allow visually impaired users to interact with Framy. Some projects involving the design principles of Framy are shown in order to demonstrate the adaptability of the technique in different contexts. The second part concerns the issue related to text-­‐input methods. In particular I focus on the work done in the area of virtual keyboards for mobile devices. A new kind of virtual keyboard called TaS provides users with an input system more efficient and effective than the traditional QWERTY keyboard. Finally, in the last chapter, the knowledge acquired is formalized in form of interaction design patterns. [edited by author]X n.s
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