249 research outputs found
Meetings and Meeting Modeling in Smart Environments
In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear
A Study of the Affordance of Haptic Stimuli in a Simulated Haunted House
The present study investigates the affordance of vibrotactile signals in a simulated haunted house. Participants experienced a virtualsÂŽeance using a head-mounted display, sound, and haptic stimuli on the palm and thighs.acceptedVersionPeer reviewe
Touching Objects : Objects as Force-Feedback Devices
This study proposes the use of actuated physical objects to investigate force-feedback sensations to explore a 3D environment. In this study, touch triggers and feedback methods, such as haptic icons, were incorporated to the physical objects to engage the personâs attention and interest towards the virtual objects. Rhythmical patterns were produced to indicate that the user is in proximity to the virtual objects. Afterwards, these virtual objects inside the 3D environment were modeled and analyzed based from the story, The Necklace by Guy de Maupassant. The Necklace, as a story, encloses visual details about the storyâs environment. Also, the necklace, as a physical object, is a representation of the main characterâs mishaps. Observations from the study indicate that users perceive the sensations as unique to that specific virtual object. Further observations reveal that it takes time to build mental associations between the actuated object and the 3D environment
Printgets: an Open-Source Toolbox for Designing Vibrotactile Widgets with Industrial-Grade Printed Actuators and Sensors
International audienceNew technologies for printing sensors and actuators combine the flexibility of interface layouts of touchscreens with localized vibrotactile feedback, but their fabrication still requires industrial-grade facilities. Until these technologies become easily replicable, interaction designers need material for ideation. We propose an open-source hardware and software toolbox providing maker-grade tools for iterative design of vibrotactile widgets with industrial-grade printed sensors and actuators. Our hardware toolbox provides a mechanical structure to clamp and stretch printed sheets, and electronic boards to drive sensors and actuators. Our software toolbox expands the design space of haptic interaction techniques by reusing the wide palette of available audio processing algorithms to generate real-time vibrotactile signals. We validate our toolbox with the implementation of three exemplar interface elements with tactile feedback: buttons, sliders, touchpads
Subtle interactions for distress regulation: efficiency of a haptic wearable according to personality
The incorporation of empathic systems in everyday life draws a lot of
attention from society. Specifically, the use of wearables to perform stress
regulation is a growing field of research. Among techniques explored, the
haptic emulation of lowered physiological signals has been suggested to be
promising. However, some discrepancies remain in empirical research focusing on
such biofeedback (BF) regarding their efficacy, and the mechanisms underlying
the effects of these wearables remains unclear. Moreover, the influence of
individual traits on the efficiency of BF has been marginally studied, while it
has been shown that personality could impact both stress and its regulation.
The aim of this study is to investigate the outcome of interactions with these
technologies from a psycho-physiological standpoint, but also to explore
whether personality may influence its efficiency when other interaction devices
are present. Participants had to play a challenging game while a lowered haptic
BF of their heart rate was induced on their wrist. Results showed variable
efficiency of the wearable among the participants: a subjective relaxation was
evident for the participants exhibiting the highest neurotic and extraverted
traits score. Our results highlight the plurality of the modes of action of
these techniques, depending on the individual and on the level of stress to
regulate. This study also suggests that tailoring these regulation methods to
individual characteristics, such as personality traits, is important to
consider, and proposes perspectives regarding the investigation of stress and
regulation systems embedded in wearables
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Designing kinetic objects for digital information display
Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1998.Includes bibliographical references (leaves 51-53).Andrew Martin Dahley.M.S
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