402 research outputs found

    ViBreathe: Heart Rate Variability Enhanced Respiration Training for Workaday Stress Management via an Eyes-free Tangible Interface

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    Slow breathing guiding applications increasingly emerge, showing promise for helping knowledge workers to better cope with workaday stress. However, standard breathing guidance is non-interactive, with rigid paces. Despite their effects being proved, they could cause respiratory fatigue, or lack of training motivation, especially for novice users. To explore new design possibilities, we investigate using heart rate variability (HRV) data to mediate breathing guidance, which results in two HRV-enhanced guidance modes: (i) responsive breathing guidance and (ii) adaptive breathing guidance. These guidance modes are implemented on a soft haptic interface named “ViBreathe”. We conducted a user test (N\ua0=\ua024), and a one-week field deployment (N\ua0=\ua04) with knowledge workers, to understand the user experience of our design. The HRV-enhanced modes were generally experienced to reduce tiresome and improve engagement and comfort. And Vibreathe showed great potential for seamlessly weaving slow breathing practice into work routines. We thereby summarize related design insights and opportunities

    Development of a Virtual Laboratory for the Study of Complex Human Behavior

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    The study of human perception has evolved from examining simple tasks executed in reduced laboratory conditions to the examination of complex, real-world behaviors. Virtual environments represent the next evolutionary step by allowing full stimulus control and repeatability for human subjects, and a testbed for evaluating models of human behavior. Visual resolution varies dramatically across the visual field, dropping orders of magnitude from central to peripheral vision. Humans move their gaze about a scene several times every second, projecting taskcritical areas of the scene onto the central retina. These eye movements are made even when the immediate task does not require high spatial resolution. Such “attentionally-driven” eye movements are important because they provide an externally observable marker of the way subjects deploy their attention while performing complex, real-world tasks. Tracking subjects’ eye movements while they perform complex tasks in virtual environments provides a window into perception. In addition to the ability to track subjects’ eyes in virtual environments, concurrent EEG recording provides a further indicator of cognitive state. We have developed a virtual reality laboratory in which head-mounted displays (HMDs) are instrumented with infrared video-based eyetrackers to monitor subjects’ eye movements while they perform a range of complex tasks such as driving, and manual tasks requiring careful eye-hand coordination. A go-kart mounted on a 6DOF motion platform provides kinesthetic feedback to subjects as they drive through a virtual town; a dual-haptic interface consisting of two SensAble Phantom extended range devices allows free motion and realistic force-feedback within a 1^3 m volume (Refer to PDF file for exact formulas)

    Combined spatial and frequency encoding for electrotactile feedback of myoelectric signals

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    Electrotactile stimulation has been commonly used in human–machine interfaces to provide feedback to the user, thereby closing the control loop and improving performance. The encoding approach, which defines the mapping of the feedback information into stimulation profiles, is a critical component of an electrotactile interface. Ideally, the encoding will provide a high-fidelity representation of the feedback variable while being easy to perceive and interpret by the subject. In the present study, we performed a closed-loop experiment wherein discrete and continuous coding schemes are combined to exploit the benefits of both techniques. Subjects performed a muscle activation-matching task relying solely on electrotactile feedback representing the generated myoelectric signal (EMG). In particular, we investigated the performance of two different coding schemes (spatial and spatial combined with frequency) at two feedback resolutions (low: 3 and high: 5 intervals). In both schemes, the stimulation electrodes were placed circumferentially around the upper arm. The magnitude of the normalized EMG was divided into intervals, and each electrode was associated with one interval. When the generated EMG entered one of the intervals, the associated electrode started stimulating. In the combined encoding, the additional frequency modulation of the active electrode also indicated the momentary magnitude of the signal within the interval. The results showed that combined coding decreased the undershooting rate, variability and absolute deviation when the resolution was low but not when the resolution was high, where it actually worsened the performance. This demonstrates that combined coding can improve the effectiveness of EMG feedback, but that this effect is limited by the intrinsic variability of myoelectric control. Our findings, therefore, provide important insights as well as elucidate limitations of the information encoding methods when using electrotactile stimulation to convey a feedback signal characterized by high variability (EMG biofeedback)

    ThermoPixels:Toolkit for Personalizing Arousal-based Interfaces through Hybrid Crafting

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    Much research has shown the potential of affective interfaces to support people reflect on, and understand their bodily responses. Yet, people find it difficult to engage with, and understand their biodata which they have limited prior experience with. Building on affective interfaces and material-centered design, we developed ThermoPixels, a toolkit including thermochromic and heating materials, as well as galvanic skin response sensors for creating representations of physiological arousal. Within 10 workshops, 20 participants created personalized representations of physiological arousal and its real-time changes using the toolkit. We report on participants’ material exploration, their experience of creating shapes and the use of colors for emotional awareness and regulation. Reflecting on our findings, we discuss embodied exploration and creative expression, the value of technology in emotion regulation and its social context, and the importance of understanding material limitations for effective sense-making

    Design and Assessment of Vibrotactile Biofeedback and Instructional Systems for Balance Rehabilitation Applications.

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    Sensory augmentation, a type of biofeedback, is a technique for supplementing or reinforcing native sensory inputs. In the context of balance-related applications, it provides users with additional information about body motion, usually with respect to the gravito-inertial environment. Multiple studies have demonstrated that biofeedback, regardless of the feedback modality (i.e., vibrotactile, electrotactile, auditory), decreases body sway during real-time use within a laboratory setting. However, in their current laboratory-based form, existing vibrotactile biofeedback devices are not appropriate for use in clinical and/or home-based rehabilitation settings due to the expense, size, and operating complexity of the instrumentation required. This dissertation describes the design, development, and preliminary assessment of two technologies that support clinical and home-based balance rehabilitation training. The first system provides vibrotactile-based instructional motion cues to a trainee based on the measured difference between the expert’s and trainee’s motions. The design of the vibrotactile display is supported by a study that characterizes the non-volitional postural responses to vibrotactile stimulation applied to the torso. This study shows that vibration applied individually by tactors over the internal oblique and erector spinae muscles induces a postural shift of the order of one degree oriented in the direction of the stimulation. Furthermore, human performance is characterized both experimentally and theoretically when the expert–trainee error thresholds and nature of the control signal are varied. The results suggest that expert–subject cross-correlation values were maximized and position errors and time delays were minimized when the controller uses a 0.5 error threshold and proportional plus derivative feedback control signal, and that subject performance decreases as motion speed and complexity increase. The second system provides vibrotactile biofeedback about body motion using a cell phone. The system is capable of providing real-time vibrotactile cues that inform corrective trunk tilt responses. When feedback is available, both healthy subjects and those with vestibular involvement significantly reduce their anterior-posterior or medial-lateral root-mean-square body sway, have significantly smaller elliptical area fits to their sway trajectory, spend a significantly greater mean percentage time within the no feedback zone, and show a significantly greater A/P or M/L mean power frequency.Ph.D.Mechanical EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/91546/1/channy_1.pd
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