23 research outputs found

    Identifying Haptic Exploratory Procedures by Analyzing Hand Dynamics and Contact Force

    Get PDF
    Haptic exploratory procedures (EPs) are prototypical hand movements that are linked to the acquisition of specific object properties. In studies of haptic perception, hand movements are often classified into these EPs. Here, we aim to investigate several EPs in a quantitative manner to understand how hand dynamics and contact forces differ between them. These dissimilarities are then used to construct an EP identification model capable of discriminating between EPs based on the index finger position and contact force. The extent to which the instructed EPs were distinct, repeatable, and similar across subjects was confirmed by showing that more than 95 percent of the analyzed trials were classified correctly. Finally, the method is employed to investigate haptic exploratory behavior during similarity judgments based on several object properties. It seems that discrimination based on material properties (hardness, roughness, and temperature) yields more consistent classification results compared to discrimination based on the acquisition of shape information. © 2013 IEEE

    Exploring interactions with physically dynamic bar charts

    Get PDF
    Visualizations such as bar charts help users reason about data, but are mostly screen-based, rarely physical, and almost never physical and dynamic. This paper investigates the role of physically dynamic bar charts and evaluates new interactions for exploring and working with datasets rendered in dynamic physical form. To facilitate our exploration we constructed a 10x10 interactive bar chart and designed interactions that supported fundamental visualisation tasks, specifically; annotation, filtering, organization, and navigation. The interactions were evaluated in a user study with 17 participants. Our findings identify the preferred methods of working with the data for each task i.e. directly tapping rows to hide bars, highlight the strengths and limitations of working with physical data, and discuss the challenges of integrating the proposed interactions together into a larger data exploration system. In general, physical interactions were intuitive, informative, and enjoyable, paving the way for new explorations in physical data visualizations

    Haptically assisted connection procedure for the reconstruction of dendritic spines

    Get PDF
    Dendritic spines are thin protrusions that cover the dendritic surface of numerous neurons in the brain and whose function seems to play a key role in neural circuits. The correct segmentation of those structures is difficult due to their small size and the resulting spines can appear incomplete. This paper presents a four-step procedure for the complete reconstruction of dendritic spines. The haptically driven procedure is intended to work as an image processing stage before the automatic segmentation step giving the final representation of the dendritic spines. The procedure is designed to allow both the navigation and the volume image editing to be carried out using a haptic device. A use case employing our procedure together with a commercial software package for the segmentation stage is illustrated. Finally, the haptic editing is evaluated in two experiments; the first experiment concerns the benefits of the force feedback and the second checks the suitability of the use of a haptic device as input. In both cases, the results shows that the procedure improves the editing accuracy

    One view is not enough: review of and encouragement for multiple and alternative representations in 3D and immersive visualisation

    Get PDF
    The opportunities for 3D visualisations are huge. People can be immersed inside their data, interface with it in natural ways, and see it in ways that are not possible on a traditional desktop screen. Indeed, 3D visualisations, especially those that are immersed inside head-mounted displays are becoming popular. Much of this growth is driven by the availability, popularity and falling cost of head-mounted displays and other immersive technologies. However, there are also challenges. For example, data visualisation objects can be obscured, important facets missed (perhaps behind the viewer), and the interfaces may be unfamiliar. Some of these challenges are not unique to 3D immersive technologies. Indeed, developers of traditional 2D exploratory visualisation tools would use alternative views, across a multiple coordinated view (MCV) system. Coordinated view interfaces help users explore the richness of the data. For instance, an alphabetical list of people in one view shows everyone in the database, while a map view depicts where they live. Each view provides a different task or purpose. While it is possible to translate some desktop interface techniques into the 3D immersive world, it is not always clear what equivalences would be. In this paper, using several case studies, we discuss the challenges and opportunities for using multiple views in immersive visualisation. Our aim is to provide a set of concepts that will enable developers to perform critical thinking, creative thinking and push the boundaries of what is possible with 3D and immersive visualisation. In summary developers should consider how to integrate many views, techniques and presentation styles, and one view is not enough when using 3D and immersive visualisations

    Haptics: state of the art survey

    Get PDF
    This paper presents a novel approach to the understanding of Haptic and its related fields where haptics is used extensively like in display systems, communication, different types of haptic devices, and interconnection of haptic displays where virtual environment should feel like equivalent physical systems. There have been escalating research interests on areas relating to haptic modality in recent years, towards multiple fields. However, there seems to be limited studies in determining the various subfields and interfacing and related information on haptic user interfaces and its influence on the fields mentioned. This paper aims to bring forth the theory behind the essence of Haptics and its Subfields like haptic interfaces and its applications

    3D oceanographic data compression using 3D-ODETLAP

    Get PDF
    This paper describes a 3D environmental data compression technique for oceanographic datasets. With proper point selection, our method approximates uncompressed marine data using an over-determined system of linear equations based on, but essentially different from, the Laplacian partial differential equation. Then this approximation is refined via an error metric. These two steps work alternatively until a predefined satisfying approximation is found. Using several different datasets and metrics, we demonstrate that our method has an excellent compression ratio. To further evaluate our method, we compare it with 3D-SPIHT. 3D-ODETLAP averages 20% better compression than 3D-SPIHT on our eight test datasets, from World Ocean Atlas 2005. Our method provides up to approximately six times better compression on datasets with relatively small variance. Meanwhile, with the same approximate mean error, we demonstrate a significantly smaller maximum error compared to 3D-SPIHT and provide a feature to keep the maximum error under a user-defined limit

    Additive manufacturing in bespoke interactive devices-a thematic analysis

    Get PDF
    Additive Manufacturing (AM) facilitates product development due to the various native advantages of AM when compared to traditional manufacturing processes. Efficiency, customisation, innovation, and ease of product modifications are a few advantages of AM. This manufacturing process can therefore be applied to fabricate customisable devices, such as bespoke interactive devices for rehabilitation purposes. In this context, a two-day workshop titled Design for Additive Manufacturing: Future Interactive Devices (DEFINED) was held to discuss the design for AM issues encountered in the development of an innovative bespoke controller and supporting platform, in a Virtual Reality (VR)-based environment, intended for people with limited dexterity in their hands. The workshop sessions were transcribed, and a thematic analysis was carried out to identify the main topics discussed. The themes were Additive Manufacturing, Generative Design Algorithms, User-Centred Design, Measurement Devices for Data Acquisition, Virtual Reality, Augmented Reality, and Haptics. These themes were then discussed in relation to the available literature. The main conclusion of this workshop was that a coherent design for AM tools is needed by designers to take AM considerations throughout the design process, since they lack the AM knowledge required to develop bespoke interactive devices
    corecore