1,246 research outputs found

    Capturing tactile properties of real surfaces for haptic reproduction

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    Tactile feedback of an object’s surface enables us to discern its material properties and affordances. This understanding is used in digital fabrication processes by creating objects with high-resolution surface variations to influence a user’s tactile perception. As the design of such surface haptics commonly relies on knowledge from real-life experiences, it is unclear how to adapt this information for digital design methods. In this work, we investigate replicating the haptics of real materials. Using an existing process for capturing an object’s microgeometry, we digitize and reproduce the stable surface information of a set of 15 fabric samples. In a psychophysical experiment, we evaluate the tactile qualities of our set of original samples and their replicas. From our results, we see that direct reproduction of surface variations is able to influence different psychophysical dimensions of the tactile perception of surface textures. While the fabrication process did not preserve all properties, our approach underlines that replication of surface microgeometries benefits fabrication methods in terms of haptic perception by covering a large range of tactile variations. Moreover, by changing the surface structure of a single fabricated material, its material perception can be influenced. We conclude by proposing strategies for capturing and reproducing digitized textures to better resemble the perceived haptics of the originals

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications

    Enhancing the E-Commerce Experience through Haptic Feedback Interaction

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    The sense of touch is important in our everyday lives and its absence makes it difficult to explore and manipulate everyday objects. Existing online shopping practice lacks the opportunity for physical evaluation, that people often use and value when making product choices. However, with recent advances in haptic research and technology, it is possible to simulate various physical properties such as heaviness, softness, deformation, and temperature. The research described here investigates the use of haptic feedback interaction to enhance e-commerce product evaluation, particularly haptic weight and texture evaluation. While other properties are equally important, besides being fundamental to the shopping experience of many online products, weight and texture can be simulated using cost-effective devices. Two initial psychophysical experiments were conducted using free motion haptic exploration in order to more closely resemble conventional shopping. One experiment was to measure weight force thresholds and another to measure texture force thresholds. The measurements can provide better understanding of haptic device limitation for online shopping in terms of the availability of different stimuli to represent physical products. The outcomes of the initial psychophysical experimental studies were then used to produce various absolute stimuli that were used in a comparative experimental study to evaluate user experience of haptic product evaluation. Although free haptic exploration was exercised on both psychophysical experiments, results were relatively consistent with previous work on haptic discrimination. The threshold for weight force discrimination represented as downward forces was 10 percent. The threshold for texture force discrimination represented as friction forces was 14.1 percent, when using dynamic coefficient of friction at any level of static coefficient of friction. On the other hand, the comparative experimental study to evaluate user experience of haptic product information indicated that haptic product evaluation does not change user performance significantly. However, although there was an increase in the time taken to complete the task, the number of button click actions tended to decrease. The results showed that haptic product evaluation could significantly increase the confidence of shopping decision. Nevertheless, the availability of haptic product evaluation does not necessarily impose different product choices but it complements other selection criteria such as price and appearance. The research findings from this work are a first step towards exploring haptic-based environments in e-commerce environments. The findings not only lay the foundation for designing online haptic shopping but also provide empirical support to research in this direction

    Ambient Intelligence for Next-Generation AR

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    Next-generation augmented reality (AR) promises a high degree of context-awareness - a detailed knowledge of the environmental, user, social and system conditions in which an AR experience takes place. This will facilitate both the closer integration of the real and virtual worlds, and the provision of context-specific content or adaptations. However, environmental awareness in particular is challenging to achieve using AR devices alone; not only are these mobile devices' view of an environment spatially and temporally limited, but the data obtained by onboard sensors is frequently inaccurate and incomplete. This, combined with the fact that many aspects of core AR functionality and user experiences are impacted by properties of the real environment, motivates the use of ambient IoT devices, wireless sensors and actuators placed in the surrounding environment, for the measurement and optimization of environment properties. In this book chapter we categorize and examine the wide variety of ways in which these IoT sensors and actuators can support or enhance AR experiences, including quantitative insights and proof-of-concept systems that will inform the development of future solutions. We outline the challenges and opportunities associated with several important research directions which must be addressed to realize the full potential of next-generation AR.Comment: This is a preprint of a book chapter which will appear in the Springer Handbook of the Metavers

    Enhancing the use of Haptic Devices in Education and Entertainment

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    This research was part of the two-years Horizon 2020 European Project "weDRAW". The aim of the project was that "specific sensory systems have specific roles to learn specific concepts". This work explores the use of the haptic modality, stimulated by the means of force-feedback devices, to convey abstract concepts inside virtual reality. After a review of the current use of haptic devices in education, available haptic software and game engines, we focus on the implementation of an haptic plugin for game engines (HPGE, based on state of the art rendering library CHAI3D) and its evaluation in human perception experiments and multisensory integration

    Sensory Communication

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    Contains table of contents for Section 2, an introduction and reports on fourteen research projects.National Institutes of Health Grant RO1 DC00117National Institutes of Health Grant RO1 DC02032National Institutes of Health/National Institute on Deafness and Other Communication Disorders Grant R01 DC00126National Institutes of Health Grant R01 DC00270National Institutes of Health Contract N01 DC52107U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-95-K-0014U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-96-K-0003U.S. Navy - Office of Naval Research Grant N00014-96-1-0379U.S. Air Force - Office of Scientific Research Grant F49620-95-1-0176U.S. Air Force - Office of Scientific Research Grant F49620-96-1-0202U.S. Navy - Office of Naval Research Subcontract 40167U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-96-K-0002National Institutes of Health Grant R01-NS33778U.S. Navy - Office of Naval Research Grant N00014-92-J-184

    MetaReality: enhancing tactile experiences using actuated 3D-printed metamaterials in Virtual Reality

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    During interaction with objects in Virtual Reality haptic feedback plays a crucial role for creating convincing immersive experiences. Recent work building upon passive haptic feedback has looked towards fabrication processes for designing and creating proxy objects able to communicate objects’ properties and characteristics. However, such approaches remain limited in terms of scalability as for each material a corresponding object needs to be fabricated. To create more flexible 3D-printed proxies, we explore the potential of metamaterials. To this aim, we designed metamaterial structures able to alter their tactile surface properties, e.g., their hardness and roughness, upon lateral compression. In this work, we designed five different metamaterial patterns based on features that are known to affect tactile properties. We evaluated whether our samples were able to successfully convey different levels of roughness and hardness sensations at varying levels of compression. While we found that roughness was significantly affected by compression state, hardness did not seem to follow the same pattern. In a second study, we focused on two metamaterial patterns showing promise for roughness perception and investigated their visuo-haptic perception in Virtual Reality. Here, eight different compression states of our two selected metamaterials were overlaid with six visual material textures. Our results suggest that, especially at low compression states, our metamaterials were the most promising ones to match the textures displayed to the participants. Additionally, when asked which material participants perceived, adjectives, such as “broken” and “damaged” were used. This indicates that metamaterial surface textures could be able to simulate different object states. Our results underline that metamaterial design is able to extend the gamut of tactile experiences of 3D-printed surfaces structures, as a single sample is able to reconfigure its haptic sensation through compression

    Material Changing Haptics for VR

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