2,030 research outputs found

    Doctor of Philosophy

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    dissertationVirtual environments provide a consistent and relatively inexpensive method of training individuals. They often include haptic feedback in the form of forces applied to a manipulandum or thimble to provide a more immersive and educational experience. However, the limited haptic feedback provided in these systems tends to be restrictive and frustrating to use. Providing tactile feedback in addition to this kinesthetic feedback can enhance the user's ability to manipulate and interact with virtual objects while providing a greater level of immersion. This dissertation advances the state-of-the-art by providing a better understanding of tactile feedback and advancing combined tactilekinesthetic systems. The tactile feedback described within this dissertation is provided by a finger-mounted device called the contact location display (CLD). Rather than displaying the entire contact surface, the device displays (feeds back) information only about the center of contact between the user's finger and a virtual surface. In prior work, the CLD used specialized two-dimensional environments to provide smooth tactile feedback. Using polygonal environments would greatly enhance the device's usefulness. However, the surface discontinuities created by the facets on these models are rendered through the CLD, regardless of traditional force shading algorithms. To address this issue, a haptic shading algorithm was developed to provide smooth tactile and kinesthetic interaction with general polygonal models. Two experiments were used to evaluate the shading algorithm. iv To better understand the design requirements of tactile devices, three separate experiments were run to evaluate the perception thresholds for cue localization, backlash, and system delay. These experiments establish quantitative design criteria for tactile devices. These results can serve as the maximum (i.e., most demanding) device specifications for tactile-kinesthetic haptic systems where the user experiences tactile feedback as a function of his/her limb motions. Lastly, a revision of the CLD was constructed and evaluated. By taking the newly evaluated design criteria into account, the CLD device became smaller and lighter weight, while providing a full two degree-of-freedom workspace that covers the bottom hemisphere of the finger. Two simple manipulation experiments were used to evaluate the new CLD device

    Sensory Properties in Fusion of Visual/Haptic Stimuli Using Mixed Reality

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    When we recognize objects, multiple sensory informa-tion (e.g., visual, auditory, and haptic) is used with fusion. For example, both eyes and hands provide rele-vant information about an object’s shape. We investi-gate how sensory stimuli interact with each other. For that purpose, we developed a system that gives hap-tic/visual sensory fusion using a mixed reality tech-nique. Our experiments show that the haptic stimulus seems to be affected by visual stimulus when a dis-crepancy exists between vision and haptic stimuli

    Electrostatic Friction Displays to Enhance Touchscreen Experience

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    Touchscreens are versatile devices that can display visual content and receive touch input, but they lack the ability to provide programmable tactile feedback. This limitation has been addressed by a few approaches generally called surface haptics technology. This technology modulates the friction between a user’s fingertip and a touchscreen surface to create different tactile sensations when the finger explores the touchscreen. This functionality enables the user to see and feel digital content simultaneously, leading to improved usability and user experiences. One major approach in surface haptics relies on the electrostatic force induced between the finger and an insulating surface on the touchscreen by supplying high AC voltage. The use of AC also induces a vibrational sensation called electrovibration to the user. Electrostatic friction displays require only electrical components and provide uniform friction over the screen. This tactile feedback technology not only allows easy and lightweight integration into touchscreen devices but also provides dynamic, rich, and satisfactory user interfaces. In this chapter, we review the fundamental operation of the electrovibration technology as well as applications have been built upon

    Haptic perception in virtual reality in sighted and blind individuals

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    The incorporation of the sense of touch into virtual reality is an exciting development. However, research into this topic is in its infancy. This experimental programme investigated both the perception of virtual object attributes by touch and the parameters that influence touch perception in virtual reality with a force feedback device called the PHANTOM (TM) (www.sensable.com). The thesis had three main foci. Firstly, it aimed to provide an experimental account of the perception of the attributes of roughness, size and angular extent by touch via the PHANTOM (TM) device. Secondly, it aimed to contribute to the resolution of a number of other issues important in developing an understanding of the parameters that exert an influence on touch in virtual reality. Finally, it aimed to compare touch in virtual reality between sighted and blind individuals. This thesis comprises six experiments. Experiment one examined the perception of the roughness of virtual textures with the PHANTOM (TM) device. The effect of the following factors was addressed: the groove width of the textured stimuli; the endpoint used (stylus or thimble) with the PHANTOM (TM); the specific device used (PHANTOM (TM) vs. IE3000) and the visual status (sighted or blind) of the participants. Experiment two extended the findings of experiment one by addressing the impact of an exploration related factor on perceived roughness, that of the contact force an individual applies to a virtual texture. The interaction between this variable and the factors of groove width, endpoint, and visual status was also addressed. Experiment three examined the perception of the size and angular extent of virtual 3-D objects via the PHANTOM (TM). With respect to the perception of virtual object size, the effect of the following factors was addressed: the size of the object (2.7,3.6,4.5 cm); the type of virtual object (cube vs. sphere); the mode in which the virtual objects were presented; the endpoint used with the PHANTOM (TM) and the visual status of the participants. With respect to the perception of virtual object angular extent, the effect of the following factors was addressed: the angular extent of the object (18,41 and 64°); the endpoint used with the PHANTOM (TM) and the visual status of the participants. Experiment four examined the perception of the size and angular extent of real counterparts to the virtual 3-D objects used in experiment three. Experiment four manipulated the conditions under which participants examined the real objects. Participants were asked to give judgements of object size and angular extent via the deactivated PHANTOM (TM), a stylus probe, a bare index finger and without any constraints on their exploration. In addition to the above exploration type factor, experiment four examined the impact of the same factors on perceived size and angular extent in the real world as had been examined in virtual reality. Experiments five and six examined the consistency of the perception of linear extent across the 3-D axes in virtual space. Both experiments manipulated the following factors: Line extent (2.7,3.6 and 4.5cm); line dimension (x, y and z axis); movement type (active vs. passive movement) and visual status. Experiment six additionally manipulated the direction of movement within the 3-D axes. Perceived roughness was assessed by the method of magnitude estimation. The perceived size and angular extent of the various virtual stimuli and their real counterparts was assessed by the method of magnitude reproduction. This technique was also used to assess perceived extent across the 3-D axes. Touch perception via the PHANTOM (TM) was found to be broadly similar for sighted and blind participants. Touch perception in virtual reality was also found to be broadly similar between two different 3-D force feedback devices (the PHANTOM (TM) and the IE3000). However, the endpoint used with the PHANTOM (TM) device was found to exert significant, but inconsistent effects on the perception of virtual object attributes. Touch perception with the PHANTOM (TM) across the 3-D axes was found to be anisotropic in a similar way to the real world, with the illusion that radial extents were perceived as longer than equivalent tangential extents. The perception of 3-D object size and angular extent was found to be comparable between virtual reality and the real world, particularly under conditions where the participants' exploration of the real objects was constrained to a single point of contact. An intriguing touch illusion, whereby virtual objects explored from the inside were perceived to be larger than the same objects perceived from the outside was found to occur widely in virtual reality, in addition to the real world. This thesis contributes to knowledge of touch perception in virtual reality. The findings have interesting implications for theories of touch perception, both virtual and real

    Realistic Haptics Interaction in Complex Virtual Environments

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    The Touch Thimble: Providing Fingertip Contact Feedback During Point-Force Haptic Interaction

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    Touching a real object with your fingertip provides simultaneous tactile and force feedback, yet most haptic interfaces for virtual environments can convey only one of these two essential modalities. To address this opportunity, we designed, prototyped, and evaluated the Touch Thimble, a new fingertip device that provides the user with the cutaneous sensation of making and breaking contact with virtual surfaces. Designed to attach to the endpoint of an impedance-type haptic interface like a SensAble Phantom, the Touch Thimble includes a slightly oversize cup that is suspended around the fingertip by passive springs. When the haptic interface applies contact forces from the virtual environment, the springs deflect to allow contact between the user\u27s fingertip and the inner surface of the cup. We evaluated a prototype Touch Thimble against a standard thimble in a formal user study and found that it did not improve nor degrade subjects\u27 ability to recognize smoothly curving surfaces. Although four of the eight subjects preferred it to the standard interface, overall the Touch Thimble made subjects slightly slower at recognizing the presented shapes. Detailed subject comments point out strengths and weaknesses of the current design and suggest avenues for future development of the device

    No need to touch this: Bimanual haptic slant adaptation does not require touch

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    In our daily life, we often interact with objects using both hands raising the question the question to what extent information between the hands is shared. It has, for instance, been shown that curvature adaptation aftereffects can transfer from the adapted hand to the non-adapted hand. However, this transfer only occurred for dynamic exploration, e.g. by moving a single finger over a surface, but not for static exploration when keeping static contact with the surface and combining the information from different parts of the hand. This raises the question to what extent adaptation to object shape is shared between the hands when both hands are used in static fashion simultaneously and the object shape estimates require information from both hands. Here we addressed this question in three experiments using a slant adaptation paradigm. In Experiment 1 we investigated whether an aftereffect of static bimanual adaptation occurs at all and whether it transfers to conditions in which one hand was moving. In Experiment 2 participants adapted either to a felt slanted surface or simply be holding their hands in mid-air at similar positions, to investigate to what extent the effects of static bimanual adaptation are posture-based rather than object based. Experiment 3 further explored the idea that bimanual adaptation is largely posture based. We found that bimanual adaptation using static touch did lead to aftereffects when using the same static exploration mode for testing. However, the aftereffect did not transfer to any exploration mode that included a dynamic component. Moreover, we found similar aftereffects both with and without a haptic surface. Thus, we conclude that static bimanual adaptation is of proprioceptive nature and does not occur at the level at which the object is represented
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