1,659 research outputs found

    Pinching sweaters on your phone – iShoogle : multi-gesture touchscreen fabric simulator using natural on-fabric gestures to communicate textile qualities

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    The inability to touch fabrics online frustrates consumers, who are used to evaluating physical textiles by engaging in complex, natural gestural interactions. When customers interact with physical fabrics, they combine cross-modal information about the fabric's look, sound and handle to build an impression of its physical qualities. But whenever an interaction with a fabric is limited (i.e. when watching clothes online) there is a perceptual gap between the fabric qualities perceived digitally and the actual fabric qualities that a person would perceive when interacting with the physical fabric. The goal of this thesis was to create a fabric simulator that minimized this perceptual gap, enabling accurate perception of the qualities of fabrics presented digitally. We designed iShoogle, a multi-gesture touch-screen sound-enabled fabric simulator that aimed to create an accurate representation of fabric qualities without the need for touching the physical fabric swatch. iShoogle uses on-screen gestures (inspired by natural on-fabric movements e.g. Crunching) to control pre-recorded videos and audio of fabrics being deformed (e.g. being Crunched). iShoogle creates an illusion of direct video manipulation and also direct manipulation of the displayed fabric. This thesis describes the results of nine studies leading towards the development and evaluation of iShoogle. In the first three studies, we combined expert and non-expert textile-descriptive words and grouped them into eight dimensions labelled with terms Crisp, Hard, Soft, Textured, Flexible, Furry, Rough and Smooth. These terms were used to rate fabric qualities throughout the thesis. We observed natural on-fabric gestures during a fabric handling study (Study 4) and used the results to design iShoogle's on-screen gestures. In Study 5 we examined iShoogle's performance and speed in a fabric handling task and in Study 6 we investigated users' preferences for sound playback interactivity. iShoogle's accuracy was then evaluated in the last three studies by comparing participants’ ratings of textile qualities when using iShoogle with ratings produced when handling physical swatches. We also described the recording and processing techniques for the video and audio content that iShoogle used. Finally, we described the iShoogle iPhone app that was released to the general public. Our evaluation studies showed that iShoogle significantly improved the accuracy of fabric perception in at least some cases. Further research could investigate which fabric qualities and which fabrics are particularly suited to be represented with iShoogle

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird

    Group reaching over digital tabletops with digital arm embodiments

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    In almost all collaborative tabletop tasks, groups require coordinated access to the shared objects on the table’s surface. The physical social norms of close-proximity interactions built up over years of interacting around other physical bodies cause people to avoid interfering with other people (e.g., avoiding grabbing the same object simultaneously). However, some digital tabletop situations require the use of indirect input (e.g., when using mice, and when supporting remote users). With indirect input, people are no longer physically embodied during their reaching gestures, so most systems provide digital embodiments – visual representations of each person – to provide feedback to both the person who is reaching and to the other group members. Tabletop arm embodiments have been shown to better support group interactions than simple visual designs, providing awareness of actions to the group. However, researchers and digital tabletop designers know little of how the design of digital arm embodiments affects the fundamental group tabletop interaction of reaching for objects. Therefore, in this thesis, we evaluate how people coordinate their interactions over digital tabletops when using different types of embodiments. Specifically, in a series of studies, we investigate how the visual design (what they look like) and interaction design (how they work) of digital arm embodiments affects a group’s coordinative behaviours in an open- ended parallel tabletop task. We evaluated visual factors of size, transparency, and realism (through pictures and videos of physical arms), as well as interaction factors of input and augmentations (feedback of interactions), in both a co-located and distributed environment. We found that the visual design had little effect on a group’s ability to coordinate access to shared tabletop items, that embodiment augmentations are useful to support group coordinative actions, and that there are large differences when the person is not physically co-present. Our results demonstrate an initial exploration into the design of digital arm embodiments, providing design guidelines for future researchers and designers to use when designing the next generation of shared digital spaces

    Improving digital object handoff using the space above the table

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    Object handoff – that is, passing an object or tool to another person – is an extremely common activity in collaborative tabletop work. On digital tables, object handoff is typically accomplished by sliding the object on the table surface – but surface-only interactions can be slow and error-prone, particularly when there are multiple people carrying out multiple handoffs. An alternative approach is to use the space above the table for object handoff; this provides more room to move, but requires above-surface tracking. I developed two above-the-surface handoff techniques that use simple and inexpensive tracking: a force-field technique that uses a depth camera to determine hand proximity, and an electromagnetic-field technique called ElectroTouch that provides positive indication when people touch hands over the table. These new techniques were compared to three kinds of existing surface-only handoff (sliding, flicking, and surface-only Force-Fields). The study showed that the above-surface techniques significantly improved both speed and accuracy, and that ElectroTouch was the best technique overall. Also, as object interactions are moved above-the-surface of the table the representation of off-table objects becomes crucial. To address the issue of off-table digital object representation several object designs were created an evaluated. The result of the present research provides designers with practical new techniques for substantially increasing performance and interaction richness on digital tables

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility

    Gestural communication in orangutans (Pongo pygmaeus and Pongo abelii) : a cognitive approach

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    While most human language is expressed verbally, the gestures produced concurrent to speech provide additional information, help listeners interpret meaning, and provide insight into the cognitive processes of the speaker. Several theories have suggested that gesture played an important, possibly central, role in the evolution of language. Great apes have been shown to use gestures flexibly in different situations and to modify their gestures in response to changing contexts. However, it has not previously been determined whether ape gestures are defined by structural variables, carry meaning, are used to intentionally communicate specific information to others, or can be used strategically to overcome miscommunication. To investigate these questions, I studied three captive populations of orangutans (Pongo pygmaeus and P. abelii) in European zoos for 10 months. Sixty-four different gestures, defined through similarities in structure and use, were included in the study after meeting strict criteria for intentional usage. More than half of the gesture types were found to coincide frequently with specific goals of signallers, and were accordingly identified as having meanings. Both structural and social variables were found to determine gesture meaning. The recipient’s gaze in both the present and the past, and the recipient’s apparent understanding of the signaller’s gestures, affected the strategies orangutans employed in their attempts to communicate when confronted with different types of communicative failure (e.g. not seeing, ignoring, misunderstanding, or rejecting a gesture). Maternal influence affected the object-directed behaviour and gestures of infants, who shared more gestures with their mothers than with other females. These findings demonstrate that gesture can be used as a medium to investigate not only the communication but also the cognition of great apes, and indicate that orangutans are more sensitive to the perceptions and knowledge states of others than previously thought

    Barehand Mode Switching in Touch and Mid-Air Interfaces

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    Raskin defines a mode as a distinct setting within an interface where the same user input will produce results different to those it would produce in other settings. Most interfaces have multiple modes in which input is mapped to different actions, and, mode-switching is simply the transition from one mode to another. In touch interfaces, the current mode can change how a single touch is interpreted: for example, it could draw a line, pan the canvas, select a shape, or enter a command. In Virtual Reality (VR), a hand gesture-based 3D modelling application may have different modes for object creation, selection, and transformation. Depending on the mode, the movement of the hand is interpreted differently. However, one of the crucial factors determining the effectiveness of an interface is user productivity. Mode-switching time of different input techniques, either in a touch interface or in a mid-air interface, affects user productivity. Moreover, when touch and mid-air interfaces like VR are combined, making informed decisions pertaining to the mode assignment gets even more complicated. This thesis provides an empirical investigation to characterize the mode switching phenomenon in barehand touch-based and mid-air interfaces. It explores the potential of using these input spaces together for a productivity application in VR. And, it concludes with a step towards defining and evaluating the multi-faceted mode concept, its characteristics and its utility, when designing user interfaces more generally

    Bringing the Physical to the Digital

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    This dissertation describes an exploration of digital tabletop interaction styles, with the ultimate goal of informing the design of a new model for tabletop interaction. In the context of this thesis the term digital tabletop refers to an emerging class of devices that afford many novel ways of interaction with the digital. Allowing users to directly touch information presented on large, horizontal displays. Being a relatively young field, many developments are in flux; hardware and software change at a fast pace and many interesting alternative approaches are available at the same time. In our research we are especially interested in systems that are capable of sensing multiple contacts (e.g., fingers) and richer information such as the outline of whole hands or other physical objects. New sensor hardware enable new ways to interact with the digital. When embarking into the research for this thesis, the question which interaction styles could be appropriate for this new class of devices was a open question, with many equally promising answers. Many everyday activities rely on our hands ability to skillfully control and manipulate physical objects. We seek to open up different possibilities to exploit our manual dexterity and provide users with richer interaction possibilities. This could be achieved through the use of physical objects as input mediators or through virtual interfaces that behave in a more realistic fashion. In order to gain a better understanding of the underlying design space we choose an approach organized into two phases. First, two different prototypes, each representing a specific interaction style – namely gesture-based interaction and tangible interaction – have been implemented. The flexibility of use afforded by the interface and the level of physicality afforded by the interface elements are introduced as criteria for evaluation. Each approaches’ suitability to support the highly dynamic and often unstructured interactions typical for digital tabletops is analyzed based on these criteria. In a second stage the learnings from these initial explorations are applied to inform the design of a novel model for digital tabletop interaction. This model is based on the combination of rich multi-touch sensing and a three dimensional environment enriched by a gaming physics simulation. The proposed approach enables users to interact with the virtual through richer quantities such as collision and friction. Enabling a variety of fine-grained interactions using multiple fingers, whole hands and physical objects. Our model makes digital tabletop interaction even more “natural”. However, because the interaction – the sensed input and the displayed output – is still bound to the surface, there is a fundamental limitation in manipulating objects using the third dimension. To address this issue, we present a technique that allows users to – conceptually – pick objects off the surface and control their position in 3D. Our goal has been to define a technique that completes our model for on-surface interaction and allows for “as-direct-as possible” interactions. We also present two hardware prototypes capable of sensing the users’ interactions beyond the table’s surface. Finally, we present visual feedback mechanisms to give the users the sense that they are actually lifting the objects off the surface. This thesis contributes on various levels. We present several novel prototypes that we built and evaluated. We use these prototypes to systematically explore the design space of digital tabletop interaction. The flexibility of use afforded by the interaction style is introduced as criterion alongside the user interface elements’ physicality. Each approaches’ suitability to support the highly dynamic and often unstructured interactions typical for digital tabletops are analyzed. We present a new model for tabletop interaction that increases the fidelity of interaction possible in such settings. Finally, we extend this model so to enable as direct as possible interactions with 3D data, interacting from above the table’s surface

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird

    Ubiquitous haptic feedback in human-computer interaction through electrical muscle stimulation

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