2,374 research outputs found

    Putting the feel in ’look and feel‘

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    Haptic devices are now commercially available and thus touch has become a potentially realistic solution to a variety of interaction design challenges. We report on an investigation of the use of touch as a way of reducing visual overload in the conventional desktop. In a two-phase study, we investigated the use of the PHANToM haptic device as a means of interacting with a conventional graphical user interface. The first experiment compared the effects of four different haptic augmentations on usability in a simple targeting task. The second experiment involved a more ecologically-oriented searching and scrolling task. Results indicated that the haptic effects did not improve users performance in terms of task completion time. However, the number of errors made was significantly reduced. Subjective workload measures showed that participants perceived many aspects of workload as significantly less with haptics. The results are described and the implications for the use of haptics in user interface design are discussed

    Optimization of Semiautomated Calibration Algorithm of Multichannel Electrotactile Feedback for Myoelectric Hand Prosthesis

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    The main drawback of the commercially available myoelectric hand prostheses is the absence of somatosensory feedback. We recently developed a feedback interface for multiple degrees of freedom myoelectric prosthesis that allows proprioceptive and sensory information (i.e., grasping force) to be transmitted to the wearer instantaneously. High information bandwidth is achieved through intelligent control of spatiotemporal distribution of electrical pulses over a custom-designed electrode array. As electrotactile sensations are location-dependent and the developed interface requires that electrical stimuli are perceived to be of the same intensity on all locations, a calibration procedure is of high importance. The aim of this study was to gain more insight into the calibration procedure and optimize this process by leveraging a priori knowledge. For this purpose, we conducted a study with 9 able-bodied subjects performing 10 sessions of the array electrode calibration. Based on the collected data, we optimized and simplified the calibration procedure by adapting the initial (baseline) amplitude values in the calibration algorithm. The results suggest there is an individual pattern of stimulation amplitudes across 16 electrode pads for each subject, which is not affected by the initial amplitudes. Moreover, the number of user actions performed and the time needed for the calibration procedure are significantly reduced by the proposed methodology.The research was supported by Tecnalia Research & Innovation, Spain, and the Ministry of Education, Science and Technological Development of Republic of Serbia (Project no. 175016). The authors would like to thank all the volunteers who participated in this study

    Assessing the effectiveness of direct gesture interaction for a safety critical maritime application

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    Multi-touch interaction, in particular multi-touch gesture interaction, is widely believed to give a more natural interaction style. We investigated the utility of multi-touch interaction in the safety critical domain of maritime dynamic positioning (DP) vessels. We conducted initial paper prototyping with domain experts to gain an insight into natural gestures; we then conducted observational studies aboard a DP vessel during operational duties and two rounds of formal evaluation of prototypes - the second on a motion platform ship simulator. Despite following a careful user-centred design process, the final results show that traditional touch-screen button and menu interaction was quicker and less erroneous than gestures. Furthermore, the moving environment accentuated this difference and we observed initial use problems and handedness asymmetries on some multi-touch gestures. On the positive side, our results showed that users were able to suspend gestural interaction more naturally, thus improving situational awareness

    Tactile Data Entry for Extravehicular Activity

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    In the task-saturated environment of extravehicular activity (EVA), an astronaut's ability to leverage suit-integrated information systems is limited by a lack of options for data entry. In particular, bulky gloves inhibit the ability to interact with standard computing interfaces such as a mouse or keyboard. This paper presents the results of a preliminary investigation into a system that permits the space suit gloves themselves to be used as data entry devices. Hand motion tracking is combined with simple finger gesture recognition to enable use of a virtual keyboard, while tactile feedback provides touch-based context to the graphical user interface (GUI) and positive confirmation of keystroke events. In human subject trials, conducted with twenty participants using a prototype system, participants entered text significantly faster with tactile feedback than without (p = 0.02). The results support incorporation of vibrotactile information in a future system that will enable full touch typing and general mouse interactions using instrumented EVA gloves

    A sense of physical books in our digital society

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    Investigation of dynamic three-dimensional tangible touchscreens: Usability and feasibility

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    The ability for touchscreen controls to move from two physical dimensions to three dimensions may soon be possible. Though solutions exist for enhanced tactile touchscreen interaction using vibrotactile devices, no definitive commercial solution yet exists for providing real, physical shape to the virtual buttons on a touchscreen display. Of the many next steps in interface technology, this paper concentrates on the path leading to tangible, dynamic, touchscreen surfaces. An experiment was performed that explores the usage differences between a flat surface touchscreen and one augmented with raised surface controls. The results were mixed. The combination of tactile-visual modalities had a negative effect on task completion time when visual attention was focused on a single task (single target task time increased by 8% and the serial target task time increased by 6%). On the other hand, the dual modality had a positive effect on error rate when visual attention was divided between two tasks (the serial target error rate decreased by 50%). In addition to the experiment, this study also investigated the feasibility of creating a dynamic, three dimensional, tangible touchscreen. A new interface solution may be possible by inverting the traditional touchscreen architecture and integrating emerging technologies such as organic light emitting diode (OLED) displays and electrorheological fluid based tactile pins

    Web-based multimodal graphs for visually impaired people

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    This paper describes the development and evaluation of Web-based multimodal graphs designed for visually impaired and blind people. The information in the graphs is conveyed to visually impaired people through haptic and audio channels. The motivation of this work is to address problems faced by visually impaired people in accessing graphical information on the Internet, particularly the common types of graphs for data visualization. In our work, line graphs, bar charts and pie charts are accessible through a force feedback device, the Logitech WingMan Force Feedback Mouse. Pre-recorded sound files are used to represent graph contents to users. In order to test the usability of the developed Web graphs, an evaluation was conducted with bar charts as the experimental platform. The results showed that the participants could successfully use the haptic and audio features to extract information from the Web graphs
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