32,580 research outputs found

    "Touch me": workshop on tactile user experience evaluation methods

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    In this workshop we plan to explore the possibilities and challenges of physical objects and materials for evaluating the User Experience (UX) of interactive systems. These objects should face shortfalls of current UX evaluation methods and allow for a qualitative (or even quantitative), playful and holistic evaluation of UX -- without interfering with the users' personal experiences during interaction. This provides a tactile enhancement to a solely visual stimulation as used in classical evaluation methods. The workshop serves as a basis for networking and community building with interested HCI researchers, designers and practitioners and should encourage further development of the field of tactile UX evaluation

    Lighting the way through the home: development of early braille literacy

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    Emergent braille literacy is the earliest phase of language development where children, from infancy, are exposed to 'direct, repeated and meaningful interactions with braille literacy materials and events' (Rex, Koenig, Wormsley, & Baker, 1995, p.10). Activities such as shared reading of tactile books, scribbling on the braille machine, joint engagement in nursery rhymes, songs and chants help infants acquire cognitive concepts and develop physical skills to engage in braille. The process leads to the early development of literacy concepts including speaking, listening,reading and writing, as a foundation for braille literacy (Drezek, 1999)

    Out-of-Body Experience: Review & a Case Study

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    Virtual reality: Theoretical basis, practical applications

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    Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems

    Tactor devices : using tactile interface designs for mobile digital appliances : a practice-based research thesis for the fulfilment of a Master of Design degree, College of Design, Fine Arts, and Music, Massey University, Wellington

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    This Thesis focuses the potential of communication interfaces that use tactors (tactile actuators) to improve user interactions with mobile digital devices which are currently based on audio and visual technologies. It presents two product concepts, which use tactile signals to enable new ways in tele-operations, such as tactile telecommunication and tactile navigation. Tactor interfaces, although still in its infancy as elements of modern digital communication and technology, have considerable potential for the future as designers attempt to maximise the use of all human senses in people's interaction with technology. Only the military and a few entertainment companies have introduced tactile signals into Human-Computer Interactions (HCI). Human touch perception uses the hands as the main sensing organs. They perceive tactile signals while handling, typing or navigating with digital devices and receive direct confirmation of physical actions. In contrast to other senses, touch perceptions are based on interactions with the sensed objects. The study analyses, experiments and evaluates if these interactions are useful in interface designs and recommends how tactile stimulations can be introduced to interface designs besides images and sounds that dominate the control of current digital appliances. Tactile actuators and sensors enable devices to use tactile signals, such as impulses and vibrations, to communicate with the users. Users and tactor devices will be able to communicate in a physical and direct way. Touch reflective interfaces, could react like living creatures that respond to touch, for example a cat that starts purring when touched. Digital product design is always challenged to create human-computer interactions that meet people's needs. Designing digital devices is difficult because they are not necessarily three-dimensional objects. They are stimulator of the human senses and can be as small as the sensing nerve endings that detect sensations. By miniaturisation, form and function become invisible and Product Design is increasingly incorporating Process Design that explores and enables new interactions between users and products to work interactively and efficiently. The study is divided into four chapters: Chapter 1 gives an introduction to the thesis. Chapter 2 presents a survey on current literature which examines the five human senses to define the limits and possibilities in interface design. It reviews current research on materials and technologies as well as the psychology and physiology of touch as a potential sense in human-computer interactions. It evaluates the technical feasibilty of tactile signal performances and how they could be used as tele-touch codes in navigation and telecommunication. Chapter 3 is focused on primary research undertaken to extend the knowledge in tactile sensing. It includes experiments, questionnaires, and concepts that give examples how tactor interfaces can be used in tele-operations. This section focuses on specific user groups, that may primarily benefit from tactile signal transmissions, such as sight and hearing-impaired people or professionals who have to deal with limited perceptions like fire fighters, for example. These case studies are aimed at exploring and expanding a wider range of possibilities in tactile device innovations in the networked society. Chapter 4 gives a conclusion of the research

    Switching to the rubber hand

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    Inducing the rubber hand illusion (RHI) requires that participants look at an imitation hand while it is stroked in synchrony with their occluded biological hand. Previous explanations of the RHI have emphasized multisensory integration, and excluded higher cognitive functions. We investigated the relationship between the RHI and higher cognitive functions by experimentally testing task switch (as measured by switch cost) and mind wandering (as measured by SART score); we also included a questionnaire for attentional control that comprises two subscales, attention-shift and attention-focus. To assess experience of RHI, the Botvinick and Cohen (1998) questionnaire was used and illusion onset time was recorded. Our results indicate that rapidity of onset reliably indicates illusion strength. Regression analysis revealed that participants evincing less switch cost and higher attention-shift scores had faster RHI onset times, and that those with higher attention-shift scores experienced the RHI more vividly. These results suggest that the multi-sensory hypothesis is not sufficient to explain the illusion: higher cognitive functions should be taken into account when explaining variation in the experience of ownership for the rubber hand
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