697 research outputs found

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    A comparison of vibrotactile and air puff stimulation for inducing swallowing

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    The purpose of this study was to evaluate the effectiveness of two types of non-invasive, sensory stimulation on increasing the rate of swallowing and for inducing cortical activity associated with swallowing. The types of stimulation investigated were vibrotactile stimulation to the external throat area surrounding the laryngeal tissues and oral air puff stimulation to the anterior faucial pillars. A functional near infrared spectroscopy (fNIRS) system measured relative changes in the concentration of oxygenated hemoglobin (HbO) in cortical sensorimotor regions as an indirect measure of brain activity. The experiment included 16 healthy adult participants between the ages of 28 and 60 years of age with no reported history of swallowing problems. Results indicated a significant difference between stimulation types on the frequency of swallowing. A significant change in the number of swallows was found between the air puff stimulation and control periods, while no difference was found between the vibrotactile stimulation and control periods. A significant main effect of type of stimulation (p ≤ .0005) indicated that the two stimuli also differed in the effects on changes in blood oxygenation in the brain. Reduced concentration of HbO, particularly in the right sensory region, was seen during air puff stimulation compared to the control period. There was no overall difference in concentration of HbO in the cortical somatosensory and motor regions between the vibrotactile stimulation and control periods. Data recorded from fNIRS suggest an increased concentration of HbO in some participants during vibrotactile stimulation in the right sensory region which was positively related to the degree of increase in swallowing rate. The findings of an inverse blood oxygenation level at the cortex would suggest that although air pressure stimulation of the faucial pillars is upregulating swallowing at the brainstem level, it might interfere with cortical activation for swallowing when applied concurrently. The potential for cortical activation seen by vibrotactile device is important. If the vibrotactile device activates the cortex, the device could be used in targeted interventions aimed at enhancing voluntary swallowing control

    Perception of Vibrotactile Cues in Musical Performance

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    We suggest that studies on active touch psychophysics are needed to inform the design of haptic musical interfaces and better understand the relevance of haptic cues in musical performance. Following a review of the previous literature on vibrotactile perception in musical performance, two recent experiments are reported. The first experiment investigated how active finger-pressing forces affect vibration perception, finding significant effects of vibration type and force level on perceptual thresholds. Moreover, the measured thresholds were considerably lower than those reported in the literature, possibly due to the concurrent effect of large (unconstrained) finger contact areas, active pressing forces, and long-duration stimuli. The second experiment assessed the validity of these findings in a real musical context by studying the detection of vibrotactile cues at the keyboard of a grand and an upright piano. Sensitivity to key vibrations in fact not only was highest at the lower octaves and gradually decreased toward higher pitches; it was also significant for stimuli having spectral peaks of acceleration similar to those of the first experiment, i.e., below the standard sensitivity thresholds measured for sinusoidal vibrations under passive touch conditions

    Spatial and temporal influences on discrimination of vibrotactile stimuli on the arm

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    Body\u2013machine interfaces (BMIs) provide a non-invasive way to control devices. Vibrotactile stimulation has been used by BMIs to provide performance feedback to the user, thereby reducing visual demands. To advance the goal of developing a compact, multivariate vibrotactile display for BMIs, we performed two psychophysical experiments to determine the acuity of vibrotactile perception across the arm. The first experiment assessed vibration intensity discrimination of sequentially presented stimuli within four dermatomes of the arm (C5, C7, C8, and T1) and on the ulnar head. The second experiment compared vibration intensity discrimination when pairs of vibrotactile stimuli were presented simultaneously vs. sequentially within and across dermatomes. The first experiment found a small but statistically significant difference between dermatomes C7 and T1, but discrimination thresholds at the other three locations did not differ. Thus, while all tested dermatomes of the arm and hand could serve as viable sites of vibrotactile stimulation for a practical BMI, ideal implementations should account for small differences in perceptual acuity across dermatomes. The second experiment found that sequential delivery of vibrotactile stimuli resulted in better intensity discrimination than simultaneous delivery, independent of whether the pairs were located within the same dermatome or across dermatomes. Taken together, our results suggest that the arm may be a viable site to transfer multivariate information via vibrotactile feedback for body\u2013machine interfaces. However, user training may be needed to overcome the perceptual disadvantage of simultaneous vs. sequentially presented stimuli

    Temporal Asynchrony but Not Total Energy Nor Duration Improves the Judgment of Numerosity in Electrotactile Stimulation

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    Stroke patients suffer from impairments of both motor and somatosensory functions. The functional recovery of upper extremities is one of the primary goals of rehabilitation programs. Additional somatosensory deficits limit sensorimotor function and significantly affect its recovery after the neuromotor injury. Sensory substitution systems, providing tactile feedback, might facilitate manipulation capability, and improve patient's dexterity during grasping movements. As a first step toward this aim, we evaluated the ability of healthy subjects in exploiting electrotactile feedback on the shoulder to determine the number of perceived stimuli in numerosity judgment tasks. During the experiment, we compared four different stimulation patterns (two simultaneous: short and long, intermittent and sequential) differing in total duration, total energy, or temporal synchrony. The experiment confirmed that the subject ability to enumerate electrotactile stimuli decreased with increasing the number of active electrodes. Furthermore, we found that, in electrotactile stimulation, the temporal coding schemes, and not total energy or duration modulated the accuracy in numerosity judgment. More precisely, the sequential condition resulted in significantly better numerosity discrimination than intermittent and simultaneous stimulation. These findings, together with the fact that the shoulder appeared to be a feasible stimulation site to communicate tactile information via electrotactile feedback, can serve as a guide to deliver tactile feedback to proximal areas in stroke survivors who lack sensory integrity in distal areas of their affected arm, but retain motor skills

    HapticHead - Augmenting Reality via Tactile Cues

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    Information overload is increasingly becoming a challenge in today's world. Humans have only a limited amount of attention to allocate between sensory channels and tend to miss or misjudge critical sensory information when multiple activities are going on at the same time. For example, people may miss the sound of an approaching car when walking across the street while looking at their smartphones. Some sensory channels may also be impaired due to congenital or acquired conditions. Among sensory channels, touch is often experienced as obtrusive, especially when it occurs unexpectedly. Since tactile actuators can simulate touch, targeted tactile stimuli can provide users of virtual reality and augmented reality environments with important information for navigation, guidance, alerts, and notifications. In this dissertation, a tactile user interface around the head is presented to relieve or replace a potentially impaired visual channel, called \emph{HapticHead}. It is a high-resolution, omnidirectional, vibrotactile display that presents general, 3D directional, and distance information through dynamic tactile patterns. The head is well suited for tactile feedback because it is sensitive to mechanical stimuli and provides a large spherical surface area that enables the display of precise 3D information and allows the user to intuitively rotate the head in the direction of a stimulus based on natural mapping. Basic research on tactile perception on the head and studies on various use cases of head-based tactile feedback are presented in this thesis. Several investigations and user studies have been conducted on (a) the funneling illusion and localization accuracy of tactile stimuli around the head, (b) the ability of people to discriminate between different tactile patterns on the head, (c) approaches to designing tactile patterns for complex arrays of actuators, (d) increasing the immersion and presence level of virtual reality applications, and (e) assisting people with visual impairments in guidance and micro-navigation. In summary, tactile feedback around the head was found to be highly valuable as an additional information channel in various application scenarios. Most notable is the navigation of visually impaired individuals through a micro-navigation obstacle course, which is an order of magnitude more accurate than the previous state-of-the-art, which used a tactile belt as a feedback modality. The HapticHead tactile user interface's ability to safely navigate people with visual impairments around obstacles and on stairs with a mean deviation from the optimal path of less than 6~cm may ultimately improve the quality of life for many people with visual impairments.Die Informationsüberlastung wird in der heutigen Welt zunehmend zu einer Herausforderung. Der Mensch hat nur eine begrenzte Menge an Aufmerksamkeit, die er zwischen den Sinneskanälen aufteilen kann, und neigt dazu, kritische Sinnesinformationen zu verpassen oder falsch einzuschätzen, wenn mehrere Aktivitäten gleichzeitig ablaufen. Zum Beispiel können Menschen das Geräusch eines herannahenden Autos überhören, wenn sie über die Straße gehen und dabei auf ihr Smartphone schauen. Einige Sinneskanäle können auch aufgrund von angeborenen oder erworbenen Erkrankungen beeinträchtigt sein. Unter den Sinneskanälen wird Berührung oft als aufdringlich empfunden, besonders wenn sie unerwartet auftritt. Da taktile Aktoren Berührungen simulieren können, können gezielte taktile Reize den Benutzern von Virtual- und Augmented Reality Anwendungen wichtige Informationen für die Navigation, Führung, Warnungen und Benachrichtigungen liefern. In dieser Dissertation wird eine taktile Benutzeroberfläche um den Kopf herum präsentiert, um einen möglicherweise beeinträchtigten visuellen Kanal zu entlasten oder zu ersetzen, genannt \emph{HapticHead}. Es handelt sich um ein hochauflösendes, omnidirektionales, vibrotaktiles Display, das allgemeine, 3D-Richtungs- und Entfernungsinformationen durch dynamische taktile Muster darstellt. Der Kopf eignet sich gut für taktiles Feedback, da er empfindlich auf mechanische Reize reagiert und eine große sphärische Oberfläche bietet, die die Darstellung präziser 3D-Informationen ermöglicht und es dem Benutzer erlaubt, den Kopf aufgrund der natürlichen Zuordnung intuitiv in die Richtung eines Reizes zu drehen. Grundlagenforschung zur taktilen Wahrnehmung am Kopf und Studien zu verschiedenen Anwendungsfällen von kopfbasiertem taktilem Feedback werden in dieser Arbeit vorgestellt. Mehrere Untersuchungen und Nutzerstudien wurden durchgeführt zu (a) der Funneling Illusion und der Lokalisierungsgenauigkeit von taktilen Reizen am Kopf, (b) der Fähigkeit von Menschen, zwischen verschiedenen taktilen Mustern am Kopf zu unterscheiden, (c) Ansätzen zur Gestaltung taktiler Muster für komplexe Arrays von Aktoren, (d) der Erhöhung des Immersions- und Präsenzgrades von Virtual-Reality-Anwendungen und (e) der Unterstützung von Menschen mit Sehbehinderungen bei der Führung und Mikronavigation. Zusammenfassend wurde festgestellt, dass taktiles Feedback um den Kopf herum als zusätzlicher Informationskanal in verschiedenen Anwendungsszenarien sehr wertvoll ist. Am interessantesten ist die Navigation von sehbehinderten Personen durch einen Mikronavigations-Hindernisparcours, welche um eine Größenordnung präziser ist als der bisherige Stand der Technik, der einen taktilen Gürtel als Feedback-Modalität verwendete. Die Fähigkeit der taktilen Benutzerschnittstelle HapticHead, Menschen mit Sehbehinderungen mit einer mittleren Abweichung vom optimalen Pfad von weniger als 6~cm sicher um Hindernisse und auf Treppen zu navigieren, kann letztendlich die Lebensqualität vieler Menschen mit Sehbehinderungen verbessern

    Musical Haptics

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    Haptic Musical Instruments; Haptic Psychophysics; Interface Design and Evaluation; User Experience; Musical Performanc
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