60,227 research outputs found

    Tactile interaction with a robot leads to increased risk-taking

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    Tactile interaction plays a crucial role in interactions between people. Touch can, for example, help people calm down and lower physiological stress responses. Consequently, it is believed that tactile and haptic interaction matter also in human-robot interaction. We study if the intensity of the tactile interaction has an impact on people, and do so by studying whether different intensities of tactile interaction modulate physiological measures and task performance. We use a paradigm in which a small humanoid robot is used to encourage risk-taking behaviour, relying on peer encouragement to take more risks which might lead to a higher pay-off, but potentially also to higher losses. For this, the Balloon Analogue Risk Task (BART) is used as a proxy for the propensity to take risks. We study four conditions, one control condition in which the task is completed without a robot, and three experimental conditions in which a robot is present that encourages risk-taking behaviour with different degrees of tactile interaction. The results show that both low-intensity and high-intensity tactile interaction increase people's risk-taking behaviour. However, low-intensity tactile interaction increases comfort and lowers stress, whereas high-intensity touch does not.Comment: 10 pages, 5 figures, conferenc

    Live User-guided Intrinsic Video For Static Scenes

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    We present a novel real-time approach for user-guided intrinsic decomposition of static scenes captured by an RGB-D sensor. In the first step, we acquire a three-dimensional representation of the scene using a dense volumetric reconstruction framework. The obtained reconstruction serves as a proxy to densely fuse reflectance estimates and to store user-provided constraints in three-dimensional space. User constraints, in the form of constant shading and reflectance strokes, can be placed directly on the real-world geometry using an intuitive touch-based interaction metaphor, or using interactive mouse strokes. Fusing the decomposition results and constraints in three-dimensional space allows for robust propagation of this information to novel views by re-projection.We leverage this information to improve on the decomposition quality of existing intrinsic video decomposition techniques by further constraining the ill-posed decomposition problem. In addition to improved decomposition quality, we show a variety of live augmented reality applications such as recoloring of objects, relighting of scenes and editing of material appearance

    Timing disownership experiences in the rubber hand illusion

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    Some investigators of the rubber hand illusion (RHI) have suggested that when standard RHI induction procedures are employed, if the rubber hand is experienced by participants as owned, their corresponding biological hands are experienced as disowned. Others have demurred: drawing upon a variety of experimental data and conceptual considerations, they infer that experience of the RHI might include the experience of a supernumerary limb, but that experienced disownership of biological hands does not occur. Indeed, some investigators even categorically deny that any experimental paradigm has been employed or any evidence can be adduced to support the claim that disownership experiences occur during the RHI. It goes without saying that RHI experiences can be elusive, and that there is some evidence to support claims that supernumerary limb experiences can sometimes occur. Here, however, we test the claim that the conscious experience of disownership can occur during the RHI. In order to test this claim, we developed two new online proxies—onset time for the illusion and illusion duration—and combined these with established questionnaires that concern the conscious contents of the RHI, in particular ownership/disownership experiences. Both online proxy data and post hoc questionnaire data converge in supporting the claim that disownership experiences do occur, at least when the left hand is the object of investigation. Our findings that onset time and illusion duration are reliable measures suggest that investigations of the RHI stand to benefit by devoting more attention to data collected while the RHI is being experienced, in particular data concerning temporal dynamics

    Substitutional reality:using the physical environment to design virtual reality experiences

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    Experiencing Virtual Reality in domestic and other uncontrolled settings is challenging due to the presence of physical objects and furniture that are not usually defined in the Virtual Environment. To address this challenge, we explore the concept of Substitutional Reality in the context of Virtual Reality: a class of Virtual Environments where every physical object surrounding a user is paired, with some degree of discrepancy, to a virtual counterpart. We present a model of potential substitutions and validate it in two user studies. In the first study we investigated factors that affect participants' suspension of disbelief and ease of use. We systematically altered the virtual representation of a physical object and recorded responses from 20 participants. The second study investigated users' levels of engagement as the physical proxy for a virtual object varied. From the results, we derive a set of guidelines for the design of future Substitutional Reality experiences

    Contributing to VRPN with a new server for haptic devices (ext. version)

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    This article is an extended version of the poster paper: Cuevas-Rodriguez, M., Gonzalez-Toledo D., Molina-Tanco, L., Reyes-Lecuona A., 2015, November. “Contributing to VRPN with a new server for haptic devices”. In Proceedings of the ACM symposium on Virtual reality software and technology. ACM.http://dx.doi.org/10.1145/2821592.2821639VRPN is a middleware to access Virtual Reality peripherals. VRPN standard distribution supports Geomagic® (formerly Phantom) haptic devices through the now superseded GHOST library. This paper presents VRPN OpenHaptics Server, a contribution to VRPN library that fully reimplements VRPN support of Geomagic Haptic Devices. The implementation is based on the OpenHaptics v3.0 HLAPI layer, which supports all Geomagic Haptic Devices. We present the architecture of the contributed server, a detailed description of the offered API and an analysis of its performance in a set of example scenarios.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Augmenting Graphical User Interfaces with Haptic Assistance for Motion-Impaired Operators

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    Haptic assistance is an emerging field of research that is designed to improve human-computer interaction (HCI) by reducing error rates and targeting times through the use of force feedback. Haptic feedback has previously been investigated to assist motion-impaired computer users, however, limitations such as target distracters have hampered its integration with graphical user interfaces (GUIs). In this paper two new haptic assistive techniques are presented that utilise the 3DOF capabilities of the Phantom Omni. These are referred to as deformable haptic cones and deformable virtual switches. The assistance is designed specifically to enable motion-impaired operators to use existing GUIs more effectively. Experiment 1 investigates the performance benefits of the new haptic techniques when used in conjunction with the densely populated Windows on-screen keyboard (OSK). Experiment 2 utilises the ISO 9241-9 point-and-click task to investigate the effects of target size and shape. The results of the study prove that the newly proposed techniques improve interaction rates and can be integrated with existing software without many of the drawbacks of traditional haptic assistance. Deformable haptic cones and deformable virtual switches were shown to reduce the mean number of missed-clicks by at least 75% and reduce targeting times by at least 25%
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