613 research outputs found

    Keytar: Melodic control of multisensory feedback from virtual strings

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    A multisensory virtual environment has been designed, aiming at recreating a realistic interaction with a set of vibrating strings. Haptic, auditory and visual cues progressively istantiate the environment: force and tactile feedback are provided by a robotic arm reporting for string reaction, string surface properties, and furthermore defining the physical touchpoint in form of a virtual plectrum embodied by the arm stylus. Auditory feedback is instantaneously synthesized as a result of the contacts of this plectrum against the strings, reproducing guitar sounds. A simple visual scenario contextualizes the plectrum in action along with the vibrating strings. Notes and chords are selected using a keyboard controller, in ways that one hand is engaged in the creation of a melody while the other hand plucks virtual strings. Such components have been integrated within the Unity3D simulation environment for game development, and run altogether on a PC. As also declared by a group of users testing a monophonic Keytar prototype with no keyboard control, the most significant contribution to the realism of the strings is given by the haptic feedback, in particular by the textural nuances that the robotic arm synthesizes while reproducing physical attributes of a metal surface. Their opinion, hence, argues in favor of the importance of factors others than auditory feedback for the design of new musical interfaces

    TOU-AR:Touchable Interface for Interactive Interaction in Augmented Reality Environment

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    Touchable interface is one of the future interfaces that can be implemented at any medium such as water, table or even sand. The word multi touch refers to the ability to distinguish between two or more fingers touching a touch-sensing surface, such as a touch screen or a touch pad. This interface is provided tracking the area by using depth camera and projected the interface into the medium. This interface is widely used in augmented reality environment. User will project the particular interface into real world medium and user hand will be tracked simultaneously when touching the area. User can interact in more freely ways and as natural as human did in their daily lif

    Cook blind: Enhancing cooking experiences for visually-impaired people

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    This paper introduces a new method to assist visually-impaired people to find what they need in order to complete cooking. Following the design thinking made by me at the beginning of my research, I started to create a new design based on target users` suggestions and preferences. This study focuses on the demands and user experiences of visually impaired people, the integration of design principles adapted from industrial design, user-centered design, and interaction design. I recorded the daily activities of the visually impaired individuals, and then investigated the most reasonable and effective solutions. My method of recording these individuals’ daily activates was via verbal interview, video recording interview, and online user research. Each method offered particular advantages to identifying the specific demands and needs of the visually impaired. With these methods, I conducted a series of user studies in order to understand the features of each research method including advantages and disadvantages. Then I devised my original design concept through the synthesis of research results. During the last round of the study, I shared my design with visually impaired persons in order to test the effectiveness of the new design by comparing visually impaired people`s activities with and without this new design

    Module 4. Unit 7. Tactile explorations

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    Unit 7 defines tactile tours, give you tips on their construction, and focuses on the overall significance of touch

    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

    Making sense of digitally remediated touch in virtual reality experiences

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    Touch, often called the ‘first sense’, is fundamental to how we experience and know ourselves, others and the world. Increasingly, touch is being brought into the digital landscape. This paper explores this shifting landscape to understand the ways in which touch is re-mediated in the context of virtual reality. With attention to the sensoriality and sociality of touch, it asks what ‘counts’ as touch in VR, how is touch experienced and how is it incorporated into meaning making. We present and discuss findings from a multimodal and multisensory study of 16 participants interacting in two VR experiences to describe: the participants’ material encounters with the virtual through a focus on touch practices, expectations and norms; the ways in which participants made meaning of (and with) virtual touch through their dynamic selection and orchestration of the range of semiotic and experiential resources available; and how these virtual touch experiences translated into discourses of touch in VR to emphasize continuities and change between the past, present and futures. The paper comments on the methodological challenges of researching touch in the emergent landscape of VR and asks how multimodality might engage newly with touch, perhaps the most under-rated and neglected of modes and senses, and its digital remediation

    Wise stones: an interactive accessible circuit designed to enhance the experiences of visitors with disabilities

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    Museums, now more than ever before, are committed to the inclusion of all members of society, aiming to promote similar visitor experiences for their various patrons. With the challenging mission of exhibiting and communicating humanity's common heritage, while also preserving it, the creation of an inclusive museum experience is a complex task with multiple dimensions. This article aims to contribute to the field of accessibility in museums by discussing the three main stages of designing the Wise Stones Accessible Circuit, a five-year project which aimed to enhance access at the MM Gerdau Museum in Brazil by creating an interactive tactile exhibit displaying original artifacts from the museum's collection. A participatory methodology was adopted throughout the project in which 37 professionals from multidisciplinary fields at various institutions, and 151 visitors, who performed a formal evaluation of the digital interactives, were involved. Conclusions and implications of designing accessible digital interactives, with feedback from as wide range a of visitors as possible, are presented. Although the project's main goal was to enhance the museum experience for persons with disabilities, it ended up benefitting all visitors.info:eu-repo/semantics/publishedVersio

    Radically Relational: Using Textiles As A Platform To Develop Methods For Embodied Design Processes

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    This position paper builds on textiles as a metaphor to explore the experiential knowledge observed through embodied design processes. In order to build understanding, we have tailored our tools and methods to support our explorations so far. As literature shows articulating our sensory experiences with materials is a challenging task. In order to support our investigations, in this paper we present a reflection on our diverse approaches to introduce tools that support us in interrogating how designers relate with materials, particularly textiles, and use their sensorial body to experience them during the creative process. We build on our previous research that identified relevant embodied process to textile selection, and reflect on how we have explored how sensing technology can augment and empower each of these phases, to support the design process. We conclude by discussing the learning outcomes from introducing such tools, in order to reflect on the future of our research
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