416 research outputs found

    A tactile communication system for navigation

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2005.Includes bibliographical references (leaves 42-43).A vibrotactile display for use in navigation has been designed and evaluated. The arm and the torso, which offer relatively large and flat surface areas, were chosen as locations for the displays. The ability of subjects to identify patterns of vibrotactile stimulation on the arm and torso was tested in a series of experiments using the vibrotactile displays. A variety of patterns of stimulation was evaluated to determine which was most effective, and the efficacy of two types of motors (pancake and cylindrical) was compared. The arm display was tested with sedentary subjects in the laboratory, and the torso display was tested both in the laboratory with sedentary subjects and outdoors with active subjects. The results indicated that identification of the vibrotactile patterns was superior on the torso as compared to the forearm, with subjects achieving 99-100% accuracy with seven of the eight patterns presented. The torso display was equally effective for both sedentary and active subjects.by Erin M. Piateski.S.M

    Vibrotactile pattern recognition on the torso with one and two dimensional displays

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    Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2006.Includes bibliographical references (leaves 27-28).This research focused on the evaluation of a tactile display that is used for navigation and communication. In the first experiment, a four by four array of vibrating motors (tactors) was mounted on the torso while the subject wore an Interceptor Body Armor (IBA) vest. Subjects were required to identify which of eight patterns was presented. The results indicated that subjects could recognize the patterns presented with perfect accuracy, which indicates that wearing heavy body armor over the display does not affect the ability to perceive tactile inputs. A second set of experiments involved a one-dimension tactile array of eight tactors worn around the waist. The results indicated that the subjects could recognize the six circumferential patterns presented with an accuracy of 98-100% correct. A further experiment confirmed that the linear tactile display could be used to provide cues about the location of an event in the environment. These experiments showed that identification of the vibrotactile patterns was slightly superior on the two-dimension tactile array on the torso as compared to the one-dimension tactile array around the waist.(cont.) When subjects were required to identify the location of an individual vibrating motor using the one-dimensional array they achieved an accuracy of 94-100% correct. This suggests that a linear tactile array can be used to present navigational cues.by Amy R. Lam.S.B

    Vibrotactile pattern recognition on the torso : effects of concurrent activities

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    Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2007.Includes bibliographical references (leaf 25).Vibrotactile displays have been created to aid vision or hearing through the sense of touch. These displays communicate with the user to provide information. The focus of this thesis was to determine how concurrent activity affects vibrotactile signal recognition. An overall accuracy recognition rate of 90% or greater was desired from each of the signals in the each of the tasks. The first experiment asked subjects to wear the tactile display and walk while responding to signals. The results indicated that most of the subjects were able to recognize the patterns. The overall mean correct response rate was 92% and then when the subjects were asked to jog, they correctly identified the patterns 91% of the time. After determining the success rates from the first experiment, a second set of subjects were asked to concentrate on an internet game while responding to signals. The data from this experiment had an overall mean correct response rate of 93%. The results from this experiment further indicate that subjects can still receive communications while participating in other activities. The results also lead to specific conclusions about the patterns used and their ability to be identified with concurrent activity where some patterns are more easily received than others. By understanding how these patterns are recognized by humans, we can better develop patterns to communicate through tactile devices.by Christa M. Margossian.S.B

    Somatic ABC's: A Theoretical Framework for Designing, Developing and Evaluating the Building Blocks of Touch-Based Information Delivery

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    abstract: Situations of sensory overload are steadily becoming more frequent as the ubiquity of technology approaches reality--particularly with the advent of socio-communicative smartphone applications, and pervasive, high speed wireless networks. Although the ease of accessing information has improved our communication effectiveness and efficiency, our visual and auditory modalities--those modalities that today's computerized devices and displays largely engage--have become overloaded, creating possibilities for distractions, delays and high cognitive load; which in turn can lead to a loss of situational awareness, increasing chances for life threatening situations such as texting while driving. Surprisingly, alternative modalities for information delivery have seen little exploration. Touch, in particular, is a promising candidate given that it is our largest sensory organ with impressive spatial and temporal acuity. Although some approaches have been proposed for touch-based information delivery, they are not without limitations including high learning curves, limited applicability and/or limited expression. This is largely due to the lack of a versatile, comprehensive design theory--specifically, a theory that addresses the design of touch-based building blocks for expandable, efficient, rich and robust touch languages that are easy to learn and use. Moreover, beyond design, there is a lack of implementation and evaluation theories for such languages. To overcome these limitations, a unified, theoretical framework, inspired by natural, spoken language, is proposed called Somatic ABC's for Articulating (designing), Building (developing) and Confirming (evaluating) touch-based languages. To evaluate the usefulness of Somatic ABC's, its design, implementation and evaluation theories were applied to create communication languages for two very unique application areas: audio described movies and motor learning. These applications were chosen as they presented opportunities for complementing communication by offloading information, typically conveyed visually and/or aurally, to the skin. For both studies, it was found that Somatic ABC's aided the design, development and evaluation of rich somatic languages with distinct and natural communication units.Dissertation/ThesisPh.D. Computer Science 201

    Development of augmented reality serious games with a vibrotactile feedback jacket

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    Background: In the past few years, augmented reality (AR) has rapidly advanced and has been applied in different fields. One of the successful AR applications is the immersive and interactive serious games, which can be used for education and learning purposes. Methods: In this project, a prototype of an AR serious game is developed and demonstrated. Gamers utilize a head-mounted device and a vibrotactile feedback jacket to explore and interact with the AR serious game. Fourteen vibration actuators are embedded in the vibrotactile feedback jacket to generate immersive AR experience. These vibration actuators are triggered in accordance with the designed game scripts. Various vibration patterns and intensity levels are synthesized in different game scenes. This article presents the details of the entire software development of the AR serious game, including game scripts, game scenes with AR effects design, signal processing flow, behavior design, and communication configuration. Graphics computations are processed using the graphics processing unit in the system. Results /Conclusions: The performance of the AR serious game prototype is evaluated and analyzed. The computation loads and resource utilization of normal game scenes and heavy computation scenes are compared. With 14 vibration actuators placed at different body positions, various vibration patterns and intensity levels can be generated by the vibrotactile feedback jacket, providing different real-world feedback. The prototype of this AR serious game can be valuable in building large-scale AR or virtual reality educational and entertainment games. Possible future improvements of the proposed prototype are also discussed in this article

    Personalising Vibrotactile Displays through Perceptual Sensitivity Adjustment

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    Haptic displays are commonly limited to transmitting a discrete set of tactile motives. In this paper, we explore the transmission of real-valued information through vibrotactile displays. We simulate spatial continuity with three perceptual models commonly used to create phantom sensations: the linear, logarithmic and power model. We show that these generic models lead to limited decoding precision, and propose a method for model personalization adjusting to idiosyncratic and spatial variations in perceptual sensitivity. We evaluate this approach using two haptic display layouts: circular, worn around the wrist and the upper arm, and straight, worn along the forearm. Results of a user study measuring continuous value decoding precision show that users were able to decode continuous values with relatively high accuracy (4.4% mean error), circular layouts performed particularly well, and personalisation through sensitivity adjustment increased decoding precision

    Vibration Propagation on the Skin of the Arm

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    Vibrotactile interfaces are an inexpensive and non-invasive way to provide performance feedback to body-machine interface users. Interfaces for the upper extremity have utilized a multi-channel approach using an array of vibration motors placed on the upper extremity. However, for successful perception of multi-channel vibrotactile feedback on the arm, we need to account for vibration propagation across the skin. If two stimuli are delivered within a small distance, mechanical propagation of vibration can lead to inaccurate perception of the distinct vibrotactile stimuli. This study sought to characterize vibration propagation across the hairy skin of the forearm. We characterized vibration propagation by measuring accelerations at various distances from a source vibration of variable intensities (100–240 Hz). Our results showed that acceleration from the source vibration was present at a distance of 4 cm at intensities \u3e150 Hz. At distances greater than 8 cm from the source, accelerations were reduced to values substantially below vibrotactile discrimination thresholds for all vibration intensities. We conclude that in future applications of vibrotactile interfaces, stimulation sites should be separated by a distance of at least 8 cm to avoid potential interference in vibration perception caused by propagating vibrations

    Electrotactile Communication via Matrix Electrode Placed on the Torso Using Fast Calibration, and Static vs. Dynamic Encoding

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    Electrotactile stimulation is a technology that reproducibly elicits tactile sensations and can be used as an alternative channel to communicate information to the user. The presented work is a part of an effort to develop this technology into an unobtrusive communication tool for first responders. In this study, the aim was to compare the success rate (SR) between discriminating stimulation at six spatial locations (static encoding) and recognizing six spatio-temporal patterns where pads are activated sequentially in a predetermined order (dynamic encoding). Additionally, a procedure for a fast amplitude calibration, that includes a semi-automated initialization and an optional manual adjustment, was employed and evaluated. Twenty subjects, including twelve first responders, participated in the study. The electrode comprising the 3 × 2 matrix of pads was placed on the lateral torso. The results showed that high SRs could be achieved for both types of message encoding after a short learning phase; however, the dynamic approach led to a statistically significant improvement in messages recognition (SR of 93.3%), compared to static stimulation (SR of 83.3%). The proposed calibration procedure was also effective since in 83.8% of the cases the subjects did not need to adjust the stimulation amplitude manually

    Vibrotactile Sensory Augmentation and Machine Learning Based Approaches for Balance Rehabilitation

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    Vestibular disorders and aging can negatively impact balance performance. Currently, the most effective approach for improving balance is exercise-based balance rehabilitation. Despite its effectiveness, balance rehabilitation does not always result in a full recovery of balance function. In this dissertation, vibrotactile sensory augmentation (SA) and machine learning (ML) were studied as approaches for further improving balance rehabilitation outcomes. Vibrotactile SA provides a form of haptic cues to complement and/or replace sensory information from the somatosensory, visual and vestibular sensory systems. Previous studies have shown that people can reduce their body sway when vibrotactile SA is provided; however, limited controlled studies have investigated the retention of balance improvements after training with SA has ceased. The primary aim of this research was to examine the effects of supervised balance rehabilitation with vibrotactile SA. Two studies were conducted among people with unilateral vestibular disorders and healthy older adults to explore the use of vibrotactile SA for therapeutic and preventative purposes, respectively. The study among people with unilateral vestibular disorders provided six weeks of supervised in-clinic balance training. The findings indicated that training with vibrotactile SA led to additional body sway reduction for balance exercises with head movements, and the improvements were retained for up to six months. Training with vibrotactile SA did not lead to significant additional improvements in the majority of the clinical outcomes except for the Activities-specific Balance Confidence scale. The study among older adults provided semi-supervised in-home balance rehabilitation training using a novel smartphone balance trainer. After completing eight weeks of balance training, participants who trained with vibrotactile SA showed significantly greater improvements in standing-related clinical outcomes, but not in gait-related clinical outcomes, compared with those who trained without SA. In addition to investigating the effects of long-term balance training with SA, we sought to study the effects of vibrotactile display design on people’s reaction times to vibrational cues. Among the various factors tested, the vibration frequency and tactor type had relatively small effects on reaction times, while stimulus location and secondary cognitive task had relatively large effects. Factors affected young and older adults’ reaction times in a similar manner, but with different magnitudes. Lastly, we explored the potential for ML to inform balance exercise progression for future applications of unsupervised balance training. We mapped body motion data measured by wearable inertial measurement units to balance assessment ratings provided by physical therapists. By training a multi-class classifier using the leave-one-participant-out cross-validation method, we found approximately 82% agreement among trained classifier and physical therapist assessments. The findings of this dissertation suggest that vibrotactile SA can be used as a rehabilitation tool to further improve a subset of clinical outcomes resulting from supervised balance rehabilitation training. Specifically, individuals who train with a SA device may have additional confidence in performing balance activities and greater postural stability, which could decrease their fear of falling and fall risk, and subsequently increase their quality of life. This research provides preliminary support for the hypothesized mechanism that SA promotes the central nervous system to reweight sensory inputs. The preliminary outcomes of this research also provide novel insights for unsupervised balance training that leverage wearable technology and ML techniques. By providing both SA and ML-based balance assessment ratings, the smart wearable device has the potential to improve individuals’ compliance and motivation for in-home balance training.PHDMechanical EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/143901/1/baotian_1.pd

    Relative vibrotactile spatial acuity of the torso

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    While tactile acuity for pressure has been extensively investigated, far less is known about acuity for vibrotactile stimulation. Vibrotactile acuity is important however, as such stimulation is used in many applications, including sensory substitution devices. We tested discrimination of vibrotactile stimulation from eccentric rotating mass motors with in-plane vibration. In 3 experiments, we tested gradually decreasing center-to-center (c/c) distances from 30 mm (experiment 1) to 13 mm (experiment 3). Observers judged whether a second vibrating stimulator (‘tactor’) was to the left or right or in the same place as a first one that came on 250 ms before the onset of the second (with a 50-ms inter-stimulus interval). The results show that while accuracy tends to decrease the closer the tactors are, discrimination accuracy is still well above chance for the smallest distance, which places the threshold for vibrotactile stimulation well below 13 mm, which is lower than recent estimates. The results cast new light on vibrotactile sensitivity and can furthermore be of use in the design of devices that convey information through vibrotactile stimulation.Peer Reviewe
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