299 research outputs found

    Design and Effect of Continuous Wearable Tactile Displays

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    Our sense of touch is one of our core senses and while not as information rich as sight and hearing, it tethers us to reality. Our skin is the largest sensory organ in our body and we rely on it so much that we don\u27t think about it most of the time. Tactile displays - with the exception of actuators for notifications on smartphones and smartwatches - are currently understudied and underused. Currently tactile cues are mostly used in smartphones and smartwatches to notify the user of an incoming call or text message. Specifically continuous displays - displays that do not just send one notification but stay active for an extended period of time and continuously communicate information - are rarely studied. This thesis aims at exploring the utilization of our vibration perception to create continuous tactile displays. Transmitting a continuous stream of tactile information to a user in a wearable format can help elevate tactile displays from being mostly used for notifications to becoming more like additional senses enabling us to perceive our environment in new ways. This work provides a serious step forward in design, effect and use of continuous tactile displays and their use in human-computer interaction. The main contributions include: Exploration of Continuous Wearable Tactile Interfaces This thesis explores continuous tactile displays in different contexts and with different types of tactile information systems. The use-cases were explored in various domains for tactile displays - Sports, Gaming and Business applications. The different types of continuous tactile displays feature one- or multidimensional tactile patterns, temporal patterns and discrete tactile patterns. Automatic Generation of Personalized Vibration Patterns In this thesis a novel approach of designing vibrotactile patterns without expert knowledge by leveraging evolutionary algorithms to create personalized vibration patterns - is described. This thesis presents the design of an evolutionary algorithm with a human centered design generating abstract vibration patterns. The evolutionary algorithm was tested in a user study which offered evidence that interactive generation of abstract vibration patterns is possible and generates diverse sets of vibration patterns that can be recognized with high accuracy. Passive Haptic Learning for Vibration Patterns Previous studies in passive haptic learning have shown surprisingly strong results for learning Morse Code. If these findings could be confirmed and generalized, it would mean that learning a new tactile alphabet could be made easier and learned in passing. Therefore this claim was investigated in this thesis and needed to be corrected and contextualized. A user study was conducted to study the effects of the interaction design and distraction tasks on the capability to learn stimulus-stimulus-associations with Passive Haptic Learning. This thesis presents evidence that Passive Haptic Learning of vibration patterns induces only a marginal learning effect and is not a feasible and efficient way to learn vibration patterns that include more than two vibrations. Influence of Reference Frames for Spatial Tactile Stimuli Designing wearable tactile stimuli that contain spatial information can be a challenge due to the natural body movement of the wearer. An important consideration therefore is what reference frame to use for spatial cues. This thesis investigated allocentric versus egocentric reference frames on the wrist and compared them for induced cognitive load, reaction time and accuracy in a user study. This thesis presents evidence that using an allocentric reference frame drastically lowers cognitive load and slightly lowers reaction time while keeping the same accuracy as an egocentric reference frame, making a strong case for the utilization of allocentric reference frames in tactile bracelets with several tactile actuators

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility

    Proceedings of the 1st joint workshop on Smart Connected and Wearable Things 2016

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    These are the Proceedings of the 1st joint workshop on Smart Connected and Wearable Things (SCWT'2016, Co-located with IUI 2016). The SCWT workshop integrates the SmartObjects and IoWT workshops. It focusses on the advanced interactions with smart objects in the context of the Internet-of-Things (IoT), and on the increasing popularity of wearables as advanced means to facilitate such interactions

    Eyes-Off Physically Grounded Mobile Interaction

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    This thesis explores the possibilities, challenges and future scope for eyes-off, physically grounded mobile interaction. We argue that for interactions with digital content in physical spaces, our focus should not be constantly and solely on the device we are using, but fused with an experience of the places themselves, and the people who inhabit them. Through the design, development and evaluation of a series ofnovel prototypes we show the benefits of a more eyes-off mobile interaction style.Consequently, we are able to outline several important design recommendations for future devices in this area.The four key contributing chapters of this thesis each investigate separate elements within this design space. We begin by evaluating the need for screen-primary feedback during content discovery, showing how a more exploratory experience can be supported via a less-visual interaction style. We then demonstrate how tactilefeedback can improve the experience and the accuracy of the approach. In our novel tactile hierarchy design we add a further layer of haptic interaction, and show how people can be supported in finding and filtering content types, eyes-off. We then turn to explore interactions that shape the ways people interact with aphysical space. Our novel group and solo navigation prototypes use haptic feedbackfor a new approach to pedestrian navigation. We demonstrate how variations inthis feedback can support exploration, giving users autonomy in their navigationbehaviour, but with an underlying reassurance that they will reach the goal.Our final contributing chapter turns to consider how these advanced interactionsmight be provided for people who do not have the expensive mobile devices that areusually required. We extend an existing telephone-based information service to support remote back-of-device inputs on low-end mobiles. We conclude by establishingthe current boundaries of these techniques, and suggesting where their usage couldlead in the future

    Investigation of dynamic three-dimensional tangible touchscreens: Usability and feasibility

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    The ability for touchscreen controls to move from two physical dimensions to three dimensions may soon be possible. Though solutions exist for enhanced tactile touchscreen interaction using vibrotactile devices, no definitive commercial solution yet exists for providing real, physical shape to the virtual buttons on a touchscreen display. Of the many next steps in interface technology, this paper concentrates on the path leading to tangible, dynamic, touchscreen surfaces. An experiment was performed that explores the usage differences between a flat surface touchscreen and one augmented with raised surface controls. The results were mixed. The combination of tactile-visual modalities had a negative effect on task completion time when visual attention was focused on a single task (single target task time increased by 8% and the serial target task time increased by 6%). On the other hand, the dual modality had a positive effect on error rate when visual attention was divided between two tasks (the serial target error rate decreased by 50%). In addition to the experiment, this study also investigated the feasibility of creating a dynamic, three dimensional, tangible touchscreen. A new interface solution may be possible by inverting the traditional touchscreen architecture and integrating emerging technologies such as organic light emitting diode (OLED) displays and electrorheological fluid based tactile pins

    Sensory Augmentation for Balance Rehabilitation Using Skin Stretch Feedback

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    This dissertation focuses on the development and evaluation of portable sensory augmentation systems that render skin-stretch feedback of posture for standing balance training and for postural control improvement. Falling is one of the main causes of fatal injuries among all members of the population. The high incidence of fall-related injuries also leads to high medical expenses, which cost approximately $34 billion annually in the United States. People with neurological diseases, e.g., stroke, multiple sclerosis, spinal cord injuries, and the elderly are more prone to falling when compared to healthy individuals. Falls among these populations can also lead to hip fracture, or even death. Thus, several balance and gait rehabilitation approaches have been developed to reduce the risk of falling. Traditionally, a balance-retraining program includes a series of exercises for trainees to strengthen their sensorimotor and musculoskeletal systems. Recent advances in technology have incorporated biofeedback such as visual, auditory, or haptic feedback to provide the users with extra cues about their postural sway. Studies have also demonstrated the positive effects of biofeedback on balance control. However, current applications of biofeedback for interventions in people with impaired balance are still lacking some important characteristics such as portability (in-home care), small-size, and long-term viability. Inspired by the concept of light touch, a light, small, and wearable sensory augmentation system that detects body sway and supplements skin stretch on one’s fingertip pad was first developed. The addition of a shear tactile display could significantly enhance the sensation to body movement. Preliminary results have shown that the application of passive skin stretch feedback at the fingertip enhanced standing balance of healthy young adults. Based on these findings, two research directions were initiated to investigate i) which dynamical information of postural sway could be more effectively conveyed by skin stretch feedback, and ii) how can such feedback device be easily used in the clinical setting or on a daily basis. The major sections of this research are focused on understanding how the skin stretch feedback affects the standing balance and on quantifying the ability of humans to interpret the cutaneous feedback as the cues of their physiological states. Experimental results from both static and dynamic balancing tasks revealed that healthy subjects were able to respond to the cues and subsequently correct their posture. However, it was observed that the postural sway did not generally improve in healthy subjects due to skin stretch feedback. A possible reason was that healthy subjects already had good enough quality sensory information such that the additional artificial biofeedback may have interfered with other sensory cues. Experiments incorporating simulated sensory deficits were further conducted and it was found that subjects with perturbed sensory systems (e.g., unstable surface) showed improved balance due to skin stretch feedback when compared to the neutral standing conditions. Positive impacts on balance performance have also been demonstrated among multiple sclerosis patients when they receive skin stretch feedback from a sensory augmentation walker. The findings in this research indicated that the skin stretch feedback rendered by the developed devices affected the human balance and can potentially compensate underlying neurological or musculoskeletal disorders, therefore enhancing quiet standing postural control

    Haptics: Science, Technology, Applications

    Get PDF
    This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility

    Sensory Augmentation for Balance Rehabilitation Using Skin Stretch Feedback

    Get PDF
    This dissertation focuses on the development and evaluation of portable sensory augmentation systems that render skin-stretch feedback of posture for standing balance training and for postural control improvement. Falling is one of the main causes of fatal injuries among all members of the population. The high incidence of fall-related injuries also leads to high medical expenses, which cost approximately $34 billion annually in the United States. People with neurological diseases, e.g., stroke, multiple sclerosis, spinal cord injuries, and the elderly are more prone to falling when compared to healthy individuals. Falls among these populations can also lead to hip fracture, or even death. Thus, several balance and gait rehabilitation approaches have been developed to reduce the risk of falling. Traditionally, a balance-retraining program includes a series of exercises for trainees to strengthen their sensorimotor and musculoskeletal systems. Recent advances in technology have incorporated biofeedback such as visual, auditory, or haptic feedback to provide the users with extra cues about their postural sway. Studies have also demonstrated the positive effects of biofeedback on balance control. However, current applications of biofeedback for interventions in people with impaired balance are still lacking some important characteristics such as portability (in-home care), small-size, and long-term viability. Inspired by the concept of light touch, a light, small, and wearable sensory augmentation system that detects body sway and supplements skin stretch on one’s fingertip pad was first developed. The addition of a shear tactile display could significantly enhance the sensation to body movement. Preliminary results have shown that the application of passive skin stretch feedback at the fingertip enhanced standing balance of healthy young adults. Based on these findings, two research directions were initiated to investigate i) which dynamical information of postural sway could be more effectively conveyed by skin stretch feedback, and ii) how can such feedback device be easily used in the clinical setting or on a daily basis. The major sections of this research are focused on understanding how the skin stretch feedback affects the standing balance and on quantifying the ability of humans to interpret the cutaneous feedback as the cues of their physiological states. Experimental results from both static and dynamic balancing tasks revealed that healthy subjects were able to respond to the cues and subsequently correct their posture. However, it was observed that the postural sway did not generally improve in healthy subjects due to skin stretch feedback. A possible reason was that healthy subjects already had good enough quality sensory information such that the additional artificial biofeedback may have interfered with other sensory cues. Experiments incorporating simulated sensory deficits were further conducted and it was found that subjects with perturbed sensory systems (e.g., unstable surface) showed improved balance due to skin stretch feedback when compared to the neutral standing conditions. Positive impacts on balance performance have also been demonstrated among multiple sclerosis patients when they receive skin stretch feedback from a sensory augmentation walker. The findings in this research indicated that the skin stretch feedback rendered by the developed devices affected the human balance and can potentially compensate underlying neurological or musculoskeletal disorders, therefore enhancing quiet standing postural control

    The digitally 'Hand Made' object

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    This article will outline the author’s investigations of types of computer interfaces in practical three-dimensional design practice. The paper contains a description of two main projects in glass and ceramic tableware design, using a Microscribe G2L digitising arm as an interface to record three-dimensional spatial\ud design input.\ud \ud The article will provide critical reflections on the results of the investigations and will argue that new approaches in digital design interfaces could have relevance in developing design methods which incorporate more physical ‘human’ expressions in a three-dimensional design practice. The research builds on concepts indentified in traditional craft practice as foundations for constructing new types of creative practices based on the use of digital technologies, as outlined by McCullough (1996)
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