2,560 research outputs found

    CoVR: A Large-Scale Force-Feedback Robotic Interface for Non-Deterministic Scenarios in VR

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    We present CoVR, a novel robotic interface providing strong kinesthetic feedback (100 N) in a room-scale VR arena. It consists of a physical column mounted on a 2D Cartesian ceiling robot (XY displacements) with the capacity of (1) resisting to body-scaled users' actions such as pushing or leaning; (2) acting on the users by pulling or transporting them as well as (3) carrying multiple potentially heavy objects (up to 80kg) that users can freely manipulate or make interact with each other. We describe its implementation and define a trajectory generation algorithm based on a novel user intention model to support non-deterministic scenarios, where the users are free to interact with any virtual object of interest with no regards to the scenarios' progress. A technical evaluation and a user study demonstrate the feasibility and usability of CoVR, as well as the relevance of whole-body interactions involving strong forces, such as being pulled through or transported.Comment: 10 pages (without references), 14 pages tota

    Ubiquitous haptic feedback in human-computer interaction through electrical muscle stimulation

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    Designing enriched aesthetic interaction for garment comfort

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    This thesis describes a research through design approach to identifying comfort factors within the kinaesthetic experiences of human sensory activities and perceptions. The research explores the experience of women through the way they touch, move and feel when interacting with wool garments. The research provides (1) a body of creative work, (2) a framework of ‘enriched aesthetic interaction’ and (3) the development of design principles for the comfort and related aesthetic qualities of clothing

    Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants

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    The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry researchers from Europe, the US, and Asia with a diverse background, including wearable and ubiquitous computing, computer vision, developmental psychology, optics, and human-computer interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions, group work, general discussions, and socialising. The key results of this seminar are 1) the identification of key research challenges and summaries of breakout groups on multimodal eyewear computing, egocentric vision, security and privacy issues, skill augmentation and task guidance, eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4) an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d, as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)

    Towards an Inclusive Virtual Dressing Room for Wheelchair-Bound Customers

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    The snake effect: Investigation of a novel haptic illusion

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    This study was based on tactual illusions produced by vibrotactile units. A novel haptic effect based on amplitude modulation was developed, called here the ”snake effect”, which consists on a continuous motion that is smooth, wavy and creepy. Two studies were conducted in order to parameterize this novel haptic effect aiming to: (1) find the fundamental parameters that allow the snake effect to happen in a straight line, (2) assess if the parameters can be implemented for curved trajectories after being combined with funneling, as seen for apparent motion in literature. Study 1 used a 2x6 haptic display in the dorsal part of the forearm, consisted of a pilot and a main study. Participants were asked to rate how the effect was being perceived in an adaptive method. It was found that the effect has a lower and an upper SOA (stimulus onset asynchrony) boundaries and that lower stimulus durations cause a decrease in smoothness and creepiness. It was also found that not every amplitude modulation works to produce the snake effect, and that the best options among the ones investigated are Sine, Sine-Squared and Gaussian modulation types. Study 2 used a 4x4 haptic display in the left forearm and asked participants to draw the motion and direction of movement they perceived in a sheet of paper. In this study, it was found that the direction of movement is easier to tell than the trajectory itself. Also, that the beginning and ending of the motion are harder to feel than the middle of the movement. These findings provide relevant parameters to apply this new haptic effect based on vibrotactile actuators in current and future haptic displays

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    From presence to consciousness through virtual reality

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    Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness
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