150 research outputs found

    Textured Surfaces for Ultrasound Haptic Displays

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    We demonstrate a technique for rendering textured haptic surfaces in mid-air, using an ultrasound haptic display. Our technique renders tessellated 3D `haptic' shapes with different waveform properties, creating surfaces with distinct perceptions

    METHOD AND SYSTEM FOR IMPLEMENTING HAPTIC SURFACES IN PAYMENT CARDS

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    The present disclosure relates to a technique for implementing haptic surfaces in the payment cards to facilitate convenient operation by visually impaired users. The technique involves embedding a suitable power source on the payment card and storing the electrical energy from the power source within the card such that whenever the power button is switched ON, the electrical energy flows from the stored source to the haptic surface enabled digits embedded on the payment card so as to bubble-out the haptic surface enabled digits. These bubbled-out digits may be easily read by the cardholder by touching the popped-up surface. When the electrical current stops, the bubbled-out surface deflates and goes flat. This ensures the convenient and effective reading of card details by the cardholder while ensuring financial security and privacy of the user

    Expressive haptics for enhanced usability of mobile interfaces in situations of impairments

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    Designing for situational awareness could lead to better solutions for disabled people, likewise, exploring the needs of disabled people could lead to innovations that can address situational impairments. This in turn can create non-stigmatising assistive technology for disabled people from which eventually everyone could benefit. In this paper, we investigate the potential for advanced haptics to compliment the graphical user interface of mobile devices, thereby enhancing user experiences of all people in some situations (e.g. sunlight interfering with interaction) and visually impaired people. We explore technical solutions to this problem space and demonstrate our justification for a focus on the creation of kinaesthetic force feedback. We propose initial design concepts and studies, with a view to co-create delightful and expressive haptic interactions with potential users motivated by scenarios of situational and permanent impairments.Comment: Presented at the CHI'19 Workshop: Addressing the Challenges of Situationally-Induced Impairments and Disabilities in Mobile Interaction, 2019 (arXiv:1904.05382

    The Perceptual Experience Of Slope By Foot And By Finger

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    Historically, the bodily senses have often been regarded as impeccable sources of spatial information and as being the teacher of vision. Here, the authors report that the haptic perception of slope by means of the foot is greatly exaggerated. The exaggeration is present in verbal as well as proprioceptive judgments. It is shown that this misperception of pedal slope is not caused by calibration to the well-established visual misperception of slope because it is present in congenitally blind individuals as well. The pedal misperception of slope is contrasted with the perception of slope by dynamic touch with a finger in a force-feedback device. Although slopes feel slightly exaggerated even when explored by finger, they tend to show much less exaggeration than when equivalent slopes are stood on. The results are discussed in terms of a theory of coding efficiency. (PsycINFO Database Record (c) 2013 APA, all rights reserved)(journal abstract

    The ENABLED Editor and Viewer – simple tools for more accessible on line 3D models

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    This paper reports on the ENABLED 3DEditor and 3DViewer. The software design is described, and results from user tests with end users are reported. Both the Editor and Viewer are seen to work quite well. It is possible for a developer to quickly start working with the editor. The Viewer was well received by the users who are able to use it to understand an environment, get an overview and locate a specific place on the 3D map

    Soft Haptic Interface based on Vibration and Particle Jamming

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    Whilst common in devices ranging from smart-phones to game controllers, vibrotactile feedback has generally been limited to providing a uniform sensation across a tactile surface. We propose a haptic interface based on the emerging physical effect of particle jamming with both vibrotactile and shape changing outputs, which can be extended in space to create haptic surfaces and devices with shape and vibrotactile responses localised to one part of the device. This paper gives an overview of the physical principles behind this technology and presents detailed performance metrics obtained from a working prototype. These include experimental characterization of the relationships between air pressure and electric motor power and vibration amplitude and frequency which show that it is possible to control vibrotactile amplitude and frequency independently

    The virtual haptic back: A simulation for training in palpatory diagnosis

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    <p>Abstract</p> <p>Background</p> <p>Models and simulations are finding increased roles in medical education. The Virtual Haptic Back (VHB) is a virtual reality simulation of the mechanical properties of the human back designed as an aid to teaching clinical palpatory diagnosis.</p> <p>Methods</p> <p>Eighty-nine first year medical students of the Ohio University College of Osteopathic Medicine carried out six, 15-minute practice sessions with the VHB, plus tests before and after the sessions in order to monitor progress in identifying regions of simulated abnormal tissue compliance. Students palpated with two digits, fingers or thumbs, by placing them in gimbaled thimbles at the ends of PHANToM 3.0<sup>® </sup>haptic interface arms. The interface simulated the contours and compliance of the back surface by the action of electric motors. The motors limited the compression of the virtual tissues induced by the palpating fingers, by generating counterforces. Users could see the position of their fingers with respect to the back on a video monitor just behind the plane of the haptic back. The abnormal region varied randomly among 12 locations between trials. During the practice sessions student users received immediate feedback following each trial, indicating either a correct choice or the actual location of the abnormality if an incorrect choice had been made. This allowed the user to feel the actual abnormality before going on to the next trial. Changes in accuracy, speed and Weber fraction across practice sessions were analyzed using a repeated measures analysis of variance.</p> <p>Results</p> <p>Students improved in accuracy and speed of diagnosis with practice. The smallest difference in simulated tissue compliance users were able to detect improved from 28% (SD = 9.5%) to 14% (SD = 4.4%) during the practice sessions while average detection time decreased from 39 (SD = 19.8) to 17 (SD = 11.7) seconds. When asked in anonymous evaluation questionnaires if they judged the VHB practice to be helpful to them in the clinical palpation and manual medicine laboratory, 41% said yes, 51% said maybe, and 8% said no.</p> <p>Conclusion</p> <p>The VHB has potential value as a teaching aid for students in the initial phases of learning palpatory diagnosis.</p
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