- abbink2004admittance
-
Admittance Measurements of the Foot during `Maintain Position' and `Relax' Tasks on a Gas Pedal
D. A. Abbink and F. C. T. van der Helm and E. R. Boer
2519-2524
(2004)
The goal of this study is to determine the effect of `maintain position' and `relax' tasks on the dynamic of the foot while manipulating a gas pedal. The foot is viewed as a mass-spring-damper system, of which the visco-elasticity can be altered by reflexive feedback and muscle (co-)contraction. The dynamic properties of the foot are described by the mechanical admittance, which determines the foot position as a dynamic function of an external force perturbation. It is hypothesized that humans will change their admittance based on task perception. Experiments were done to estimate the endpoint foot admittance with Frequency Response Functions (FWs). An experimental setup that can simulate a gas pedal with different static and dynamic properties was used to apply continuous force perturbations to the foot. Eight subjects were instructed to either minimize the resulting pedal deviations (`maintain position 3 or do nothing and just rest their foot on the pedal (`relax'). The force perturbation, pedal position, and reaction force were measured, and transformed tot the frequency domain to estimate the closed-loop admittance. All subjects showed a considerable difference between the two tasks, confirming the hypothesis that drivers change the dynamics of their foot to best accomplish a perceived task.
- abbink2004force
-
Force Perception Measurements at the Foot
D. A. Abbink and F. C. T. van der Helm
2525-2529
(2004)
The goal of this study is to determine the effect of amplitude and frequency of force sinusoids on force perception of the foot, in order to design an effective haptic feedback system for gas pedals. Eight subjects were asked to push a gas pedal to a constant workpoint position against a background force of 25 N Force perception was determined for three frequencies and three types of footwear by requiring subjects to respond with `yes' or `no' after each force sinusoid. Psychometric functions were calculated from the data, relating the ratio of yes answers (averaged over all subjects) to the amplitude of the force sinusoid. Although large standard deviations were found for low ratios, a statistically signifcant Just Noticeable Difference (JND) could be determined for the upper boundary of perception. Increasing the frequency of the stimulus decreased the JND. Footwear was shown to have a substantial impact on the JND at all frequencies, the largest effect occurring at the lowest frequency.
- allin2002measuring
-
Measuring Just Noticeable Differences for Haptic Force Feedback: Implications for Rehabilitation
S. Allin and Y. Matsuoka and R. Klatzky
(2002)
http://ieeexplore.ieee.org/iel5/7836/21555/00998972.pdf?isnumber=&arnumber=998972
This paper describes preliminary work in the use of a virtual environment to derive just noticeable differences (JNDs) for force. Specifically, we look for thresholds of force sensitivity so that we may ultimately construct therapeutic force feedback distortions that stay below these thresholds. Initially, we have concentrated on JNDs as they are applied to the index finger; preliminary data in healthy individuals shows an average JND of approximately 10%. More significantly, the data indicate that visual feedback distortions in a virtual environment can be created to encourage increased force productions by up to 10%, and that this can be done without a patient's awareness.
- badescu2002rotary
-
Rotary Haptic Knob for Vehicular Instrument Controls
M. Badescu and C. Wampler and C. Mavroidis
(2002)
http://ieeexplore.ieee.org/iel5/7836/21555/00998978.pdf?arnumber=998978
Instrument controls in motor vehicles have haptic properties (force and compliance) designed to enhance the ease of use. In conventional control knobs, these properties are obtained mechanically via springs, detents, hard stops and the like. The work reported here concerns the use of a single force-feedback knob to emulate the feel of various conventional control knobs, thus retaining their desirable haptic properties while allowing multiple functions to be controlled through one device. Compared to existing haptic knobs, this one is novel in its use of a brake to provide high torque capability in a small volume.
- basdogan2000experimental
-
An Experimental Study on the Role of Touch in Shared Virtual Environments
C. Basdogan and C. Ho and M. A. Srinivasan and M. Slater
ACM Human Computer Interactions
7
440-463
(2000)
http://www.cs.ucl.ac.uk/staff/m.slater/Papers/toget081.pdf
Investigating virtual environments has become an increasingly interesting research topic for engineers, computer and cognitive scientists, and psychologists. Although there have been several recent studies focused on the development of multimodal virtual environments (VEs) to study human-machine interactions, less attention has been paid to human-human and human-machine interactions in shared virtual environments (SVEs), and to our knowledge, no attention paid at all to what extent the addition of haptic communication between people would contribute to the shared experience. We have developed a multimodal shared virtual environment and performed a set of experiments with human subjects to study the role of haptic feedback in collaborative tasks and whether haptic communication through force feedback can facilitate a sense of being and collaborating with a remote partner. The study concerns a scenario where two participants at remote sites must co-operate to perform a joint task in a SVE. The goals of the study are (1) to assess the impact of force feedback on task performance, (2) to better understand the role of haptic communication in human-human interactions, (3) to study the impact of touch on the subjective sense of collaborating with a human as reported by the participants based on what they could see and feel, and (4) to investigate if gender, personality, or emotional experiences of users can affect haptic communication in SVEs. The outcomes of this research can have a powerful impact on the development of next generation human-computer interfaces and network protocols that integrate touch and force feedback technology into the Internet, development of protocols and techniques for collaborative teleoperation such as hazardous material removal, space station repair, and remote surgery, and enhancement of virtual environments for performing collaborative tasks in shared virtual worlds on a daily basis such as co-operative teaching, training, planning and design, cybergames, and social gatherings. Our results suggest that haptic feedback significantly improves the task performance and contributes to the feeling of `sense of togetherness' in SVEs. In addition, the results show that the experience of visual feedback only at first, and then subsequently visual plus haptic feedback elicits a better performance than presentation of visual plus haptic feedback first followed by visual feedback only.
- brave1997intouch
-
{inTouch}: A Medium for Haptic Interpersonal Communication
S. Brave and A. Dahley
(1997)
http://alumni.media.mit.edu/~andyd/paper/intouch-chi97.pdf
In this paper, we introduce a new approach for applying haptic feedback technology to interpersonal communication. We present the design of our prototype inTouch system which provides a physical link between users separated by distance.
- brave1998tangible
-
Tangible Interfaces for Remote Collaboration and Communication
S. Brave and H. Ishii and A. Dahley
169-178
(1998)
http://doi.acm.org/10.1145/289444.289491
Current Systems for real-time distributed CSCW are largely rooted in traditional GUI-based groupware and voice/video coferencing methodologies. In these approaches, interactions are limited to visual and auditory media and shared environments are confined to the digital world. This paper presents a new approach to enhance remote collaboration and communication, based on the idea of Tangible interaces, which places a greater emphasis on touch and physicality. The approach is grounded in a concept called Synchronized Distributed Physical Objects, which employs telemanipulation technology to create the illusion that distant users are interacting with shared physical objects. We describe two applications of this approach: PSyBench, a physical shared workspace, and inTouch, a device for haptic interpersonal communication.
- brave2001forcefeedback
-
Force-Feedback in Computer-Mediated Communication
S. Brave and C. Nass and E. Sirinian
(2001)
http://www.stanford.edu/~nass/comm369/pdf/Haptics.pdf
This study investigates the effect of force-feedback in computer-mediated communication. Participants completed a screen-based maze task with an alleged remote participant in a 2 (task characteristics: cooperative vs. competitive) by 2 (modality: haptic/force-feedback vs. visual) balanced, between-participants experiment. There were a number of cross-over interactions. In the competitive task, participants felt more powerful and more positively overall when interacting through force-feedback than when interacting visually. They also liked the other participant more and trusted them more. The opposite results were obtained for the cooperating participants. Implications for including force-feedback in computer-mediated communication are outlined.
- brewster_multimodal
-
Multimodal Interaction and Proactive Computing
S. A. Brewster
()
http://www.dcs.gla.ac.uk/~stephen/publications.shtml
One important issue for proactive computing is how users control and interact with the systems they will carry and have access to when they are out in the field. One solution is to use multimodal interaction (interaction using different combinations of sensory modalities) to allow people to interact in a range of different ways. This paper discusses gestural interaction as an alternative for input. This is advantageous as it does not require users to look at a display. For output non-speech audio and tactile displays are presented as alternatives to visual displays. The advantages with these types of displays are that they can be unobtrusive and do not require a user's visual attention. The combination of these underutilised senses has much potential to create effective interfaces for proactive systems.
- brown2005first
-
A First Investigation into the Effectiveness of Tactons
L. M. Brown and S. A. Brewster and H. C. Purchase
(2005)
http://www.dcs.gla.ac.uk/~lorna/phd_papers/brown_finalWH05.pdf
This paper reports two experiments relating to the design of Tactons (or tactile icons). The first experiment investigated perception of vibro-tactile ``roughness'' (created using amplitude modulated sinusoids), and the results indicated that roughness could be used as a parameter for constructing Tactons. The second experiment is the first full evaluation of Tactons, and uses three values of roughness identified in the first experiment, along with three rhythms to create a set of Tactons. The results of this experiment showed that Tactons could be a successful means of communicating information in user interfaces, with an overall recognition rate of 71%, and recognition rates of 93% for rhythm and 80% for roughness.
- carter2005research
-
Research Based Tactile and Haptic Interaction Guidelines
J. Carter and D. Fourney
(2005)
http://www.cs.usask.ca/research/research_groups/userlab/GOTHI/research.pdf
In this paper, we survey guidance on tactile and haptic interactions provided by various researchers who were not in attendance at GOTHI-05. Its main purpose is to identify potential guidelines that might be incorporated into an international standard on tactile and haptic interaction. This survey also identified a number of controversial areas that will need to be dealt with in developing such a standard. Results are presented in a manner consistent with a companion paper "Initiating Guidance on Tactile and Haptic Interactions", by Fourney and Carter [8].
- chang2002comtouch
-
{ComTouch}: Design of a Vibrotactile Communication Device
A. Chang and S. O'Modhrain and R. Jacob and E. Gunther and H. Ishii
312-320
(2002)
http://delivery.acm.org/10.1145/780000/778755/p312-chang.pdf?key1=778755&key2=7091690711&coll=GUIDE&dl=GUIDE&CFID=10936688&CFTOKEN=49654321
We describe the design of ComTouch, a device that augments remote voice communication with touch, by converting hand pressure into vibrational intensity between users in real-time. The goal of this work is to enrich interpersonal communication by complementing voice with a tactile channel. We present preliminary user studies performed on 24 people to observe possible uses of the tactile channel when used in conjunction with audio. By recording and examining both audio and tactile data, we found strong relationships between the two communication channels. Our studies show that users developed an encoding system similar to that of Morse code, as well as three original uses: emphasis, mimicry, and turn-taking. We demonstrate the potential of the tactile channel to enhance the existing voice communication channel.
- chang2002haptics
-
Haptics: Gaming's New Sensation
D. Chang
Computer
35
83-85
(2002)
http://ieeexplore.ieee.org/iel5/2/22017/01023794.pdf?isnumber=&arnumber=1023794
- chang2005describing
-
Describing Haptic Phenomena
A. Chang and C. O'Sullivan
(2005)
http://www.dcs.gla.ac.uk/haptic/haptics%20web%20pages_files/Chang%20and%20Sullivan.pdf
This paper presents an overview of the tactile properties based on tactile languages, such as Braille and fingerspelling. The unique spatial and temporal properties of touch through use of exploratory procedures highlight the amount information available through touch. The authors make recommendations for haptic visualization to actively engage exploratory procedures and exploit context from other modalities. The authors present a mobile device augmented with tactile UI feedback. General observations based on public awareness to the haptic phenomenon are described.
- costagliola2004handy
-
Lecture Notes in Computer Science
G. Costagliola and S. D. Martino and F. Ferrucci and G. Oliviero and U. Montemurro and A. Paliotti
3160
264-275
(2004)
http://www.springerlink.com/content/ph65pqljb4mrmec9/
The design of interfaces for automotive information systems is a critical task. In fact, such design must take into account that user is busy in the primary driving task, and any visual distraction determined by telematics systems can cause serious safety problems. To limit such distraction and enhance safety, in this paper we propose a novel multimodal user interface. The key element of the proposal is a new interaction device, named Handy, conceived to exploit the drivers tactile channel to minimize the workload of visual channel. Moreover Handy is suitably integrated with the graphical user interface, which is characterized by a reduced number of choices for each state and has been designed in agreement with the self-revealing approach.
- dosher2005human
-
Human Interaction with Small Haptic Effects
J. Dosher and B. Hannaford
Presence
14
329-344
(2005)
http://www.mitpressjournals.org/doi/pdfplus/10.1162/105474605323384672
This research investigates the ability of subjects to detect small haptic effects and the associated gains in task performance with various configurations of haptic stimuli. Variations in force amplitude, shape, and pulse duration used to create the effects are studied. An adaptive-threshold method is used to obtain subjects' detection thresholds for actively explored haptic icons ranging in size from 3 to 5 mm. Detection thresholds are compared for smooth versus rough actively-explored icons. Subjects' detection thresholds for ``staticicons'' (force pulses of 50 to 150 ms duration) are also measured. Results indicate that rough (sawtooth) hapticicons are more easily detected by a human subject than smooth (sinusoidal) icons of the same size. Transient vibrotactile cues may contribute to these observations. Mean subject performance, as measured by Fitts' information-processing rate and by clicks per minute, is shown to improve with the amplitude of haptic stimulus.
- enriquez2004impact
-
Impact of Haptic Warning Signal Reliability in a Time-and-Safety-Critical Task
M. Enriquez and K. E. MacLean
(2004)
http://www.cs.ubc.ca/~enriquez/73_enriquez.pdf
The bulk of current haptics human-factors research focuses on mapping basic human perceptual limits. However, many realistic applications demand a better understanding of how to construct more life-like but often less controllable experiment scenarios.
In this paper, we study this problem in the context of advanced automobile interfaces. We employ a throttle pedal with programmable force feedback to indicate potentially undesirable situations in the external environment and to gently but steadily guide the driver away from them. We have found evidence that within this scenario, errors in such a warning signal can have a negative effect on the behavior of the driver within the conditions studied. These experiments required a complex protocol and necessarily permitted a variety of participant tactics. Post-experiment analysis revealed that very subtle variations in participant instruction produced large differences in tactics and consequent experiment outcome.
- enriquez2006haptic
-
Haptic Phonemes: Basic Building Blocks of Haptic Communication
M. Enriquez and K. MacLean and C. Chita
(2006)
http://www.cs.ubc.ca/labs/spin/publications/spin/enriquez2006icmi.pdf
A haptic phoneme represents the smallest unit of a constructed haptic signal to which a meaning can be assigned. These haptic phonemes can be combined serially or in parallel to form haptic words, or haptic icons, which can hold more elaborate meanings for their users. Here, we use phonemes which consist of brief (<2 seconds) haptic stimuli composed of a simple waveform at a constant frequency and amplitude. Building on previous results showing that a set of 12 such haptic stimuli can be perceptually distinguished, here we test learnability and recall of associations for arbitrarily chosen stimulus-meaning pairs. We found that users could consistently recall an arbitrary association between a haptic stimulus and its assigned arbitrary meaning in a 9-phoneme set, during a 45 minute test period following a reinforced learning stage.
- forsyth2004intelligent
-
Intelligent Support of Interactive Manual Control: Design, Implementation and Evaluation of Look-Ahead Haptic Guidance
B. A. C. Forsyth
(2004)
http://www.cs.ubc.ca/nest/imager/th/pdf/Forsyth2004.pdf
Intelligent systems are increasingly able to offer real-time information relevant to a user's manual control of an interactive system; however, effective presentation of this information creates many challenges. We consider how to use force feedback to convey information to a user about dynamic system control space constraints that have been computed by an intelligent system. Effective display of control constraints will require careful consideration of the usability of the forces, in addition to good technical design, to assure user acceptance of the feedback. Possible dynamic systems that can benefit from this kind of interaction feedback are tasks such as driving and the control of physically-based animations.
In this thesis, we studied the haptic display of control constraints in a simple driving simulation. We developed a `look-ahead' guidance method to display usable haptic guidance suggestions to a driver based upon the predicted location of the vehicle relative to the road, and implemented this using a custom vehicle simulator based on Reynolds's Open-Steer framework. The performance and usability of our Look-Ahead Guidance method are compared to a baseline of No-Guidance, and to Potential Field Guidance, the current state-of-the-art haptic path guidance method. Our experimental results show that Look-Ahead Guidance was more usable and showed performance benefits in our task compared to both No-Guidance and to Potential Field Guidance. We identified several factors that we suspect affect the usability of haptic path guidance and suggest future work based on these observations.
- forsyth2006predictive
-
Predictive Haptic Guidance: Intelligent User Assistance for the Control of Dynamic Tasks
B. A. C. Forsyth and K. E. MacLean
IEEE Transactions on Visualization and Computer Graphics
12
103-113
(2006)
http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=1542004
Intelligent systems are increasingly able to offer real-time information relevant to a user's manual control of an interactive system, such as dynamic system control space constraints for animation control and driving. However, it is difficult to present this information in a usable manner and other approaches which have employed haptic cues for manual control in ``slow'' systems often lead to instabilities in highly dynamic tasks. We present a predictive haptic guidance method based on a look-ahead algorithm, along with a user evaluation which compares it with other approaches (no guidance and a standard potential-field method) in a 1-DoF steered path-following scenario. Look-ahead guidance outperformed the other methods in both quantitative performance and subjective preference across a range of path complexity and visibility and a force analysis demonstrated that it applied smaller and fewer forces to users. These results (which appear to derive from the predictive guidance's supporting users in taking earlier and more subtle corrective action) suggest the potential of predictive methods in aiding manual control of dynamic interactive tasks where intelligent support is available.
- fourney2005initiating
-
Initiating Guidance on Tactile and Haptic Interactions
D. Fourney and J. Carter
(2005)
http://www.cs.usask.ca/research/research_groups/userlab/GOTHI/Fourney%20-%20Guidance.pdf
The Guidelines On Tactile and Haptic Interactions Conference (GOTHI-05) is the result of the realization of the need for the International Organization for Standardization (ISO) to standardize guidance on tactile/haptic interactions. This paper reviews existing international standards on tactile/haptic interactions and suggests ways
to construct a relevant ISO standard. It proposes potential dimensions and boundaries for a future standard and provides a preliminary collection of draft tactile/haptic interactions guidelines based on available guidance.
- gumtau2005tactile
-
Tactile Semiotics: The Meanings of Touch Explored with Low-tech Prototypes
S. Gumtau
(2005)
http://ieeexplore.ieee.org/iel5/9655/30512/01407042.pdf?isnumber=&arnumber=1407042
In this paper I will describe the term Tactile Semiotics -- the meanings we ascribe to different types of haptic sensations. When designing devices for haptic communication or haptic input devices for HCI, it makes sense firstly to look to psychophysics as an informant. However, to gain insight into tactility as both experience and meaning, it may also be beneficial to look at the cultural and social context of touch.
Also, I will explain how it is possible to explore this field with the help of low-tech prototypes and methodologies more common in art and design.
- gumtau2006freshly
-
Freshly squeezed touch into bits: towards the development of a haptic design palette
S. Gumtau
Virtual Reality
9
250-259
(2006)
http://www.springerlink.com/content/e475t6284128g07w/fulltext.pdf
Haptic interfaces have the potential to enhance communication and interaction via the computer---enabling a fective expressive interpersonal communication and enriching interaction by haptic feedback. Still, what exactly their potential is and how we can design in order to fulfil it remains topic of contemporary debate. My contribution to this debate shall be to place some of the current developments into a philosophical and cultural context and to introduce social science based methodologies, which will help broaden the discussion and scope of input. Through semiotic analysis, we can predict `meaning making' in haptic communication that goes beyond linguistic description. Examples of Haptic interfaces shall be positioned as case studies in this typology. Also, I describe the Haptic Box and PinKom as my way of investigating a semiotic system of touch. In conclusion, this paper hopes to inform and catalyse the development of a haptic design palette.
- haans2006mediated
-
Mediated social touch: a review of current research and future directions
A. Haans and W. IJsselsteijn
Virtual Reality
9
149-159
(2006)
http://www.springerlink.com/content/7l0051038x81771v/fulltext.pdf
In this paper, we review research and applications in the area of mediated or remote social touch. Whereas current communication media rely predominately on vision and hearing, mediated social touch allows people to touch each other over a distance by means of haptic feedback technology. Overall, the reviewed applications have interesting potential, such as the communication of simple ideas (e.g., through Hapticons), establishing a feeling of connectedness between distant lovers, or the recovery from stress. However, the beneficial effects of mediated social touch are usually only assumed and have not yet been submitted to empirical scrutiny. Based on social psychological literature on touch, communication, and the effects of media, we assess the current research and design efforts and propose future directions for the field of mediated social touch.
- hayward2000haptics
-
Haptics: A Key to Fast Paced Interactivity
V. Hayward
(2000)
The word ``haptics'' is now well accepted. Hundreds of papers are published each year on the topic of haptic devices and interfaces. Haptics, as a technological niche, has become rich with opportunities and challenges. The field borrows from, and lends to, many sub jects in science and technology. Among these, two are particularly relevant: ``mechatronics'' on one hand, and ``robot-human interaction'' on the other. Haptic devices belong to the family of mechatronic devices because their fundamental function is to take advantage of mechanical signals to provide for communication between people and machines. It follows that haptic devices must include include transducers to convert mechanical signals to electrical signals and vice-versa used in conjunction with one or several computational or data processing systems. These transducers appeal to a variety of technologies: electromechanical devices, optoelectronics, fluids, smart materials, exploiting the possibilities that exist to build highly integrated and cost effective devices. The popularization of haptics as an area of investigation is due to the work of such pioneers as Brooks and Iwata [1,6].
- ho2005using
-
Using spatial vibrotactile cues to direct visual attention in driving scenes
C. Ho and H. Z. Tan and C. Spence
Science Direct
Transportation Research Part F 8
397-412
(2005)
http://cobweb.ecn.purdue.edu/~hongtan/pubs/PDFfiles/J17_HoTanSpence_TRPF2005.pdf
We report two experiments designed to investigate the potential use of vibrotactile warning signals to present spatial information to car drivers. Participants performed an attention-demanding rapid serial visual presentation (RSVP) monitoring task. Meanwhile, whenever they felt a vibrotactile stimulus presented on either their front or back, they had to check the front and the rearview mirror for the rapid approach of a car, and brake or accelerate accordingly. We investigated whether speeded responses to potential emergency driving situations could be facilitated by the presentation of spatially-predictive (80% valid; Experiment 1) or spatially-nonpredictive (50% valid; Experiment 2) vibrotactile cues. Participants responded significantly more rapidly following both spatially-predictive and spatially-nonpredictive vibrotactile cues from the same rather than the opposite direction as the critical driving events. These results highlight the potential utility of vibrotactile warning signals in automobile interface design for directing a driver s visual attention to time-critical events or information.
- ho2005warning
-
Warning Signals Go Multisensory
C. Ho and C. Spence and H. Z. Tan
(2005)
http://cobweb.ecn.purdue.edu/~hongtan/pubs/PDFfiles/C62_HoSpenceTan_HCII2005.pdf
The potential use of non-visual warning signals to present spatial information to car drivers has been successfully demonstrated in several recent studies (Ho & Spence, submitted, in preparation; Ho, Tan, & Spence, submitted). Among the three types of spatial warning signals investigated (namely auditory, visual, and vibrotactile), spatial vibrotactile cues were found to be particularly effective in directing a driver's visual spatial attention to potentially dangerous events on the road. We conducted the present study in order to examine the factors governing the relative effectiveness of auditory, visual, and vibrotactile warning signals. The speeded discrimination of warning signals presented in the various different modalities was investigated in order to explore whether the differences found in our previous research were a result of the relative speed with which people can detect warning signals presented in a given modality, or whether they were attributable to differences in the efficacy with which people can relate the warning signal to the subsequent visually-specified target driving events.
- hoggan2006crossmodal
-
Crossmodal Icons for Information Display
E. E. Hoggan and S. A. Brewster
857-862
(2006)
http://delivery.acm.org/10.1145/1130000/1125619/p857-hoggan.pdf?key1=1125619&key2=2715103611&coll=GUIDE&dl=GUIDE&CFID=5591742&CFTOKEN=65971359
This paper describes a novel form of display using crossmodal output. A crossmodal icon is an abstract icon that can be instantiated in one of two equivalent forms (auditory or tactile). These can be used in interfaces as a means of non-visual output. This paper discusses how crossmodal icons can be constructed and the potential benefits they bring to mobile human computer interfaces.
- jones2000kinesthetic
-
Kinesthetic Sensing
L. A. Jones
(2000)
http://www.cs.ubc.ca/~cs543/resources/references/jones00.pdf
The term kinesthesia refers to the perception of limb movement and position, and is often broadly defined to include the perception of force as well. These sensory perceptions originate primarily from the activity of mechanoreceptors in muscles, which provides the central nervous system with information about the static length of muscles, the rate at which muscle length changes, and the forces muscles generate. From these signals comes our awareness of where our limbs are in space, when our limbs have moved, and the mechanical properties of objects (e.g. weight, compliance) with which they interact. Sensory information about changes in limb position and movement also arises from other sources, namely receptors in the skin and joints. These inputs appear to be particularly important for kinesthesia in the hand, as both joint (Clark et al., 1989; Ferrell et al., 1987) and (or) cutaneous anesthesia (Clark et al., 1986) impairs the ability to detect finger movements and perceive finger positions. For more proximal joints, such as the knee, joint and (or) skin anesthesia does not have a significant influence on the perception of limb position (Clark et al., 1979). It appears that for the hand, cutaneous receptors provide an important facilitatory input to the central nervous system that is used to interpret position and movement signals arising from other sources. Cutaneous receptors in the hairy skin on the dorsum of the hand are capable, however, of encoding joint movement very precisely via their responses to stretch of the skin overlying the active joint (Collins & Prochazka, 1996; Edin, 1992). The importance of cutaneous sensory feedback to the perception of finger movements and positions is not surprising in view of the high innervation density of cutaneous mechanoreceptors in the hand, and its specialization for tactile exploration and manipulation. This feedback may also be more important for kinesthesia in the hand than for other parts of the body because of the complex anatomical arrangement of muscles, with most muscles acting over several finger joints, which would result in a considerable ambiguity of muscle spindle receptor discharges. In addition to these peripherally originating signals, there is evidence that central (cortical) feedback pathways provide information that is used to decode muscle afferent signals and in the perception of force.
- laviola2001handsfree
-
Hands-Free Multi-Scale Navigation in Virtual Environments
J. J. L. Jr. and D. A. Feliz and D. F. Keefe and R. C. Zeleznik
9-15
(2001)
http://delivery.acm.org/10.1145/370000/364339/p9-laviola.pdf?key1=364339&key2=7912780711&coll=GUIDE&dl=ACM&CFID=13805048&CFTOKEN=38480067
This paper presents a set of interaction techniques for hands-free multi-scale navigation through virtual environments. We believe that hands-free navigation, unlike the majority of navigation techniques based on hand motions, has the greatest potential for maximizing the interactivity of virtual environments since navigation modes are of loaded from modal hand gestures to more direct motions of the feet and torso. Not only are the users' hands freed to perform tasks such as modeling, notetaking and object manipulation, but we also believe that foot and torso movements may inherently be more natural for some navigation tasks. The particular interactions that we developed include a leaning technique for moving small and medium distances, a foot-gesture controlled Step WIM that acts as a floor map for moving larger distances, and a viewing technique that enables a user to view a full 360 degrees in only a three-walled semi-immersive environment by subtly amplifying the mapping between their torso rotation and the virtual world. We formatively designed and evaluated our techniques in existing projects related to archaeological reconstructions, free-form modeling, and interior design. In each case, our informal observations have indicated that motions such as walking and leaning are both appropriate for navigation and are effective in cognitively simplifying complex virtual environment interactions since functionality is more evenly distributed across the body.
- lederman1997relative
-
Relative Availability of Surface and Object Properties During Early Haptic Processing
S. J. Lederman and R. L. Klatzky
Journal of Experimental Psychology: Human Perception and Performance
23
1680-1707
(1997)
How the relative order in which 4 property classes of haptically perceived surfaces becomes available for processing after initial contact was studied. The classes included material, abrupt-surface discontinuity, relative orientation, and continuous 3-D surface contour properties. Relative accessibility was evaluated by using the slopes of haptic search functions obtained with a modified version ofA. Treisman's (A. Treisman & S. Gormican, 1988) visual pop-out paradigm; the Y0 intercepts were used to confirm and fine-tune order of accessibility. Target and distractors differed markedly in terms of their value on a single dimension. The results of 15 experiments show that coarse intensive discriminations are haptically processed early on. In marked contrast, most spatially encoded dimensions become accessible relatively later, sometimes considerably so.
- loureiro_using
-
Using Haptics Technology to Deliver Motivational Therapies in Stroke Patients: Concepts and Initial Pilot Studies
R. Loureiro and F. Amirabdollahian and S. Coote and E. Stokes and W. Harwin
()
Attention and motivation are two factors, which are important for motor relearning following stroke. In this paper we introduce and present the novel concepts for the use of haptics technology to deliver therapy to patients with arm impairments following stroke. The results of the ongoing initial pilot studies have shown the feasibility of the system presented here. The new approach will potentially improve the patient's attention and motivation and hence enhance therapy effectiveness.
- luk2006role
-
A Role for Haptics in Mobile Interaction: Initial Design Using a Handheld Tactile Display Prototype
J. Luk and J. Pasquero and S. Little and K. MacLean and V. Lévesque and V. Hayward
171-180
(2006)
http://delivery.acm.org/10.1145/1130000/1124800/p171-luk.pdf?key1=1124800&key2=4013103611&coll=GUIDE&dl=GUIDE&CFID=5589011&CFTOKEN=21858892
Mobile interaction can potentially be enhanced with well-designed haptic control and display. However, advances have been limited by a vicious cycle whereby inadequate haptic technology obstructs inception of vitalizing applications. We present the first stages of a systematic design effort to break that cycle, beginning with specific usage scenarios and a new handheld display platform based on lateral skin stretch. Results of a perceptual device characterization inform mappings between device capabilities and specific roles in mobile interaction, and the next step of hardware re-engineering.
- maclean2003perceptualB
-
Perceptual Design of Haptic Icons
K. MacLean and M. Enriquez
(2003)
http://www.eurohaptics.vision.ee.ethz.ch/2003/27.pdf
The bulk of applications for haptic feedback employ direct rendering approaches wherein a user touches a virtual model of some ``real'' thing, often displayed graphically as well. We propose a new class of applications based on abstract messages, ranging from ``haptic icons'' -- brief signals conveying an object's or event's state, function or content -- to an expressive haptic language for interpersonal communication. Building this language requires us to understand how synthetic haptic signals are perceived, and what they can mean to us.
Experiments presented here address the perception question by using an efficient version of Multidimensional Scaling (MDS) to extract perceptual axes for complex haptic icons: once this space is mapped, icons can be designed to maximize both differentiability and individual salience. Results show that a set of icons constructed by varying the frequency, magnitude and shape of 2-sec, time-invariant wave shapes map to two perceptual axes, which differ depending on the signals' frequency range; and suggest that expressive capability is maximized in one frequency subspace.
- miller1998insidious
-
An Insidious Haptic Invasion: Adding Force Feedback to the X Desktop
T. Miller and R. Zeleznik
(1998)
This paper describes preliminary work in a project to add force feedback to user interface elements of the X Window System in an attempt to add true ``feel'' to the window system's ``look and feel''. Additions include adding ridges around icons and menu items to aid interaction, alignment guides for moving windows, and other enhancements to window manipulation. The motivation for this system is the observation that people naturally have many skills for and intuitions about a very rich environment of interaction forces in the non-computer world; however, these skills are largely unused in computer applications. We expect that haptic modifications to conventional graphical user interfaces, such as those we present, can lead to gains in performance, intuition, learnability, and enjoyment of the interface. This paper describes details of the implementation of the haptic window system elements, in addition to higher-level haptic design principles and informal observations of users of the system.
- millman1995effects
-
Effects of Non-Uniform Environment Damping on Haptic Perception and Performance of Aimed Movements
P. A. Millman and J. E. Colgate
(1995)
http://lims.mech.northwestern.edu/papers/millman95/millman95.pdf#search=%22kinesthetic%20damping%20just%20noticeable%20difference%22
A set of experiments was conducted to investigate the relationship of environment damping to performance of a Fitts one-shot tapping task, and especially the relationship of environment damping to the haptic perception of target position. In the experiments, subjects were asked to locate a narrow target region that had a different level of viscous damping than the background regions. The task was performed using a one degree-of-freedom manipulandum. Movement time to target was measured as a function of the damping in the target and background regions. Different visual feedback conditions were also tested. The most striking result of the experiments was that when the targets were not visible to subjects, performance was very closely correlated with the absolute magnitude of the difference in target and environment damping (i.e. target damping minus the background damping). Performance did not vary with the percentage difference between target damping and background damping, nor with the sign of the difference between target and background damping, nor with the level of background damping. When target positions were visible to subjects, performance depended very weakly on the environment damping.
- minsky1990feeling
-
Feeling and Seeing: Issues in Force Display
M. Minsky and M. Ouh-young and O. Steele
()
This paper is about using the sense of touch, the haptic system, as part of our everyday interface with computationally created worlds. In Part I, we discuss a particular system, called Sandpaper, designed for experimenting with feeling texture. In part II, we discuss how control analysis helps us understand the behavior of the types of hardware and software we use to implement force display.
- oakley2001can
-
Can You Feel the Force? An Investigation of Haptic Collaboration in Shared Editors
I. Oakley and S. Brewster and P. Gray
(2001)
http://www.dcs.gla.ac.uk/~stephen/papers/Eurohaptics2001_oakley.pdf
Users of collaborative systems are typically restricted to communication through voice and video links. Users find this difficult -- it does not encompass the richness of communication they are accustomed to in the real world. Attempting to address this problem we describe the implementation of a novel mechanism for haptic communication based around interactions between users' cursors. An initial, and mainly observational, evaluation is described, along with some promising results. We show improvements in subjective experience and suggest several, more formal, avenues for future research.
- oakley2001communicating
-
Communicating with Feeling
I. Oakley and S. Brewster and P. Gray
2058/2001
(2001)
http://web.media.mit.edu/~sile/palpable/feeling.pdf
Communication between users in shared editors takes place in a deprived environment -- distributed users find it difficult to communicate. While many solutions to the problems this causes have been suggested this paper presents a novel one. It describes one possible use of haptics as a channel for communication between users. User's telepointers are considered as haptic avatars and interactions such as haptically pushing and pulling each other are afforded. The use of homing forces to locate other users is also discussed, as is a proximity sensation based on viscosity. Evaluation of this system is currently underway.
- omalley2003passive
-
Passive and Active Assistance for Human Performance of a Simulated Underactuated Dynamic Task
M. K. O'Malley and A. Gupta
(2003)
http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=1191308
Machine-mediated training of dynamic task completion is typically implemented with passive intervention via virtual fixtures or active assist by means of record and replay strategies. During interaction with a real dynamic system however, the user relies on both visual and haptic feedback real-time in order to elicit desired motions. This work investigates human performance in a Fitts' type targeting task with an underactuated dynamic system. Performance, in terms of number of hits and between-target tap times, is measured while various passive and active control modes are displayed concurrently with the haptic feedback from the simulated system's own dynamic behavior. It is hypothesized that passive and active assist modes that are implemented during manipulation of simulated underactuated systems could be beneficial in rehabilitation applications. Results indicate that human performance can be improved significantly with the passive and active assist modes.
- omalley2006shared
-
Shared Control in Haptic Systems for Performance Enhancement and Training
M. K. O'Malley and A. Gupta and M. Gen and Y. Li
Journal of Dynamic Systems, Measurement, and Control
128
75-85
(2006)
http://link.aip.org/link/?JDSMAA/128/75/1
This paper presents a shared-control interaction paradigm for haptic interface systems, with experimental data from two user studies. Shared control, evolved from its initial telerobotics applications, is adapted as a form of haptic assistance in that the haptic device contributes to execution of a dynamic manual target-hitting task via force commands from an automatic controller. Compared to haptic virtual environments, which merely display the physics of the virtual system, or to passive methods of haptic assistance for performance enhancement based on virtual fixtures, the shared-control approach offers a method for actively demonstrating desired motions during virtual environment interactions. The paper presents a thorough review of the literature related to haptic assistance. In addition, two experiments were conducted to independently verify the efficacy of the shared-control approach for performance enhancement and improved training effectiveness of the task. In the first experiment, shared control is found to be as effective as virtual fixtures for performance enhancement, with both methods resulting in significantly better performance in terms of time between target hits for the manual target-hitting task than sessions where subjects feel only the forces arising from the mass-spring-damper system dynamics. Since shared control is more general than virtual fixtures, this approach may be extremely beneficial for performance enhancement in virtual environments. In terms of training enhancement, shared control and virtual fixtures were no better than practice in an unassisted mode. For manual control tasks, such as the one described in this paper, shared control is beneficial for performance enhancement, but may not be viable for enhancing training effectiveness.
- pang1991manual
-
Manual discrimination of force using active finger motion
X. Pang and H. Tan and N. Durlach
{Perception \& Psychophysics}
49
531-540
(1991)
In these experiments, two plates were grasped between the thumb and forefinger and squeezed together along a linear track. An electromechanical system presented a constant resistance force during the squeeze up to a predetermined location on the track, whereupon the force effectively went to infinity (simulating a wall) or to zero (simulating a cliff). The task of the subject was to discriminate between two alternative levels of the constant resistance force (a reference level and a reference-plus-increment level). Results of these experiments indicate a just noticeable difference of roughly 7% of the reference force using a one-interval paradigm with trial-by-trial feedback over the ranges 2.5 less than or equal to F0 less than or equal to 10.0 newtons, 5 less than or equal to D less than or equal to 30 mm, 45 less than or equal to S less than or equal to 125 mm, and 25 less than or equal to V less than or equal to 160 mm/sec, where F0 is the reference force, D is the distance squeezed, S is the initial fingerspan, and V is the mean velocity of the squeeze. These results, based on tests with 5 subjects, are consistent with a wide range of previous results, some of which are associated with other body surfaces and muscle systems and many of which were obtained with different psychophysical methods.
- paulos2003connexus
-
Connexus: A Communal Interface
E. Paulos
1-4
(2003)
http://doi.acm.org/10.1145/997078.997082
Human communication and interaction comprise a wide range of verbal and nonverbal cues. Further adoption of novel telecommunication methods such as e-mail, chat, instant messaging (IM), mobile phone SMS text messaging, and videoconferencing; have augmented our mediated interaction abilities. However, a significant (and important) amount of human expression and interaction information is never captured, transmitted, or expressed with current computer mediated communication (CMC) tools. We also lack ambient methods of maintaining contact when not co-located with family and friends. Communal Interfaces is a new research effort aimed at the study of nonverbal human cues: their intent, motion, meaning, subtleties, and importance in communication. In this paper we address issues involved in the design, construction, and evaluation of Connexus, one such communal interface.
- raisamo2002haptic
-
()
http://cst.dk/mumin/finland_slides/Roope%20Raisamo/MUMIN-haptics.pdf#search=%22kinesthetic%20information%20flow%22
- reed2005kinesthetic
-
Kinesthetic Interaction
K. B. Reed and M. Peshkin and M. J. Hartmann and J. E. Colgate and J. Patton
(2005)
http://lims.mech.northwestern.edu/papers/reed05/reed_2005.pdf
In physical and occupational therapy two people interact through force and motion. Other common examples of this interaction include lifting and moving a bulky object, teaching manual skills, dancing, and handing off a baton or a drinking glass. These tasks involve kinesthetic interaction, a communication channel distinct from spoken language and gestures. Understanding kinesthetic interaction should be important in designing robots to assist with physical and occupational therapy.
In this paper we describe our experiments on kinesthetic interaction between two people cooperating on a 1 degree of freedom task. We characterize the interaction forces between the two people, dividing them into a productive ``net force'' and an orthogonal ``difference force.'' Our results suggest three effects (1) an emergent specialization of the two participants into different roles, (2) an oscillation of forces at about 8 Hz, and (3) a steady force in opposition to one another that could be analogous to co-contraction in an individual.
- reed2006haptic
-
Haptic cooperation between people, and between people and machines
K. B. Reed and M. Peshkin and M. J. Hartmann and J. Patton and P. M. Vishton and M. Grabowecky
(2006)
http://lims.mech.northwestern.edu/papers/reed06/reed_2006_IROS.pdf
Haptic interaction between people and machines might benefit from an understanding of haptic communication between one person and another. We recently reported results showing that two people performing a physically shared dyadic task can outperform either person alone, even when the perception of each participant is that the other is a hindrance. Evidently a dyad quickly negotiates a more efficient motion strategy than is available to individuals. This negotiation must take place through a haptic channel of communication, and it is apparently at a level below the awareness of the participants. Here we report results on the motion strategy that emerged. By recording forces and motions we show that the dyads ``specialized'' temporally such that one member took on early parts of the motion and the other late parts. Tests in which one participant's contribution was surreptitiously replaced by a motor did not elicit a similar cooperative response from the remaining human participant, showing that the language of haptic communication between people must be rather subtle.
- reed2007replicating
-
Replicating Human-Human Physical Interaction
K. B. Reed and M. J. Hartmann and J. Patton and M. Peshkin
(2007)
Machines that interact with humans might benefit from an understanding of the subtlety of human-human interaction. We recently reported results that two people working cooperatively will temporally specialize such that one member will command the early parts of motion and the other the late parts. In our current study, we replaced one of the humans with a robot designed to simulate this specialization. We expected the remaining human to respond to the robot the same way as another human, but they did not. Even though the subjects believed that they were interacting with a person, the subjects did not work with the robot in a similar fashion; their force profile was remarkably similar to how they worked alone. The subjects consciously believed they were working with a person, but their force profile showed that they were not. Understanding how two people physically work together is the beginning of understanding how a robot can work fluidly with a robot in a human like way.
- roberts2005haptic
-
Haptic Glyphs (Hlyphs) - Structured Haptic Objects for Haptic Visualization
J. C. Roberts and K. Franklin
369-374
(2005)
http://ieeexplore.ieee.org/iel5/9655/30512/01406958.pdf?isnumber=&arnumber=1406958
Haptic devices can be used to visualize information. As well as representing tangible surfaces and forces to enhance virtual training simulators for instance, haptic devices have been used to realize tactile versions of diagrams and visualizations (such as line graphs and bar charts). Such depictions enable blind or partial sighted users to perceive and understand information. However, there are multiple challenges when presenting information tactically: (1) it is difficult to understand a summary of the information, and (2) it is challenging to represent multivariate information through these haptic representations. In this paper we present how hlyphs (haptic versions of the graphical glyph) can be created, describe design guidelines, and detail how they can be used to represent both summaries and multivariate information.
- rosenberg1993virtual
-
Virtual Fixtures: Perceptual Tools for Telerobotic Manipulation
L. B. Rosenberg
76-82
(1993)
http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=380795
The fundamental purpose of a telepresence system is to extend an operator`s sensory-motor
facilities and problem solving abilities to a remote environment. Telepresence is achieved by
projecting the operator's manipulatory dexterity to a remote site while reflecting sensory feedback from that site so realistically that the operator actually feels present in the remote location. In order to enhance operator performance and understanding within remote environments, most research and development of telepresence systems has been directed towards improving the fidelity of the link between operator and environment. Although higher fidelity interfaces are important to the advancement of telepresence system, the work described in this paper actually looks at the benificial effects of corrupting the link between operator and remote environment by introducing abstract perceptual information into the interface called virtual fixtures.
- rovers2004him
-
{HIM}: A Framework for Haptic Instant Messaging
A. F. Rovers and H. A. van Essen
1313-1316
(2004)
http://delivery.acm.org/10.1145/990000/986052/p1313-rovers.pdf?key1=986052&key2=9591780711&coll=GUIDE&dl=portal,ACM&CFID=13804768&CFTOKEN=15976191
Instant Messaging (IM) is a popular chatting platform on the internet and increasingly permeates teenage life. Even intimate and emotional content is discussed. As touch is a powerful signal for emotional content, haptic signals, and especially hapticons can contribute to overcome the inevitable loss of subtle non-verbal communication cues. Audio-visual extensions of IM to share emotions, in particular emoticons, have been received enthusiastically by IM users. This indicates a realistic user-need for hapticons in IM. The Haptic Instant Messaging (HIM) framework introduced in this paper combines communication of textual messages with haptic effects and hapticons. The application is build as an open framework and supports small chatting communities to explore the design and use of hapticons and haptic IO devices. Researchers can use the HIM framework to monitor the use of haptics in communication and how haptics contribute to the fun and meaning of instant messaging.
-
Foot IO - Design and evaluation of a device to enable foot interaction over a computer network
A. F. Rovers and H. A. van Essen
521-522
(2005)
http://ieeexplore.ieee.org/iel5/9655/30512/01406992.pdf?isnumber=&arnumber=1406992
The development of a device that enables haptic foot interaction for communication over a network is presented. Considering the physical properties of feet we demonstrate that feet are suited for personal, concealed communication over a computer network. First experiments to investigate both the usability and fun of using foot interaction indicate promising results and concrete opportunities for further development.
- rovers2006guidelines
-
Guidelines for Haptic Interpersonal Communication Applications: An Exploration of Foot Interaction Styles
A. F. Rovers and H. A. van Essen
Virtual Reality
9
177-191
(2006)
http://www.springerlink.com/content/776137t561m4k277/fulltext.pdf
A new method for researching haptic interaction styles is presented, based on a layered interaction model and a classification of existing devices. The method is illustrated by designing a new foot interaction device. The aim of which is to enhance non-verbal communication over a computer network. A layered protocols interaction model allows to consider all aspects of the haptic communication process: the intention to perform an action, limitations of the human body, and specifications of the communication device and the network. We demonstrate how this model can be used to derive design-guidelines by analyzing and classifying existing communication devices. By designing and evaluating a foot interaction device, we not only demonstrate that feet are suited for personal, concealed communication over a network, but also show the added value of the design-guidelines. Results of user tests provide clues for designing stimuli for foot interaction and indicate applications of foot communication devices.
- smith2004human
-
Human Factors in Haptic Interfaces
C. M. Smith
()
http://www.acm.org/crossroads/xrds3-3/haptic.html
- steel_shared
-
Shared Control Between Human and Machine: Using a Haptic Steering Wheel to Aid in Land Vehicle Guidance
M. Steele and R. B. Gillespie
()
http://www-personal.umich.edu/~brentg/Web/Conference/hfes01.pdf
When humans interface with machines, the control interface is usually passive and its response contains little information pertinent to the state of the environment. Usually, information flows through the interface from human to machine but not so often in the reverse direction. This work proposes a control architecture in which bi-directional information transfer occurs across the control interface, allowing the human to use the interface to simultaneously exert control and extract information. In this alternative control architecture, which we call shared control, the human utilizes the haptic sensory modality to share control of the machine interface with an automatic controller. We present a fixed-base driving simulator experiment in which subjects take advantage of a haptic steering wheel, which aids them in a path following task. Results indicate that the haptic steering wheel allows a significant reduction in visual demand while improving path following performance.
- summerskillFeeling
-
Feeling your way home: The use of haptic interfaces within cars to make safety pleasurable
S. J. Summerskill and J. M. Porter and G. E. Burnett
()
http://www.cs.nott.ac.uk/~geb/Haptic.pdf
- swindells2005exploration
-
An Exploration of Representations to Aid Design of Haptic Behaviours
C. Swindells and J. D. Smith and K. E. MacLean
(2005)
http://www.cs.ubc.ca/labs/spin/publications/spin/feb2_2005_CHI05_Workshop-cs.pdf
Haptic representations need to support human goals, capabilities, and desires. Thus a challenge is to create usable and intuitive haptic representations of intangible real-world ideas. To support this challenge of designing better haptic interfaces, we need better abstract representations of haptic signals, and of the space the signals represent. These representations will (a) help designers explore the design space in a structured way; (b) facilitate communication among haptic practitioners -- improving design practices more broadly; and, (c) potentially enlarge the design space, because exploration of alternatives can reveal gaps and areas for improvement. In this paper, we introduce a possible design space with the goal of raising questions about how to represent relationships between social & technical information and physical haptic signals.
- tan1994human
-
Human Factors for the Design of Force-Reflecting Haptic Interfaces
H. Z. Tan and M. A. Srinivasan and B. Eberman and B. Cheng
Dynamic Systems and Control
55
353-359
(1994)
This paper discusses the design criteria imposed by the capabilities of the human user on the design of force reflecting controllers for hands and arms. A framework of issues regarding human capabilities is presented that maps directly to mechanical design requirements. The state of knowledge for each capability is briefly summarized along with presentation of new experimental measurements. Finally, the implications of the human factors data to haptic interface design are discussed.
- tan2000perceptual
-
Perceptual user interfaces: Haptic Interfaces
H. Z. Tan
Communications of the ACM
43
40-41
(2000)
http://portal.acm.org/citation.cfm?doid=330534.330537
- tang2005perceiving
-
Perceiving Ordinal Data Haptically under Workload
A. Tang and P. McLachlan and K. Lowe and C. R. Saka and K. MacLean
317-324
(2005)
http://delivery.acm.org/10.1145/1090000/1088517/p317-tang.pdf?key1=1088517&key2=3826332611&coll=GUIDE&dl=GUIDE&CFID=4897093&CFTOKEN=14126260
Visual information overload is a threat to the interpretation of displays presenting large data sets or complex application environments. To combat this problem, researchers have begun to explore how haptic feedback can be used as another means for information transmission. In this paper, we show that people can perceive and accurately process haptically rendered ordinal data while under cognitive workload. We evaluate three haptic models for rendering ordinal data with participants who were performing a taxing visual tracking task. The evaluation demonstrates that information rendered by these models is perceptually available even when users are visually busy. This preliminary research has promising implications for haptic augmentation of visual displays for information visualization.
- vanerp2001vibrotactile
-
Vibro-Tactile Information Presentation in Automobiles
J. B. F. van Erp and H. A. H. C. van Veen
Eurohaptics
(2001)
http://www.eurohaptics.vision.ee.ethz.ch/2001/vanerp.pdf
This paper describes the potential of using vibro-tactile displays for automobile drivers. Technological developments in the field of driver support systems and tactile displays, combined with the ever increasing need to enlarge the capacity of the driver's information channel, form the reason to review the possibilities of in-car tactile displays and to identify some promising applications. In the second part of the paper, we describe a feasibility study in which we tested an in-car tactile display in a driving simulator. The results show that the tactile navigation display resulted in better performance compared to a visual display, and that it reduces the driver's workload. This study gives a first indication that employing the tactile modality may be a major step to accomplish safety improvements.
- vanerp2002guidelines
-
Guidelines for the Use of Vibro-Tactile Displays in Human Computer Interaction
J. B. F. van Erp
(2002)
http://www.eurohaptics.vision.ee.ethz.ch/2002/vanerp.pdf
Vibro-tactile displays convey messages by presenting vibration to the user's skin. In recent years, the interest in and application of vibro-tactile displays is growing. Vibratory displays are introduced in mobile devices, desktop applications and even in aircraft [1]. Despite the growing interest, guidelines on the design of vibro-tactile displays are still lacking. Existing guidelines are mainly concerned with passive displays, such as Braille labels on controls, nibs on keyboards and notches on smart cards [2, 3, 4]. In this paper we focus on active displays, either consisting of a single vibrating element (used in for example mobile phones and computer mice) or numerous elements (used in for example active Braille displays and body suits [5, 6]). This paper discusses a first set of guidelines, dealing with the basic vibro-tactile parameters. The set is mainly derived from neurophysiological and psychophysical data. The guidelines indicate the relevant parameters as well as possible pitfalls. As such they can serve as a point of departure for interface designers. Important expansions of the set can come from user evaluation studies and examples of best practices.
- vanveen2003providing
-
Providing Directional Information with Tactile Torso Displays
H. A. H. C. van Veen and J. B. F. van Erp
(2003)
Tactile torso displays convey information by presenting localised vibrations to the torso. Since these stimuli are directly mapped to body coordinates, tactile displays are able to present 3D spatial information in an intuitive way. This paper (1) provides a short description of the tactile torso display that we developed, and (2) gives a brief overview of a simulator study on the usefulness of tactile torso displays in maintaining a stable hover with a helicopter. The results prove the potential of intuitive tactile torso displays in reducing drift during hover, and -- more generally -- prove that tactile displays can be applied in fast man-in-the-loop tasks. The demonstration during Eurohaptics 2003 will consist of our tactile torso display connected to a helicopter flight simulator.
- vitense2003multimodal
-
Multimodal feedback: An assessment of performance and mental workload
H. S. Vitense and J. A. Jacko and V. K. Emery
Ergonomics
46
68-87
(2003)
http://taylorandfrancis.metapress.com/media/9c59kc0adl2xyh995b9q/contributions/w/r/f/p/wrfpdxgwlxx2bh4r.pdf
Multimodal interfaces offer great potential to humanize interactions with computers by employing a multitude of perceptual channels. This paper reports on a novel multimodal interface using auditory, haptic, and visual feedback in a direct manipulation task to establish new recommendations for multimodal feedback, in particular uni-, bi-, and trimodal feedback. A close examination of combinations of uni-, bi-, and trimodal feedback is necessary to determine which enhances performance without increasing workload. Thirty-two participants were asked to complete a task consisting of a series of 'drag-and-drops' while the type of feedback was manipulated. Each participant was exposed to three unimodal feedback conditions, three bimodal feedback conditions and one trimodal feedback condition that used auditory, visual, and haptic feedback alone, and in combination. Performance under the different conditions was assessed with measures of trial completion time, target highlight time, and a self-reported workload assessment captured by the NASA Task Load Index (NASA-TLX). The findings suggest that certain types of bimodal feedback can enhance performance while lowering self-perceived mental demand.
- wall2000quantification
-
Quantification of the Effects of Haptic Feedback During a Motor Skills Task in a Simulated Environment
S. A. Wall and W. S. Harwin
(2000)
This paper seeks to establish the quantitative effects of providing force feedback on user performance in human computer interaction. A reciprocal tapping test is employed in conjunction with Fitts' law in order to establish a measure of human performance in a simple target selection task. The test was performed using a PHANToM haptic interface, under conditions with and without the provision of force feedback. It was found that providing force feedback significantly improved subjects' movement times, but had no effect on the rate of information processing (IP) as defined by Fitts' law. However, it was shown that for conditions of ballistic movement (corresponding to a low task difficulty (ID)), there was a highly significant improvement in IP for the condition with force feedback, but no improvement when force feedback was not employed. This was deemed due to the fact that for the non-haptic condition no force cues were available, therefore the user had to rely on visual cues, hence, ballistic movement was not possible.