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Effectiveness of Vibration-based Haptic Feedback Effects for 3D Object ManipulationRenwick, Kyle January 2008 (has links)
This research explores the development of vibration-based haptic feedback for a mouse-like computer input device. The haptic feedback is intended to be used in 3D virtual environments to provide users of the environment with information that is difficult to convey visually, such as collisions between objects. Previous research into vibrotactile haptic feedback can generally be split into two broad categories: single tactor handheld devices; and multiple tactor devices that are attached to the body. This research details the development of a vibrotactile feedback device that merges the two categories, creating a handheld device with multiple tactors.
Building on previous research, a prototype device was developed. The device consisted of a semi-sphere with a radius of 34 mm, mounted on a PVC disk with a radius of 34 mm and a height of 18 mm. Four tactors were placed equidistantly about the equator of the PVC disk. Unfortunately, vibrations from a single tactor caused the entire device to shake due to the rigid plastic housing for the tactors. This made it difficult to accurately detect which tactor was vibrating. A second prototype was therefore developed with tactors attached to elastic bands. When a tactor vibrates, the elastic bands dampen the vibration, reducing the vibration in the rest of the device. The goal of the second prototype was to increase the accuracy in localizing the vibrating tactor.
An experiment was performed to compare the two devices. The study participants grasped one of the device prototypes as they would hold a computer mouse. During each trial, a random tactor would vibrate. By pushing a key on the keyboard, the participants indicated when they detected vibration. They then pushed another key to indicate which tactor had been vibrating. The procedure was then repeated for the other device. Detection of the vibration was faster (p < 0.01) and more accurate (p < 0.001) with the soft shell design than with the hard shell design. In a post-experiment questionnaire, participants preferred the soft shell design to the hard shell design.
Based on the results of the experiment, a mould was created for building future prototypes. The mould allows for the rapid creation of devices from silicone. Silicone was chosen as a material because it can easily be moulded and is available in different levels of hardness. The hardness of the silicone can be used to control the amount of damping of the vibrations. To increase the vibration damping, a softer silicone can be used. Several recommendations for future prototypes and experiments are made.
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Effectiveness of Vibration-based Haptic Feedback Effects for 3D Object ManipulationRenwick, Kyle January 2008 (has links)
This research explores the development of vibration-based haptic feedback for a mouse-like computer input device. The haptic feedback is intended to be used in 3D virtual environments to provide users of the environment with information that is difficult to convey visually, such as collisions between objects. Previous research into vibrotactile haptic feedback can generally be split into two broad categories: single tactor handheld devices; and multiple tactor devices that are attached to the body. This research details the development of a vibrotactile feedback device that merges the two categories, creating a handheld device with multiple tactors.
Building on previous research, a prototype device was developed. The device consisted of a semi-sphere with a radius of 34 mm, mounted on a PVC disk with a radius of 34 mm and a height of 18 mm. Four tactors were placed equidistantly about the equator of the PVC disk. Unfortunately, vibrations from a single tactor caused the entire device to shake due to the rigid plastic housing for the tactors. This made it difficult to accurately detect which tactor was vibrating. A second prototype was therefore developed with tactors attached to elastic bands. When a tactor vibrates, the elastic bands dampen the vibration, reducing the vibration in the rest of the device. The goal of the second prototype was to increase the accuracy in localizing the vibrating tactor.
An experiment was performed to compare the two devices. The study participants grasped one of the device prototypes as they would hold a computer mouse. During each trial, a random tactor would vibrate. By pushing a key on the keyboard, the participants indicated when they detected vibration. They then pushed another key to indicate which tactor had been vibrating. The procedure was then repeated for the other device. Detection of the vibration was faster (p < 0.01) and more accurate (p < 0.001) with the soft shell design than with the hard shell design. In a post-experiment questionnaire, participants preferred the soft shell design to the hard shell design.
Based on the results of the experiment, a mould was created for building future prototypes. The mould allows for the rapid creation of devices from silicone. Silicone was chosen as a material because it can easily be moulded and is available in different levels of hardness. The hardness of the silicone can be used to control the amount of damping of the vibrations. To increase the vibration damping, a softer silicone can be used. Several recommendations for future prototypes and experiments are made.
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The Influence of Modality Combinations on Communication in Collaborative Virtual EnvironmentsMoll, Jonas January 2013 (has links)
Although many studies have been performed on collaboration in multimodal interfaces not many of these have looked specifically on how the supported modalities influence the task solving strategies chosen and the communication between users solving a joint task in collaborative virtual environments. Therefore, the thesis studies performed aimed at shedding light on these aspects of multimodality. The specific research question studied is: How do changes in modality combinations influence employed work strategies, communication during task solving and the task efficiency in collaborative multimodal virtual environments? The studies performed build on theories from HCI, CSCW, human perception and mediated communication and are thus inter-disciplinary in nature. A variety of cases have been studied; collaboration between sighted and visually impaired, task solving in visually demanding environments and to some extent support for achieving medical diagnoses. The research presented in this thesis began with a field study in elementary schools, focusing on collaboration between visually impaired and sighted pupils. The shared environment was in this case a virtual room in which objects could be moved around by means of haptic devices. The results showed a great potential for haptic feedback when it came to supporting collaboration and most of all communication between the participants. A lack of awareness information about mostly the sighted pupils’ actions laid the ground for a follow-up study in which sighted and blindfolded students solved tasks in the same interface. A formal experiment was carried out in this case, comparing a visual/haptic environment with a visual/haptic/audio environment. Results showed that the addition of audio feedback to the visual/haptic environment was beneficial in many respects. Up until now, the focus had been entirely on collaboration between sighted persons and those who cannot see. This is why the next experimental study, based on an abstract gaming environment, aimed at collaboration between sighted persons. Since the earlier studies showed that the combination of modalities clearly matter, this new experiment compared three modality combinations – visual/haptic, visual/audio and visual/haptic/audio. Once again, the results clearly showed that the combination of modalities has an effect on task performance and that it influences collaboration and communication in particular. All studies performed have been subject to both quantitative analysis of performance measures and qualitative analysis of dialogues between collaborators. Even though quantitative data on task performance has played an important role, the main focus has been on qualitative data in all studies performed. The results show that different combinations of modalities influence the collaboration and in particular the communication between two participants solving tasks in different ways in a number of multimodal interfaces. In all cases in which a visual/haptic/audio condition has been compared to a visual/haptic or a visual/audio condition the performance was significantly better in the visual/haptic/audio condition. One of the most important conclusions drawn from the qualitative analysis of dialogues is that both haptic and audio feedback can have communicative properties which influence the dialogue and as a consequence the collaboration. / <p>QC 20131108</p>
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Isomorphic CategoriesJanuary 2011 (has links)
abstract: Learning and transfer were investigated for a categorical structure in which relevant stimulus information could be mapped without loss from one modality to another. The category space was composed of three non-overlapping, linearly-separable categories. Each stimulus was composed of a sequence of on-off events that varied in duration and number of sub-events (complexity). Categories were learned visually, haptically, or auditorily, and transferred to the same or an alternate modality. The transfer set contained old, new, and prototype stimuli, and subjects made both classification and recognition judgments. The results showed an early learning advantage in the visual modality, with transfer performance varying among the conditions in both classification and recognition. In general, classification accuracy was highest for the category prototype, with false recognition of the category prototype higher in the cross-modality conditions. The results are discussed in terms of current theories in modality transfer, and shed preliminary light on categorical transfer of temporal stimuli. / Dissertation/Thesis / M.S. Psychology 2011
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Implementation and Evaluation of a Multiple-Points Haptic Rendering AlgorithmSrivastava, Mayank 16 July 2007 (has links)
No description available.
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Evaluation and optimization of a multi-point tactile renderer for virtual texturesPhilpott, Matthew January 2013 (has links)
The EU funded HAPTEX project aimed to create a virtual reality system that allowed a user to explore and manipulate a suspended virtual textile with the thumb and index finger. This was achieved through a combination of a tactile renderer on the fingertips for surface textures and a force feedback system for deformation of the virtual material. This project focuses on the tactile rendering component of this system, which uses a tactile display developed at the University of Exeter. The 24 pin display is driven by piezoelectric bimorphs. Each of the pins can be driven independently, allowing for a variety of different sensations to be transmitted to the fingertip. The display is driven by rendering software that uses a spatial spectrum of the intended surface, in combination with the frequency response of touch receptors in the skin, position on the surface, and exploration velocity to produce a signal that is intended to recreate the sensation of exploring the surface texture. The output signal on each of the 24 contactors is a combination of high (320 Hz) and low (40 Hz) frequency sine waves. In this project, the tactile renderer is initially evaluated based on its ability to recreate the sensations of exploring particular textured surfaces. The users were asked to rank virtual textures in order of similarity to a real target texture. The results of the initial test were disappointingly low, with a 38.1±3.1% correct identification rate. However, feedback from this initial test was used to make improvements to the rendering strategy. These improvements did not give a significant improvement in identification (41.3±1.6%). Finally, the tests were repeated with a target virtual texture instead of the real one used in previous tests. This test yielded a higher identification rate (64.1±5.5%). This increase in identification suggests that the virtual textures are distinguishable but that they not always accurate recreations of the real textures they are mimicking.
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Audio-haptic relationships as compositional and performance strategiesHayes, Lauren Sarah January 2014 (has links)
As a performer of firstly acoustic and latterly electronic and electro-instrumental music, I constantly seek to improve my mode of interaction with the digital realm: that is, to achieve a high level of sensitivity and expression. This thesis illustrates reasons why making use of haptic interfaces—which offer physical feedback and resistance to the performer—may be viewed as an important approach in addressing the shortcomings of some the standard systems used to mediate the performer’s engagement with various sorts of digital musical information. By examining the links between sound and touch, and the performer-instrument relationship, various new compositional and performance strategies start to emerge. I explore these through a portfolio of original musical works, which span the continuum of composition and improvisation, largely based around performance paradigms for piano and live electronics. I implement new haptic technologies, using vibrotactile feedback and resistant interfaces, as well as exploring more metaphorical connections between sound and touch. I demonstrate the impact that the research brings to the creative musical outcomes, along with the implications that these techniques have on the wider field of live electronic musical performance.
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The Proceedings of the First PHANToM User's Group WorkshopSalisbury, J. Kenneth, Srinivasan, Mandayam A. 01 December 1996 (has links)
These proceedings summarize the results of the First PHANToM User's Group Workshop held September 27-30, 1996 MIT. The goal of the workshop was to bring together a group of active users of the PHANToM Haptic Interface to discuss the scientific and engineering challenges involved in bringing haptics into widespread use, and to explore the future possibilities of this exciting technology. With over 50 attendees and 25 presentations the workshop provided the first large forum for users of a common haptic interface to share results and engage in collaborative discussions. Short papers from the presenters are contained herein and address the following topics: Research Effort Overviews, Displays and Effects, Applications in Teleoperation and Training, Tools for Simulated Worlds and, Data Visualization.
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Analysis of the JND of Stiness in Three Modesof ComparisonKocak, Umut, Lundin Palmerius, Karljohan, Forsell, Camilla, Ynnerman, Anders, Cooper, Matthew January 2011 (has links)
Understanding and explaining perception of touch is a non-trivial task. Even seemingly trivial differences in exploration may potentially have a significant impact on perception and levels of discrimination. In this study, we explore different aspects of contact related to stiffness perception and their effects on the just noticeable difference (JND) of stiffness are surveyed. An experiment has been performed on non-deformable, compliant objects in a virtual environment with three different types of contact: Discontinuous pressure, continuous pressure and continuous lateral motion. The result shows a significantly better discrimination performance in the case of continuous pressure (a special case of nonlinearity), which can be explained by the concept of haptic memory. Moreover, it is found that the perception is worse for the changes that occur along the lateral axis than the normal axis.
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Virtual Holonomic Constraints and the Synchronization of Euler-Lagrange Control SystemsDame, Jankuloski 20 November 2012 (has links)
A virtual holonomic constraint (VHC) for an Euler-Lagrange Control
System is a smooth relation between the configuration variables that
can be made invariant through application of suitable feedback. In
this thesis we investigate the role played by VHCs in the
synchronization of Euler-Lagrange systems. We focus on two
problems. For $N$ underactuated cart-pendulums, we design a smooth feedback
that fully synchronizes the cart-pendulums while simultaneously
stabilizing a periodic orbit corresponding to a desired oscillation
for the pendulums. A by-product of our results is the ability to
simultaneously synchronize the pendulums and stabilize the unstable
upright equilibrium. The second synchronization problem investigated
in this thesis is bilateral teleoperation, whereby a master robot is
operated by a human while a slave robot synchronizes to the
master. For two identical planar manipulators, we develop a
methodology to achieve teleoperation in the presence of a hard
surface, with simultaneous force control.
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