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Haptic perception in virtual reality in sighted and blind individualsPenn, Paul Robert January 2002 (has links)
The incorporation of the sense of touch into virtual reality is an exciting development. However, research into this topic is in its infancy. This experimental programme investigated both the perception of virtual object attributes by touch and the parameters that influence touch perception in virtual reality with a force feedback device called the PHANTOM (TM) (www.sensable.com). The thesis had three main foci. Firstly, it aimed to provide an experimental account of the perception of the attributes of roughness, size and angular extent by touch via the PHANTOM (TM) device. Secondly, it aimed to contribute to the resolution of a number of other issues important in developing an understanding of the parameters that exert an influence on touch in virtual reality. Finally, it aimed to compare touch in virtual reality between sighted and blind individuals. This thesis comprises six experiments. Experiment one examined the perception of the roughness of virtual textures with the PHANTOM (TM) device. The effect of the following factors was addressed: the groove width of the textured stimuli; the endpoint used (stylus or thimble) with the PHANTOM (TM); the specific device used (PHANTOM (TM) vs. IE3000) and the visual status (sighted or blind) of the participants. Experiment two extended the findings of experiment one by addressing the impact of an exploration related factor on perceived roughness, that of the contact force an individual applies to a virtual texture. The interaction between this variable and the factors of groove width, endpoint, and visual status was also addressed. Experiment three examined the perception of the size and angular extent of virtual 3-D objects via the PHANTOM (TM). With respect to the perception of virtual object size, the effect of the following factors was addressed: the size of the object (2.7,3.6,4.5 cm); the type of virtual object (cube vs. sphere); the mode in which the virtual objects were presented; the endpoint used with the PHANTOM (TM) and the visual status of the participants. With respect to the perception of virtual object angular extent, the effect of the following factors was addressed: the angular extent of the object (18,41 and 64°); the endpoint used with the PHANTOM (TM) and the visual status of the participants. Experiment four examined the perception of the size and angular extent of real counterparts to the virtual 3-D objects used in experiment three. Experiment four manipulated the conditions under which participants examined the real objects. Participants were asked to give judgements of object size and angular extent via the deactivated PHANTOM (TM), a stylus probe, a bare index finger and without any constraints on their exploration. In addition to the above exploration type factor, experiment four examined the impact of the same factors on perceived size and angular extent in the real world as had been examined in virtual reality. Experiments five and six examined the consistency of the perception of linear extent across the 3-D axes in virtual space. Both experiments manipulated the following factors: Line extent (2.7,3.6 and 4.5cm); line dimension (x, y and z axis); movement type (active vs. passive movement) and visual status. Experiment six additionally manipulated the direction of movement within the 3-D axes. Perceived roughness was assessed by the method of magnitude estimation. The perceived size and angular extent of the various virtual stimuli and their real counterparts was assessed by the method of magnitude reproduction. This technique was also used to assess perceived extent across the 3-D axes. Touch perception via the PHANTOM (TM) was found to be broadly similar for sighted and blind participants. Touch perception in virtual reality was also found to be broadly similar between two different 3-D force feedback devices (the PHANTOM (TM) and the IE3000). However, the endpoint used with the PHANTOM (TM) device was found to exert significant, but inconsistent effects on the perception of virtual object attributes. Touch perception with the PHANTOM (TM) across the 3-D axes was found to be anisotropic in a similar way to the real world, with the illusion that radial extents were perceived as longer than equivalent tangential extents. The perception of 3-D object size and angular extent was found to be comparable between virtual reality and the real world, particularly under conditions where the participants' exploration of the real objects was constrained to a single point of contact. An intriguing touch illusion, whereby virtual objects explored from the inside were perceived to be larger than the same objects perceived from the outside was found to occur widely in virtual reality, in addition to the real world. This thesis contributes to knowledge of touch perception in virtual reality. The findings have interesting implications for theories of touch perception, both virtual and real.
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Haptic controls in cars for safer drivingAsif, Fayez 01 June 2011 (has links)
With the spread of latest state of the art technologies geared towards utilization of the human senses, haptic technologies have been introduced as a way of utilising the sense of touch to either solve real world problems or to enhance present experiences. This thesis focuses on using haptic technology in cars to make the driving experience safer. Modern vehicles carry GPS, music systems, sunroofs and a number of other electronic gadgets. Interaction with these devices while driving often takes the driver‘s eyes ―off the road‖ and raises safety concerns. We are proposing a unique haptic design that uses the ‗sense of touch‘ as a mode of controlling or coordinating the various technologies and convenience devices found within a car. A pattern of distinguishable haptic feedback linked to a corresponding device allows the user to operate these devices through ‗sense of touch‘ and eliminates reliance on visual interaction.
This design will help to reduce the driver‘s distractions, as it will be installed in an easily accessible location such as on the steering wheel. A simulation has been done using a haptic interface ―i.e. desktop phantom to test the system‖ and a prototype has been developed which can be installed in any vehicle. This prototype has been tested to work with a limited number of convenient devices. However, further development and enhancements can be made to incorporate more devices and other user preferences. The main objective of this research is to integrate various functionalities in a robust manner, which will focus on the driver‘s safety by ensuring ―constant vision on the road‖. Distinguishable distinct haptic responses will act as unique depictions for specific convenient devices within the car, allowing the driver to interact and manipulate the settings of the device based on the detection and identification of the various unique haptic depictions. / UOIT
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Development of a Novel Tool for Assessing Deformation and Hardness of Real Organs: Pressure Measuring Grasper (PMEG) / 生体臓器において力と変形量の関係を測定するための新しい機器:Pressure Measuring Grasper (PMEG) の開発Sawada, Atsuro 24 November 2016 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(医学) / 甲第20050号 / 医博第4158号 / 新制||医||1018(附属図書館) / 京都大学大学院医学研究科医学専攻 / (主査)教授 坂井 義治, 教授 松田 秀一, 教授 安達 泰治 / 学位規則第4条第1項該当 / Doctor of Medical Science / Kyoto University / DFAM
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Haptické deníky / Haptic diariesŠTĚCHOVÁ ŽÁKOVÁ, Marie January 2012 (has links)
These theses attempt to sketch the notion of touch in relation to art and everyday life. The first chapter deals closer with the sense of touch phenomena, introduce and characterize the touch communication, deals with creative types according to Viktor Lowenfeld, talks about haptic, art and touch. Later we introduce various types of diaries, psychological aspects of keep diaries and we also deal with diaries and taktilism relations. Third chapter has practical orientation and describe the meaning of haptic diaries. Last but not least it introduces particular haptic objects ? asamblages through the form of free associations. There are together 7 haptic objects created as a part of this theses.
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Embodied narratives : Embodied experiences as a call for action / Embodied experiences as a call for actionVeloz, Franco January 2020 (has links)
Things, spaces and people collaborate in order to create an immersive experience. This project investigates this collaboration in order to combine them for an embodied way of tell and perceive stories. Can a immersive experience help to close the gap between information and the person, the event and the story? In the following essay I am going to analyze the components that are part of the experience. I am interested in the connection between perception, memory, atmosphere and objects. Inquire how they are related and what they represent in order to tell stories with them. I try to question the way we perceive and expand the function of telling and receiving stories to the whole body and everything around us. With these new questions, create my project – Johan’s Room – and experiment with them, trying to connect the audience with the story.
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Synchronized Dining Tangible mediated communication for remote commensalityKomaromi Haque, Judit January 2016 (has links)
This thesis discusses commensality as a significant social activity, that helps to maintain and strengthen social bonds. It also examines the sense of touch as a communication channel, and provides an insight to how it can be used to communicate affect. Touch as contextualized medium and its relevance to interaction design is investigated. Based on studies made in psychology, physiology, sociology and communication it aims to find an answer to the question: ”How may we create togetherness -with the help of an interactive device- between loved ones separated by distance during dining, through remote communication?” In order to meet the objectives of the above question this research followed the Research Through Design methodology, with series of workshops and prototyping sessions.
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Analýza tvorby hmatových knih pro děti s těžkým zrakovým postižením v kontextu výuky českého jazyka / Analysis of tactile books for children with severe visual impairment in the context of teaching the Czech languageČechová, Magdalena January 2015 (has links)
The first part of the Thesis explores the specifics (developmental and educational) of a visually impaired pupil. The sense of touch is defined as being the major compensatory sense of visually impaired people. It also describes the principles and forms of the effective haptization and proposes suitable activities for the development of the touch perception. Through the basic tactile-graphics procedures, the text gets to its central theme, which is the tactile books (books with textures designed for the visually impaired). These books, as well as the possibilities of their borrowing or purchasing, are presented to a reader. Using the analysis and comparison of the available specialized materials, the Thesis summarizes the methodical procedures used for the creation of the tactile textbooks, which are suitable for the integrated visually impaired children in the lessons of the Czech Language. KEYWORDS: the sense of touch, touch perception, tactile books, visually impaired pupils, tactile graphics
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VR Touch - Toolkit : Skapandet av ett nytt VR-verktyg för användandet av haptisk feedback och visualiseringNordeman Malm, Oskar, Elm, Jonathan January 2023 (has links)
Denna undersökning belyser varför beröring är ett viktigt sinne för att stärka VR-upplevelser. Genom att använda beröring som metod för att utforska fysiska egenskaper har vi skapat endigital gestaltning som demonstrerar hur denna unika förmåga kan användas. Denna undersökning har bidragit till skapandet av ett nytt verktyg för framtida utveckling av VR-upplevelser, vilket har öppnat upp möjligheter att använda beröring som huvudmekanik. Genom att kombinera haptisk feedback och visualisering av händer och omgivning kan vi utforska och interagera med VR-spel på ett nytt och spännande sätt. / This study highlights why the sense of touch is important for enhancing VR experiences. By using touch as a method to explore physical properties, we have created a digital representation that demonstrates how this unique ability can be utilized. This study has contributed to the development of a new developer tool for future VR experience design, which has opened up possibilities for incorporating the sense of touch as a main mechanic. By combining haptic feedback and visualization of hands and the environment, we can explore and interact with VR games in a new and exciting way.
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