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STEM subjects face the Haptic Generation: the iScholarLlobregat Gómez, Nuria 23 March 2020 (has links)
[ES] Desde 2006, las Instituciones de Educación Superior (IES), las políticas educativas y los agentes de interés han abordado las recomendaciones de la UE destinadas a proporcionar un marco para el aprendizaje permanente en una sociedad del conocimiento. Estrategias como "Europa 2020" o "Educación y formación 2020" (ET2020), centradas en el crecimiento inteligente a través del desarrollo del conocimiento y la innovación (COM, 2010), intentan responder a los nuevos desafíos globales que trae la era digital. Nuevos conceptos como la especialización inteligente, la competencia digital o la ciudadanía digital, entre otros, son piedras angulares para cumplir con las demandas del mercado laboral de la 4ª Revolución Industrial.
Recientes encuestas a alumnos actuales evidencian altas tasas de abandono y repetidores (OCDE, 2016), y su baja motivación para acceder a nuestros campus siguiendo las metodologías existentes. La brecha entre lo que los estudiantes esperan y lo que reciben del profesorado es, hoy por hoy, insuperable; porque el modelo universitario fue creado, desarrollado y actualizado en la era pre-háptica, cuando se incorporó el proceso de Bolonia para la estandarización de la educación superior europea al diseño curricular (2010).
Las universidades tecnológicas españolas, en un esfuerzo por satisfacer las necesidades de los futuros ingenieros, intentan diseñar estrategias que incorporen esas habilidades cruciales para que sus graduados puedan prosperar en una sociedad de trabajo digital (OCDE, 2019) de la mejor manera posible.
Desde 2010, la irrupción de teléfonos inteligentes y tabletas en nuestros hogares (dispositivos hápticos) y la vida normal ha traído un nuevo gesto, la interacción háptica, a nuestro bienestar social y a nuestra forma de vida. Dentro de esa interacción hay elementos como conectividad global, formatos digitales, alfabetización en nuevos medios, comunicación instantánea, interactividad o personalización que ha afectado a todos los miembros de la sociedad sin importar la edad, incluidos los niños de la Generación Háptica que, en este momento, están observando e imitando todo tipo de gestos y comportamientos llevados a cabo mientras desarrollan su personalidad.
El diseño etnográfico de la investigación desde una perspectiva de las Ciencias Sociales guía la labor realizada en esta disertación y confirma que la interacción háptica en manos de la primera infancia brinda increíbles posibilidades para impulsar la creatividad, la adquisición del idioma inglés y el aprendizaje experto, entre otras muchas posibilidades de aprendizaje si se usan estos dispositivos aprovechando al máximo sus características lecto-escritoras integradas que lo facilitan. Esta capacidad intrínseca motiva las preguntas de investigación de esta tesis.
En poco tiempo esos niños, los iScholars, que han adquirido mucho de su aprendizaje mediante interacciones hápticas innatas desde muy pequeños, llenarán nuestros campus universitarios trayendo consigo unas necesidades de aprendizaje diferentes en un nuevo escenario que combina entornos educativos formales, informales y no formales con una perspectiva más amplia.
Teniendo en cuenta este panorama, se configura un nuevo escenario de aprendizaje, el Atrium, para permitir que las asignaturas STEM acojan a la Generación Háptica: los iScholars. El Atrium, como un espacio polivalente, ofrece a la educación superior la posibilidad de configurar los títulos universitarios desde una perspectiva STEHEAM que se cree satisface las necesidades de los estudiantes universitarios de 2030 que anhelan conocimiento académico, habilidades profesionales y adquisición de competencias. / [CA] Des de 2006, les Institucions d'Educació Superior (IES), les polítiques educatives i els agents d'interés han abordat les recomanacions de la UE destinades a proporcionar un marc per a l'aprenentatge permanent en una societat del coneixement. Estratègies com "Europa 2020" o "Educació i formació 2020" (ET2020), centrades en el creixement intel·ligent a través del desenvolupament del coneixement i la innovació (COM, 2010), intenten respondre als nous desafiaments globals que porta l'era digital. Nous conceptes com l'especialització intel·ligent, la competència digital o la ciutadania digital, entre altres, són pedres angulars per a complir amb les demandes del mercat laboral de la 4a Revolució Industrial.
Recents enquestes a alumnes actuals evidencien altes taxes d'abandó i repetidors (OCDE, 2016), i la seua baixa motivació per a accedir a nostres campus seguint les metodologies existents. La bretxa entre el que els estudiants esperen i el que reben del professorat és, ara com ara, insuperable; perquè el model universitari va ser creat, desenvolupat i actualitzat en l'era pre-hàptics quan el Procés de Bolonya per a l'estandardització de l'Educació Superior Europea es va incorporar al disseny curricular (2010).
Les universitats tecnològiques espanyoles, en un esforç per satisfer les necessitats dels futurs enginyers, intenten dissenyar estratègies per a incorporar aqueixes habilitats crucials per a que el seus graduats puguen prosperar en una societat de treball digital (OCDE, 2019) de la millor manera possible.
Des de 2010, la irrupció de telèfons intel·ligents i tauletes en les nostres llars (dispositius hàptics) i la vida normal ha portat un nou gest, la interacció hàptica, al nostre benestar social i a la nostra forma de vida. Dins de esa interacció hi ha elements com a connectivitat global, formats digitals, alfabetització en nous mitjans, comunicació instantània, interactivitat o personalització que ha afectat a tots els membres de la societat sense importar l'edat, inclosos els xiquets de la Generació Hàptica que, en aquest moment, estan observant i imitant tot tipus de gestos i comportaments que es realitzen al seu voltant mentre desenvolupen la seua personalitat.
El disseny etnogràfic de la investigació des de una perspectiva de les Ciències Socials guia l'investigació realitzada en aquesta tesi i confirma que la interacció hàptica en mans de la primera infància brinda increïbles possibilitats per a impulsar la creativitat, l'adquisició de l'idioma de l'anglés i el aprenentatge expert, entre altres possibilitats d'aprenentatge, sempre que s'usen aquestos dispositius aprofitant al màxim les seves característiques lecto-escritores integrades que el faciliten. Aquesta capacitat intrinseca motiva les preguntes d'investigació d'aquesta dissertació.
En poc temps, eixos xiquets: els iScholars, que han adquirit molt de la seva alfabetització amb gestos hàptics innats des de la primera infància, ompliran el nostres campuses universitaris portant amb ells unes necessitats d'aprenentatge differents en un nou escenari que combina entorns educatius formals, informals i no formals amb una perspectiva mes ampla.
Tenint en compte aquest panorama, es configura un nou escenari d'aprenentatge, l'Atrium, per a permetre que les assignatures STEM s'enfronten a la Generació Hàptica: els iScholars. L'Atrium, com un espai polivalent, ofereix a l'educació superior la possibilitat de configurar els títols universitaris des d'un abast STEHEAM que es cree satisfarà les necessitats dels estudiants universitaris de 2030 a la recerca de coneixement acadèmic, habilitats professionals and acquisició de competències. / [EN] Since 2006, Higher Education Institutions (HEIs), educational policies, and stakeholders have addressed to the EU recommendations aimed to provide a framework for lifelong learning in the knowledge society. Strategies like "Europe 2020" or "Education and Training 2020" (ET2020), focusing on smart growth through the development of knowledge and innovation (COM, 2010), try to answer the new global challenges that the digital era brings. New concepts like smart specialization, digital competence, or digital citizenship, among others, are keystones to fulfil the labor market skills of the 4th Industrial Revolution.
Recent surveys, among nowadays students, evidence high drop-out and repetition rates (OECD, 2016), and their low motivation to join our campuses following the existing methodologies. The gap between what the students expect and what they receive from faculty is nowadays insurmountable because the university model was created, developed, and updated in the pre-haptic era when the Bologna Process for standardization of European higher education was incorporated into the curricula design (2010).
Technical Spanish universities, in an effort to meet the needs of the future engineers, are trying to design strategies that incorporate those crucial skills so that its graduates can prosper in a digital working society (OECD, 2019) in the best possible way.
Since 2010, the irruption of smartphones and tablets in our households (haptic devices) and normal life has brought a new gesture, the haptic interaction, to our social well-being and to our way of living. Within that interaction there are elements like global connectivity, digital formats, new media literacies, instant communication, interactivity, or personalization that have affected to all members of society no matter the age, including the Haptic Generation children that are, right now, spying and imitating all sort of gestures and behaviors performed around them while developing their personalities.
The ethnographic design from a Social Science perspective guides the research conducted in this dissertation confirming that haptic interaction in the hands of early childhood brings possibilities for boosting creativity, English language learning, and expert understanding, among other learning possibilities while using the device at its best capacity for literacy learning (using its in-built features). This capacity arises the research questions of this dissertation.
In no time, those children: the iScholars, who have acquired literacy learning with innate haptic gestures since early childhood will be filling our university campuses bringing different learning needs in a new scenario that blends formal, informal, and non-formal educative settings within a broader scope.
Having this landscape in view, a new learning scenario, the Learning Atrium is configurated to enable STEM subjects to face the Haptic Generation: the iScholars. The Atrium, like a polyvalent space, offers higher education the possibility to shape the university degrees from a STEHEAM scope that it is believed to meet the 2030 university student's needs in search of scholar knowledge, professional skills, and competencies acquisition. / Llobregat Gómez, N. (2020). STEM subjects face the Haptic Generation: the iScholar [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/139137
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Haptic Sensation Enhancement for Tasks Using Single and Multiple Fingers via Remote Stochastic Resonance Effects / 指を用いた作業における遠隔確率共鳴による指先触知覚の向上Chamnongthai, Komi 25 March 2024 (has links)
京都大学 / 新制・課程博士 / 博士(工学) / 甲第25243号 / 工博第5202号 / 新制||工||1993(附属図書館) / 京都大学大学院工学研究科機械理工学専攻 / (主査)教授 小森 雅晴, 教授 細田 耕, 准教授 遠藤 孝浩, 教授 松野 文俊 / 学位規則第4条第1項該当 / Doctor of Agricultural Science / Kyoto University / DFAM
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Design and Control of a Cable-Driven Sectorial Rotary Actuator for Open-Loop Force ControlNeal, Jordan Downey 16 October 2015 (has links)
This thesis focuses on the detailed design, implementation, and testing of a unique high performance rotary actuator for use in a custom haptic force feedback device. This six degree of freedom (DoF) position input and three DoF force output haptic device is specifically designed to recreate force sensations with the goal of improving operator performance in remote or simulated environments. By upholding the strict design principles of an ideal force-source actuator, the developed actuator and consequently the haptic controller can successfully replicate forces accurately and realistically. In the comprehensive presentation of this design, numerous analytical tools are also developed and presented with the intention of them being resourceful in the design or improvement of other haptic actuators, specifically cable-driven force feedback designs. These tools which include a linear system model can be valuable not only in the development but in the control of cable-driven actuators.
Due to the imposed design criteria, the developed 1.045 Nm (1.359 Nm peak) cable-driven sectorial rotary actuator exhibits numerous properties that are desired in an open-loop force controlled actuator. These properties include low inertia (6.53e-04 kgm^2), low perceived mass (0.102 kg), small torque resolution (3.84e-04 Nm), small position resolution (21.5 arcsec), and high bandwidth (300 Hz). Due to the efficient cable transmission the design is also backdrivable, isotropic, low friction, and zero backlash. As a result of these numerous intrinsic properties, a high fidelity force feedback haptic actuator was conceived and is presented in this thesis. / Master of Science
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From ‘touch’ to a ‘multisensory’ experience: The impact of technology interface and product type on consumer responsesMishra, A., Shukla, A., Rana, Nripendra P., Dwivedi, Y.K. 13 November 2020 (has links)
Yes / Online retailers are increasingly using augmented reality (AR) and virtual reality (VR) technologies to solve mental and physical intangibility issues in a product evaluation. Moreover, the technologies are easily available and accessible to consumers via their smartphones. The authors conducted three experiments to examine consumer responses to technology interfaces (AR/VR and mobile apps) for hedonic and utilitarian products. The results show that AR is easier to use (vs. app), and users find AR more responsive when buying a hedonic (vs. utilitarian) product. Touch interface users are likely to have a more satisfying experience and greater recommendation intentions, as compared to AR, for buying utilitarian products. In contrast, a multisensory environment (AR) results in a better user experience for purchasing a hedonic product. Moreover, multisensory technologies lead to higher visual appeal, emotional appeal, and purchase intentions. The research contributes to the literature on computer-mediated interactions in a multisensory environment and proposes actionable recommendations to online marketers.
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Performance and Usability of Force Feedback and Auditory Substitutions in a Virtual Environment Manipulation TaskEdwards, Gregory W. 27 December 2000 (has links)
Recent technology developments have made possible the creation of several commercial devices and a selected number of development platforms for the inclusion of haptics (the sense of touch) in virtual environments (VE). This thesis sought to investigate and develop a better understanding of whether or not haptics or sound substitutions improved manipulation performance or usability in VE applications. Twenty-four volunteers (12 males and 12 females) participated in a 2 (haptics) x 2 (sound) x 2 (gender) mixed factorial experiment in which they completed a VE manipulation task involving the assembly and disassembly of 5 interconnecting parts. Performance for the manipulation task was measured through completion time and the number of collisions made, as well as subjective measures of usability.
Results indicated that completion times were slower and collision counts were higher for males with the addition of haptics (ptime = 0.03; pcollisions<0.05), while females exhibited a smaller increase in collision counts and no increase in completion time with the addition of haptics. Nonetheless, there were improved usability attributes when haptics were incorporated, more specifically, an increased sense of realism, perceived helpfulness and perceived utility in a design task (p<0.05 for all). Sound was found to be an effective substitute for haptics in most measures taken while the combination of sound and haptics versus either alone, did not demonstrate any signs of improving performance or any usability attributes. It is therefore recommended that sound substitution be used in VE manipulation tasks where the extra haptic information is desired, and minimizing completion time or collisions are the overall goal. Finally, for the utility of the feedback towards a design task, users ranked haptics as being more useful than sound, but ranked the combination of sound and haptics as being the best feedback condition (p<0.05). Further research is required to determine whether this belief is consistent with objective measures. / Master of Science
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Multidimensional Warnings: Evaluating Curve Warning Stimuli in an On-Road EnvironmentMcElheny, Melinda Jean 20 October 2005 (has links)
Horizontal curves on roadways are the site of numerous crashes and motorist deaths each year. Traditional methods to warn drivers of curve hazards, including static roadside signs, are sometimes ineffective at influencing driver behavior for reasons such as driver acclimation to inconsistency in posted advisory speeds. In-vehicle curve warning devices (CWDs) may be an effective alternative for reducing the number of collisions at curves. Multi-modality displays have elicited positive driver results and should be further explored. The objective of this study was to determine the most effective curve warning system using on-road performance and subjective evaluation.
Two top-performing warning stimulus presentations, as determined by a recent simulator study, were tested at the Virginia Smart Road closed test highway. Both warnings exhibited auditory (speech) and visual (Heads Down Display) stimuli, however one included a throttle pushback haptic stimulus and the other did not. No on-road studies of this type of haptic stimulus, nor of CWDs, have been published to date. Forty-eight individuals, 24 age 18-25 years and 24 age >60 years, participated in the study. A 2 (Age) x 3 (Stimulus Presentation) between-subjects design was used to examine participant performance and ratings for the first "surprise" experience with the stimulus while driving on the Smart Road, and a 2x3 mixed factors design examined stimulus as a repeated measure. Participant braking reaction times, speed, and subjective evaluations were compared between stimulus presentations as well as driver age.
Throttle reaction times and brake reaction times were significantly quicker, and curve entry speed significantly closer to an advisory speed for participants receiving a warning presentation than those without a warning presentation at alpha=0.05. No statistical differences between objective measures were found between the stimulus presentation with the haptic and the stimulus presentation without the haptic stimulus. Age was a significant main effect as older drivers reached more appropriate curve entry speeds than younger drivers. Driver risk-taking style was significantly related to age and to curve entry speed. During an interview, participants demonstrated higher comprehension when presented with the stimulus lacking the haptic component, and ranked this presentation higher, though ratings gathered from questionnaires were not significantly different between the two stimulus presentations. Driver comments were examined using a content analysis technique organized by design guideline topics. Discussion was presented in terms of four main research questions and recommendations toward CWD design guidelines were developed based on the objective and subjective results of this study. In addition, this research developed a foundation for further on-road testing of CWDs and other multi-modal in-vehicle warning systems. / Master of Science
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Analysis of a Rotary Ultrasonic Motor for Application in Force-Feel SystemsMurphy, Devon Patrick 26 September 2008 (has links)
A qualitative analysis of a rotary traveling wave-type ultrasonic motor (USM) used to supply feedback forces in force-feel systems is carried out. Prior to simulation, the subsystems and contact mechanics needed to define the motor's equations of motion are discussed along with the pitfalls of modeling a USM. A mathematical model is assembled and simulated in MATLAB Simulink. Accompanying the dynamic model, a new reduced model is presented from which predictions of USM performance can be made without a complicated dynamic model. Outputs from the reduced model are compared with those of the dynamic model to show the differences in the transient solution, agreement in the steady state solution, and above all that it is an efficient tool for approximating a motor's steady state response as a function of varying the motor parameters. In addition, the reduced model provides the means of exploring the USMs response to additive loading, loads acting in the direction of motor motion, where only resistive loads, those opposite to the motor rotation, had been considered previously. Fundamental differences between force-feel systems comprising standard DC brushless motors as the feedback actuators and the proposed system using the USM are explained by referencing the USM contact mechanics. Outputs from USM model simulations are explored, and methods by which the motor can be implemented in the force-feel system are derived and proven through simulation. The results show that USMs, while capable of providing feedback forces in feel systems, are far from ideal for the task. The speed and position of the motor can be controlled through varying stator excitation parameters, but the transient motor output torque cannot; it is solely a function of the motor load, whether additive or resistive. / Master of Science
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Fabrication strategies to enable rapid prototyping of haptic devices and experiencesSánchez Cruz, Ramón E. 07 February 2025 (has links)
2025 / The skin, with its high density of specialized neurons, provides a rich platform for discrete communication through haptic feedback technologies. However, current manufacturing techniques for haptic devices are labor-intensive and require significant technical expertise, limiting accessibility and broader adoption. Existing processes involve specialized PCB software for circuit design, followed by multi-step integration into a soft polymer matrix, resulting in prolonged lead times and limited design flexibility. Furthermore, these devices typically rely on external computing units for controlling tactile patterns and intensity, often decoupling the two. This work proposes fabrication strategies ranging from benchtop 3D printing to hybrid techniques that integrate innovative materials with intuitive interfaces, enabling customizable and accessible haptic devices. We aim to create wearable haptic devices with direct, human-in-the-loop customization of haptic cues. To simplify the creation of haptic feedback devices, we developed a toolkit comprising five wireless, wearable haptic modules that deliver the three most common tactile sensations: vibrotactile, skin-stretch, and probing. These customizable modules can operate individually or together to create multimodal haptic experiences, serving as a platform for rapid prototyping tactile displays. However, despite their accessibility and ease of assembly, the modules remain bulky, rigid, and limited in customization, relying on an off-board computer and technical expertise to function. To create truly body-compliant stretchable haptic electronics, we developed a 3D printed liquid metal (LM) emulsion for wiring that sustains high strains while maintaining electrical connectivity. To fabricate stretchable electronics, the LM emulsion was integrated into a soft polymer matrix through multi-material 3D printing, with manually placed off-the-shelf electronics. The LM emulsion is not conductive upon printing but can be render highly conductive with a single axial strain at low stress (< 0.3 MPa), resulting in activation stresses that are an order of magnitude lower than previous work. The LM emulsion also exhibits a maximum conductivity that is more than 300% higher than that of similar previous work. Its high conductivity and durability under strain make it ideal for stretchable electronics. To integrate the LM emulsion into stretchable electronics, we developed a computer aided fabrication strategy that streamlined the design and production of haptic devices. First, we created an intuitive graphical user interface (GUI) for sketching haptic devices, compatible with direct ink writing. Next, we developed an algorithm to convert circuit schematics into 3D printing commands. This strategy combines direct ink writing with automated pick-and-place of electronics in a single fabrication step. Using this process, we fabricated a wireless, self-powered tactile display comprising a haptic input device and a haptic output device. Together, these devices enable immersive human-to-human interactions by mapping real-time pressure patterns through the input device and generating proportional vibrotactile feedback with the output device. This approach represents a significant step toward enabling rapid prototyping of both haptic devices and haptic experiences. / 2026-02-07T00:00:00Z
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Designing Natural Haptic Interfaces and SignalsSang-Won Shim (6620390) 14 May 2019 (has links)
This thesis research is concerned with the exploration, design, and validation of novel haptic technologies and signals that feel natural and meaningful in a calm and pleasant way. Our ultimate goal is to expand the possibilities of human-machine interaction by developing a single tactile display and a set of signals through a systematic design approach. It is generally a challenge to evoke a broad range of emotions with vibrotactile stimulation, especially at low signal intensities. During the first part of this thesis research, three types of prototypes were developed and explored using novel haptic technologies. The first was a circular array braille display consisting of eight small six-pin braille modules. The forty-eight pins were arranged in a circular shape to deliver circular tactile information such as time and direction. The second was a braille stick consisting of sixteen six-pin braille modules arranged in a row. The entire display could be easily grasped in the hand so that tactile information can be easily accessible. The third was a 3-by-3 electroactive polymer actuator array driven at high voltages that gives a subtle “tapping” feel on the skin. However, each of the three prototypes suffered from a limited range of expression and was not pursued further.<br> After the initial prototyping efforts, a 2-by-2 vibrotactile display, the palmScape, was conceived and developed. Custom-designed stimulation patterns based on natural phenomena that feel calm and pleasant were designed and implemented with the palmScape. We use text labels to set the context for the vibrotactile icons that attempt to capture and expresses natural metaphors through variations in signal amplitude, frequency, duration, rhythm, modulation, spatial extent, as well as slow movements. Fourteen participants evaluated twenty vibrotactile icons by rating the perceived valence and arousal levels. The twenty stimuli included sixteen custom-designed vibrotactile icons from this thesis research and four reference patterns from two published studies. The results show that our custom-designed patterns were rated at higher valence levels than the corresponding reference signals at similar arousal ratings. Five of the sixteen vibrotactile icons from this research occupied the fourth quadrant of the valence-arousal space that corresponds to calm and pleasant signals. These findings support the validity of the palmScape display and our signal design approach for achieving a calm and pleasant experience and the possibility of reaching a broader range of expressiveness with vibrotactile signals.<br> Future studies will continue with the design of signals that can express a broader range of metaphors and emotions through the palmScape, and build an emotional evaluation database that can be combined with other modalities. Our work can be further expanded to support an immersive experience with naturalistic-feeling vibrotactile effects and broaden the expressiveness of human-computer interfaces in media consumption, gaming, and other communicative application domains.
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Etude ergonomique de la modalité haptique comme soutien à l’activité de déplacement piéton urbain : un projet de conception de produit innovant / Ergonomic study of the haptic modality as support for the activity of urban pedestrian travel : a design project of innovative productBrunet, Lucie 15 December 2014 (has links)
Qu’ils soient voyageurs occasionnels ou réguliers, les piétons se déplaçant en environnement urbain et en transport en commun ont à faire face à la complexité du réseau de transport des grandes villes. Les aides au déplacement sont nombreuses et variées. Elles peuvent être fixes (par exemple, panneaux de signalisation) ou mobiles (par exemple, applications sur smartphone). Ces aides utilisent principalement la modalité sensorielle visuelle, déjà fortement sollicitée lors d’un déplacement urbain. Une alternative intéressante serait d’utiliser l’haptique (sens du toucher). En effet, cette modalité permet de transmettre au porteur d’un dispositif haptique des informations de déplacement et de navigation, en attirant discrètement son attention par des messages délivrés tactilement.S’inscrivant dans une démarche d’ergonomie prospective, cette thèse vise à étudier l’apport de la modalité haptique comme soutien à l’activité de déplacement piéton urbain. L’objectif appliqué est la conception d’un dispositif haptique d’aide au déplacement innovant, efficace et accepté par les utilisateurs futurs. Ce projet de conception s’est déroulé dans le cadre du projet ANR Tictact, mené par le CEA-LIST de 2011 à 2014. L’utilisation de la modalité haptique étant posée comme un parti pris initial, l’objectif du projet était de déterminer la forme que devrait prendre l’assistance aux usagers et la technologie de l’outil d’aide.Pour répondre à ce défi, nous avons mis en œuvre trois études successives. La première visait à comprendre les activités cognitives élémentaires mobilisées pour consulter les supports d’informations nécessaires à la navigation piétonne. Pour cela, nous avons analysé le comportement d’un piéton effectuant un trajet urbain (en métro et à pied). Les résultats nous ont permis de spécifier les fonctions d’aide que devrait remplir un futur dispositif d’aide au déplacement. Complétées par une revue de la littérature sur les interfaces haptiques et leur utilisation pour l’aide au déplacement, ces résultats nous ont conduits à déterminer les fonctions éligibles à la modalité haptique. La seconde étude visait à concevoir l’interaction haptique avec le dispositif d’aide, en deux étapes : élaborer le concept d’interface et concevoir le langage d’interaction. Une démarche de conception participative a été mise en œuvre, étayée par l’utilisation d’un prototype et de méthodes créatives. Cette démarche a abouti à : (i) identifier un message informationnel approprié à chaque fonction de déplacement ; (ii) traduire ce message (par analogie) en métaphore ; (iii) transformer chaque métaphore en motifs vibratoires délivrés par un bracelet haptique. La troisième étude visait à évaluer le dispositif haptique (bracelet couplé à un Smartphone) en environnement réel. Une analyse d’activité de déplacement urbain a été menée, comparant un groupe disposant de notre prototype haptique d’aide à un groupe sans prototype. Les résultats confirment la potentialité de la modalité haptique pour améliorer les performances de déplacement et notamment une allure de déplacement plus fluide et une diminution du temps de consultation d’un support d’information. Notre étude ouvre des perspectives pour l’utilisation de la modalité haptique dans diverses interfaces mobiles (par exemple une smartwatch). / Whether they are occasional or regular travellers, the pedestrians travelling in an urban environment and using public transportation have to face the complexity of the transportation network of large cities. The travelling aids are numerous and varied. They can be stationary or mobile (for example, applications on smartphones). These aids rely mainly on the visual sensory modality, already heavily requested during urban travel. An interesting alternative would be to use haptics (sense of touch). Indeed, this modality enables to convey travel and navigational information to the owner of a haptic device, by drawing discreetly his attention with tactile messages. Joining an approach of prospective ergonomics, this thesis aims to study the contribution of the haptic modality as a support for the activity of urban pedestrian travel. The applied objective is the design of a haptic device as an innovative travel aid, effective and accepted by the future users. This design project took place within the framework of the ANR project Tictact, led by the CEA-LIST from 2011 till 2014. The use of the haptic modality being put as an initial bias, the objective of the project was to determine the form that the assistance and the technology of the travel aid should take.To tackle this challenge, we conducted three successive studies. The first one, aimed at understanding the elementary cognitive activities mobilized when consulting information necessary to the pedestrian navigation. For that purpose, we analysed the behaviour of a pedestrian undertaking an urban travel (in the subway and on foot). The results allowed us to specify the functions that a future device assisting in the travel should include. Completed by a review of the literature on haptic interfaces and their use for assisting travel, these results led us to determine the eligible functions of the haptic modality.The second study aimed at designing the haptic interaction with the haptic interface, in two stages: first develop the concept of the interface and second design the interaction language. An approach of participative design was implemented, supported by the use of a device prototype and creative methods. This approach succeeded in: i) identifying an informative message suitable for each function of the travel; ii) translating this message (using an analogy) into a metaphor; and iii) transforming every metaphor into vibrotactile patterns delivered by a haptic wristband.The third study aimed at evaluating the haptic device (a wristband coupled with a Smartphone) in a real environment. An analysis of the activity of urban travel was conducted, comparing a group having a prototype of our haptic assistant to a group without such prototype. The results confirm the potentiality of the haptic modality to improve the travel performance in particular to enable a more fluid speed of travel and a decrease in the consultation time of an information medium. Our study opens up perspectives for the use of the haptic modality in diverse mobile interfaces (for example a smartwatch).
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