Output Devices - Non-Visual Robert W. Lindeman Worcester - - PowerPoint PPT Presentation

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Output Devices - Non-Visual Robert W. Lindeman Worcester - - PowerPoint PPT Presentation

CS-525H: Immersive HCI Output Devices - Non-Visual Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science gogo@wpi.edu Overview Here we are concerned with technology for stimulating the senses R.W. Lindeman


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CS-525H: Immersive HCI Output Devices - Non-Visual Robert W. Lindeman

Worcester Polytechnic Institute Department of Computer Science

gogo@wpi.edu

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 2

Overview

Here we are

concerned with technology for stimulating the senses

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 3

Audio Displays

Spatialization vs. Localization Spatialization is the processing of sound

signals to make them emenate from a point in space

Localization is the ability of people to

identify the source position of a sound

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 4

Audio Display Properties

Presentation Properties

 Number of channels  Sound stage  Localization  Masking  Amplification

Logistical Properties

 Noise pollution  User mobility  Interface with tracking  Environmental

requirements

 Integration  Portability  Throughput  Cumber  Safety  Cost

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 5

Channels & Masking

Number of channels

 Stereo vs. mono vs. quadrophonic  2.1, 5.1, 7.1

Two kinds of masking

 Louder sounds mask softer ones  Physical objects mask sound signal

 Happens with speakers, but not with

headphones

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 6

Audio Displays

Head-worn

Ear Buds On Ear Open Back Closed Bone Conduction

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 7

Haptic Displays

 Haptic sense is most complex

 Tactile

 Stimuli on the skin  Different kinds of mechanoreceptors, each with

varying types of sensitivity

 Temperature

 Actually part of tactile

 Kinesthetic

 Force on the muscles and tendons  Proprioception  Force feedback

 Wind  Pain

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 8

Haptic Sense

The haptic sense is bidirectional

 Senses the environment  Acts on the environment  Tight coupling between the two

Skin is the largest organ

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 9

Haptic Devices

Pin arrays for the finger(s) Force-feedback "arms" "Pager" motors Particle brakes Passive haptics Many devices are application specific

 Like surgical devices

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 10

Haptic Feedback in VR

 Tactile: Surface

properties

 Most densely populated

area is the fingertip (okay, it's the tongue)

 Kinesthetic: Muscles,

Tendons, etc.

 Also known as

proprioception

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 11

Haptic Sense (cont)

Sensitivity varies greatly

 Two-point discrimination

45mm Calf 42mm Thigh 41mm Shoulder 39mm Back 39mm Upper Arm 35mm Forearm 30mm Belly 20mm Foot 15mm Forehead 10mm Palm 7mm Nose 6mm Cheek 2-3mm Finger Threshold Distance Body Site

http://faculty.washington.edu/chudler/chsense.html

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 12

SensAble PHANToM

http://www.sensable.com/

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 13

Immersion CyberGrasp

http://www.immersion.com/

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 14

Passive Haptic Paddle

http://www.cs.wpi.edu/~gogo/hive/

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 15

UNC Being There Project

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 16

Haptic Feedback in VR

Virtual contact

 What should we do when we know that

contact has been made with a virtual object?

 The output of collision detection is the input

to virtual contact

 Cues for understanding the nature of contact

with objects are typically over-simplified (e.g., sound)

Training aids

 Can we convey additional information using

the haptic channel?

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 17

Vibrotactile Cueing Devices

Vibrotactile feedback has been

incorporated into many devices

Can we use this technology to provide

scalable, wearable touch cues?

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 18

Vibrotactile Feedback Projects

Navy TSAS Project TactaBoard and TactaVest

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 19

Olfactory Sense

Two main problems

 Scent generation

 Tens of thousands of receptor types

 Scent delivery

 Easier problem

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 20

Air Cannon (Yanagida, 2004)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 21

Gustatory

Not much research here, but some

interesting stuff

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 22

Summary

There is lots of cool stuff left to try in

  • rder to fool the senses

It's an engineering problem It's a human-physiology problem It's a human-perception problem