User experience and expectations of haptic feedback in in-car interaction

Author(s):  
Kaisa Väänänen-Vainio-Mattila ◽  
Jani Heikkinen ◽  
Ahmed Farooq ◽  
Grigori Evreinov ◽  
Erno Mäkinen ◽  
...  
2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Haneen Alsuradi ◽  
Wanjoo Park ◽  
Mohamad Eid

AbstractHaptic technologies aim to simulate tactile or kinesthetic interactions with a physical or virtual environment in order to enhance user experience and/or performance. However, due to stringent communication and computational needs, the user experience is influenced by delayed haptic feedback. While delayed feedback is well understood in the visual and auditory modalities, little research has systematically examined the neural correlates associated with delayed haptic feedback. In this paper, we used electroencephalography (EEG) to study sensory and cognitive neural correlates caused by haptic delay during passive and active tasks performed using a haptic device and a computer screen. Results revealed that theta power oscillation was significantly higher at the midfrontal cortex under the presence of haptic delay. Sensory correlates represented by beta rebound were found to be similar in the passive task and different in the active task under the delayed and synchronous conditions. Additionally, the event related potential (ERP) P200 component is modulated under the haptic delay condition during the passive task. The P200 amplitude significantly reduced in the last 20% of trials during the passive task and in the absence of haptic delay. Results suggest that haptic delay could be associated with increased cognitive control processes including multi-sensory divided attention followed by conflict detection and resolution with an earlier detection during the active task. Additionally, haptic delay tends to generate greater perceptual attention that does not significantly decay across trials during the passive task.


2016 ◽  
Vol 53 (5) ◽  
pp. 561-570 ◽  
Author(s):  
Sabine Girod ◽  
Schvartzman ◽  
Dyani Gaudilliere ◽  
Kenneth Salisbury ◽  
Rebeka Silva

2021 ◽  
Vol 14 (3) ◽  
pp. 1-14
Author(s):  
Silvia Ceccacci ◽  
Andrea Generosi ◽  
Alma Leopardi ◽  
Maura Mengoni ◽  
And Ferruccio Mandorli

This article reports the results of a research aimed to evaluate the ability of a haptic interface to improve the user experience (UX) with virtual museum systems. In particular, two user studies have been carried out to (1) compare the experience aroused during the manipulation of a 3D printed replica of an artifact with a pen-like stylus with that aroused during the interaction (visual and tactile) with a 3D rendering application using a haptic interface and PC monitor, and (2) compare the users’ perceived usability and UX among a traditional mouse-based desktop interface, haptic interface, and haptic gamified interface based on the SUS scale and the AttrakDiff2 questionnaire. A total of 65 people were involved. The considered haptic application is based on the haptic device Omega 6 produced by Force Dimension, and it is a permanent attraction of the Museo Archeologico Nazionale delle Marche. Results suggest that the proposed haptic interface is suitable for people who commonly use mouse-based computer interaction, but without previous experience with haptic systems, and provide some insights useful to better understand the role of haptic feedback and gamification in enhancing UX with virtual museums, and to guide the development of other similar applications in the future.


2020 ◽  
Vol 21 (Supplement_1) ◽  
Author(s):  
S Deng ◽  
E Singh ◽  
G Wheeler ◽  
K Pushparajah ◽  
J A Schnabel ◽  
...  

Abstract Funding Acknowledgements Work supported by the NIHR i4i funded 3D Heart project [II-LA-0716-20001] Background 3D printing is used for surgical planning of complex congenital heart disease (CHD) because it provides an intuitive 3D representation of the image data. However, the 3D print is static and it can be costly and time consuming to create. Virtual Reality (VR) is a cheaper alternative that is able to visualise volumetric images in 3D directly from the scanner, both statically (CT and MR) and dynamically (cardiac ultrasound). However, VR visualisation is not as tangible as a 3D print - this is because it lacks the haptic feedback which would make the interactions feel more natural. Purpose Evaluate if adding haptic feedback (vibration) to the visualisation of volume image data in VR improves measurement accuracy and user experience. Method We evaluated the effect of vibration haptic feedback in our VR system using a synthetic cylinder volume dataset. The cylinder was displayed in two conditions: (1) with no haptic feedback, and (2) with haptic feedback. Ten non-clinical participants volunteered in the evaluation. They were blinded to these two test conditions. The participants were asked to measure the cylinder’s diameter horizontally and vertically, and its length, in each test condition. The measurement results were compared to the ground truth to assess the measurement accuracy. Each participant also completed a questionnaire comparing their experience of the two test conditions during the experiment. Results The results show a marginal improvement of measurement accuracy with haptic feedback, compared to no haptics (see Figure a). However, this improvement was not statistically significant. The haptic feedback did improve the participants’ confidence about their performance and increased the ease of use in VR, hence, they preferred the haptics condition to the no haptics condition (see Figure b). Moreover, although 70% of the participants reported relying on the visual cue more than on the haptic cue, 90% found that the haptic cue was helpful for deciding where to place the measurement point. Also, 88.9% of the participants felt more immersed in the VR scene with haptic feedback. Conclusion Our evaluation suggests that although haptic feedback may only marginally improve measurement accuracy, participants nevertheless preferred it because it improved confidence in their performance, increased ease of use, and facilitated a more immersive user experience. Abstract P1566 Figure.


Procedia CIRP ◽  
2021 ◽  
Vol 100 ◽  
pp. 601-606
Author(s):  
Lasse Schölkopf ◽  
Mario Lorenz ◽  
Mareike Stamer ◽  
Lina Albrecht ◽  
Philipp Klimant ◽  
...  

2021 ◽  
Vol 12 ◽  
Author(s):  
Stefan Josef Breitschaft ◽  
Claus-Christian Carbon

Novel tangible user interface technologies facilitate current trends toward seamless user interfaces. They enable the design of yet unseen interfaces and thus the creation of a new kind of haptic language. In order to use the benefits of a touch-and-feel design for a positive user experience, carefully designed haptic feedback plays an important role by providing aesthetically pleasing and sustainable product features. Haptic feedback may exceed mere acquiring of buttons and input-confirmation but enable orientation and even identification of functionality governed by the haptic impression. We employed the aesthetic association principle as a deeply grounded psychological mechanism that assists effective linkage between haptic form factors and associated functional attributes. In order to illustrate this powerful principle, we analyzed the specific associations between certain main haptic surface qualities and associated functional aspects. In a series of three subsequent studies (Pre-Study 1: perception, Pre-Study 2: similarity, and Main Study: association), we explored paradigmatic associations of that kind to develop guidelines which forms are distinct to be used in interfaces. We show how forms are implicitly categorized into functional qualities (on/off, more-less, selection), using a multidimensional scaling procedure and explore explicit form-functionality associations, using a think-aloud method in the context of an automotive interface. For a series of forms, we revealed clear associative relations to specific functions. We will discuss the general value and opportunities of an association-based approach to user experience in order to create intuitive user interfaces. We will also develop ideas for specific areas of applications.


2021 ◽  
Author(s):  
Babar Chaudary ◽  
Sami Pohjolainen ◽  
Saima Aziz ◽  
Leena Arhippainen ◽  
Petri Pulli

AbstractThis paper reports the development of a specialized teleguidance-based navigation assistance system for the blind and the visually impaired. We present findings from a usability and user experience study conducted with 11 blind and visually impaired participants and a sighted caretaker. Participants sent live video feed of their field of view to the remote caretaker’s terminal from a smartphone camera attached to their chest. The caretaker used this video feed to guide them through indoor and outdoor navigation scenarios using a combination of haptic and voice-based communication. Haptic feedback was provided through vibrating actuators installed in the grip of a Smart Cane. Two haptic methods for directional guidance were tested: (1) two vibrating actuators to guide left and right movement and (2) a single vibrating actuator with differentiating vibration patterns for the same purpose. Users feedback was collected using a meCUE 2.0 standardized questionnaire, interviews, and group discussions. Participants’ perceptions toward the proposed navigation assistance system were positive. Blind participants preferred vibrational guidance with two actuators, while partially blind participants preferred the single actuator method. Familiarity with cane use and age were important factors in the choice of haptic methods by both blind and partially blind users. It was found that smartphone camera provided sufficient field of view for remote assistance; position and angle are nonetheless important considerations. Ultimately, more research is needed to confirm our preliminary findings. We also present an expanded evaluation model developed to carry out further research on assistive systems.


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