Haptic Human-Computer Interaction
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Haptic human-computer interaction is interaction between a human computer user and the computer user interface based on the powerful human sense of touch. Haptic hardware has been discussed and exploited for some time, particularly in the context of computer games. However, so far, little attention has been paid to the general principles of haptic HCI and the systematic use of haptic devices for improving efficiency, effectiveness, and satisfaction in HCI.
This book is the first one to focus on haptic human-computer interaction. It is based on a workshop held in Glasgow, UK, in August / September 2000. The 22 revised full papers presented were carefully reviewed and selected from 35 submissions. Besides a brief historic survey, the book offers topical sections on haptic interfaces for blind people, collaborative haptics, psychological issues and measurement, and applications of haptics.
of this project was the proof-of-concept curriculum module that demonstrated accessible, Web-based science education using force feedback. The curriculum module served as both a test bed for accessibility concepts and as a progressive force feedback application that demanded substantial core technology development. Responses of evaluators to a post-evaluation survey clearly indicate that haptic feedback was a useful tool for realizing the behavior of a dynamical system and a potentially viable
grasp of an object, it is much more common to explore the object by moving it in the hand or moving the hand over it. Manipulation takes time, and there is seldom the (nearly) immediate correct identification possible with vision. This is especially apparent in virtual contexts. In an experimental study with PHANToM objects in dimensions between 10 and 100 mm it was found that the means of exploration times varied between 10 and 23 sec . Even if one of the forms, the sphere, could be correctly
entire experiment took approximately 45 minutes. 3 Results Data from individual reach-grasp-lift records were analyzed using software written in Matlab. This processing of data included a preliminary step of preprocessing, followed by extraction of relevant forces and kinematic markers to characterize the movements. The preprocessing involved first using linear interpolation to have each record evenly sampled at a rate of 500 Hz. Following this, the interpolated data were filtered with a 2nd
designed in a modular fashion to aid repair and maintenance, as well as provide an upgrading path for introducing automation (Vertut ; see Fig. 3). Selectable force feedback (also known as “force boost”) ratios - 1/2, 1/4, 1/8 - were included as standard, the bilateral positioning system being provided by means of potentiometers which determined the relative positions of master and slave arms. Fig. 3. MA-23M master control arm, under investigation during a human factors research programme
requirement of 69% correct (i.e. an angular target separation of one standard deviation) the resolution could be about 30 equally-spaced targets for the two mice and about 20-25 for the optical trackball. Figure 5 shows variability as a function of direction pooled over all subjects and sample points. It can be seen that the optical mouse leads to the least variability around the mean paths and the optical trackball to the most variability. Cursor Trajectory Analysis -200 -200 -100 -100 y