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This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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This dissertation research investigates the social implications of computing artifacts that make use of sensor driven self-quantification to implicitly or explicitly direct user behaviors. These technologies are referred to here as self-sensoring prescriptive applications (SSPA’s). This genre of technological application has a strong presence in healthcare as a means to

This dissertation research investigates the social implications of computing artifacts that make use of sensor driven self-quantification to implicitly or explicitly direct user behaviors. These technologies are referred to here as self-sensoring prescriptive applications (SSPA’s). This genre of technological application has a strong presence in healthcare as a means to monitor health, modify behavior, improve health outcomes, and reduce medical costs. However, the commercial sector is quickly adopting SSPA’s as a means to monitor and/or modify consumer behaviors as well (Swan, 2013). These wearable devices typically monitor factors such as movement, heartrate, and respiration; ostensibly to guide the users to better or more informed choices about their physical fitness (Lee & Drake, 2013; Swan, 2012b). However, applications that claim to use biosensor data to assist in mood maintenance and control are entering the market (Bolluyt, 2015), and applications to aid in decision making about consumer products are on the horizon as well (Swan, 2012b). Interestingly, there is little existing research that investigates the direct impact biosensor data have on decision making, nor on the risks, benefits, or regulation of such technologies. The research presented here is inspired by a number of separate but related gaps in existing literature about the social implications of SSPA’s. First, how SSPA’s impact individual and group decision making and attitude formation within non-medical-care domains (e.g. will a message about what product to buy be more persuasive if it claims to have based the recommendation on your biometric information?). Second, how the design and designers of SSPA’s shape social behaviors and third, how these factors are or are not being considered in future design and public policy decisions.
ContributorsBaker, Denise A (Author) / Schweitzer, Nicholas J (Thesis advisor) / Wise, J. MacGregor (Thesis advisor) / Herkert, Joseph R (Committee member) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2016
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In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

ContributorsGriffieth, Alan P (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Computing and Informatics Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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In this project, I investigated the impact of virtual reality on memory retention. The investigative approach to see the impact of virtual reality on memory retention, I utilized the memorization technique called the memory palace in a virtual reality environment. For the experiment, due to Covid-19, I was forced to

In this project, I investigated the impact of virtual reality on memory retention. The investigative approach to see the impact of virtual reality on memory retention, I utilized the memorization technique called the memory palace in a virtual reality environment. For the experiment, due to Covid-19, I was forced to be the only subject. To get effective data, I tested myself within randomly generated environments with a completely unique set of objects, both outside of a virtual reality environment and within one. First I conducted a set of 10 tests on myself by going through a virtual environment on my laptop and recalling as many objects I could within that environment. I recorded the accuracy of my own recollection as well as how long it took me to get through the data. Next I conducted a set of 10 tests on myself by going through the same virtual environment, but this time with an immersive virtual reality(VR) headset and a completely new set of objects. At the start of the project it was hypothesized that virtual reality would result in a higher memory retention rate versus simply going through the environment in a non-immersive environment. In the end, the results, albeit with a low test rate, leaned more toward showing the hypothesis to be true rather than not.
ContributorsDu, Michael Shan (Author) / Kobayashi, Yoshihiro (Thesis director) / McDaniel, Troy (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05