Matching Items (6)
Filtering by

Clear all filters

148244-Thumbnail Image.png
Description

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
158792-Thumbnail Image.png
Description
Access to real-time situational information including the relative position and motion of surrounding objects is critical for safe and independent travel. Object or obstacle (OO) detection at a distance is primarily a task of the visual system due to the high resolution information the eyes are able to receive from

Access to real-time situational information including the relative position and motion of surrounding objects is critical for safe and independent travel. Object or obstacle (OO) detection at a distance is primarily a task of the visual system due to the high resolution information the eyes are able to receive from afar. As a sensory organ in particular, the eyes have an unparalleled ability to adjust to varying degrees of light, color, and distance. Therefore, in the case of a non-visual traveler, someone who is blind or low vision, access to visual information is unattainable if it is positioned beyond the reach of the preferred mobility device or outside the path of travel. Although, the area of assistive technology in terms of electronic travel aids (ETA’s) has received considerable attention over the last two decades; surprisingly, the field has seen little work in the area focused on augmenting rather than replacing current non-visual travel techniques, methods, and tools. Consequently, this work describes the design of an intuitive tactile language and series of wearable tactile interfaces (the Haptic Chair, HaptWrap, and HapBack) to deliver real-time spatiotemporal data. The overall intuitiveness of the haptic mappings conveyed through the tactile interfaces are evaluated using a combination of absolute identification accuracy of a series of patterns and subjective feedback through post-experiment surveys. Two types of spatiotemporal representations are considered: static patterns representing object location at a single time instance, and dynamic patterns, added in the HaptWrap, which represent object movement over a time interval. Results support the viability of multi-dimensional haptics applied to the body to yield an intuitive understanding of dynamic interactions occurring around the navigator during travel. Lastly, it is important to point out that the guiding principle of this work centered on providing the navigator with spatial knowledge otherwise unattainable through current mobility techniques, methods, and tools, thus, providing the \emph{navigator} with the information necessary to make informed navigation decisions independently, at a distance.
ContributorsDuarte, Bryan Joiner (Author) / McDaniel, Troy (Thesis advisor) / Davulcu, Hasan (Committee member) / Li, Baoxin (Committee member) / Venkateswara, Hemanth (Committee member) / Arizona State University (Publisher)
Created2020
161425-Thumbnail Image.png
Description
Touch plays a vital role in maintaining human relationships through social andemotional communications. This research proposes a multi-modal haptic display capable of generating vibrotactile and thermal haptic signals individually and simultaneously. The main objective for creating this device is to explore the importance of touch in social communication, which is absent in traditional

Touch plays a vital role in maintaining human relationships through social andemotional communications. This research proposes a multi-modal haptic display capable of generating vibrotactile and thermal haptic signals individually and simultaneously. The main objective for creating this device is to explore the importance of touch in social communication, which is absent in traditional communication modes like a phone call or a video call. By studying how humans interpret haptically generated messages, this research aims to create a new communication channel for humans. This novel device will be worn on the user's forearm and has a broad scope of applications such as navigation, social interactions, notifications, health care, and education. The research methods include testing patterns in the vibro-thermal modality while noting its realizability and accuracy. Different patterns can be controlled and generated through an Android application connected to the proposed device via Bluetooth. Experimental results indicate that the patterns SINGLE TAP and HOLD/SQUEEZE were easily identifiable and more relatable to social interactions. In contrast, other patterns like UP-DOWN, DOWN-UP, LEFTRIGHT, LEFT-RIGHT, LEFT-DIAGONAL, and RIGHT-DIAGONAL were less identifiable and less relatable to social interactions. Finally, design modifications are required if complex social patterns are needed to be displayed on the forearm.
ContributorsGharat, Shubham Shriniwas (Author) / McDaniel, Troy (Thesis advisor) / Redkar, Sangram (Thesis advisor) / Zhang, Wenlong (Committee member) / Arizona State University (Publisher)
Created2021
131996-Thumbnail Image.png
Description
Although many data visualization diagrams can be made accessible for individuals who are blind or visually impaired, they often do not present the information in a way that intuitively allows readers to easily discern patterns in the data. In particular, accessible node graphs tend to use speech to describe the

Although many data visualization diagrams can be made accessible for individuals who are blind or visually impaired, they often do not present the information in a way that intuitively allows readers to easily discern patterns in the data. In particular, accessible node graphs tend to use speech to describe the transitions between nodes. While the speech is easy to understand, readers can be overwhelmed by too much speech and may not be able to discern any structural patterns which occur in the graphs. Considering these limitations, this research seeks to find ways to better present transitions in node graphs.

This study aims to gain knowledge on how sequence patterns in node graphs can be perceived through speech and nonspeech audio. Users listened to short audio clips describing a sequence of transitions occurring in a node graph. User study results were evaluated based on accuracy and user feedback. Five common techniques were identified through the study, and the results will be used to help design a node graph tool to improve accessibility of node graph creation and exploration for individuals that are blind or visually impaired.
ContributorsDarmawaskita, Nicole (Author) / McDaniel, Troy (Thesis director) / Duarte, Bryan (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
132065-Thumbnail Image.png
Description
This paper presents a study done to gain knowledge on the communication of an object’s relative 3-dimensional position in relation to individuals who are visually impaired and blind. The HapBack, a continuation of the HaptWrap V1.0 (Duarte et al., 2018), focused on the perception of objects and their distances in

This paper presents a study done to gain knowledge on the communication of an object’s relative 3-dimensional position in relation to individuals who are visually impaired and blind. The HapBack, a continuation of the HaptWrap V1.0 (Duarte et al., 2018), focused on the perception of objects and their distances in 3-dimensional space using haptic communication. The HapBack is a device that consists of two elastic bands wrapped horizontally secured around the user’s torso and two backpack straps secured along the user’s back. The backpack straps are embedded with 10 vibrotactile motors evenly positioned along the spine. This device is designed to provide a wearable interface for blind and visually impaired individuals in order to understand how the position of objects in 3-dimensional space are perceived through haptic communication. We were able to analyze the accuracy of the HapBack device through three vectors (1) Two different modes of vibration – absolute and relative (2) the location of the vibrotactile motors when in absolute mode (3) and the location of the vibrotactile motors when in relative mode. The results provided support that the HapBack provided vibrotactile patterns that were intuitively mapped to distances represented in the study. We were able to gain a better understanding on how distance can be perceived through haptic communication in individuals who are blind through analyzing the intuitiveness of the vibro-tactile patterns and the accuracy of the user’s responses.
ContributorsLow, Allison Xin Ming (Author) / McDaniel, Troy (Thesis director) / Duarte, Bryan (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
131208-Thumbnail Image.png
Description
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