Methods such as vibratory sensory substitution have shown promise for providing prosthesis users with a sense of contact and have proved helpful in completing motor tasks. In this thesis, two experiments were conducted to determine whether vibratory cues could be useful in discriminating between sizes. In the first experiment, subjects were asked to grasp a series of hidden virtual blocks of varying sizes with vibrations on the fingertips as indication of contact and compare the size of consecutive boxes. Vibratory haptic feedback significantly increased the accuracy of size discrimination over objects with only visual indication of contact, though accuracy was not as great as for typical grasping tasks with physical blocks. In the second, subjects were asked to adjust their virtual finger position around a series of virtual boxes with vibratory feedback on the fingertips using either finger movement or EMG. It was found that EMG control allowed for significantly less accuracy in size discrimination, implying that, while proprioceptive feedback alone is not enough to determine size, direct kinesthetic information about finger position is still needed.
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.
severe visual impairments, this creates countless barriers to the participation and
enjoyment of life’s opportunities. Technological progress has been both a blessing and
a curse in this regard. Digital text together with screen readers and refreshable Braille
displays have made whole libraries readily accessible and rideshare tech has made
independent mobility more attainable. Simultaneously, screen-based interactions and
experiences have only grown in pervasiveness and importance, precluding many of
those with visual impairments.
Sensory Substituion, the process of substituting an unavailable modality with
another one, has shown promise as an alternative to accomodation, but in recent
years meaningful strides in Sensory Substitution for vision have declined in frequency.
Given recent advances in Computer Vision, this stagnation is especially disconcerting.
Designing Sensory Substitution Devices (SSDs) for vision for use in interactive settings
that leverage modern Computer Vision techniques presents a variety of challenges
including perceptual bandwidth, human-computer-interaction, and person-centered
machine learning considerations. To surmount these barriers an approach called Per-
sonal Foveated Haptic Gaze (PFHG), is introduced. PFHG consists of two primary
components: a human visual system inspired interaction paradigm that is intuitive
and flexible enough to generalize to a variety of applications called Foveated Haptic
Gaze (FHG), and a person-centered learning component to address the expressivity
limitations of most SSDs. This component is called One-Shot Object Detection by
Data Augmentation (1SODDA), a one-shot object detection approach that allows a
user to specify the objects they are interested in locating visually and with minimal
effort realizing an object detection model that does so effectively.
The Personal Foveated Haptic Gaze framework was realized in a virtual and real-
world application: playing a 3D, interactive, first person video game (DOOM) and
finding user-specified real-world objects. User study results found Foveated Haptic
Gaze to be an effective and intuitive interface for interacting with dynamic visual
world using solely haptics. Additionally, 1SODDA achieves competitive performance
among few-shot object detection methods and high-framerate many-shot object de-
tectors. The combination of which paves the way for modern Sensory Substitution
Devices for vision.