- Virtual Reality Applications and Impacts
- Tactile and Sensory Interactions
- Interactive and Immersive Displays
- Human Motion and Animation
- Gaze Tracking and Assistive Technology
- Human Pose and Action Recognition
- Motor Control and Adaptation
- Hand Gesture Recognition Systems
Technical University of Darmstadt
2019-2023
Accurate sketching in virtual 3D environments is challenging due to aspects like limited depth perception or the absence of physical support. To address this issue, we propose VRSketchPen – a pen that uses two haptic modalities support without constraining user actions: (1) pneumatic force feedback simulate contact pressure against surfaces and (2) vibrotactile mimic textures while moving over surfaces. evaluate VRSketchPen, conducted lab experiment with 20 participants compare pneumatic,...
In spite of the great potential on-body vibrotactile displays for a variety applications, research lacks an understanding spacing between actuators. Through two experiments, we systematically investigate perception on wrist, forearm, upper arm, back, torso, thigh, and leg, each in transverse longitudinal body orientation. first experiment, address maximum distance vibration motors that still preserves ability to generate phantom sensations. second perceptual accuracy localizing vibrations...
Sketching in virtual 3D environments has enabled new forms of artistic expression and a variety novel design use-cases. However, the lack haptic feedback proves to be one main challenges this field. While prior work investigated vibrotactile force-feedback devices, paper proposes addition thermal feedback. We present ThermalPen, pen for sketching that associates texture colour strokes with different properties. For example, fire elicits an increase temperature, while ice causes temperature...
We introduce and study two omnidirectional movement guidance techniques that use vibrotactile actuators to convey a direction. The first actuator defines the starting point second communicates endpoint of direction vector. investigate variants our tactile vectors using phantom sensations for 3D arm motion guidance. technique uses sequential stimuli communicate vector (Sequential Tactile Vectors). creates continuous vibration body-penetrating (Continuous In user (N = 16), we compare these new...
Movement guidance in virtual reality has many applications ranging from physical therapy, assistive systems to sport learning. These movements range simple single-limb complex multi-limb movements. While VR supports perspectives – e.g., first person and third it remains unclear how accurate these communicate different In a user study (N=18), we investigated the influence of perspective, feedback, movement properties on accuracy guidance. Participants had average an angle error 6.2° for...
Computer-supported posture guidance is used in sports, dance training, expression of art with movements, and learning gestures for interaction. At present, the influence display types visualizations have not been investigated literature. These factors are important as they directly impact perception cognitive load, hence performance participants. In this paper, we conducted a controlled experiment 20 participants to compare use five different screen sizes: smartphones, tablets, desktop...
Human body postures are an important input modality for motion guidance and other application domains in HCI, e.g. games, character animations, interaction with public displays. However, training of prior research had to define their own whole gesture sets. Hence, the designs evaluation results difficult compare, due a lack standardized posture set. In this work, we contribute APS (APS Posture Set), novel set including 40 postures. It is based on research, sports, language. For each...