Dissertations / Theses on the topic 'Haptic Interaction'
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Moussette, Camille. "Simple haptics : Sketching perspectives for the design of haptic interactions." Doctoral thesis, Umeå universitet, Institutionen Designhögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-60221.
Full textKocak, Umut. "Haptic Interaction with Deformable Objects." Doctoral thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-92804.
Full textLareau, David. "Haptic Image Exploration." Thesis, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/20556.
Full textForsslund, Jonas. "Reflective Spatial Haptic Interaction Design Approaching a Designerly Understanding of Spatial Haptics." Licentiate thesis, KTH, Medieteknik och interaktionsdesign, MID, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-128609.
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Adams, Richard J. "Stable haptic interaction with virtual environments /." Thesis, Connect to this title online; UW restricted, 1999. http://hdl.handle.net/1773/5821.
Full textTalvas, Anthony. "Bimanual haptic interaction with virtual environments." Thesis, Rennes, INSA, 2014. http://www.theses.fr/2014ISAR0015/document.
Full textIn Virtual Reality (VR), the haptic sense increases the immersion of users in a Virtual Environment (VE) with which they interact in real time. In this Ph.D thesis, we propose contributions to improve two-handed interaction in haptics with VEs. We first address issues with bimanual interaction in VEs using haptic devices with single effectors. We propose an interaction technique called double bubble for exploration of VEs through a combination of position and rate control. We also present a manipulation technique called magnetic pinch which facilitates the grasping of virtual objects with simple rigid proxies. Simultaneous grasping and exploration of the VE is enhanced using common control modes. A user evaluation was conducted to assess the efficiency of these techniques. We then focus on improving the computation of contact surfaces. We propose a god-finger method to render finger padlike surfaces from a single contact point. It relies on a simple scan of the local geometry of the object in contact, and is this less costly than soft body simulation methods. The method is adapted for interaction using simple or more complex rigid virtual proxies, and with rigid or deformable objects, including rough surfaces. A visual rendering method provides feedback on the shape of the contact surface. Finally, we address the resolution of contacts during dexterous manipulation of virtual objects through soft fingers. The computation of contact mechanics is improved by aggregating the multiple contact constraints involved. A method for nonuniform pressure distribution over the contact surface adapts the response when touching sharp edges. We use the Coulomb-Contensou friction model to efficiently simulate torsional friction. The approach is evaluated with a deformable hand model for real time interaction. The contributions of this manuscript open novel perspectives in the context of bimanual haptics and VR, allowing more natural interaction with more complex VEs
Rinaldo, Shannon Bridgmon. "THE INTERACTION OF HAPTIC IMAGERY WITH HAPTIC PERCEPTION FOR SIGHTED AND VISUALLY IMPAIRED CONSUMERS." UKnowledge, 2008. http://uknowledge.uky.edu/gradschool_diss/687.
Full textSrivastava, Mayank. "Implementation and evaluation of a haptic playback system for the virtual haptic back." Ohio : Ohio University, 2005. http://www.ohiolink.edu/etd/view.cgi?ohiou1129137157.
Full textTheoktisto, Víctor. "Enhancing detailed haptic relief for real-time interaction." Doctoral thesis, Universitat Politècnica de Catalunya, 2015. http://hdl.handle.net/10803/327596.
Full textEn aquesta tesi es presenta un novedós enfocament per a la percepció hàptica del relleu de models virtuals complexes mitjançant la simulació de les forces d'interacció entre la superfície i un element de contacte. La proposta contribueix a l'estat de l'art de la recerca en aquesta àrea incrementant l'eficiència i la fidelitat de la interacció hàptica amb grans malles de triangles. La detecció de col·lisions amb malles denses (centenars de milers de triangles) limita la velocitat de resposta hàptica degut al gran nombre d'avaluacions d'intersecció cara-dispositiu hàptic que s'han de realitzar. Es van identificar diferents alternatives per a incrementar el rendiment hàptic: arquitectures de software i estructures de dades específiques, algorismes de detecció de col·lisions i reproducció hàptica de relleu superficial. En aquesta tesi es presenten contribucions en alguns d'aquests aspectes. S'ha proposat una estructura completa de components per a transformar aplicacions de Realitat Virtual en Ambients Col·laboratius de Realitat Virtual (CRVEs) multithread en xarxa. L'arquitectura proposada inclou: una topologia escalable punt a punt per a compartir escenes; components multithread per a visualització gràfica, interacció amb usuaris i comunicació en xarxa; un model d'interfície d'usuari col·laboratiu per a la gestió de sessions; i rols intercanviables de l'usuari amb perspectives de múltiples càmeres, presència d'avatars i anotacions compartides. L'estructura s'ha validat convertint el navegador ALICE en un CVRE completament funcional, mostrant un bon rendiment en la manipulació col·laborativa de models complexes. Per a incrementar l'eficiència del càlcul de col·lisions, s'ha proposat un algorisme que treballa en un espai conforme R{4,1} (5D) que permet detectar col·lisions entre punts, segments, triangles i volums. Aquest algorisme s'ha implementat en GPU per obtenir una execució paral·lela més ràpida. Els resultats mostren reduccions en el temps de càlcul de col·lisions permetent interactivitat. Per a la percepció hàptica de malles complexes que modelen objectes rugosos, s'han proposat diferents algorismes i estructures de dades. Les denominades Mesoestructures Híbrides de Rugositat (HRM) permeten substituir els detalls geomètrics d'una cara (rugositats) per dues textures: de normals i d'alçades. La percepció hàptica s'aconsegueix modulant la força de resposta entre el dispositiu hàptic i la HRM. Els tests per avaluar experimentalment l'eficiència del càlcul de col·lisions i la percepció hàptica utilitzant HRM respecte a modelar les rugositats amb geometria, van mostrar que la tècnica proposada va ser encertada, permetent percebre detalls 3D correctes a altes tases de mostreig. El mètode es va estendre per a representar rugositats d'objectes. Es proposa substituir l'objecte per un model simplificat i un atles de mesoestructures en el que s'usen textures de normals i de relleus (HyRMA). Aquest atles s'obté a partir de la diferència en el detall de la superfície entre dos malles del mateix objecte: l'original i la simplificada. A partir d'un triangle de la malla simplificada es construeix un prisma, definit pels vèrtexs del triangle i les seves normals, que engloba el relleu de la malla original sobre el triangle. Les alçades i normals dins del prisma es transformen des de l'espai de volum a l'espai ortogonal tangent, amb mètode novedós i eficient que calcula les coordenades baricèntriques relatives al prisma, per a guardar el mapa de textures transformat en un atles ordenat. La percepció hàptica s'assoleix detectant les col·lisions entre el dispositiu hàptic i l'atles, i modulant la força de resposta d'acord al resultat de la col·lisió. El mètode s'ha validat numèricament, estadística i perceptual en tests amb usuaris, aconseguint una correcta i interactiva sensació tàctil dels objectes simulats mitjançant la mesoestructura de les malles
En esta tesis se presenta un enfoque novedoso para la percepción háptica del relieve de modelos virtuales complejos mediante la simulación de las fuerzas de interacción entre la superficie y un elemento de contacto. La propuesta contribuye al estado del arte de investigación en este área incrementando la eficiencia y fidelidad de interacción háptica con grandes mallas de triángulos. La detección de colisiones con mallas geométricas densas (cientos de miles de triángulos) limita la velocidad de respuesta háptica debido al elevado número de evaluaciones de intersección cara-dispositivo háptico que deben realizarse. Se identificaron diferentes alternativas para incrementar el rendimiento háptico: arquitecturas de software y estructuras de datos específicas, algoritmos de detección de colisiones y reproducción háptica de relieve superficial. En esta tesis se presentan contribuciones en algunos de estos aspectos. Se ha propuesto una estructura completa de componentes para transformar aplicaciones aisladas de Realidad Virtual en Ambientes Colaborativos de Realidad Virtual (CRVEs) multithread en red. La arquitectura propuesta incluye: una topología escalable punto a punto para compartir escenas; componentes multithread para visualización gráfica, interacción con usuarios y comunicación en red; un modelo de interfaz de usuario colaborativo para la gestión de sesiones; y roles intercambiables del usuario con perspectivas de múltiples cámaras, presencia de avatares y anotaciones compartidas. La estructura se ha validado convirtiendo el navegador ALICE en un CVRE completamente funcional, mostrando un buen rendimiento en la manipulación colaborativa de modelos complejos. Para incrementar la eficiencia del cálculo de colisiones, se ha propuesto un algoritmo que trabaja en un espacio conforme R4,1 (5D) que permite detectar colisiones entre puntos, segmentos, triángulos y volúmenes. Este algoritmo se ha implementado en GPU a efectos de obtener una ejecución paralelamás rápida. Los resultadosmuestran reducciones en el tiempo de cálculo de colisiones permitiendo respuesta interactiva. Para la percepción háptica de mallas complejas que modelan objetos rugosos, se han propuesto diferentes algoritmos y estructuras de datos. Las denominadasMesoestructuras Híbridas de Rugosidad (HRM) permiten substituir los detalles geométricos de una cara (rugosidades) por una textura de normales y otra de alturas. La percepción háptica se consigue modulando la fuerza de respuesta entre el dispositivo háptico y la HRM. Los tests realizados para evaluar experimentalmente la eficiencia del cálculo de colisiones y la percepción háptica utilizando HRM respecto a modelar las rugosidades con geometría, mostraron que la técnica propuesta fue acertada, permitiendo percibir detalles 3D correctos a altas tasas de muestreo. Este método anterior es extendido a un procedimiento global para representar rugosidades de objetos. Para hacerlo se propone sustituir el objeto por un modelo simplificado y un atlas de mesostructuras usando texturas de normales y relieves (HyRMA). Este atlas se obtiene de la diferencia en detalle de superficie entre dos mallas del mismo objeto: la original y la simplificada. A partir de un triángulo de la malla simplificada se construye un prisma definido por los vértices del triángulo a lo largo de sus normales, que engloba completamente el relieve de la malla original sobre este triángulo. Las alturas y normales dentro de cada prisma se transforman del espacio de volumen al espacio ortoganal tangente, usando un método novedoso y eficiente que calcula las coordenadas baricéntricas relativas a cada prisma para guardar el mapa de texturas transformado en un atlas ordenado. La percepción háptica se consigue detectando directamente las colisiones entre el dispositivo háptico y el atlas, y modulando la fuerza de respuesta de acuerdo al resultado de la colisión. El procedmiento se ha validado numérica, estadística y perceptualmente en ensayos con usuarios, consiguiendo a tasas interactivas la correcta sensación táctil de los objetos simulados mediante la mesoestructura de las mallas, con alguna pérdida muy puntual de detalle
Zhang, Qi. "Magnetic Rendering: Magnetic Field Control for Haptic Interaction." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32613.
Full textItoh, Daiki. "Force Haptic Interaction for Room-Scale 3D Painting." Research Showcase @ CMU, 2018. http://repository.cmu.edu/theses/134.
Full textFloyd, Jered (Jered Justin) 1978. "Haptic interaction with three-dimensional bitmapped virtual environments." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/16722.
Full textIncludes bibliographical references (p. 87-88).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
In this thesis, I describe the design and implementation of a system integrating a force-reflecting haptic interface, the PHANToM, with a high-powered computer designed to efficiently compute cellular automata, the CAM-8. My goal was to build a system to allow users to interact with three-dimensional bitmapped simulations running on the CAM. Such simulations are far more computationally complex than can currently be computed on the PHANToM host. This system can also provide an intuitive user interface for manipulating data within CAM simulations. Methods for coping with network and computational latencies are described, and example applications are evaluated to explore the effectiveness of the system.
M.Eng.
Vallabh, Priya. "Electrorheological brake for haptic interface systems." Thesis, Georgia Institute of Technology, 2002. http://hdl.handle.net/1853/17070.
Full textGhosh, Ayan. "Haptic interaction with a guide robot in zero visibility." Thesis, Sheffield Hallam University, 2018. http://shura.shu.ac.uk/24028/.
Full textBamarouf, Yasser Ahmad A. "Enhancing the e-commerce experience through haptic feedback interaction." Thesis, Durham University, 2012. http://etheses.dur.ac.uk/7014/.
Full textGranlund, Johannes. "Haptic enhanced Microinteractions : A study of how haptic feedback affects perceived usefulness of microinteractions in handheld touchscreen devices." Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54038.
Full textPetersson, Frida, and Charlotte Åkerlund. "Haptic Force Feedback Interaction for Planning in Maxillo-Facial Surgery." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2036.
Full textNew Virtual Reality technologies provide the possibility of widening access to information in data. Haptics, the technology of touch, could be an interesting future aid and have large impact on medical applications. The use of haptic devices allows computer users to use their sense of touch, in order to feel virtual objects with a high degree of realism.
The aim of the thesis is to investigate the potential deployment and the benefits of using haptic force feedback instruments in maxillo-facial surgery. Based on a produced test application, the thesis includes suggested recommendations for future haptic implementations.
At the Department of Maxillo-Facial Surgery, at the Karolinska Hospital in Stockholm, Virtual Reality technologies are used as an aid to a limited extent during the production of physical medical models. The physical medical models are produced with Rapid Prototyping techniques. This process is examined and described in the thesis. Moreover, the future of the physical medical models is outlined, and a future alternative visualizing patient data in 3D and use haptics as an interaction tool, is described. Furthermore, we have examined the present use of haptic technology in medicine, and the benefits of using the technology as an aid for diagnostic and treatment planning.
Based on a presented literature study and an international outlook, we found that haptics could improve the management of medical models. The technology could be an aid, both for physical models as well as for virtual models. We found three different ways of implementing haptics in maxillo-facial surgery. A haptic system could be developed in order to only manage virtual medical models and be an alternative solution to the complete Rapid Prototyping process. A haptic system could serve as a software, handling the image processing and interfacing from a medical scanner to an Rapid Prototyping system. A haptic system could be developed as an alternative interaction tool, which could be implemented as an additional function in currently used image processing software, in order to improve the management of virtual medical models before the Rapid Prototyping process.
An implementation for planning and examination in maxillo-facial surgery, using haptic force feedback interaction, is developed and evaluated. The test implementation is underlying our aim of investigating the potential deployment and the benefits of using haptic force feedback instruments in maxillo-facial surgery.
After discussing the possible future of our implementation and the future of haptic force feedback in maxillo-facial surgery, a recommendation is given as a conclusion of our total work.
Engström, Per. "Haptic interaction with rigid body objects in a simulated environment." Thesis, Linköping University, Department of Science and Technology, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7221.
Full textThe purpose of this report is to cover the procedure of creating and explaining how to use a tool kit that allows the haptic Application Programming Interface (API) H3D from SenseGraphics to be used in conjunction with an advanced physics simulator from Meqon. Both haptic applications and physics engines have developed rapidly the last couple of years but they are rarely used together. If such a connection would be created it would be possible to interact with complex environments in a new way and a variety of haptic applications can be produced.
The physics engine from Meqon has gained recognition for its abilities to produce realistic results due to efficient implementation of collision detection system, friction models and collision handling, among other things. H3D is a completely open source API that is based on standards such as OpenGL and X3D. H3D consists of a data base containing nodes, an XML parser to extract a scene graph from the data base and functionality to produce a graphic and haptic interface.
The tool kit produced in this thesis is an extension to H3D. A fundamental function of the tool kit is to communicate with the Meqon system and still be a part of the H3D structure. The Meqon system has a modular structure where each module has its own abilities. Only the rigid body module is utilised by the tool kit, which however is the most important module. It is possible to define global settings of the engine and rigid body module, add rigid bodies with several elements and insert constraints on the motion of the rigid bodies into the engine. All of these operations are done from the X3D file format that H3D uses, thus letting all functionality of the H3D system available.
Yohanan, Steven John. "The Haptic Creature : social human-robot interaction through affective touch." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43144.
Full textKalantari, Farzan. "Haptic feedback displays with programmable friction : interaction and texture perception." Thesis, Lille 1, 2018. http://www.theses.fr/2018LIL1I031/document.
Full textTouch interactions with tactile displays such as smart-phones and tablets, have become more and more ubiquitous in our daily life. These commercial touchscreen devices rarely provide a compelling haptic feedback to human fingers despite the use of touch as primary input; haptic feedback is typically limited to vibration. Therefore, different technologies have been explored to generate dynamic haptic feedback to enhance input on touchscreen devices. In this dissertation, we are are particularly interested in a category of haptic feedback which leverages ultrasonic vibrations to create an air-gap between a user's finger and the display to reduce friction when activated, a phenomenon called the squeeze film effect. Indeed, user's tactile perception plays a crucial role for interacting with haptic displays. In this thesis, we first explore user's fingers limitation of tactile perception on ultrasonic haptic displays for both one-finger and multi-finger touch explorations by means of psychophysical experiments. We then propose a novel concept, called taxel concerning user's perception of tactile elements on ultrasonic haptic touchscreens. Furthermore, we describe how to optimize user's interaction performances in common interaction tasks by leveraging ultrasonic lubrication. Finally, we study how tactile signal can be combined with auditory signals to enhance user's perception in musical interactions
Hou, I.-Chun Alexandra. "Multimodal virtual environments : MAGIC Toolkit and visual-haptic interaction paradigms." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/40242.
Full textLatimer, Craig Wendell. "Haptic interaction with rigid objects using real-time dynamic simulation." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/10246.
Full textSwarup, Nitish. "Haptic interaction with deformable objects using real-time dynamic simulation." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/31067.
Full textYanes, Luis. "Haptic Interaction with 3D oriented point clouds on the GPU." Thesis, University of East Anglia, 2015. https://ueaeprints.uea.ac.uk/58556/.
Full textTony, Olsson. "Investigating Affordance of haptic technology." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20796.
Full textXiong, Min. "How to improve chinese handwriting with haptic guidance." Ecole centrale de Nantes, 2012. http://www.theses.fr/2011ECDN0047.
Full textIt has been confirmed in lots of researches that haptic guidance systems can help users learning handwriting. In our study, four experiments have been undertaken respectively so that a good method can be designed in using haptic guidance to learn Chinese handwriting. A force-feedback arm controlled by software has been used in the experiments to show the correct movement to produce. Five parameters were used to assess Chinese handwriting: shape and size of the Chinese character, movement average speed, inair time (the pause time during writing each strokes of the character) and order of each stroke of the character. Results of these four experiments suggest that visual-haptic guidance under a passive and successive learning method is good for teaching beginners to learn Chinese handwriting. This is the first step of our study and larger number of other participants, more training time, and more complex Chinese characters will be used in future work
Murray, Colin. "Visual-haptic information systems for abstract data." Thesis, The University of Sydney, 2009. https://hdl.handle.net/2123/29404.
Full textRydström, Annie. "The effect of haptic feedback in visual-manual human-machine interaction." Licentiate thesis, Luleå tekniska universitet, Arbetsvetenskap, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-25910.
Full textGodkänd; 2007; 20070919 (biem)
Rydström, Annie. "The effect of haptic feedback in visual-manual human-machine interaction /." Luleå : Luleå University of Technology, 2007. http://epubl.ltu.se/1402-1757/2007/41/.
Full textSinclair, Stephen. "Velocity-driven audio-haptic interaction with real-time digital acoustic models." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=114232.
Full textLes modèles acoustiques commandés en temps réel par des signaux de vitesse peuvent souffrir indûment de problèmes de qualité dus à l'échantillonnage et à la différenciation de la position, en particulier à des taux d'échantillonnage élevé. Dans l'interaction audio-haptique basée sur la friction, que l'on trouve dans la simulation d'une corde frottée par exemple, ce bruit se présente comme une sensation granuleuse ou sèche, et est audible dans le son. Nous proposons dans cette thèse deux solutions à ce problème: d'une part, la réduction de la sensibilité au bruit du modèle de simulation par l'application d'un modèle de friction dépendant de la position; d'autre part, l'amélioration de l'estimation de la vitesse en utilisant différents filtres ainsi que des capteurs supplémentaires. Plusieurs estimateurs sont comparées entre eux et à la mesure directe de la vitesse, dans le but de trouver un compromis acceptable entre le retard imposé par le filtrage et la réduction du bruit.Ces estimateurs optimisés sont ensuite évalués par des participants afin de tester leurs effets sur la gamme d'impédance obtenue ainsi que sur la qualité du bruit dans la simulation de corde frottée.
Barrow, Alastair. "Improved haptic interaction for large workspace, multi-sensory, dynamic virtual environments." Thesis, University of Reading, 2010. http://centaur.reading.ac.uk/24825/.
Full textMassie, Thomas Harold. "Initial haptic explorations with the phantom : virtual touch through point interaction." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/11254.
Full textBaleia, José Rodrigo Ferreira. "Haptic robot-environment interaction for self-supervised learning in ground mobility." Master's thesis, Faculdade de Ciências e Tecnologia, 2014. http://hdl.handle.net/10362/12475.
Full textThis dissertation presents a system for haptic interaction and self-supervised learning mechanisms to ascertain navigation affordances from depth cues. A simple pan-tilt telescopic arm and a structured light sensor, both fitted to the robot’s body frame, provide the required haptic and depth sensory feedback. The system aims at incrementally develop the ability to assess the cost of navigating in natural environments. For this purpose the robot learns a mapping between the appearance of objects, given sensory data provided by the sensor, and their bendability, perceived by the pan-tilt telescopic arm. The object descriptor, representing the object in memory and used for comparisons with other objects, is rich for a robust comparison and simple enough to allow for fast computations. The output of the memory learning mechanism allied with the haptic interaction point evaluation prioritize interaction points to increase the confidence on the interaction and correctly identifying obstacles, reducing the risk of the robot getting stuck or damaged. If the system concludes that the object is traversable, the environment change detection system allows the robot to overcome it. A set of field trials show the ability of the robot to progressively learn which elements of environment are traversable.
Gao, Dalong. "Control limitation analysis for dissipative passive haptic interfaces." Diss., Available online, Georgia Institute of Technology, 2005, 2005. http://etd.gatech.edu/theses/available/etd-11112005-114601/.
Full textArkin, Ronald, Committee Member ; DeWeerth, Steve, Committee Member ; Vito, Raymond, Committee Member ; Ebert-Uphoff, Imme, Committee Member ; Book, Wayne, Committee Chair. Includes bibliographical references.
Wall, Steven A. "An investigation of temporal and spatial limitations of haptic devices." Thesis, University of Reading, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343204.
Full textLee, Gregory S. "Low power haptic devices : ramifications on perception and device design /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/5863.
Full textOliveira, Victor Adriel de Jesus. "Haptic interfaces and their application on computer mediated tactile communication." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/182245.
Full textThe sense of touch not only is a channel for acquiring information about the environment around us, it is also our most social sense. However, haptic interaction is usually implemented as a gimmick feature in modern interfaces. Although multimodal communication is commonplace in Virtual Environments, the most accessible Virtual Reality technologies do not even include the haptic component as a fundamental part. This thesis presents studies on perception, user performance, and user experience with vibrotactile communication devices built to support different interactive tasks in virtual and physical environments. We have assessed different haptic actuators, tactile display configurations, body sites, user profiles and methods to design a robust tactile platform. Such platform was finally built as a vibrotactile display to be worn around the head and to support spatial awareness and communication in both virtual and physical environments. During our research, we particularly notice that the proactive use of touch for intercommunication is surprisingly neglected regardless of its importance for communication. Therefore, we have also directed our attention to elements present in speech articulation to introduce proactive haptic articulation as a novel approach for intercommunication. We propose that the ability to use a haptic interface as a tool for implicit communication can supplement communication and support near and remote collaborative tasks in different contexts. In addition, an articulatory interface can provide a direct and expressive way for communicating through tactile cues. To demonstrate that, our results were applied to the design of a vibrotactile head-mounted display especially made for interaction with immersive virtual environments. Such apparatus was shown not only to support guidance in 3D space but also to support intercommunication in collaborative virtual environments. In addition to our technical contributions regarding the construction of a fully tested tactile display for multiple tasks and contexts, our main contribution is the conception and demonstration of a new paradigm for tactile interaction. Such paradigm focuses on providing simple and direct ways for individuals to express themselves through tactile cues in computer-mediated interaction with their environment and with others. Such paradigm embraces the final users and allows them to become interlocutors rather than just receivers of the haptic feedback.
Håkonsson, Jakob. "Haptic-Enhanced Presence in VR: Exploring the importance of haptic feedback in virtual environments to achieve presence." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22352.
Full textChen, Jyh-shing. "Human haptic interaction with soft objects : discriminability, force control, and contact visualization." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/41013.
Full textLee, Seungyon. "Buzzwear: supporting multitasking with wearable tactile displays on the wrist." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37146.
Full textChen, Tiffany L. "Haptic interaction between naive participants and mobile manipulators in the context of healthcare." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/51770.
Full textHazelton, Thomas William. "Investigating, designing, and validating a haptic-affect interaction loop using three experimental methods." Thesis, University of British Columbia, 2010. http://hdl.handle.net/2429/27813.
Full textWilson, Graham Alasdair. "Using pressure input and thermal feedback to broaden haptic interaction with mobile devices." Thesis, University of Glasgow, 2013. http://theses.gla.ac.uk/4363/.
Full textGhanbari, Ali. "Force Interaction and Sensing in Bio-micromanipulation." Thesis, University of Canterbury. Department of Mechanical Engineering, 2012. http://hdl.handle.net/10092/7396.
Full textMcDonald, Samuel Jacob. "Haptic Shape-Based Management of Robot Teams in Cordon and Patrol." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6100.
Full textKontz, Matthew Edward. "Haptic Control of Hydraulic Machinery Using Proportional Valves." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/19876.
Full textPfeiffer, Max Florian [Verfasser]. "Ubiquitous haptic feedback in human-computer interaction through electrical muscle stimulation / Max Florian Pfeiffer." Hannover : Technische Informationsbibliothek (TIB), 2016. http://d-nb.info/1126667951/34.
Full textWang, Rongrong. "Contextualizing Remote Touch for Affect Conveyance." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/29247.
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Couroussé, Damien. "Haptic Processor Unit : vers une plate-forme transportable pour la simulation temps-réel synchrone multisensorielle." Grenoble INPG, 2008. http://www.theses.fr/2008INPG0155.
Full textThis work is related to the field of Human-Computer Interaction, and particularly °to the field of multisensory instrumental simulation, as conceptualized by the research group ACROE & ICA, and which needs a strong coupling between the human and the instrument. The fust part of this thesis presents various degrees of the integration of gesture in computer uses, then develops a functional approach of force feedback technologies. This analysis elicits the mainstreams tbat are currently sharing the field of haptics research. We then present a study of the hardware and software components that are used in haptic simulation, and the various approaches used to connect a force feedback device to a real time modelling system. The analysis of the role of each of the components in the simulation chain and their relationships allowed us to conceptualize the "Haptic Processor Unit". This component guarantees in particular the conditions of reactivity that are requ'Î. Red for multisensory simulation. The new simulation architecture that we designed in this work, named ERGON_X, implements the concept of HPU. ERGON_X is a compact and transportable simulator, and handies simulation frequencies up to 44 100Hz. The third part presents the validation of the simulation platfotUl ERGON_X. It mainly focuses on the design of new models, which were used in the framework of the research carried on by ACROE & ICA about instrumental interaction. The "E" is a model demonstrating the capabilities of the ERGOS technology, which is now fully exploitable thanks to this new simulation architecture. The models of tapping and of deformable paste allowed us to bring new results on human-object interaction, and validate the simulator as a 1001 for psychophysical experimentation. The Enactive Emblematic Scenarii "Ergotic Sounds" and "Pebble Box' illustrate the conception of Enaction. They validate the use of our simulation architecture as an experimental platfotUl and lead us to a paradigm shift trom "instrumental interaction" to "enactive interaction"
Pasquero, Jerome. "Tactile display for mobile interaction." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=115887.
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