AirTouch: 3D-printed Touch-Sensitive Objects Using Pneumatic Sensing
説明

3D printing technology can be used to rapidly prototype the look and feel of 3D objects. However, the objects produced are passive. There has been increasing interest in making these objects interactive, yet they often require assembling components or complex calibration. In this paper, we contribute AirTouch, a technique that enables designers to fabricate touch-sensitive objects with minimal assembly and calibration using pneumatic sensing. AirTouch-enabled objects are 3D printed as a single structure using a consumer-level 3D printer. AirTouch uses pre-trained machine learning models to identify interactions with fabricated objects, meaning that there is no calibration required once the object has completed printing. We evaluate our technique using fabricated objects with various geometries and touch sensitive locations, obtaining accuracies of at least 90% with 12 interactive locations.

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Evaluating a Personalizable, Inconspicuous Vibrotactile(PIV) Breathing Pacer for In-the-Moment Affect Regulation
説明

Given the prevalence and adverse impact of anxiety, there is considerable interest in using technology to regulate anxiety. Evaluating the efficacy of such technology in terms of both the average effect (the intervention efficacy) and the heterogeneous effect (for whom and in what context the intervention was effective) is of paramount importance. In this paper, we demonstrate the efficacy of PIV, a personalized breathing pacer, in reducing anxiety in the presence of a cognitive stressor. We also quantify the relation between our specific stressor and PIV-user engagement. To our knowledge, this is the first mixed-design study of a vibrotactile affect regulation technology which accounts for a specific stressor and for individual differences in relation to the technology's efficacy. Guidelines in this paper can be applied for designing and evaluating other affect regulation technologies.

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Defining Haptic Experience: Foundations for Understanding, Communicating, and Evaluating HX
説明

Haptic technology is maturing, with expectations and evidence that it will contribute to user experience (UX). However, we have very little understanding about how haptic technology can influence people's experience. Researchers and designers need a way to understand, communicate, and evaluate haptic technology's effect on UX. From a literature review and two studies – one with haptics novices, the other with expert hapticians – we developed a theoretical model of the factors that constitute a good haptic experience (HX). We define HX and propose its constituent factors: design parameters of Timeliness, Density, Intensity, and Timbre; the cross-cutting concern of Personalization; usability requirements of Utility, Causality, Consistency, and Saliency; and experiential factors of Harmony, Expressivity, Autotelics, Immersion, and Realism as guiding constructs important for haptic experience. This model will help guide design and research of haptic systems, inform language around haptics, and provide the basis for evaluative instruments, such as checklists, heuristics, or questionnaires.

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Better Because It's New: The Impact of Perceived Novelty on the Added Value of Mid-Air Haptic Feedback
説明

Mid-air haptic (MAH) feedback, providing touch feedback through ultrasound, has been considered an attractive substitute for the absence of physical touch during gesture-based interaction. Although the impact of MAH feedback on workload has already received some attention, the impact on other qualities of the user experience, including general attractiveness and experienced pleasure have been less investigated. In this preregistered study, involving 32 participants, we observed an added value of MAH feedback, on top of visual feedback, by increasing the attractiveness and experienced pleasure during gesture-based interaction, but not by decreasing workload. The added value regarding pleasure and attractiveness disappeared however after statistically controlling for perceived novelty. This paper highlights the importance of statistically controlling for novelty when testing the user experience of new technology during first-time use.

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