Spatiotemporal visuotactile interaction (original) (raw)

Playing with tactile feedback latency in touchscreen interaction: two approaches

2011

A great deal of research has investigated the potential parameters of tactile feedback for virtual buttons. However, these studies do not take the possible effects of feedback latencies into account. Therefore, this research investigates the impact of tactile feedback delays on touchscreen keyboard usage. The first experiment investigated four tactile feedback delay conditions during a number entry task.

Integration of visual and tactile modalities

Scandinavian audiology. Supplementum, 1997

Experiments have been carried out in which subjects were required to discriminate time-varying visual and tactile stimuli presented simultaneously via a 2D array of light-emitting diodes and a vibrator on the fingertip. Contrary to expectations, no problems in parallel visual and tactile perception were apparent. Similar results were obtained in a second experiment in which subjects were require to lipread from a video image and simultaneously identify speech-derived tactile stimuli. The generally poor performance of tactile aids to lipreading has been attributed to problems of parallel perception, but such problems are clearly not present in all circumstances.

Towards the Temporally Perfect Virtual Button: Touch-Feedback Simultaneity and Perceived Quality in Mobile Touchscreen Press Interactions

Pressing a virtual button is still the major interaction method in touchscreen mobile phones. Although phones are becoming more and more powerful, operating system software is getting more and more complex, causing latency in interaction. We were interested in gaining insight into touch-feedback simultaneity and the effects of latency on the perceived quality of touchscreen buttons. In an experiment, we varied the latency between touch and feedback between 0 and 300 ms for tactile, audio, and visual feedback modalities. We modelled the proportion of simultaneity perception as a function of latency for each modality condition. We used a Gaussian model fitted with the maximum likelihood estimation method to the observations. These models showed that the point of subjective simultaneity (PSS) was 5ms for tactile, 19ms for audio, and 32ms for visual feedback. Our study included the scoring of perceived quality for all of the different latency conditions. The perceived quality dropped significantly between latency conditions 70 and 100 ms when the feedback modality was tactile or audio, and between 100 and 150 ms when the feedback modality was visual. When the latency was 300ms for all feedback modalities, the quality of the buttons was rated significantly lower than in all of the other latency conditions, suggesting that a long latency between a touch on the screen and feedback is problematic for users. Together with PSS and these quality ratings, a 75% threshold was established to define a guideline for the recommended latency range between touch and feedback. Our guideline suggests that tactile feedback latency should be between 5 and 50 ms, audio feedback latency between 20 and 70 ms, and visual feedback latency between 30 and 85 ms. Using these values will ensure that users will perceive the feedback as simultaneous with the finger's touch. These values also ensure that the users do not perceive reduced quality. These results will guide engineers and designers of touchscreen interactions by showing the trade-offs between latency and user preference and the effects that their choices might have on the quality of the interactions and feedback they design.

Tactile display applications: a state of the art survey

… of the 2nd Balkan Conference in …, 2005

Tactation is the sensation perceived by the sense of touch. Kinesthetic information describes the relative positions and movements of body parts as well as muscular effort when touching and manipulating objects. Haptic perception involves both tactile perception through the skin and kinesthetic perception of the position and movement of the joints and muscles,through the skin of our fingers and the position of our fingers. A tactile display is a human-computer interface that utilizes tactile only signals to reproduce the tactile parameters of an object such as shape, surface texture, roughness and temperature. Tactile interfaces are used in virtual environments, and as a complement or substitution of the visual or auditory presentation of information. In this paper we present a review of the state of the art regarding the latest applications and software for tactile interfaces, in areas such as graphic display, medicine, military and engineering aiding the sensory impaired.

Tactile sensing in human–computer interfaces: The inclusion of pressure sensitivity as a third dimension of user input

Sensors and Actuators A: Physical, 2015

This paper presents a review of tactile technologies for human-computer interactivity via touch interfaces, where touch force is measured as a third dimension of user input along with touch location. Until recently, tactile technologies for computing applications have detected only the location of a touch (or several touches simultaneously) with no additional information about the force or pressure the user imparts to the interface. Such additional input may open up new applications in force-enhanced gestures, for example the touch force may dictate the linewidth used in drawing software, or the speed of a scroll gesture may be increased with increasing applied force. Here we review the underlying physical principles behind several force sensitive touch technologies. The latest innovations by leading technology developers, only available in the patent literature, are also described and where public data exists the force-resistance behaviours of several key technologies are compared in terms of their sensitivity and range of response. The advantages and disadvantages of each technology are discussed, along with the current and possible future applications in consumer electronics. It is shown that the concept of pressure-sensitivity as an additional user input mechanism is fast gaining traction, with many implementations already found in commercial products. Furthermore, a study of the patent trends shows that this functionality may soon become commonplace in the new generation of consumer electronic devices.

Evaluating tactile feedback in graphical user interfaces

2002

Tactile feedback is a modality that has become more common in user interfaces due to overall development of haptic feedback hardware. However, it is still not well understood how to get benefit from this modality in graphical user interfaces. Answering this need of knowledge we present two experiments on how tactile feedback could be used in target selection tasks when using a tactile mouse. In the first experiment twelve subjects tested four different feedback conditions: (1) mouse vibrates when the cursor is on the target, (2) mouse vibrates when the cursor is near the target so that tremble is more powerful when the mouse is near the target, (3) mouse vibrates when the cursor is far from the target so that tremble is more powerful when the mouse is far the target, and (4) normal feedback in which the mouse does not vibrate at all. In the second experiment we used the best method from the first experiment and had different target sizes. We did not find significant differences in selection times. However, we got interesting results on how people liked to use tactile feedback.

Understanding users' perception of simultaneous tactile textures

Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2017

We study users' perception of simultaneous tactile textures in ultrasonic devices. We investigate how relevant is providing the user with different complementary and simultaneous textures with respect to the different fingers that can be used to touch the surface. We show through a controlled experiment that users are able to distinguish the number of different textures independently of using fingers from one or two hands. However, our findings indicate that users are not able to differentiate between two different textures, that is to correctly identify each of them, when using fingers from the same hand. Based on our findings, we are then able to outline three relevant guidelines to assist multi-finger tactile feedback ergonomic and devices design.