Tangible Object

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Maud Marchal - One of the best experts on this subject based on the ideXlab platform.

  • Capacitive Sensing for Improving Contact Rendering with Tangible Objects in VR
    IEEE Transactions on Visualization and Computer Graphics, 2021
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Maud Marchal
    Abstract:

    We combine tracking information from a Tangible Object instrumented with capacitive sensors and an optical tracking system, to improve contact rendering when interacting with Tangibles in VR. A human-subject study shows that combining capacitive sensing with optical tracking significantly improves the visuohaptic synchronization and immersion of the VR experience.

  • altering the stiffness friction and shape perception of Tangible Objects in virtual reality using wearable haptics
    IEEE Transactions on Haptics, 2020
    Co-Authors: Steeven Villa Salazar, Xavier De Tinguy, Claudio Pacchierotti, Anderson Maciel, Maud Marchal
    Abstract:

    Tangible Objects are used in virtual reality (VR) and augmented reality (AR) to enhance haptic information on the general shape of virtual Objects. However, they are often passive or unable to simulate rich varying mechanical properties. This article studies the effect of combining simple passive Tangible Objects and wearable haptics for improving the display of varying stiffness, friction, and shape sensations in these environments. By providing timely cutaneous stimuli through a wearable finger device, we can make an Object feel softer or more slippery than it really is, and we can also create the illusion of encountering virtual bumps and holes. We evaluate the proposed approach carrying out three experiments with human subjects. Results confirm that we can increase the compliance of a Tangible Object by varying the pressure applied through a wearable device. We are also able to simulate the presence of bumps and holes by providing timely pressure and skin stretch sensations. Altering the friction of a Tangible surface showed recognition rates above the chance level, albeit lower than those registered in the other experiments. Finally, we show the potential of our techniques in an immersive medical palpation use case in VR. These results pave the way for novel and promising haptic interactions in VR, better exploiting the multiple ways of providing simple, unobtrusive, and inexpensive haptic displays.

  • How different Tangible and virtual Objects can be while still feeling the same?
    2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Mathieu Emily, Mathilde Chevalier, Aurélie Guignardat, Morgan Guillaudeux, Chloé Six, Maud Marchal
    Abstract:

    Tangible Objects are used in Virtual Reality to provide human users with distributed haptic sensations when grasping virtual Objects. To achieve a compelling illusion, there should be a good correspondence between the haptic features of the Tangible Object and those of the corresponding virtual one, i.e., what users see in the virtual environment should match as much as possible what they touch in the real world. This paper aims at quantifying how similar Tangible and virtual Objects need to be, in terms of haptic perception, to still feel the same. As it is often not possible to create Tangible replicas of all the virtual Objects in the scene, it is important to understand how different Tangible and virtual Objects can be without the user noticing. This paper reports on the just-noticeable difference (JND) when grasping, with a thumb-index pinch, a Tangible Object which differ from a seen virtual one on three important haptic features: width, local orientation, and curvature. Results show JND values of 5.75%, 43.8%, and 66.66% of the reference shape for the width, local orientation, and local curvature features, respectively. These results will enable researchers in the field of Virtual Reality to use a reduced number of Tangible Objects to render multiple virtual ones.

  • Toward Universal Tangible Objects: Optimizing Haptic Pinching Sensations in 3D Interaction
    2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Maud Marchal, Anatole Lécuyer
    Abstract:

    Tangible Objects are a simple yet effective way for providing haptic sensations in Virtual Reality. For achieving a compelling illusion, there should be a good correspondence between what users see in the virtual environment and what they touch in the real world. The haptic features of the Tangible Object should indeed match those of the corresponding virtual one in terms of, e.g., size, local shape, mass, texture. A straightforward solution is to create perfect Tangible replicas of all the virtual Objects in the scene. However, this is often neither feasible nor desirable. This paper presents an innovative approach enabling the use of few Tangible Objects to render many virtual ones. The proposed algorithm analyzes the available Tangible and virtual Objects to find the best grasps in terms of matching haptic sensations. It starts by identifying several suitable pinching poses on the considered Tangible and virtual Objects. Then, for each pose, it evaluates a series of haptically-salient characteristics. Next, it identifies the two most similar pinching poses according to these metrics, one on the Tangible and one on the virtual Object. Finally, it highlights the chosen pinching pose, which provides the best matching sensation between what users see and touch. The effectiveness of our approach is evaluated through a user study. Results show that the algorithm is able to well combine several haptically-salient Object features to find convincing pinches between the given Tangible and virtual Objects.

  • WHC - How Different Tangible and Virtual Objects Can Be While Still Feeling the Same
    2019 IEEE World Haptics Conference (WHC), 2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Mathieu Emily, Mathilde Chevalier, Aurélie Guignardat, Morgan Guillaudeux, Chloé Six, Maud Marchal
    Abstract:

    Tangible Objects are used in Virtual Reality to provide human users with distributed haptic sensations when grasping virtual Objects. To achieve a compelling illusion, there should be a good correspondence between the haptic features of the Tangible Object and those of the corresponding virtual one, i.e., what users see in the virtual environment should match as much as possible what they touch in the real world. This paper aims at quantifying how similar Tangible and virtual Objects need to be, in terms of haptic perception, to still feel the same. As it is often not possible to create Tangible replicas of all the virtual Objects in the scene, it is important to understand how different Tangible and virtual Objects can be without the user noticing. This paper reports on the just-noticeable difference (JND) when grasping, with a thumb-index pinch, a Tangible Object which differ from a seen virtual one on three important haptic features: width, local orientation, and curvature. Results show JND values of 5.75%, 43.8%, and 66.66% of the reference shape for the width, local orientation, and local curvature features, respectively. These results will enable researchers in the field of Virtual Reality to use a reduced number of Tangible Objects to render multiple virtual ones.

Xavier De Tinguy - One of the best experts on this subject based on the ideXlab platform.

  • Capacitive Sensing for Improving Contact Rendering with Tangible Objects in VR
    IEEE Transactions on Visualization and Computer Graphics, 2021
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Maud Marchal
    Abstract:

    We combine tracking information from a Tangible Object instrumented with capacitive sensors and an optical tracking system, to improve contact rendering when interacting with Tangibles in VR. A human-subject study shows that combining capacitive sensing with optical tracking significantly improves the visuohaptic synchronization and immersion of the VR experience.

  • altering the stiffness friction and shape perception of Tangible Objects in virtual reality using wearable haptics
    IEEE Transactions on Haptics, 2020
    Co-Authors: Steeven Villa Salazar, Xavier De Tinguy, Claudio Pacchierotti, Anderson Maciel, Maud Marchal
    Abstract:

    Tangible Objects are used in virtual reality (VR) and augmented reality (AR) to enhance haptic information on the general shape of virtual Objects. However, they are often passive or unable to simulate rich varying mechanical properties. This article studies the effect of combining simple passive Tangible Objects and wearable haptics for improving the display of varying stiffness, friction, and shape sensations in these environments. By providing timely cutaneous stimuli through a wearable finger device, we can make an Object feel softer or more slippery than it really is, and we can also create the illusion of encountering virtual bumps and holes. We evaluate the proposed approach carrying out three experiments with human subjects. Results confirm that we can increase the compliance of a Tangible Object by varying the pressure applied through a wearable device. We are also able to simulate the presence of bumps and holes by providing timely pressure and skin stretch sensations. Altering the friction of a Tangible surface showed recognition rates above the chance level, albeit lower than those registered in the other experiments. Finally, we show the potential of our techniques in an immersive medical palpation use case in VR. These results pave the way for novel and promising haptic interactions in VR, better exploiting the multiple ways of providing simple, unobtrusive, and inexpensive haptic displays.

  • How different Tangible and virtual Objects can be while still feeling the same?
    2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Mathieu Emily, Mathilde Chevalier, Aurélie Guignardat, Morgan Guillaudeux, Chloé Six, Maud Marchal
    Abstract:

    Tangible Objects are used in Virtual Reality to provide human users with distributed haptic sensations when grasping virtual Objects. To achieve a compelling illusion, there should be a good correspondence between the haptic features of the Tangible Object and those of the corresponding virtual one, i.e., what users see in the virtual environment should match as much as possible what they touch in the real world. This paper aims at quantifying how similar Tangible and virtual Objects need to be, in terms of haptic perception, to still feel the same. As it is often not possible to create Tangible replicas of all the virtual Objects in the scene, it is important to understand how different Tangible and virtual Objects can be without the user noticing. This paper reports on the just-noticeable difference (JND) when grasping, with a thumb-index pinch, a Tangible Object which differ from a seen virtual one on three important haptic features: width, local orientation, and curvature. Results show JND values of 5.75%, 43.8%, and 66.66% of the reference shape for the width, local orientation, and local curvature features, respectively. These results will enable researchers in the field of Virtual Reality to use a reduced number of Tangible Objects to render multiple virtual ones.

  • Toward Universal Tangible Objects: Optimizing Haptic Pinching Sensations in 3D Interaction
    2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Maud Marchal, Anatole Lécuyer
    Abstract:

    Tangible Objects are a simple yet effective way for providing haptic sensations in Virtual Reality. For achieving a compelling illusion, there should be a good correspondence between what users see in the virtual environment and what they touch in the real world. The haptic features of the Tangible Object should indeed match those of the corresponding virtual one in terms of, e.g., size, local shape, mass, texture. A straightforward solution is to create perfect Tangible replicas of all the virtual Objects in the scene. However, this is often neither feasible nor desirable. This paper presents an innovative approach enabling the use of few Tangible Objects to render many virtual ones. The proposed algorithm analyzes the available Tangible and virtual Objects to find the best grasps in terms of matching haptic sensations. It starts by identifying several suitable pinching poses on the considered Tangible and virtual Objects. Then, for each pose, it evaluates a series of haptically-salient characteristics. Next, it identifies the two most similar pinching poses according to these metrics, one on the Tangible and one on the virtual Object. Finally, it highlights the chosen pinching pose, which provides the best matching sensation between what users see and touch. The effectiveness of our approach is evaluated through a user study. Results show that the algorithm is able to well combine several haptically-salient Object features to find convincing pinches between the given Tangible and virtual Objects.

  • WHC - How Different Tangible and Virtual Objects Can Be While Still Feeling the Same
    2019 IEEE World Haptics Conference (WHC), 2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Mathieu Emily, Mathilde Chevalier, Aurélie Guignardat, Morgan Guillaudeux, Chloé Six, Maud Marchal
    Abstract:

    Tangible Objects are used in Virtual Reality to provide human users with distributed haptic sensations when grasping virtual Objects. To achieve a compelling illusion, there should be a good correspondence between the haptic features of the Tangible Object and those of the corresponding virtual one, i.e., what users see in the virtual environment should match as much as possible what they touch in the real world. This paper aims at quantifying how similar Tangible and virtual Objects need to be, in terms of haptic perception, to still feel the same. As it is often not possible to create Tangible replicas of all the virtual Objects in the scene, it is important to understand how different Tangible and virtual Objects can be without the user noticing. This paper reports on the just-noticeable difference (JND) when grasping, with a thumb-index pinch, a Tangible Object which differ from a seen virtual one on three important haptic features: width, local orientation, and curvature. Results show JND values of 5.75%, 43.8%, and 66.66% of the reference shape for the width, local orientation, and local curvature features, respectively. These results will enable researchers in the field of Virtual Reality to use a reduced number of Tangible Objects to render multiple virtual ones.

Claudio Pacchierotti - One of the best experts on this subject based on the ideXlab platform.

  • Capacitive Sensing for Improving Contact Rendering with Tangible Objects in VR
    IEEE Transactions on Visualization and Computer Graphics, 2021
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Maud Marchal
    Abstract:

    We combine tracking information from a Tangible Object instrumented with capacitive sensors and an optical tracking system, to improve contact rendering when interacting with Tangibles in VR. A human-subject study shows that combining capacitive sensing with optical tracking significantly improves the visuohaptic synchronization and immersion of the VR experience.

  • altering the stiffness friction and shape perception of Tangible Objects in virtual reality using wearable haptics
    IEEE Transactions on Haptics, 2020
    Co-Authors: Steeven Villa Salazar, Xavier De Tinguy, Claudio Pacchierotti, Anderson Maciel, Maud Marchal
    Abstract:

    Tangible Objects are used in virtual reality (VR) and augmented reality (AR) to enhance haptic information on the general shape of virtual Objects. However, they are often passive or unable to simulate rich varying mechanical properties. This article studies the effect of combining simple passive Tangible Objects and wearable haptics for improving the display of varying stiffness, friction, and shape sensations in these environments. By providing timely cutaneous stimuli through a wearable finger device, we can make an Object feel softer or more slippery than it really is, and we can also create the illusion of encountering virtual bumps and holes. We evaluate the proposed approach carrying out three experiments with human subjects. Results confirm that we can increase the compliance of a Tangible Object by varying the pressure applied through a wearable device. We are also able to simulate the presence of bumps and holes by providing timely pressure and skin stretch sensations. Altering the friction of a Tangible surface showed recognition rates above the chance level, albeit lower than those registered in the other experiments. Finally, we show the potential of our techniques in an immersive medical palpation use case in VR. These results pave the way for novel and promising haptic interactions in VR, better exploiting the multiple ways of providing simple, unobtrusive, and inexpensive haptic displays.

  • How different Tangible and virtual Objects can be while still feeling the same?
    2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Mathieu Emily, Mathilde Chevalier, Aurélie Guignardat, Morgan Guillaudeux, Chloé Six, Maud Marchal
    Abstract:

    Tangible Objects are used in Virtual Reality to provide human users with distributed haptic sensations when grasping virtual Objects. To achieve a compelling illusion, there should be a good correspondence between the haptic features of the Tangible Object and those of the corresponding virtual one, i.e., what users see in the virtual environment should match as much as possible what they touch in the real world. This paper aims at quantifying how similar Tangible and virtual Objects need to be, in terms of haptic perception, to still feel the same. As it is often not possible to create Tangible replicas of all the virtual Objects in the scene, it is important to understand how different Tangible and virtual Objects can be without the user noticing. This paper reports on the just-noticeable difference (JND) when grasping, with a thumb-index pinch, a Tangible Object which differ from a seen virtual one on three important haptic features: width, local orientation, and curvature. Results show JND values of 5.75%, 43.8%, and 66.66% of the reference shape for the width, local orientation, and local curvature features, respectively. These results will enable researchers in the field of Virtual Reality to use a reduced number of Tangible Objects to render multiple virtual ones.

  • Toward Universal Tangible Objects: Optimizing Haptic Pinching Sensations in 3D Interaction
    2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Maud Marchal, Anatole Lécuyer
    Abstract:

    Tangible Objects are a simple yet effective way for providing haptic sensations in Virtual Reality. For achieving a compelling illusion, there should be a good correspondence between what users see in the virtual environment and what they touch in the real world. The haptic features of the Tangible Object should indeed match those of the corresponding virtual one in terms of, e.g., size, local shape, mass, texture. A straightforward solution is to create perfect Tangible replicas of all the virtual Objects in the scene. However, this is often neither feasible nor desirable. This paper presents an innovative approach enabling the use of few Tangible Objects to render many virtual ones. The proposed algorithm analyzes the available Tangible and virtual Objects to find the best grasps in terms of matching haptic sensations. It starts by identifying several suitable pinching poses on the considered Tangible and virtual Objects. Then, for each pose, it evaluates a series of haptically-salient characteristics. Next, it identifies the two most similar pinching poses according to these metrics, one on the Tangible and one on the virtual Object. Finally, it highlights the chosen pinching pose, which provides the best matching sensation between what users see and touch. The effectiveness of our approach is evaluated through a user study. Results show that the algorithm is able to well combine several haptically-salient Object features to find convincing pinches between the given Tangible and virtual Objects.

  • WHC - How Different Tangible and Virtual Objects Can Be While Still Feeling the Same
    2019 IEEE World Haptics Conference (WHC), 2019
    Co-Authors: Xavier De Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Mathieu Emily, Mathilde Chevalier, Aurélie Guignardat, Morgan Guillaudeux, Chloé Six, Maud Marchal
    Abstract:

    Tangible Objects are used in Virtual Reality to provide human users with distributed haptic sensations when grasping virtual Objects. To achieve a compelling illusion, there should be a good correspondence between the haptic features of the Tangible Object and those of the corresponding virtual one, i.e., what users see in the virtual environment should match as much as possible what they touch in the real world. This paper aims at quantifying how similar Tangible and virtual Objects need to be, in terms of haptic perception, to still feel the same. As it is often not possible to create Tangible replicas of all the virtual Objects in the scene, it is important to understand how different Tangible and virtual Objects can be without the user noticing. This paper reports on the just-noticeable difference (JND) when grasping, with a thumb-index pinch, a Tangible Object which differ from a seen virtual one on three important haptic features: width, local orientation, and curvature. Results show JND values of 5.75%, 43.8%, and 66.66% of the reference shape for the width, local orientation, and local curvature features, respectively. These results will enable researchers in the field of Virtual Reality to use a reduced number of Tangible Objects to render multiple virtual ones.

Mehdi Rizvi - One of the best experts on this subject based on the ideXlab platform.

  • investigating class conversations with classtalk a study with Tangible Object prototypes in a primary school
    Advanced Visual Interfaces, 2018
    Co-Authors: Rosella Gennari, Alessandra Melonio, Mehdi Rizvi
    Abstract:

    Interactive Tangible Objects can help orchestrate conversations in school classes. If such Tangibles are created with a meta-design approach, for the specific context of their users, they evolve according to their usage. Specifically, Tangible Object prototypes are created; prototypes are adopted by their users in ecological studies; their usage is reflected over by users and designers to investigate design possibilities, which are rapidly prototyped and again adopted by users. This paper reports on the meta-design and latest evolution of ClassTalk, a Tangible for conversations in primary school classes. It shows how new design ideas emerged by making users adopt ClassTalk prototypes, and by moving designers into users' context.

  • AVI - Investigating class conversations with classtalk: a study with Tangible Object prototypes in a primary school
    Proceedings of the 2018 International Conference on Advanced Visual Interfaces, 2018
    Co-Authors: Rosella Gennari, Alessandra Melonio, Mehdi Rizvi
    Abstract:

    Interactive Tangible Objects can help orchestrate conversations in school classes. If such Tangibles are created with a meta-design approach, for the specific context of their users, they evolve according to their usage. Specifically, Tangible Object prototypes are created; prototypes are adopted by their users in ecological studies; their usage is reflected over by users and designers to investigate design possibilities, which are rapidly prototyped and again adopted by users. This paper reports on the meta-design and latest evolution of ClassTalk, a Tangible for conversations in primary school classes. It shows how new design ideas emerged by making users adopt ClassTalk prototypes, and by moving designers into users' context.

Sébastien Kubicki - One of the best experts on this subject based on the ideXlab platform.

  • The Stroop and Reverse Stroop Effects as Measured by an Interactive Tabletop
    International Journal of Human-Computer Interaction, 2016
    Co-Authors: Holly C. Miller, Sébastien Kubicki, Christophe Kolski, Delphine Caffier, Janick Naveteur
    Abstract:

    An interactive tabletop equipped with RFID technology implemented the Stroop and reverse-Stroop tasks. Participants moved a Tangible Object into one of four displayed virtual zones, which were identified either by a color border or the name of a color written in black. The correct target zone corresponded either to the color (Stroop) or meaning (reverse Stroop) of a word displayed in congruent or incongruent colored LED lights (e.g., “YELLOW” displayed in yellow or red, respectively). Participants took more time to place the Object in a zone, made more errors, and found the task more difficult when the word was lit with an incongruent than congruent color. This interference was influenced by both the types of task and response zone in a way that fits with a dual step processing account. Results also showed that the outcomes of the conflicting information streams might be judged as fun.

  • Implementation of the stroop task using an interactive table: an experimental study
    2013
    Co-Authors: Holly Miller, Sébastien Kubicki, Christophe Kolski, Janick Naveteur
    Abstract:

    We have implemented a psychological test, known as the Stroop task (in its reversed version), using the interactive TangiSense table that is equipped with RFID technology allowing the use of Tangible Objects. How the test was implemented, as well as the experimental study, are described in this paper. As a general description, participants moved a Tangible Object into one of four colored zones. The correct colored zone was indicated by a word for a color displayed in congruent or incongruent colored LED lights (e.g., "yellow" displayed in yellow or red, respectively). Participants took more time to place the Object in a zone and made more errors when the word was lit with an incongruent than congruent color. These results suggest that the TangiSense table has applicable value for psychological research.

  • Simulation in Contexts Involving an Interactive Table and Tangible Objects
    Simulation Modelling Practice and Theory, 2013
    Co-Authors: Sébastien Kubicki, Christophe Kolski, Yoann Lebrun, Sophie Lepreux, Emmanuel Adam, René Mandiau
    Abstract:

    By using an interactive table, it is possible to interact with several people (decision-makers) in a simultaneous and collaborative way, around the table, during a simulation session. Thanks to the RFID technology with which the table is fitted, it is possible to give Tangible Objects a unique identity to include and to consider them in the simulation. The paper describes a context model, which takes into consideration the specificities related to interactive tables. The TangiSense interactive table is presented; it is connected to a multi-agent system making it possible to give the table a certain level of adaptation: each Tangible Object can be associated to an agent which can bring roles to the Object (i.e., the roles are the equivalent of a set of behaviors). The multi-agent system proposed in this paper is modeled according to an architecture adapted to the exploitation of Tangible and virtual Objects during simulation on an interactive table. A case study is presented; it concerns a simulation of road traffic management. The illustrations give an outline of the potentialities of the simulation system as regards the context-awareness aspect, following both the actions of the decision-makers implied in simulation, and the agents composing the road traffic simulation.

  • CHI Extended Abstracts - Implementation of the stroop task using an interactive table: an experimental study
    CHI '13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA '13, 2013
    Co-Authors: Holly C. Miller, Sébastien Kubicki, Christophe Kolski, Janick Naveteur
    Abstract:

    We have implemented a psychological test, known as the Stroop task (in its reversed version), using the interactive TangiSense table that is equipped with RFID technology allowing the use of Tangible Objects. How the test was implemented, as well as the experimental study, are described in this paper. As a general description, participants moved a Tangible Object into one of four colored zones. The correct colored zone was indicated by a word for a color displayed in congruent or incongruent colored LED lights (e.g., "yellow" displayed in yellow or red, respectively). Participants took more time to place the Object in a zone and made more errors when the word was lit with an incongruent than congruent color. These results suggest that the TangiSense table has applicable value for psychological research.

  • Stress at the Table : Transposition of the Stroop task for the Interactive TangiSense Table
    2012
    Co-Authors: Holly Miller, Sébastien Kubicki, Christophe Kolski, Janick Naveteur
    Abstract:

    The Stroop effect was examined using the interactive TangiSense table that is equipped with RFID technology. Participants moved a Tangible Object from a start zone to one of four colored zones. The correct colored zone was indicated by a word for a color displayed in congruent colored LED lights (e.g., "yellow" displayed in yellow), or displayed in an incongruent color, (e.g., "yellow" in red). Participants placed the Object in the wrong zone more often and took more time to move the Object from the start to a colored zone when the word was lit with an incongruent than congruent color. These results indicate that co-occurring and conflicting information streams can negatively affect the usage of interactive tables and that the TangiSense table has applicable value for psychological research.