Unlike the past, users are able to access virtual reality systems more easily and conveniently, because of the rapid growth and wide spread of the wearable and portable devices that support virtual reality (VR). With these changes, designing user experience and interaction effectively in VR system is becoming a hot issue, especially since haptic interaction has emerged as a way to improve user experience of interacting with virtual objects and the utility range is gradually expanding.
The richness of the haptic interaction hinges on the provision of sense of the kinesthetic (e.g. vs. mere contact). However, the practical implementation of haptic devices for kinesthetic feedback is still difficult due to the large size/weight, high complexity, and high cost of the equipment. Vibrotactile feedback is therefore an effective and economical alternative that can design haptic interaction when interacting with virtual objects, especially in the case of wearable or mobile systems. Despite its simplicity, it produces good results, when coordinated in a multimodal fashion with other associated feedback. Still, most vibrotactile interface employs only just one actuator and as such there is an inherent limitation in terms of providing enriched feedback and conveying diverse information. In particular, it is quite difficult to provide tactile interaction from out-of-body space with dynamic virtual object such as feeling a pulsating heart or holding on to a live animal due to moving at the mid-location. Therefore, it would be desirable for vibrotactile feedback to have the ability to express other aspects such as richer interactions with objects. In this area, not much research has been reported to this end, perhaps due to the mechanical limitations of vibrotactile device with which it is rather difficult to express kinesthetic dynamics.
In this thesis, we address taking advantage of the perceptual illusions to overcome these limitations and therefore propose a novel vibrotactile interaction method that provides high user experience even though system configuration is cost-effective, flexible and less mechanically complicated. In addition, we verify and evaluate usefulness of the proposed vibrotactile interaction technique by demonstrating actual application interacting with dynamic virtual object. The novel technique is to apply funneling and saltation that are well-known for tactile illusions and to extend them to interact with virtual objects as a new aspect which is out-of-body illusory tactile effects with visual feedback, so-called, virtual tactile feedback that can be tactile/touch interaction from out-of-body space or out-of-body illusory tactile interaction.
In this study, focusing particularly on out-of-body experience, we perform three sequential usability studies. The first, we verify the possibility of the out-of-body illusory tactile sensation through tactile illusions (funneling and saltation) with a visually rendered virtual object or without it respectively. Then, we investigate the possible synergistic effects by associating the illusory tactile sensation with various types of visual feedback and the way to interact with virtual object in practical application effectively. Finally, we design and evaluate practically the proposed interaction technique based on the out-of-body illusory tactile sensation for interacting a virtual/augmented object using a pinch gesture for actual usage.
Our experimental study has revealed that the proposed interaction method was able to express dynamic movement of virtual object, presenting spatially virtual tactile feedback from out-of-body space where contact is not required between interface and user’s body even though it is attached only to the body parts (e.g., two fingertips), which has the advantage that can provide a high user experience with less effort and cost, as compared with the existing conventional method of tactile interaction in the VR systems. Therefore, it can be actively used in the interaction/interface design to improve user experience and applied to various fields, such as holograms and augmented reality. Also, the findings and results in the thesis are significant in terms of that they can be baseline data so as to design interaction based on illusion phenomenon.