Design and application of "out-of-body" 2D illusory vibrotactile feedback for hand-held media devices
000 | 00000nam c2200205 c 4500 | |
001 | 000045915410 | |
005 | 20171012164621 | |
007 | ta | |
008 | 170626s2017 ulkad bmAC 000c eng | |
040 | ▼a 211009 ▼c 211009 ▼d 211009 | |
085 | 0 | ▼a 0510 ▼2 KDCP |
090 | ▼a 0510 ▼b 6YD36 ▼c 329 | |
100 | 1 | ▼a 김영선 ▼g 金榮宣 |
245 | 1 0 | ▼a Design and application of "out-of-body" 2D illusory vibrotactile feedback for hand-held media devices / ▼d Youngsun Kim |
260 | ▼a Seoul : ▼b Graduate School, Korea University, ▼c 2017 | |
300 | ▼a viii, 91장 : ▼b 천연색삽화, 도표 ; ▼c 26 cm | |
500 | ▼a 지도교수: 金政鉉 | |
502 | 1 | ▼a 학위논문(박사)-- ▼b 고려대학교 대학원: ▼c 컴퓨터·전파통신공학과, ▼d 2017. 8 |
504 | ▼a 참고문헌: 장 84-90 | |
530 | ▼a PDF 파일로도 이용가능; ▼c Requires PDF file reader(application/pdf) | |
653 | ▼a Mutimodal Interface ▼a User Experience ▼a Vibrotactile Feedback ▼a Funneling ▼a Illusory Feedback ▼a Mobile interaction | |
776 | 0 | ▼t Design and Application of “Out-of-body” 2D Illusory Vibrotactile Feedback for Hand-held Media Devices ▼w (DCOLL211009)000000076234 |
900 | 1 0 | ▼a Kim, Young-sun, ▼e 저 |
900 | 1 0 | ▼a 김정현 ▼g 金政鉉, ▼e 지도교수 |
900 | 1 0 | ▼a Kim, Joung-hyun, ▼e 지도교수 |
945 | ▼a KLPA |
전자정보
소장정보
No. | 소장처 | 청구기호 | 등록번호 | 도서상태 | 반납예정일 | 예약 | 서비스 |
---|---|---|---|---|---|---|---|
No. 1 | 소장처 과학도서관/학위논문서고/ | 청구기호 0510 6YD36 329 | 등록번호 123056927 | 도서상태 대출가능 | 반납예정일 | 예약 | 서비스 |
컨텐츠정보
초록
This dissertation has investigated whether the “out-of-body” vibrotactile illusions known as funneling could be applied to enrich the interaction experience on a various-sized hand-held media device. Funneling is one of the major perceptual illusion techniques (or phantom sensation) with regards to vibrotactile feedback. It can be used to minimize the number of vibrators on the interaction device in contact with the user body and thereby build a less cumbersome and less expensive feedback device. Recently, this technique has been found to elicit an ‘‘out-of-body’’ experience, i.e., phantom tactile sensations indirectly felt from the hand-held object (and external to the body). This work explores the practical applicability of such a phenomenon to mobile tactile interaction (1) for smart phone sized (4″) device, and (2) for tablet sized (9.7″) device. In each study, the effects of “out-of- ii body” tactile illusory sensation was first verified in the 1D, and then extended into the 2D screen space. Finally, the sensation was applied to a real world application (interactive mobile game and object search task) to evaluate if the applied illusory sensation could improve both the user experience and task performance. Our results have shown that a 2D modulated phantom sensation with a resolution of 5 × 3 (with the grid size of 1.6 cm) on a smartphone-sized device was possible through funneling. In addition, for a tablet-sized device (e.g., iPad mini and iPad), a 2D illusory perception was possible (with the localization performance up to 85%) at a resolution of 7 × 5 (with the grid size of 2.5 cm) with matching visual feedback. Furthermore, the illusory feedback was found to be a significant factor in enriching the user experience for a mobile game and improved user performance in a 2D object search/attention task, with just a small additional cost of a few more vibrators, as compared to a conventional single vibrator based device.
목차
ABSTRACTiCONTENTSiiiList of FiguresviList of TablesviiiChapter 1.Introduction11.1. Motivation11.2. “Out-of-body” Tactile Illusory Sensation11.3. Challenges21.4. Purpose and Flow of the Thesis41.5. Overview of the Thesis61.6. Contributions7Chapter 2.Related Work and Background82.1.Tactile Interfaces to Provide Advanced Tactile Information82.2.Tactile Illusory Sensation92.3.Tactile Interaction Utilizing Illusory Sensation102.4.“Out-of-body” Tactile Illusory Sensation and Its Potential122.5.Multimodal/Cross-modal Synergetic Intergration132.6.Originality of the Thesis14Chapter 3.Experiments Setting15Chapter 4.A Study on Smartphone-sized Hand-held Media Devices164.1.Experiment 4-1: “Out-of-Body” Funneling and Saltation on Mobile Devices164.1.1.Experimental Design and Setup174.1.2.Detailed Procedure194.1.3.Results214.2 Experiment 4-2: Extending “Out-of-body” Funneling to Smartphone 2D Space244.2.1. Experimental Design and Setup244.2.2. Detailed Procedure294.2.3. Results314.3 Experiment 4-3: Applying 2D Funneling to a Real World Application374.3.1. Purpose and Hypothesis374.3.2. Experimental Design and Setup384.3.3. Detailed Procedure434.3.4. Results43Chapter 5.A Study on Tablet-sized Hand-held Media Devices475.1 Experiment 5-1: “Out-of-Body” Funneling Effects along a Longer 1D Separation Span475.1.1 Perception Resolution and Extent495.1.2 Tactile Rendering Functions and the Interpolated Simulated Strength525.1.3 Hand Location545.2 Experiment 5-2: Extending “Out-of-Body” Funneling to Tablets 2D Screen Space555.2.1. Experimental Design and Setup555.2.2. Detailed Procedure585.2.3. Results605.2.4. Summary and the Findings655.3 Experiment 5-3: 2D Illusory Tactile Feedback Effect for Interaction in a Visually Cluttered Screen Space665.3.1. Participants675.3.2. Experimental Setup685.3.3. Experimental Task705.3.4. Detailed Procedure735.3.5. Results and Discussion745.3.6. Supplementary Experiment: Timed Accuracy79Chapter 6.Conclusions and Future Work82References84