HOME > Detail View

Detail View

Design and application of

Design and application of "out-of-body" 2D illusory vibrotactile feedback for hand-held media devices

Material type
학위논문
Personal Author
김영선 金榮宣
Title Statement
Design and application of "out-of-body" 2D illusory vibrotactile feedback for hand-held media devices / Youngsun Kim
Publication, Distribution, etc
Seoul :   Graduate School, Korea University,   2017  
Physical Medium
viii, 91장 : 천연색삽화, 도표 ; 26 cm
기타형태 저록
Design and Application of “Out-of-body” 2D Illusory Vibrotactile Feedback for Hand-held Media Devices   (DCOLL211009)000000076234  
학위논문주기
학위논문(박사)-- 고려대학교 대학원: 컴퓨터·전파통신공학과, 2017. 8
학과코드
0510   6YD36   329  
General Note
지도교수: 金政鉉  
Bibliography, Etc. Note
참고문헌: 장 84-90
이용가능한 다른형태자료
PDF 파일로도 이용가능;   Requires PDF file reader(application/pdf)  
비통제주제어
Mutimodal Interface , User Experience , Vibrotactile Feedback , Funneling , Illusory Feedback , Mobile interaction,,
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
900 1 0 ▼a 김정현 ▼g 金政鉉, ▼e 지도교수
900 1 0 ▼a Kim, Joung-hyun, ▼e 지도교수
945 ▼a KLPA

Electronic Information

No. Title Service
1
Design and application of "out-of-body" 2D illusory vibrotactile feedback for hand-held media devices (20회 열람)
View PDF Abstract Table of Contents

Holdings Information

No. Location Call Number Accession No. Availability Due Date Make a Reservation Service
No. 1 Location Science & Engineering Library/Stacks(Thesis)/ Call Number 0510 6YD36 329 Accession No. 123056927 Availability Available Due Date Make a Reservation Service B M

Contents information

Abstract

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.

Table of Contents

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