swbion.blogg.se

Kairon mckay
Kairon mckay






Tactile interfaces can support numerous functions, including spatial orientation and guidance, attention management, and sensory substitution, in a wide range of domains. The sense of touch represents a promising means of supporting communication and coordination in human-human and human-machine systems.

kairon mckay

It describes both potential benefits and limitations of this approach to information presentation. This review provides human factors researchers and interface designers with the requisite knowledge for creating effective tactile interfaces. Finally, research needs in the area of tactile information presentation are highlighted. The potential benefit of including tactile cues in multimodal interfaces is discussed. Next, the design of tactile displays is discussed with respect to available technologies. A thorough understanding of the properties of this sensory channel and its interaction with other modalities is needed to ensure the effective and robust use of tactile displays.įirst, an overview of vibrotactile perception is provided. For the next 35 years progress in this area was relatively slow, but recent years have seen a surge in the interest and development of tactile displays and the integration of tactile signals in multimodal interfaces. The article also identifies important research needs in this area.įirst attempts to utilize the sense of touch as a medium for communication date back to the late 1950s.

#Kairon mckay how to

Its goal is to assist human factors practitioners in deciding when and how to employ the sense of touch for the purpose of information representation.

kairon mckay

This article provides an overview of tactile displays. In addition to a detailed description of the physically augmented game, we discuss two new control parameters for mapping gesture input to haptic output which, to the best of our knowledge, are not present in existing 3D~gesture recognition approaches. Furthermore, power up moves and a live scoreboard extension bring the virtual world of Dragon Ball Z and Mortal Kombat cartoons into real (augmented) life. Besides severely reducing the risk of injury in a fight, Water Ball~Z engages people in a real and fun experience where a hit is physically manifested via a water spray. The idea is to translate the input gesture of one player to the corresponding water spray hitting the other player. In order to enable tactile feedback without the need for wearable devices, a number of water nozzles are positioned around each user's play area.

kairon mckay

The body movement of a player is captured via an RGB-D sensor and analysed by a 3D~gesture recognition engine. Water Ball Z is a novel interactive two-player water game that allows kids and young adults to "fight" in a virtual world with actual physical feedback. Users can explicitly activate the system at any time and in any combination of feedback modalities. As tactile stimulation, a shirt would provide vibration at the positions of the shoulders as well as heat at the loins. We conclude with a concept design of a wrist-worn device that provides acoustic and visual feedback. The experience while using the system was tested with 26 test subjects under laboratory conditions. Based on the findings of this initial study, we built a wearable Arduino prototype to prove the feasibility of our concept. The development of WeaRelaxAble is based on two studies: At first, all five kinds of feedback and appropriate body positions for stimulation were evaluated with 15 participants. The system, which is called WeaRelaxAble, provides various feedback modalities, such as vibration, ambient light, acoustic stimuli and heat in order to reduce the user's stress level. This paper introduces a wearable feedback device that aims at relaxing the user in stressful situations. By providing discussions on the state of tabletop game interactivity and design recommendations, our work assists the creation of ac- cessible tangible games that make use of digital information and physical forms by affording designers the opportunity to under- stand how inaccessible interactions in tabletop games affect BLV populations.

kairon mckay

Our findings demonstrate a richness and variety in BLV individuals’ tabletop gaming experiences. We conducted semi-structured interviews with 15 BLV participants and found four themes that uncovered participants’ tabletop gam- ing experiences: (1) properties of inaccessible games, (2) outcomes of inaccessible games, (3) properties of accessible games, and (4) outcomes of accessible games. In this study, we investigate BLV individuals’ experience with the accessibility of tabletop games. There is a need for designers to understand BLV’s experience with tabletop games that involve the player’s physical interaction. Gaming accessibility research for blind or low vision (BLV) commu- nities largely focuses on digital games.






Kairon mckay