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1.
IEEE Trans Haptics ; 13(1): 130-136, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-31944994

RESUMO

In comparison with fingers, toes are relatively unexplored candidates for multi-site haptic rendering. This is likely due to their reported susceptibility to erroneous perception of haptic stimuli, owing to their anatomical structure. We hypothesize that this shortcoming can be mitigated by careful design of the tactile encoding to account for the idiosyncrasies of toe perception. Our efforts to design such an encoding achieved an improved perceptual accuracy of 18% for poking and 16% for vibrotactile stimuli. As we demonstrate, in this article, the resulting perceptual accuracy achieved by the proposed tactile encoding approaches that of the fingers, allowing for consideration of the toes as a practical location to render multi-site haptic stimuli.


Assuntos
Discriminação Psicológica , Retroalimentação Sensorial , Dedos , Dedos do Pé , Percepção do Tato , Tato , Adolescente , Adulto , Desenho de Equipamento , Feminino , Humanos , Masculino , Estimulação Física , Adulto Jovem
2.
IEEE Trans Haptics ; 12(3): 232-246, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31352355

RESUMO

As haptics have become an ingrained part of our wearable experience, particularly through phones, smartwatches, and fitness trackers, significant research effort has been conducted to find new ways of using wearable haptics to convey information, especially while we are on-the-go. In this paper, instead of focusing on aspects of haptic information design, such as tacton encoding methods, actuators, and technical fabrication of devices, we address the more general recurring issues and "gotchas" that arise when moving from core haptic perceptual studies and in-lab wearable experiments to real world testing of wearable vibrotactile haptic systems. We summarize key issues for practitioners to take into account when designing and carrying out in-the-wild wearable haptic user studies, as well as for user studies in a lab environment that seek to simulate real-world conditions. We include not only examples from published work and commercial sources, but also hard-won illustrative examples derived from issues and failures from our own haptic studies. By providing a broad-based, accessible overview of recurring issues, we expect that both novice and experienced haptic researchers will find suggestions that will improve their own mobile wearable haptic studies.


Assuntos
Retroalimentação Sensorial , Projetos de Pesquisa , Percepção do Tato , Dispositivos Eletrônicos Vestíveis , Desenho de Equipamento , Humanos , Estimulação Física , Tato , Interface Usuário-Computador , Tecnologia sem Fio
3.
IEEE Trans Neural Syst Rehabil Eng ; 19(3): 280-9, 2011 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-21335317

RESUMO

We have developed a prototype device for take-home use that can be used in the treatment of amblyopia. The therapeutic scenario we envision involves patients first visiting a clinic, where their vision parameters are assessed and suitable parameters are determined for therapy. Patients then proceed with the actual therapeutic treatment on their own, using our device, which consists of an Apple iPod Touch running a specially modified game application. Our rationale for choosing to develop the prototype around a game stems from multiple requirements that such an application satisfies. First, system operation must be sufficiently straightforward that ease-of-use is not an obstacle. Second, the application itself should be compelling and motivate use more so than a traditional therapeutic task if it is to be used regularly outside of the clinic. This is particularly relevant for children, as compliance is a major issue for current treatments of childhood amblyopia. However, despite the traditional opinion that treatment of amblyopia is only effective in children, our initial results add to the growing body of evidence that improvements in visual function can be achieved in adults with amblyopia.


Assuntos
Ambliopia/terapia , Jogos de Vídeo , Adolescente , Adulto , Algoritmos , Calibragem , Computadores , Percepção de Profundidade , Desenho de Equipamento , Movimentos Oculares/fisiologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Estimulação Luminosa , Desempenho Psicomotor/fisiologia , Software , Interface Usuário-Computador , Visão Binocular/fisiologia , Adulto Jovem
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