Daniel Shor
Please Note
3 records found
1
The Haptic Fidelity Framework
A Qualitative Overview and Categorization of Cutaneous-based Haptic Technologies Through Fidelity
After decades of research and development, haptic feedback is increasingly appearing in consumer products. While the prevalence of haptic feedback is increasing, the integration rarely offers increased fidelity to previous generations. We argue this is because of the tremendous complexity of successful haptic design engineering, but critically, also because of information saturation. With novel cutaneous feedback technologies and companies emerging almost daily, the multi-disciplinary nature of haptics and the marketing-driven terminology used to stand out in a crowded market makes it challenging to select and integrate actuators correctly. To manage this complexity and facilitate the interdisciplinary exchange of user requirements and material affordances, we introduce a novel classification criterion for haptic actuators focused on the bandwidth and fidelity of potential effects. We introduce vocabulary for describing the precise experience the actuators and corresponding systems should deliver. Lastly, we summarize currently commercially available cutaneous-based haptic technology. In the nearby future, the same criterion and language can also prove valuable for steering technology development of new and improved actuators and enabling novice and experienced practitioners to understand and integrate cutaneous feedback in their products.
Designing haptics
Improving a virtual reality glove with respect to realism, performance, and comfort
This design paper describes the development of custom built interface between a force-replicating virtual reality (VR) haptic interface glove, and a user. The ability to convey haptic information – both kinematic and tactile – is a critical barrier in creating comprehensive simulations. Haptic interface gloves can convey haptic information, but often the haptic “signal” is diluted by sensory “noise,” miscuing the user’s brain. Our goal is to convey compelling interactions – such as grasping, squeezing, and pressing – with virtual objects by improving one such haptic interface glove, the SenseGlove, through a redesign of the user-glove interface, soft glove. The redesign revolves around three critical design factors – comfort, realism, and performance – and three critical design areas – thimble/fingertip, palm, and haptic feedback. This paper introduces the redesign method and compares the two designs with a quantitative user study. The benefit of the improved soft glove can be shown by a significant improvement of the design factors, quantified through QUESI, NASA-TLX, and comfort questionnaires.
Designing Haptics
Comparing Two Virtual Reality Gloves with Respect to Realism, Performance and Comfort
This paper describes the development of custom built interface between a force-replicating Virtual Reality (VR) haptic glove, and a user. The ability to convey haptic information - both kinesthetic and tactile - is a critical barrier in creating comprehensive simulations. Haptic interface gloves can convey haptic information, but often the haptic signal is diluted by sensory noise, miscuing the users brain. Our goal is to convey compelling interactions with virtual objects, such as grasping, squeezing, and pressing by improving one such haptic interface glove - the Sense Glove - through a redesign of the user-glove interface - Soft Glove. The redesign revolves around three critical design factors - comfort, realism, and performance - and three critical design areas - thimble/fingertip, palm, and haptic feedback. This paper introduces the redesign method and compares the two designs with a quantitative user study. The benefit of the Improved Soft Glove can be shown by a significant improvement of the design factors.