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vSmiley : The imaging of vSmiley : The imaging of
emotions through vibration emotions through vibration
patterns. patterns.
Deepa Mathew
Department of Computer Sciences
University of Tampere, Finland
April, 2005
AAFG 2005
Deepa.Mathew p 02_18 18.04.2005
INTRODUCTION
Tactons are becoming a popular widget in various research programs
to build new multi-model or multi-tasking user-interfaces, mainly
because of it’s ability to directly interpret with human skin (cutaneous),
which in turn gives an impression of ‘sense of feel’.
Various tactile patterns can be designed in a way, even to express
emotion with sense of feel when it is presented as Smiley or in any
other forms like icons, graphics and so on.
Using tactons can even be a better option when building an user-
interface for deaf/blind and also deaf-blind users
In the game “vSmiley” we have used the vibrating patterns (Tactons)
for imaging of emotions. And this game is also intended for deaf or
visually impaired children, using vibrations (Tactons) as the common
root.
vSmiley
GOAL
•The goal of the project vSmileys is an empirical study of the
possibility to substitute emoticons by vibro-tactile patterns.
• Tactons could be a usesful means of communicating information
in user interfaces for the visually challenged and people with
hearing disabilities. So, the game could be a starting point to get
familiarised with the sematic patterns.
vSmiley
Deepa.Mathew p 03_18 18.04.2005
METHOD
Similar to the envelope of sound patterns (earcons) mechanical
vibrations can be composed into the vibro-tactile patterns (tactons).
Some earcons were produced and widely used to signify a
semantically-completed messages and feedback cues in GUI. Vibro-
tactile patterns are employed as a way of communication especially
for and between people with sensorial deficit (deaf, blind, deaf-blind).
vSmiley
Deepa.Mathew p 04_18 18.04.2005
Figure1: Sound wave envelope
TECHNIQUES
The tactons were designed for 9 smileys signifying different emotions.
The aim of the pilot testing through the game was estimation of relative
identification of the semantics of the constructed tactons (vSmileys) by
comparing them with the emotion of the smileys presented visually.
Basic vibration patterns (Figure 2) have been used and combined to
get the desired sample (vSmiley) which should contain semantics
similar to the graphical prototype (smiley). Basic patterns can be
combined to create composite vibro-tactile messages.
vSmiley
Deepa.Mathew p 05_18 18.04.2005
Figure2: Vibrating patters used in designing vSmileys, Immersion Studio 4.0
Figure 3: Logitech iFeel optical mouse
Apparatus and Procedure
Software:
‘Immersion Studio 4.0’ was used in designing vSlileys to transform
smileys into composite vibro-tactile patterns.
Hardware:
An Logitech iFeel optical mouse (Figure 4) connected via USB port was
used to display the vibro-tactile patterns.
vSmiley
Deepa.Mathew p 06_18 18.04.2005
http://www.dcs.gla.ac.uk/~stephen/papers/WorldHaptics_Brown.pdf
Deepa.Mathew p 07_18 18.04.2005
vSmiley
Figure 6: C2 Tactor attached to finger.
There are some other devices as well that could be used. For
example: Engineering Acoustics C2 Tactor (Figure 4) and TACTAID
VBW32 transducer (Figure 5)
These devices was used in the research done by Brown et al [1]
Figure 5: TACTAID VBW32 transducer.
Figure 4: Engineering Acoustics C2 Tactor [2]
DESIGNING THE TACTONS
Before vSmileys have been created, the appropriate parameters for
vibro-tactile patterns in which information can be encoded must be
identified [1].
The most obvious parameters to use in vSmiley construction are the
basic parameters of basic vibratory patterns such as frequency,
amplitude, waveform (envelope: attack, sustain, decay) and duration
of each segment/burst. However, in designing the vSmileys have
been used only the frequency and duration, these parameters were
changed to encode 9 smileys.
Semantic information could be encoded by manipulating the duration
of pulses. While duration alone could be used as a parameter,
combining pulses of different durations to form rhythms would offer
more flexibility [1].
vSmiley
Deepa.Mathew p 08_18 18.04.2005
TESTING PROCEDURE
Five participants, (2 females and 3 males) with normal vision and
hearing took part in the pilot testing of the vSmileys game.
None of the participant had any previous experience in this kind of
testing and especially had no idea about tactons.
They are in the age group of 23-28 (2 students and 3 employees)
Five minutes training time was given to each of them to memories
vSmileys. If needed, then extra time was given.
After the training time was over the participants where asked to
identify different vSmileys by feeling the vibratory patterns prsented
with Logitech iFeel optical mouse with built-in shaking motor. The
test consisted of 90 trials (9 vSmileys x 10 times) and the tactons
where selected randomly. Data were recorded on the recognition of
the correct smiley and stored in a log file after completion the game.
vSmiley
Deepa.Mathew p 09_18 18.04.2005
The game is played as explained below
• Click on each smiley as many times as needed to memories the vSmileys (vibro-tactile patterns).
• After player have memorised all the patterns, s/he can activate the testing phase by tapping the space bar.
• Tapping the spacebar produces the test-pattern. Player can repeat this vSmiley as many times as needed.
• The player has to identify the test-pattern and point by click the correct smiley having the same meaning.
vSmiley
Deepa.Mathew p 10_18 18.04.2005
Figure7: vSmiley game
RESULTS AND DISCUSSIONS
vSmiley
Deepa.Mathew p 11_18 18.04.2005
The players had some trouble choosing the right smiley in the
beginning but the results were gradually improved.
And they were able to distinguish the vibrating patterns and identify the
correct smiley after few trials.
But they had some trouble when identifying the somewhat-similar
vSmileys. They got easily confused and made more errors.
vSmiley
Deepa.Mathew p 12_18 18.04.2005
The average number of repeatitions per vSmiley in training phase for each player.
Each of the players had little difficulty in memorising the 6th and 9th vSmileys. Maybe because of its similarity.
0
2
4
6
(:| :(( :-O :D :) :-P :| X-( /:)
Smileys
Rep
etiti
on p
er im
age,
n
Series1 Series2 Series3 Series4 Series5
vSmiley
Deepa.Mathew p 13_18 18.04.2005
0
2
4
6
(:| :(( :-O :D :) :-P :| X-( /:)
Smileys
Rep
etiti
ons
per
imag
e, n
Series1 Series2 Series3 Series4 Series5
The average number of repeatitions per vSmiley in testing phase for each player.
Deepa.Mathew p 14_18 18.04.2005
vSmiley
0
2
4
6
8
(:| :(( :-O :D :) :-P :| X-( /:)
Smileys
Wro
ng t
rial,
n
Series1 Series2 Series3 Series4 Series5
The average number of wrong trials per vSmiley.
vSmiley
Deepa.Mathew p 15_18 18.04.2005
The average number of repetitions per image throughut the test
for all the players.
0
1
2
3
4
5
6
(:| :(( :-O :D :) :-P :| X-( /:)
Smileys
Rep
etiti
ons
per
imag
e, n
Repet. in training phase Repet. in testing phase
vSmiley
Deepa.Mathew p 16_18 18.04.2005
The average error rate during the test.
Some vSmileys were easily distinguished and some were not.
0
1
2
3
4
5
6
(:| :(( :-O :D :) :-P :| X-( /:)
Smileys
Err
ors,
n
vSmileyCONCLUSIONS
Vibro-tactile patterns and semantic sequences can play a vital role for
building new multi-model or multi-tasking user-interfaces especially
for users having a sensorial deficit and also introduce a possible
alternative way of communication.
Tactons were already been used in areas such as tele-operation or
displays for blind people to provide sensory substitution [2]. But not to
its true abilities.
More research should be done to know the true usefulness of the
tactile patterns. And based on the pilot experiment it is obvious that it
is easy to identify and differentiate different vibrating patterns. And
with proper research and knowledge, tactons could replace speech or
short speech messages which could be vital for the deaf users.
Deepa.Mathew p 17_18 18.04.2005
vSmiley
Click to go the first slide
References
[1] Lorna M. Brown, Stephen A. Brewster and Helen C. Purchase. A First Investigation into the Effectiveness of Tactons.Glasgow Interactive Systems Group, Department of Computing Science, University of Glasgow, UK
[2] Dr Steven Wall, An investigation of multimodal interaction with tactile displays. Department of Computing Science, University of Glasgow.
Deepa.Mathew p 18_18 18.04.2005
Thank you!
Any Questions?