Beruflich Dokumente
Kultur Dokumente
Will The Use of Haptics Feedback be more Efficient than Visual in Path Finding and Object
Discovery in Mining of Natural Resources
Name: Eshimokhai Charles
Number: M00476792
Lecturer: Nitish Chooramun
Lab: Anwar Bapikee
Group members
Name
Number
Moses Arfo
M00478479
Agbam Henry
M00479994
Abdullahi Emmanuel
M00483713
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1 TABLE OF CONTENTS
2
INTRODUCTION ..................................................................................................................................... 3
CONCEPT ............................................................................................................................................... 5
PROTOTYPE ........................................................................................................................................... 9
4.1.1
4.1.2
4.1.3
Calibration ........................................................................................................................... 10
4.1.4
4.1.5
4.1.6
Libraries ............................................................................................................................... 13
EVALUATION ....................................................................................................................................... 13
5.1
5.1.1
5.2
5.3
5.3.1
Pros ..................................................................................................................................... 15
5.3.2
Cons..................................................................................................................................... 15
5.4
5.5
5.6
Results ......................................................................................................................................... 18
5.7
5.7.1
User1 ................................................................................................................................... 20
5.7.2
User 2 .................................................................................................................................. 21
5.7.3
User3 ................................................................................................................................... 22
5.7.4
CONCLUSION ....................................................................................................................................... 24
REFERENCE .......................................................................................................................................... 25
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2 INTRODUCTION
Before the advent of tools, people have been able to manipulate objects using their hands, by
feeling the properties of the object via a sense of touch and resistance to a bend a feedback is
received. Feedback is a transference of information between two objects in the process of
communication. Feedback is essential at every level of communication because it is what keep
users informed about their immediate environment (Tan and Pentland, 1997). In human computer
interaction (HCI) there are numerous forms of feedback, these include visual, audio and haptic.
However, for the purpose of these research, we will be analysing the efficiency of two categories
of feedback. These are visual and haptic forms of feedback.
Statistics from a research conducted by Mauter and Katzi (2003), shows that 80 to 90 percent of
all feedbacks are received from the eyes i.e. visual feedback. Visual feedback is the norm in terms
of feedback however, it is not really useful to the visually impaired or blind. In our world today,
audio feedback has been integrated into the multi-media system in addition to visual (Tan and
Pentland, 1997). However, the human body is capable of interacting via five senses, with
computers interacting basically via visual and audio channels, there are lots of information tailback
(Mauter and Katzi 2003).
With the introduction of haptics, these tailed back information is now made available via a new
channel of communication with the sense of touch. Haptics increases the means of communication
between humans and computers by adding sensory feedbacks (Magnusson, Szymczak and
Brewster, 2012). Haptics feedback refers to both tactile which is based on cutaneous input and
force which is based on kinaesthetic input (Lederman and klazky, 2009). Tactile, also described
as touch feedback, refers to the sensitivity felt by the skin when placed under certain temperature
(hot and cold). Tactile feedback also allows the users to feel the roughness of a surface and
vibrations (Conti et al., 2014). A good example of tactile feedback can be found on gamepads and
mobile phones. Force feedback in computing refers to the simulating of physical attributes such as
vibrations and weights in gaming allowing the user to interact with the system. It can further be
defined as the physical sensation of resistance felt in the tendons and joint (Burdea, 1996).
The word Haptic was originated from the Greek word, haptesthai, which when translated to
English, means sense of touch. Haptics can be defined as the science of applying tactile
sensation to human interaction with computers (Brewster and Murray-Smith, 2001).
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3 CONCEPT
Following the application development life-cycle, the first task was to come with a scenario and
detect a problem that could be solved. After brainstorming, we decided to work on the mining
industry. Hence the research question Will the use of haptic feedback improve the efficiency in
path finding and shape detection in the mining industry compared to visual was agreed on. The
concept behind the prototype is to design a testbed with the solitary purpose of providing a valid
result to the research question. In order to achieve this aim, two major test activities comprising
of, path finding and shape detection will be carried out. Each of these activities, will subsequently
be divided into three scenarios, thus the prototype will be tested using visual, haptic and a
combination of visual plus haptic.
The reason for using both pathfinding and shape detection for this research is basically industry
related. The mining of natural resources requires more than locating an object via pathfinding.
Resources such as gold can also be detected via shape, in order to effectively detect the efficiency
of haptics in the industry, we will combine both shape detection and pathfinding.
A testbed is a platform, generally used for testing and analysing of large development projects. It
supports severe, reusable and clear, testing and analysis of computational tools, scientific theories
and new technologies (Jiang, 2009). An example of a typical testbed is the arena web browser
created by the World Wide Web consortium (W3C) for testing cascading style sheet (CSS),
HTML3 and portable network graphics (PNG). The arena web browser was eventually replaced
with Amaya, a system for testing new web standard. In order to answer the research question, a
total of six different testbed were designed for both scenarios. Three testbed comprising of haptic,
visual and visual + haptic was designed for pathfinding. Similarly, three testbed comprising of
haptic, visual and visual + haptic was designed for shape detection. After several design
consideration and manipulation, six (6) test scenarios were designed (see table 2.1), 3 for
pathfinding and 3 for shape detection. The shapes and paths were altered to ensure reliability in
measurement that will be carried out when the prototype is developed.
Testbed Design
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Pathfinding visual
Pathfinding haptics
Shape
detection
visual
haptics
(point b). The paths will be invisible to the users as it is covered with an opaque terrain (Basagni
et al., 2004). The point here is for the user to rely on either visual or haptic cues or both to achieve
the task while avoiding obstacles. A research recently conducted by (Becker et al., 2012),
experimented the effectiveness of different technologies using pathfinding. The research revealed
how pathfinding can be used to assess and improve a class of computational models for simulating
the activities and collaborations of autonomous agents (ABM). With regards to evaluating their
effects on the exploration of an unknown terrain. This test in particular, is effective in assisting
victims of an emergency incident. For example, on the event of a natural disaster and the mining
factory is damaged by an earthquake and this resulted in the maps being worthless. Therefore, the
approach of pathfinding offers a worthy method of data collection to assess how effective a
vibration feedback can be and may also provide answers to the research questions.
SHAPE DETECTION: After conducting a couple of research, it was observed that several studies
have been carried out to test haptic performance, and in most cases shape detection or similar
activity concerning object recognition were used. An example of this second activity is seen in a
research by Norman et al, (2004). In the research, users were asked to compare natural shaped
objects in three dimensional formats (3-D) with the use of their sense of touch and sight. The users
maneuver an object using haptics, thereafter, the users were asked to identify which visible object
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this will aid the users navigate through the testbed with marginal mistakes. The colour code
provided by our prototype are green, amber and red. This colours are similar to those of traffic
light, these colours are chosen because of what they represent and can be recognised easily
(Greenhalgh and Mirmehdi 2012, Maldonado-Bascon, 2007), (Norman, 2002). Norman principle of
design will used in the development of this prototype so as to aid users in understanding what is
expected of them without much thinking (Preece et al, 2012).
Haptic feedback: in the second testbed Acemap will provide users with different thresholds of
vibrations to give feedback to users on what action to take next while navigating the testbed. When
the user is on the right path there will be no vibration. At sections when the user is approaching a
bend, strong pulse will be used to inform the user of the bend. Furthermore, a steady vibration
feedback will be given when the user is approaching the edges of a path. Finally, the frequency of
the vibration will be intensified when the user eventually strikes or crosses the edges.
Psychophysical Analysis: as part of measures to ensure that the vibration is felt by all users, a
psychophysical analysis of three (3) different users will be conducted, the resulting figures will be
used to set different vibration threshold. Psychophysics is a quantitatively analysis of the
relationship between physical stimuli and the sensations it influence (Cohen and Gldszmidt, 2004).
The purpose of the psychophysical analysis is to determine the relationship between physical
stimuli and vibrations and accepting its influence (Cohen, 2004). The absolute and differential
thresholds will be used to set the lower and higher limits to calibrate a section of the testbed.
Measurement variables: this are values that will determine well the user perform by measuring
the efficiency of each feedback in the following pattern:
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4 PROTOTYPE
In a bid to answer the research question above, a prototype consisting of an application software
(testbed) and hardware device (VibroBox) was used to create the system.
4.1.1 State diagram
The first procedure was to draw a state diagram, this was done to ensure no stage or phase of the
application is accidentally left out. A state diagram show the connection between stages of the
application (Fleck, 2013). Below is the state diagram for our prototype.
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Menu screen
Testbed selection
Calibration
Testbed overlay
Screenshots of the Prototype
4.1.3 Calibration
While developing the prototype, it was paramount to carry out a psychophysical experiment, this
will
ensure
that
the
absolute
and
differential
threshold
are
properly
defined.
Gescheider (2007), defined threshold as the point of intensity where a person detects a stimuli. It
can be further considered as the point of which they is a change in stimuli.
The absolute threshold refers to the initial or lowest intensity that is felt by the users (Gescheider,
1997). On the other hand, differential threshold refers to the lowest difference between two stimuli
that a user can feel (Gescheider, 2013). The values of both threshold were collected from the
psychophysical experiment conducted with three (3) users. This experiment was conducted by
changing the intensity of the vibration generated by the VibroBox when the device was touched
by the users. Values were recorded at every point the vibration was felt by the user and was
captured as the absolute threshold. Similarly, after changing the intensity of the VibroBox, the
users were again tested and the differential threshold were captured. Subsequently, the results were
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Absolute
Threshold Differential
Hz
Threshold
Hz
USER 1
74
109
USER 2
70
102
USER 3
80
90
74.6Hz
100.3Hz
AVERAGE
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Sample testbed
In order to use the VibroBox to navigate the testbed, the device (VibroBox) was digitally coupled
with a fiducial marker. This will make sure the tangible object is tracked in the same space and
time with the testbed. The application was designed to use different colours to regulate the present
path of the user. In summary the application relies mostly on the different visual (colours) and
vibrotactile (VibroBox) as means of interaction.
5 EVALUATION
As defined by Precee et al (2002), evaluation is a process of systematically collecting and analysing
data that gives us information about what it feels like for an individual user or group of users to
use a system for a specific task in a certain type of environment. The goal of an evaluation is to
determine how well a system fulfils a user requirement (Psathas et al, 1986). There are different
types of evaluation, depending on the method used, data collected could be qualitative or
quantitative. For this research, the data will be quantitative. The aim of this evaluation is to check
if:
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Evaluation methods
There are several types of evaluation techniques, ranging from heuristic evaluation with experts,
cognitive walkthrough, observation and think-aloud. However, for this evaluation the team
focused on combining observation with think aloud methods.
5.1.1 Observation with Think aloud
Towards the end of the prototype development, prior to delivery, three (3) students were asked to
carry out the different task and they were under observation the entire time. While the users went
through the pathfinding and shape detection testbed, they were asked to think-aloud the activities
and the reasons why they take different actions. Records of the actions and expressions of the three
users were put down in a note. The sections below, gives details on how the process was
accomplished.
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Evaluation procedure
The evaluation was carried out in five (5) different stages, following the order from, the instruction
stage to the calibration stage, then the demo stage and finally the pathfinding and shape detection.
Instructions: at this point, instruction were given to the different users from university who were
asked to test the application. A letter of consent containing the necessary instruction on how the
testbed works, was handed to the candidates. This was done to explain the purpose of the test to
the candidates.
Calibration: at this second stage, the users were asked to calibrate the absolute threshold with the
calibration provided in the testbed. This was done so the value derived from the calibration test
can be used to set the absolute threshold for the users. This will ensure that the vibration feedback,
is felt by all the users during the experiment.
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Visual pathfinding
Haptics pathfinding
Visual+Haptics pathfinding
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5.6 Results
As seen in the graph below, it is very likely to spot areas where the testers went off target (circle
in red) on both the pathfinding and shape detection testbed, and precisely how the testers completed
the task. Though the graph does not show the other measurement variables (approach time and slip
offs times).
Below is a tabular representation of the different results gathered from the evaluation process in
respect to their different test scenarios.
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USER 1
70
60
50
40
30
20
10
0
Pathfinding Pathfinding
visual
haptics
approach time
Pathfinding
Shape
visual +
detection
haptics
visual
Shape
detection
haptics
Shape
detection
haptics +
visual
59.33
48.12
38.4
55.23
52.1
41.27
21
31
16
22
28
12
approach time
USER 2
60
50
40
30
20
10
0
Pathfinding Pathfinding
visual
haptics
user 2 approach time
Pathfinding
visual +
haptics
Shape
detection
visual
Shape
detection
haptics
Shape
detection
haptics +
visual
52.1
43.22
40.2
49.1
35.02
31.01
12
20
10
10
11
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USER 3
60
50
40
30
20
10
0
Pathfinding Pathfinding
visual
haptics
approach time
Pathfinding
visual +
haptics
Shape
detection
visual
Shape
detection
haptics
Shape
detection
haptics +
visual
44.3
55.01
35.11
35.44
41.33
24.51
12
10
10
approach time
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ovarall result
60
51.91
48.78333333
50
46.59
42.81666667
37.90333333
40
32.26333333
30
20.33333333
20
12.66666667
12
4.333333333
10
3.666666667
15
9.333333333
8.3333333
8
3
0
Pathfinding Visual
Pathfinding
Haptics
Completion Time
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6 CONCLUSION
The use of visual and audio feedback has been the main channel interaction between humans and
computers. In recent times, novel technologies has made communication via stimuli possible. This
involves the use of haptics to communicate with humans via a device called VibroBox. This novel
technology, has seen in the evaluation carried out on this report, can help the visually impaired in
navigating a path or detecting a shape. This research set out to determine if haptics can improve
the efficiency in pathfinding and shape detection in the mining industry. Bearing this in mind, an
application with six testbed was developed and based on the psychophysical experiment carried
out, the following was concluded.
The different testers used for the evaluation could feel and use the different types of feedback from
different points. The visual cue was effective in avoiding errors but took longer time to complete
the task. On the other hand, the haptic cue was effective in time management but recorded a slightly
higher error rate. However, a combination of both haptic and visual feedback prove more effective
in completing the task in good time and with marginal errors.
In conclusion, the combination of both haptics and visual cue will be more effective and efficient
in pathfinding and shape detection in the mining industry.
As part of our future work, the team will research and likely improve on the current prototype by
adding features that will aid evacuation from a disaster site. Example like the incident in Chile
were miners were trapped underground for months after earthquake.
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7 REFERENCE
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Piscataway, NJ: IEEE Press.
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Cohen, I. and Goldszmidt, M. 2004. Properties and benefits of calibrated classifiers. Springer,
pp. 125--136.
Ferscha, A., Emsenhuber, B., Riener, A., Holzmann, C., Hechinger, M. and Hochreiter, D. 2008.
Vibro-tactile space-awareness. Citeseer.
Gescheider, G. A. 1997. Psychophysical measurement of thresholds: Differential sensitivity.
Psychophysics: The Fundamentals, pp. 1--15.
Gescheider, G. A. 2013. Psychophysics. Hoboken: Taylor and Francis Hayward, V., Astley, O.
R., Cruz-Hern, Ez, M., Grant, D. and Robles-De-La-Torre, G. 2004. Haptic interfaces and
devices. Sensor Review, 24 (1), pp. 16--29.
Ishii, H. 2008. The tangible user interface and its evolution. Communications of the ACM, 51
(6), pp. 32--36.
Jiang, L. 2009. Portable haptic feedback for training and rehabilitation. Ann Arbor, Mich:
ProQuest LLC.
Lederman, S. J. and Klatzky, R. L. 2009. Haptic perception: A tutorial. Attention, Perception,
\& Psychophysics, 71 (7), pp. 1439--1459
Mauter, G. and Katzki, S. 2003. The Application of Operational Haptics in Automotive
Engineering. Global Automotive Manufacturing & Technology 2003, Team for Operational
Haptics, Audi AG, p. 7880.
Nielsen, J. 1995. 10 Usability Heuristics for User Interface Design. Nielsen Norman Group:
Evidence-Based User Experience Research, Training, and Consulting.
Norman, D. A. 2002. The Design of everyday things. 2nd ed. New York: Basic Books.
Norman, J. F., Norman, H. F., Clayton, A. M., Lianekhammy, J. and Zielke, G. 2004. The visual
and haptic perception of natural object shape. Perception \& Psychophysics, 66 (2), pp. 342-Page 25 of 26
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