English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 110791/141718 (78%)
Visitors : 47401894      Online Users : 687
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    政大機構典藏 > 資訊學院 > 資訊科學系 > 學位論文 >  Item 140.119/136964
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/136964


    Title: 衝擊力背心:透過身上多程度多維度之衝擊力陣列回饋提升提升虛擬實境之互動
    ImpactVest: Rendering Spatio-Temporal Multilevel Impact Force Feedback on Body in VR
    Authors: 廖昱碩
    Liao, Yu-So
    Contributors: 蔡欣叡
    Tsai, Hsin-Ruey
    廖昱碩
    Liao, Yu-So
    Keywords: 衝擊力
    力回饋
    觸覺回饋
    虛擬實境
    穿戴式裝置
    Impact
    force feedback
    haptic feedback
    virtual reality
    wearable device
    Date: 2021
    Issue Date: 2021-09-02 16:55:26 (UTC+8)
    Abstract: 過去的研究已提出在使用者的手、四肢和頭上產生瞬間且強烈的衝擊力回饋來強化虛擬實境的真實感,但在身體上的衝擊力仍鮮少被討論。身體有著很大的表面積,因此可以在多種虛擬實境應用中呈現更多衝擊力型態,例如:在虛擬實境遊戲中身體被受到射擊、爆炸、拳擊、砍擊。我們提出一個原型能夠呈現在身上的多程度多維度之衝擊力陣列。透過獨立控制在3×3陣列的9個彈力衝擊器產生在不同強度、位置和時間順序的空間時間組合。我們做了一個最小可覺差實驗來了解使用者在身體上對衝擊力強度的分辨度。以及時間間隔閾值實驗探討兩個衝擊力刺激之間多少的時間間隔作為分辨連續、同時、分散的衝擊力。基於以上實驗結果,我們製作了虛擬實境實驗來驗證我們的原型產生的衝擊力回饋能夠強化虛擬實境的真實度。
    Rendering instant and intense impact feedback on users’ hands, limbs and head to enhance realism in virtual reality (VR) has been proposed in previous works, but impact on body is still less discussed. With a large surface area on body, more impact patterns can be rendered in versatile VR applications, e.g., being shot, blasted, punched or slashed on body in VR games. We propose ImpactVest to render spatio-temporal multilevel impact force feedback on body. By independently controlling nine impactors in a 3×3 layout using elastic force, impact is generated at different levels, positions and time sequences for versatile spatial and temporal combinations. We conducted a just-noticeable difference (JND) study to realize users’ impact level distinguishability on body. A time interval threshold study was then performed to understand what time interval thresholds between two impact stimuli are used to distinguish among simultaneous impact, a continuous impact stroke and two discrete impact stimuli. Base on the results, we conducted a VR experience study to verify that impact feedback from ImpactVest enhances VR realism.
    Reference: References
    [1] Hong-Yu Chang, Wen-Jie Tseng, Chia-En Tsai, Hsin-Yu Chen, Roshan Lalintha Peiris, and Liwei Chan. 2018. FacePush: Introducing Normal Force on Face with Head-Mounted Displays. In Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology (Berlin, Germany) (UIST ’18). Association for Computing Machinery, New York, NY, USA, 927–935. https://doi.org/10.1145/3242587.3242588
    [2] Inrak Choi, Eyal Ofek, Hrvoje Benko, Mike Sinclair, and Christian Holz. 2018. CLAW: A Multifunctional Handheld Haptic Controller for Grasping, Touching, and Triggering in Virtual Reality. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3173574.3174228
    [3] Alexandra Delazio, Ken Nakagaki, Roberta L. Klatzky, Scott E. Hudson, Jill Fain Lehman, and Alanson P. Sample. 2018. Force Jacket: Pneumatically-Actuated Jacket for Embodied Haptic Experiences. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3173574.3173894
    [4] Taichi Furukawa, Nobuhisa Hanamitsu, Yoichi Kamiyama, Hideaki Nii, Charalampos Krekoukiotis, Kouta Minamizawa, Akihito Noda, Junko Yamada, Keiichi Kitamura, Daisuke Niwa, Yoshiaki Hirano, and Tetsuya Mizuguchi. 2019. Synesthesia Wear: Full-Body Haptic Clothing Interface Based on Two-Dimensional Signal Transmission. In SIGGRAPH Asia 2019 Emerging Technologies. Association for Computing Machinery, New York, NY, USA,
    48–50. https://doi.org/10.1145/3355049.3360524
    [5] TN Games. 2021. PHANTOMSENSE. https://tngames.com/
    [6] Jun Gong, Da-Yuan Huang, Teddy Seyed, Te Lin, Tao Hou, Xin Liu, Molin Yang, Boyu Yang, Yuhan Zhang, and Xing-Dong Yang. 2018. Jetto: Using Lateral Force Feedback for Smartwatch Interactions. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, New York, NY, USA, 1–14. https://doi.org/10.1145/3173574.3174000
    [7] Sebastian Günther, Florian Müller, Dominik Schön, Omar Elmoghazy, Max Mühlhäuser, and Martin Schmitz. 2020. Therminator: Understanding the
    Interdependency of Visual and On-Body Thermal Feedback in Virtual Reality. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–14. https://doi.org/10.1145/3313831.3376195
    [8] Aakar Gupta, Antony Albert Raj Irudayaraj, and Ravin Balakrishnan. 2017. HapticClench: Investigating Squeeze Sensations Using Memory Alloys. In Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology (Québec City, QC, Canada) (UIST ’17). Association for Computing Machinery, New York, NY, USA, 109–117. https://doi.org/10.1145/3126594.3126598
    [9] Seongkook Heo, Christina Chung, Geehyuk Lee, and Daniel Wigdor. 2018. Thor’s Hammer: An Ungrounded Force Feedback Device Utilizing Propeller-Induced Propulsive Force. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI ’18). Association for Computing Machinery, New York, NY, USA, 1–11. https://doi.org/10.1145/3173574.3174099
    [10] Ali Israr, Seung-Chan Kim, Jan Stec, and Ivan Poupyrev. 2012. Surround Haptics: Tactile Feedback for Immersive Gaming Experiences. In CHI ’12 Extended Abstracts on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1087–1090. https://doi.org/10.1145/2212776.2212392
    [11] Ali Israr and Ivan Poupyrev. 2010. Exploring Surround Haptics Displays. In CHI ’10 Extended Abstracts on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 4171–4176. https://doi.org/10.1145/1753846.1754121
    [12] A. Israr and I. Poupyrev. 2011. Control space of apparent haptic motion. In 2011 IEEE World Haptics Conference. 457–462.
    [13] Ali Israr and Ivan Poupyrev. 2011. Tactile Brush: Drawing on Skin with a Tactile Grid Display. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI ’11). Association for Computing Machinery, New York, NY, USA, 2019–2028. https://doi.org/10.1145/1978942.1979235
    [14] Ali Israr, Siyan Zhao, Kaitlyn Schwalje, Roberta Klatzky, and Jill Lehman. 2014. Feel Effects: Enriching Storytelling with Haptic Feedback. ACM Trans. Appl. Percept. 11, 3, Article 11 (Sept. 2014), 17 pages. https://doi.org/10.1145/2641570
    [15] Seungwoo Je, Myung Jin Kim, Woojin Lee, Byungjoo Lee, Xing-Dong Yang, Pedro Lopes, and Andrea Bianchi. 2019. Aero-Plane: A Handheld Force-Feedback Device That Renders Weight Motion Illusion on a Virtual 2D Plane. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology (New Orleans, LA, USA) (UIST ’19). Association for Computing Machinery, New York, NY, USA, 763–775. https://doi.org/10.1145/3332165.3347926
    [16] Seungwoo Je, Hyelip Lee, Myung Jin Kim, and Andrea Bianchi. 2018. Wind-Blaster: AWearable Propeller-Based Prototype That Provides Ungrounded Force-Feedback. In ACM SIGGRAPH 2018 Emerging Technologies (Vancouver, British Columbia, Canada) (SIGGRAPH ’18). Association for Computing Machinery, New York, NY, USA, Article 23, 2 pages. https://doi.org/10.1145/3214907.3214915
    [17] Jinsoo Kim, Seungjae Oh, Chaeyong Park, and Seungmoon Choi. 2020. Body-Penetrating Tactile Phantom Sensations. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3313831.3376619
    [18] Yukari Konishi, Nobuhisa Hanamitsu, Kouta Minamizawa, Ayahiko Sato, and Tetsuya Mizuguchi. 2016. Synesthesia Suit: The Full Body Immersive Experience. In ACM SIGGRAPH 2016 Posters. Association for Computing Machinery, New York, NY, USA. https://doi.org/10.1145/2945078.2945149
    [19] Pedro Lopes, Alexandra Ion, and Patrick Baudisch. 2015. Impacto: Simulating Physical Impact by Combining Tactile Stimulation with Electrical Muscle Stimulation. In Proceedings of the 28th Annual ACM Symposium on User Interface Software Technology (Charlotte, NC, USA) (UIST ’15). Association for Computing Machinery, New York, NY, USA, 11–19. https://doi.org/10.1145/2807442.2807443
    [20] Pedro Lopes, Sijing You, Lung-Pan Cheng, Sebastian Marwecki, and Patrick Baudisch. 2017. Providing Haptics to Walls Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (Denver, Colorado, USA) (CHI ’17). Association for Computing Machinery, New York, NY, USA, 1471–1482. https://doi.org/10.1145/3025453.3025600
    [21] Jun Murayama, Laroussi Bougrila, YanLin Luo, Katsuhito Akahane, Shoichi Hasegawa, Béat Hirsbrunner, and Makoto Sato. 2004. SPIDAR G&G: a two-handed haptic interface for bimanual VR interaction. In Proceedings of EuroHaptics, Vol. 2004. 138–146.
    [22] Kazuki Nagai, Soma Tanoue, Katsuhito Akahane, and Makoto Sato. 2015. Wearable 6-DoF Wrist Haptic Device “SPIDAR-W”. In SIGGRAPH Asia 2015 Haptic Media And Contents Design (Kobe, Japan) (SA ’15). Association for Computing Machinery, New York, NY, USA, Article 19, 2 pages. https://doi.org/10.1145/2818384.2818403
    [23] M. Nakamura and L. Jones. 2003. An actuator for the tactile vest - a torso-based haptic device. In 11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2003. HAPTICS 2003. Proceedings. 333–339.
    [24] Sayaka Ooshima, Yasushi Fukuzawa, Yuki Hashimoto, Hideyuki Ando, Junji Watanabe, and Hiroyuki Kajimoto. 2008. /Ed (Slashed): Gut Feelings When Being Cut and Pierced. In ACM SIGGRAPH 2008 New Tech Demos (Los Angeles, California) (SIGGRAPH ’08). Association for Computing Machinery, New York, NY, USA, Article 14, 1 pages. https://doi.org/10.1145/1401615.1401629
    [25] Henning Pohl, Peter Brandes, Hung Ngo Quang, and Michael Rohs. 2017. Squeezeback: Pneumatic Compression for Notifications. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (Denver, Colorado, USA) (CHI ’17). Association for Computing Machinery, New York, NY, USA, 5318–5330. https://doi.org/10.1145/3025453.3025526
    [26] Tomoya Sasaki, Richard Sahala Hartanto, Kao-Hua Liu, Keitarou Tsuchiya, Atsushi Hiyama, and Masahiko Inami. 2018. Leviopole: Mid-Air Haptic Interactions Using Multirotor. In ACM SIGGRAPH 2018 Emerging Technologies (Vancouver, British Columbia, Canada) (SIGGRAPH ’18). Association for Computing Machinery, New York, NY, USA, Article 12, 2 pages. https://doi.org/10.1145/3214907.3214913
    [27] Jongman Seo, Sunung Mun, Jaebong Lee, and Seungmoon Choi. 2018. Substituting Motion Effects with Vibrotactile Effects for 4D Experiences. Association for Computing Machinery, New York, NY, USA, 1–6. https://doi.org/10.1145/3173574.3174002
    [28] Yuqian Sun, Shigeo Yoshida, Takuji Narumi, and Michitaka Hirose. 2019. PaCaPa: A Handheld VR Device for Rendering Size, Shape, and Stiffness of Virtual Objects in Tool-Based Interactions. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3290605.3300682
    [29] Teslasuit. 2021. Teslasuit. https://teslasuit.io/
    [30] Hsin-Ruey Tsai, Yuan-Chia Chang, Tzu-Yun Wei, Chih-An Tsao, Xander Koo, Hao-Chuan Wang, and Bing-Yu Chen. 2021. GuideBand: Intuitive 3D Multilevel Force Guidance on a Wristband in Virtual Reality. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. 1–13.
    [31] Hsin-Ruey Tsai and Bing-Yu Chen. 2019. ElastImpact: 2.5D Multilevel Instant Impact Using Elasticity on Head-Mounted Displays. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology (New Orleans, LA, USA) (UIST ’19). Association for Computing Machinery, New York, NY, USA, 429–437. https://doi.org/10.1145/3332165.3347931
    [32] Hsin-Ruey Tsai and Jun Rekimoto. 2018. ElasticVR: Providing Multi-Level Active and Passive Force Feedback in Virtual Reality Using Elasticity. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI EA ’18). Association for Computing Machinery, New York, NY, USA, 1–4. https://doi.org/10.1145/3170427.3186540
    [33] Hsin-Ruey Tsai, Jun Rekimoto, and Bing-Yu Chen. 2019. ElasticVR: Providing Multilevel Continuously-Changing Resistive Force and Instant Impact Using Elasticity for VR. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–10. https://doi.org/10.1145/3290605.3300450
    [34] Dzmitry Tsetserukou, Katsunari Sato, and Susumu Tachi. 2010. ExoInterfaces: Novel Exosceleton Haptic Interfaces for Virtual Reality, Augmented Sport and Rehabilitation. In Proceedings of the 1st Augmented Human International Conference (Megève, France) (AH ’10). Association for Computing Machinery, New York, NY, USA, Article 1, 6 pages. https://doi.org/10.1145/1785455.1785456
    [35] Tzu-Yun Wei, Hsin-Ruey Tsai, Yu-So Liao, Chieh Tsai, Yi-Shan Chen, Chi Wang, and Bing-Yu Chen. 2020. ElastiLinks: Force Feedback between VR Controllers with Dynamic Points of Application of Force. In Proceedings of the 33nd Annual ACM Symposium on User Interface Software and Technology.
    [36] Yuan-Syun Ye, Hsin-Yu Chen, and Liwei Chan. 2019. Pull-Ups: Enhancing Suspension Activities in Virtual Reality with Body-Scale Kinesthetic
    Force Feedback. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology (New Orleans, LA, USA) (UIST ’19).
    Association for Computing Machinery, New York, NY, USA, 791–801. https://doi.org/10.1145/3332165.3347874
    [37] G. Yun, S. Oh, and S. Choi. 2019. Seamless Phantom Sensation Moving Across a Wide Range of Body. In 2019 IEEE World Haptics Conference (WHC). 616–621.
    Description: 碩士
    國立政治大學
    資訊科學系
    108753133
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0108753133
    Data Type: thesis
    DOI: 10.6814/NCCU202101281
    Appears in Collections:[資訊科學系] 學位論文

    Files in This Item:

    File Description SizeFormat
    313301.pdf1639KbAdobe PDF20View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback