Browsing by Author "Huang, Da-Yuan"
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Item type:Item, Aarnio: Passive Kinesthetic Force Output for Foreground Interactions on an Interactive Chair(2019-01-01) ;Teng, Shan-Yuan ;Huang, Da-Yuan ;Wang, Chi ;Gong, JunSeyed, TeddyWe propose a new type of haptic output for foreground interactions on an interactive chair, where input is carried out explicitly in the foreground of the user's consciousness. This type of force output restricts a user's motion by modulating the resistive force when rotating a seat, tilting the backrest, or rolling the chair. These interactions are useful for many applications in a ubiquitous computing environment, ranging from immersive VR games to rapid and private query of information for people who are occupied with other tasks (e.g. in a meeting). We carefully designed and implemented our proposed haptic force output on a standard office chair and determined the recognizability of five force profiles for rotating, tilting, and rolling the chair. We present the result of our studies, as well as a set of novel interaction techniques enabled by this new force output for chairs.Item type:Item, AutoFritz: Autocomplete for Prototyping Virtual Breadboard Circuits(2019-01-01) ;Lo, Jo-Yu ;Huang, Da-Yuan ;Kuo, Tzu-Sheng ;Sun, Chen-KuoGong, JunWe propose autocomplete for the design and development of virtual breadboard circuits using software prototyping tools. With our system, a user inserts a component into the virtual breadboard, and it automatically provides a user with a list of suggested components. These suggestions complete or extend the electronic functionality of the inserted component to save the user's time and reduce circuit error. To demonstrate the effectiveness of autocomplete, we implemented our system on Fritzing, a popular open source breadboard circuit prototyping software, used by novice makers. Our autocomplete suggestions were implemented based upon schematics from datasheets for standard components, as well as how components are used together from over 4000 circuit projects from the Fritzing community. We report the results of a controlled study with 16 participants, evaluating the effectiveness of autocomplete in the creation of virtual breadboard circuits, and conclude by sharing insights and directions for future research.Item type:Item, Masque: Exploring Lateral Skin Stretch Feedback on the Face with Head-Mounted Displays(2019-01-01) ;Wang, Chi ;Huang, Da-Yuan ;Hsu, Shuo-wen ;Hou, Chu-EnChiu, Yeu-LuenWe propose integrating an array of skin stretch modules with an head-mounted display (HMD) to provide two-dimensional skin stretch feedback on the user's face. Skin stretch has been found effective to induce the perception of force (e.g. weight or inertia) and to enable directional haptic cues. However, its potential as an HMD output for virtual reality (VR) remains to be exploited. Our explorative study firstly investigated the design of shear tactors. Based on our results, Masque has been implemented as an HMD prototype actuating six shear tactors positioned on the HMD's face interface. A comfort study was conducted to ensure that skin stretches generated by Masque are acceptable to all participants. The following two perception-based studies examined the minimum changes in skin stretch distance and stretch angles that are detectable by participants. The results help us to design haptic profiles as well as our prototype applications. Finally, the user evaluation indicates that participants welcomed Masque and regarded skin stretch feedback as a worthwhile addition to HMD output.Item type:Item, Orecchio: Extending Body-Language through Actuated Static and Dynamic Auricular Postures(2018-01-01) ;Huang, Da-Yuan ;Seyed, Teddy ;Li, Linjun ;Gong, JunYao, ZhihaoIn this paper, we propose using the auricle - the visible part of the ear - as a means of expressive output to extend body language to convey emotional states. With an initial exploratory study, we provide an initial set of dynamic and static auricular postures. Using these results, we examined the relationship between emotions and auricular postures, noting that dynamic postures involving stretching the top helix in fast (e.g., 2Hz) and slow speeds (1Hz) conveyed intense and mild pleasantness while static postures involving bending the side or top helix towards the center of the ear were associated with intense and mild unpleasantness. Based on the results, we developed a prototype (called Orrechio) with miniature motors, custom-made robotic arms and other electronic components. A preliminary user evaluation showed that participants feel more comfortable using expressive auricular postures with people they are familiar with, and that it is a welcome addition to the vocabulary of human body language.Item type:Item, PuPoP: Pop-up Prop on Palm for Virtual Reality(2018-01-01) ;Teng, Shan-Yuan ;Kuo, Tzu-Sheng ;Wang, Chi ;Chiang, Chi-huanHuang, Da-YuanThe sensation of being able to feel the shape of an object when grasping it in Virtual Reality (VR) enhances a sense of presence and the ease of object manipulation. Though most prior works focus on force feedback on fingers, the haptic emulation of grasping a 3D shape requires the sensation of touch using the entire hand. Hence, we present Pop-up Prop on Palm (PuPoP), a light-weight pneumatic shape-proxy interface worn on the palm that pops several airbags up with predefined primitive shapes for grasping. When a user's hand encounters a virtual object, an airbag of appropriate shape, ready for grasping, is inflated by way of the use of air pumps; the airbag then deflates when the object is no longer in play. Since PuPoP is a physical prop, it can provide the full sensation of touch to enhance the sense of realism for VR object manipulation. For this paper, we first explored the design and implementation of PuPoP with multiple shape structures. We then conducted two user studies to further understand its applicability. The first study shows that, when in conflict, visual sensation tends to dominate over touch sensation, allowing a prop with a fixed size to represent multiple virtual objects with similar sizes. The second study compares PuPoP with controllers and freehand manipulation in two VR applications. The results suggest that utilization of dynamically-changing PuPoP, when grasped by users in line with the shapes of virtual objects, enhances enjoyment and realism. We believe that PuPoP is a simple yet effective way to convey haptic shapes in VR.Item type:Item, RollingStone: Using Single Slip Taxel for Enhancing Active Finger Exploration with a Virtual Reality Controller(2018-01-01) ;Lo, Jo-Yu ;Huang, Da-Yuan ;Sun, Chen-Kuo ;Hou, Chu-EnChen, Bing-YuWe propose using a single slip tactile pixel on virtual reality controllers to produce sensations of finger sliding and textures. When a user moves the controller on a virtual surface, we add a slip opposite to the movement, creating the illusion of a finger that is sliding on the surface, while varying the slip feedback changes in lateral forces on the fingertip. When coupled with hand motion the lateral forces can be used to create perceptions of artificial textures. RollingStone has been implemented as a prototype VR controller consisting of a ball-based slip display positioned under the user's fingertip. Within the slip display, a pair of motors actuates the ball, which is capable of generating both short- and long-term two-degree-of-freedom slip feedback. An exploratory study was conducted to ensure that changing the relative motion between the finger and the ball could alter the perceptions conveying the properties of a texture. The following two perception-based studies examined the minimum changes in speed of slip and angle of slip that are detectable by users. The results help us to design haptic patterns as well as our prototype applications. Finally, our preliminary user evaluation indicates that participants welcomed RollingStone as a useful addition to the range of VR controllers.Item type:Item, TilePoP: Tile-type Pop-up Prop for Virtual Reality(2019-01-01) ;Teng, Shan-Yuan ;Lin, Cheng-Lung ;Chiang, Chi-huan ;Kuo, Tzu-ShengChan, LiweiWe present TilePoP, a new type of pneumatically-actuated interface deployed as foor tiles which dynamically pop up by infating into large shapes constructing proxy objects for whole-body interactions in Virtual Reality. TilePoP consists of a 2D array of stacked cube-shaped airbags designed with specifc folding structures, enabling each airbag to be infated into a physical proxy and then defated down back to its original tile shape when not in use. TilePoP is capable of providing haptic feedback for the whole body and can even support human body weight. Thus, it allows new interaction possibilities in VR. Herein, the design and implementation of TilePoP are described in detail along with demonstrations of its applications and the results of a preliminary user evaluation conducted to understand the users' experience with TilePoP.