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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/82352
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor陳彥仰(Mike Y. Chen)
dc.contributor.authorYi-Hsuan Maoen
dc.contributor.author毛羿宣zh_TW
dc.date.accessioned2022-11-25T07:29:36Z-
dc.date.available2023-04-30
dc.date.copyright2021-08-20
dc.date.issued2021
dc.date.submitted2021-07-22
dc.identifier.citation[1] Principles of neural science / edited by Eric R. Kandel, James H. Schwartz, Thomas M. Jessell, Steven A. Siegelbaum, A.J. Hudspeth ; art editor, Sarah Mack. McGrawHill, New York, fifth ed. edition, 2013~2013. [2] bHaptics. bhaptics tactsuit, 2017. [3] bHaptics. bhaptics tacttal, 2017. [4] H.Y.Chang, W.J. Tseng, C.E. Tsai, H.Y. Chen, R. L. Peiris, and L. Chan. Facepush: Introducing normal force on face with headmounted displays. In Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology, UIST’ 18, page 927–935, New York, NY, USA, 2018. Association for Computing Machinery. [5] C.I.P. C.i.p. tdcc datasheet 7,62 x 45, 2008. [6] T. N. Cornsweet. The staircase-method in psychophysics. The American Journal of Psychology, 75(3):485–491, 1962 [7] A. M. Genecov, A. A. Stanley, and A. M. Okamura. Perception of a haptic jamming display: Just noticeable differences in stiffness and geometry. In 2014 IEEE Haptics Symposium (HAPTICS), pages 333–338. IEEE, 2014 [8] T. Georgiou and A. Edwards. An investigation of the interrelationship between physical stiffness and perceived roughness. In Proceedings of the 2nd International Conference on HumanComputer Interaction. York, 2014. [9] J. Gong, D.Y. Huang, T. Seyed, T. Lin, T. Hou, X. Liu, M. Yang, B. Yang, Y. Zhang, and X.D. Yang. Jetto: Using lateral force feedback for smartwatch interactions. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, CHI '18, New York, NY, USA, 2018. Association for Computing Machinery. [10] S. W. Gong, H. P. Lee, and C. Lu. Dynamic response of a human head to a foreign object impact. IEEE Transactions on Biomedical Engineering, 55(3):1226–1229, 2008. [11] D. Gugan. Inelastic collision and the hertz theory of impact. American Journal of Physics, 68(10):920–924, 2000. [12] J. Gugenheimer, D. Wolf, E. R. Eiriksson, P. Maes, and E. Rukzio. Gyrovr: Simulating inertia in virtual reality using head worn flywheels. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology, pages 227–232, 2016. [13] H. Gurocak, S. Jayaram, B. Parrish, and U. Jayaram. Weight sensation in virtual environments using a haptic device with air jets. J. Comput. Inf. Sci. Eng., 3:130–135, 06 2003. [14] S. Heo, C. Chung, G. Lee, and D. Wigdor. Thor's hammer: An ungrounded force feedback device utilizing propeller-induced propulsive force. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, CHI EA’ 18, New York, NY, USA, 2018. Association for Computing Machinery. [15] S. Je, H. Lee, M. J. Kim, and A. Bianchi. Windblaster: A wearable propellerbased prototype that provides ungrounded force-feedback. In ACM SIGGRAPH 2018 Emerging Technologies, SIGGRAPH’ 18, New York, NY, USA, 2018. Association for Computing Machinery. [16] L. A. Jones and H. Z. Tan. Application of psychophysical techniques to haptic research. IEEE transactions on haptics, 6(3):268–284, 2012. [17] A. Koizumi, S. Hong, K. Sakamoto, R. Sasaki, and T. Asai. A study of impact force on modern soccer balls. Procedia Engineering, 72:423–428, 2014. The Engineering of Sport 10. [18] Y. Kon, T. Nakamura, and H. Kajimoto. Hangerover: Hmdembedded haptics display with hanger reflex. In ACM SIGGRAPH 2017 Emerging Technologies, pages 1–2. 2017. [19] Y.C. Liao, Y.L. Chen, J.Y. Lo, R.H. Liang, L. Chan, and B.Y. Chen. Edgevib: Effective alphanumeric character output using a wrist-worn tactile display. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology, pages 595–601, 2016. [20] S.H. Liu, P.C. Yen, Y.H. Mao, Y.H. Lin, E. Chandra, and M. Y. Chen. Headblaster: A wearable approach to simulating motion perception using head-mounted air propulsion jets. ACM Trans. Graph., 39(4), jul 2020. [21] P. Lopes, A. Ion, and P. Baudisch. 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, UIST’ 15, page 11–19, New York, NY, USA, 2015. Association for Computing Machinery. [22] L. E. Marks. Magnitude estimation and sensory matching. Perception Psychophysics, 43(6):511–525, 1988. [23] M. M. of Art. Hand-and-a-half sword, 2017. [24] A. M. Okamura, M. R. Cutkosky, and J. T. Dennerlein. Reality-based models for vibration feedback in virtual environments. IEEE/ASME transactions on mechatronics, 6(3):245–252, 2001. [25] M. Panin. Unity asset true explosions! [26] M. Rank, Z. Shi, H. J. Müller, and S. Hirche. Perception of delay in haptic telepresence systems. Presence: teleoperators and virtual environments, 19(5):389–399, 2010. [27] J. M. Romano and K. J. Kuchenbecker. The airwand: Design and characterization of a large-workspace haptic device. In 2009 IEEE International Conference on Robotics and Automation, pages 1461–1466, 2009. [28] T. Sasaki, R. S. Hartanto, K.H.Liu, K. Tsuchiya, A. Hiyama, and M. Inami. Leviopole: Mid-air haptic interactions using multirotor. In ACM SIGGRAPH 2018 Emerging Technologies, SIGGRAPH’18, New York, NY, USA, 2018. Association for Computing Machinery. [29] B. L. Schwartz and J. H. Krantz. Sensation and perception. Sage Publications, 2017. [30] J. Shigeyama, T. Hashimoto, S. Yoshida, T. Narumi, T. Tanikawa, and M. Hirose. Transcalibur: A weight shifting virtual reality controller for 2d shape rendering based on computational perception model. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pages 1–11, 2019. [31] S. S. Stevens. On the brightness of lights and the loudness of sounds. Science, 1953. [32] Teslasuit. Teslasuit virtual reality reinvented, 2018. [33] H.R. Tsai and B.Y. Chen. 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, UIST’ 19, page 429–437, New York, NY, USA, 2019. Association for Computing Machinery. [34] H.R. Tsai, J. Rekimoto, and B.Y. Chen. 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, CHI’ 19, New York, NY, USA, 2019. Association for Computing Machinery. [35] Y.W. Wang, Y.H. Lin, P.S. Ku, Y. Miyatake, Y.H. Mao, P. Y. Chen, C.M. Tseng, and M. Y. Chen. Jetcontroller: High-speed ungrounded 3-dof force feedback controllers using air propulsion jets. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, pages 1–12, 2021. [36] W. T. Weigh. Weight of a hand, 2020. [37] M. Willegal. The accuracy of black powder muskets, 1999. [38] B. G. Witmer, C. J. Jerome, and M. J. Singer. The factor structure of the presence questionnaire. Presence: Teleoper. Virtual Environ., 14(3):298–312, June 2005. [39] D. Wolf, M. Rietzler, L. Hnatek, and E. Rukzio. Face/on: Multimodal haptic feedback for head-mounted displays in virtual reality. IEEE Transactions on Visualization and Computer Graphics, PP:1–1, 08 2019.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/82352-
dc.description.abstract衝擊事件很常在虛擬實境(VR)遊戲和體驗中廣泛發生(從爆炸,足球到子彈),並且在大小,質量,速度和剛度等屬性上都存在很大差異。由於系統效能限制和安全疑慮(例如爆炸),現今的力回饋裝置通常無法重現真實的衝擊體驗,但現有研究尚未探討如何設計真實的力回饋,因此這議題仍值得探索。我們透過調整力回饋之上升時間、持續時間和作用力大小,以塑造力曲線,並使用震動和非接地式方向性力回饋兩種技術,模擬衝擊物體性質。我們首先請使用者設計VR遊戲中常見的6種衝擊體驗,結果顯示使用者對不同類型的衝擊設計了顯著不同的力曲線。為了解力曲線特性如何影響使用者對衝擊物體性質的感知,我們透過幅度估計使用者研究,總結出感知模型和設計指引,以幫助設計更多種衝擊體驗。 最後,我們進行了使用者體驗評估,結果顯示相較於震動回饋,具方向性的力回饋顯著改善了衝擊體驗的真實感和沈浸感,並獲89%受測者的偏好。zh_TW
dc.description.provenanceMade available in DSpace on 2022-11-25T07:29:36Z (GMT). No. of bitstreams: 1
U0001-1907202114005500.pdf: 10105036 bytes, checksum: 75643ce3b5f98a2093d19c477d91bf35 (MD5)
Previous issue date: 2021
en
dc.description.tableofcontents"誌謝 . . . . . . . . . . . . . . . . . . . . .ii 摘要 . . . . . . . . . . . . . . . . . . . . .iii Abstract . . . . . . . . . . . . . . . . . . . . . iv 1 Introduction . . . . . . . . . . . . . . . . . . . . .1 2 Related Work . . . . . . . . . . . . . . . . . . . . .5 2.1 Human Perception of Head Impact . . . . . . . . . . . . . . . . . . . . . 5 2.2 Haptic Design Based on Human Perception . . . . . . . . . . . . . . . . 6 2.3 Haptic Feedback Technologies for Impact . . . . . . . . . . . . . . . . . 7 3 System Validation . . . . . . . . . . . . . . . . . . . . .9 3.1 ImpactJet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.1.1 Air Nozzle Integration . . . . . . . . . . . . . . . . . . . . . . . 10 3.1.2 Pneumatic Control System . . . . . . . . . . . . . . . . . . . . . 10 3.1.3 Controlling Rise time, Magnitude, and Duration . . . . . . . . . . 10 3.1.4 Impulse Frequency and Actuation Latency . . . . . . . . . . . . 12 3.2 ImpactVibe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.2.1 Vibration Motors . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.2.2 Controlling Rise Time, Magnitude, and Duration . . . . . . . . . 13 3.2.3 Actuation Latency . . . . . . . . . . . . . . . . . . . . . . . . . 13 4 Perceptual Modeling of Impact Events . . . . . . . . . . . . . . . . . . . . .15 4.1 Phase 1: Participatory Design of Impact Events . . . . . . . . . . . . . . 15 4.1.1 Experimental Procedure . . . . . . . . . . . . . . . . . . . . . . 17 4.1.2 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 4.1.3 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 4.1.4 Qualitative Feedback . . . . . . . . . . . . . . . . . . . . . . . . 19 4.2 Phase two: Magnitude Estimation . . . . . . . . . . . . . . . . . . . . . 19 4.2.1 Experimental Procedure . . . . . . . . . . . . . . . . . . . . . . 20 4.2.2 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 4.3 Results and Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 4.3.1 Rise time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 4.3.2 Duration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 4.3.3 Maximum Force . . . . . . . . . . . . . . . . . . . . . . . . . . 23 4.3.4 Other qualitative feedback . . . . . . . . . . . . . . . . . . . . . 23 4.4 Design Guideline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 4.4.1 Directly using the Reference Designs . . . . . . . . . . . . . . . 24 4.4.2 Adjusting parameters from a reference design using regression models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 4.4.3 Adjusting parameters using multiple correlations . . . . . . . . . 25 5 User’s Experience Evaluation. . . . . . . . . . . . . . . . . . . . . 27 5.1 Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 5.1.1 Experimental Procedure . . . . . . . . . . . . . . . . . . . . . . 28 5.1.2 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 5.2 Results and Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 5.2.1 Realism and immersion of haptics . . . . . . . . . . . . . . . . . 30 5.2.2 Distinguishability of haptic event . . . . . . . . . . . . . . . . . 30 5.2.3 Other qualitative feedback . . . . . . . . . . . . . . . . . . . . . 31 6 discussion and future work . . . . . . . . . . . . . . . . . . . . .32 6.1 Generalizability of the model . . . . . . . . . . . . . . . . . . . . . . . . 32 6.2 Limitation of the regression models . . . . . . . . . . . . . . . . . . . . 32 6.3 Fall time of the force curve . . . . . . . . . . . . . . . . . . . . . . . . . 33 6.4 Combined ImpactJet and ImpactVibe . . . . . . . . . . . . . . . . . . . . 34 6.5 Expanding Impact Area and Form Factors . . . . . . . . . . . . . . . . . 34 7 conclusion . . . . . . . . . . . . . . . . . . . . .35 Bibliography . . . . . . . . . . . . . . . . . . . . .36 "
dc.language.isoen
dc.subject衝擊感知zh_TW
dc.subject觸覺回饋設計zh_TW
dc.subject不接地力回饋zh_TW
dc.subjectDesigning hapticsen
dc.subjectungrounded force feedbacken
dc.subjectimpact perceptionen
dc.title以力曲線感受模型提升在虛擬實境中的撞擊體驗zh_TW
dc.titleHeadImpact: Perceptual Design for Rendering Different Egocentric Impact Properties in VRen
dc.date.schoolyear109-2
dc.description.degree碩士
dc.contributor.oralexamcommittee鄭龍磻(Hsin-Tsai Liu),陳炳宇(Chih-Yang Tseng),蔡欣叡,張永儒
dc.subject.keyword觸覺回饋設計,不接地力回饋,衝擊感知,zh_TW
dc.subject.keywordDesigning haptics,ungrounded force feedback,impact perception,en
dc.relation.page40
dc.identifier.doi10.6342/NTU202101567
dc.rights.note同意授權(全球公開)
dc.date.accepted2021-07-23
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
dc.date.embargo-lift2023-04-30-
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