This paper reports on a series of user experiments evaluating the design of a multimodal test platform capable of rendering visual, audio, vibrotactile, and directional skin-stretch stimuli. The test platform is a handheld, wirelessly controlled device that will facilitate experiments with mobile users in realistic environments. Stimuli rendered by the device are fully characterized, and have little variance in stimulus onset timing. A series of user experiments utilizing navigational cues validates the function of the device and investigates the user response to all stimulus modes. Results show users are capable of interpreting all stimuli with high accuracy and can use the direction cues for mobile navigation. Tests included both stationary (seated) and mobile (walking a simple obstacle course) tasks. Accuracy and response time patterns are similar in both seated and mobile conditions. This device provides a means of designing and evaluating multimodal communication methods for handheld devices and will facilitate experiments investigating the effects of stimulus mode on device usability and situation awareness.
This paper presents the design and initial characterization of a video game controller prototype with tactile skin stretch displays embedded into its thumb joysticks. This work builds on previous work using lateral skin stretch at a single fingertip to provide direction cues. Our game controller allows a gamer to receive directional tactile feedback through the same interface he/she makes game inputs, and has the potential to enhance the gaming experience. Direction cues correspond to the direction of applied skin stretch. Modern game controllers typically have users angle their thumbs diagonally inwards to reach the joysticks, however, this may affect the cognition of skin stretch cues. Testing with a game controller prototype that allows for both forward and angled alignment of the user's thumbs shows no significant difference in accuracy or response time due to thumb orientation. Our results show no significant reduction in performance due to the required mental rotation of stimuli delivered in the angled thumb configuration. Furthermore, the angled thumb configuration appears to have ergonomic advantages. A more integrated game controller prototype is in development, which will permit further human factors testing to examine effects such as stimulus masking.
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