Abstract:Abstract-We introduce the use of vibrotactile feedback as a rendering modality for solid-fluid interaction, based on the physical processes that generate sound during such interactions. This rendering approach enables the perception of vibrotactile feedback from virtual scenarios that resemble the experience of stepping into a water puddle or plunging a hand into a volume of fluid.
“…These interfaces leverage the control of the vibrotactile feedback by means of techniques of the sound generation. Such an approach, has been proved to be successful in previous research [79,56,80]. It is motivated by the fact that in real life the mechanical source of vibration is the same for both the auditory and tactile modality.…”
Section: General Discussion and Conclusionmentioning
confidence: 99%
“…This model was developed adapting previous works on fluid simulations [55][56][57] to the case of footstep sounds. As opposed to those studies, the proposed model relied on a physically inspired approach which did not involve a fluid simulator based on graphic solutions (such as the shallow water model or the smoothed particle hydrodynamics).…”
Section: Solid-liquid Interaction Modelmentioning
confidence: 99%
“…In previous research [56,57] the sound produced by the initial impact of the solid object with the liquid was simulated by means of a resonant filter [42] producing a brief impulsive noise. However, in the case of the footstep sounds, such an impact is a continuous process rather than a discrete event.…”
“…These interfaces leverage the control of the vibrotactile feedback by means of techniques of the sound generation. Such an approach, has been proved to be successful in previous research [79,56,80]. It is motivated by the fact that in real life the mechanical source of vibration is the same for both the auditory and tactile modality.…”
Section: General Discussion and Conclusionmentioning
confidence: 99%
“…This model was developed adapting previous works on fluid simulations [55][56][57] to the case of footstep sounds. As opposed to those studies, the proposed model relied on a physically inspired approach which did not involve a fluid simulator based on graphic solutions (such as the shallow water model or the smoothed particle hydrodynamics).…”
Section: Solid-liquid Interaction Modelmentioning
confidence: 99%
“…In previous research [56,57] the sound produced by the initial impact of the solid object with the liquid was simulated by means of a resonant filter [42] producing a brief impulsive noise. However, in the case of the footstep sounds, such an impact is a continuous process rather than a discrete event.…”
“…Fontana and co-workers Marchal et al 2013) published many results about footstep sound design, including the rendering of floor surface material, as well as multimodal issues and the integration of vibrotactile display. All sounds were designed using the Sound Design Toolkit (SDT), a software package providing a palette of virtual lutheries and foley pits, targeted at sonic interaction design research and education (Delle Monache et al 2010).…”
Section: Rendering Of Materials and Hardness In Impact Soundsmentioning
confidence: 99%
“…Such sounds belie a common temporal process originating with the transition toward a minimum-energy configuration of an ensemble of microscopic systems, by way of a sequence of transient events. Models of this type have been used in particular to mimic the sound of a footstep onto aggregate grounds (Fontana and Bresin 2003;Marchal et al 2013;Nordahl et al 2010;Visell et al 2009). …”
Section: Rendering Of Deformable and Aggregate Objectsmentioning
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