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Audio-Tactile Proximity Feedback for Enhancing 3D
Manipulation
Alexander Marquardt
Bonn-Rhein-Sieg University of
Applied Sciences
Sankt Augustin, Germany
alexander.marquardt@h-brs.de
Ernst Kruij
Bonn-Rhein-Sieg University of
Applied Sciences
Sankt Augustin, Germany
ernst.kruij@h-brs.de
Christina Trepkowski
Bonn-Rhein-Sieg University of
Applied Sciences
Sankt Augustin, Germany
christina.trepkowski@h-brs.de
Jens Maiero
Bonn-Rhein-Sieg University of
Applied Sciences
Sankt Augustin, Germany
jens.maiero@h-brs.de
Andrea Schwandt
Bonn-Rhein-Sieg University of
Applied Sciences
Sankt Augustin, Germany
andrea.schwandt@h-brs.de
André Hinkenjann
Bonn-Rhein-Sieg University of
Applied Sciences
Sankt Augustin, Germany
andre.hinkenjann@h-brs.de
Wolfgang Stuerzlinger
Simon Fraser University
Surrey, Canada
w.s@sfu.ca
Johannes Schöning
University of Bremen
Bremen, Germany
schoening@uni-bremen.de
Figure 1: From Left to right: Schematic representation of proximity-based feedback, where directional audio and tactile feed-
back increases in strength with decreasing distance, scene exploration task study 1, tunnel task study 2 with example path
visualization (objects in study 1 and 2 were not visible to participants during the experiments), and reach-in display with the
tunnel (shown for illustration purposes only).
ABSTRACT
In presence of conicting or ambiguous visual cues in complex
scenes, performing 3D selection and manipulation tasks can be
challenging. To improve motor planning and coordination, we ex-
plore audio-tactile cues to inform the user about the presence of
objects in hand proximity, e.g., to avoid unwanted object pene-
trations. We do so through a novel glove-based tactile interface,
enhanced by audio cues. Through two user studies, we illustrate that
proximity guidance cues improve spatial awareness, hand motions,
and collision avoidance behaviors, and show how proximity cues
in combination with collision and friction cues can signicantly
improve performance.
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VRST ’18, November 28-December 1, 2018, Tokyo, Japan
©2018 Association for Computing Machinery.
ACM ISBN 978-1-4503-6086-9/18/11.. .$15.00
https://doi.org/10.1145/3281505.3281525
CCS CONCEPTS
•Human-centered computing →Haptic devices
;Auditory feed-
back; Interaction techniques;
KEYWORDS
Tactile feedback; 3D user interface; hand guidance
ACM Reference Format:
Alexander Marquardt, Ernst Kruij, Christina Trepkowski, Jens Maiero,
Andrea Schwandt, André Hinkenjann, Wolfgang Stuerzlinger, and Johannes
Schöning. 2018. Audio-Tactile Proximity Feedback for Enhancing 3D Manip-
ulation. In VRST 2018: 24th ACM Symposium on Virtual Reality Software and
Technology (VRST ’18), November 28-December 1, 2018, Tokyo, Japan. ACM,
New York, NY, USA, 10 pages. https://doi.org/10.1145/3281505.3281525
1 INTRODUCTION
Despite advances in the eld of 3D user interfaces, many chal-
lenges remain unsolved [
32
]. For example, it is still dicult to
provide high-delity, multisensory feedback [
30
]. However, as in
real-life, there are many tasks that depend on multisensory cues.
For example, in complex or dense scenes, 3D interaction can be
VRST ’18, November 28-December 1, 2018, Tokyo, Japan Marquardt et al.
dicult:
hand motions
are hard to plan and control in the presence
of ambiguous or conicting visual cues, which can lead to depth
interpretation issues in current unimodal 3D user interfaces. This,
in turn, can limit task performance [
32
]. Here, we focus on 3D
manipulation tasks in complex scenes. Consider a virtual reality
training assembly procedure [
6
], in which a tool is selected and
moved through a conned space by hand, and then using the tool
to turn a screw. Here, multiple visual and somatosensory (haptic)
cues need to be integrated to perform the task. A typical prob-
lem during manipulation in unimodal interfaces in such scenarios
is hand-object penetration, where the hand passes unintendedly
through an object. Such object penetrations can occur frequently,
especially when users cannot accurately judge the spatial congura-
tion of the scene around the hand, making movement planning and
correction dicult. However, similar to real-world scenarios, mul-
tisensory cues can disambiguate conicting visual cues, optimizing
3D interaction performance [
53
]. Cues can be used proactively and
adaptively, aording exible behaviour during task performance
[53].
1.1 Motor Planning and Coordination
Planning and coordination of selection and manipulation tasks is
generally performed along a task chain with key control points.
These control points typically relate to contact-driven biomechan-
ical actions [
22
]. As such, they contain
touch
cues that relate to
events about touching objects to select them (selection) or move
along a trajectory (manipulation). This may contain various hand
motion
and
pose
actions that are performed within the scene con-
text, e.g., for steering the hand during manipulation tasks. There
should be sucient indication as to where the hands touches ob-
jects upon impact (collision contact points) or slides along them
(friction contact points), while other indications, such as object
shape or texture, can also be benecial [24].
Multisensory stimuli enable learning of sensorimotor correla-
tions that guide future actions, e.g., via corrective action patterns
to avoid touching (or penetrating) an object [
22
]. In real-life, to
steer hand motions and poses, we depend typically on visual and
physical constraints. E.g., lightly touching a surrounding object
might trigger a corrective motion. However, manipulation tasks
are also performed independent of touch cues, namely through
self-generated proprioceptive cues [
38
]. Such cues may have been
acquired through motor learning [
47
]. Although not the main fo-
cus of this work, motor learning can be an important aspect for
skill transfer between a 3D training application and the real-world
[
11
,
28
], thereby potentially also “internalizing” proprioception-
driven actions for later recall.
1.2 Research questions
Our novel guidance approach, which is described in more detail in
section 3, is based on audio-tactile proximity feedback to commu-
nicate the direction and distance of objects surrounding the user’s
hand. Feedback is used to plan and coordinate hand motion in 3D
scenes. Our research is driven by the following research questions
(RQs) that assess how we can guide the hand
motion
before and
during 3D manipulation tasks using such feedback.
RQ1. Do scene-driven proximity cues improve spatial awareness
while exploring the scene?
RQ2. Can hand-driven proximity cues avoid unwanted object
penetration or even
touching
proximate objects during manipulation
tasks?
In this paper, we measure the eect of proximity cues in com-
bination with other haptic cue types (in particular collision and
friction). Towards this goal, study 1 (scene exploration) explores
the general usefulness of proximity cues for spatial awareness and
briey looks at selection, while study 2 looks specically at the
eect of proximity on 3D manipulation tasks. In our studies, we
specically look at touch and motion aspects, while leaving sup-
port for pose optimization as future work. As a rst step, we focus
on feedback independently of visual cues, to avoid confounds or
constraints imposed by such cues.
1.3 Contributions
Our research extends previous work by Ariza et al. [
3
] that looked
into low resolution and non-directional proximity feedback for
3D selection purposes. We provide new insights into this area of
research by looking at higher-resolution and directional cues for
manipulation (instead of selection) tasks. Our studies illustrate the
following benets of our introduced system:
•
In the scene exploration task, we show that providing proxim-
ity feedback aids spatial awareness through a higher number
of tactors (18 vs. 6), which improves both proximity feedback
(20.6%) and contact point perception (30.6%). While the latter
is not unexpected, the results indicate the usefulness of a
higher-resolution tactile feedback device.
•
We illustrate how the addition of either audio or tactile prox-
imity cues can reduce the number of object collisions up to
30.3% and errors (object pass-throughs) up to 56.4%.
•
Finally, while friction cues do not show a signicant eect
on measured performance, subjective performance ratings
increase substantially, as users thought that with friction
(touch) they could perform faster (18.8%), more precisely
(21.4%), and react quicker to adjust hand motion (20.7%).
2 RELATED WORK
In this section, we outline the main areas of related work.
Haptic
feedback
has been explored for long, though is still limited by the
need for good cue integration and control [
30
,
50
], cross-modal
eects [
41
], and limitations in actuation range [
18
]. The majority
of force feedback devices are grounded (tethered). Such devices
are often placed on a table and generally make use of an actuated
pen that is grasped by the nger tips, e.g., [
54
]. Only few glove or
exoskeleton interfaces exist that enable natural movement, while
still providing haptic feedback, such as grasping forces, e.g., [
7
].
In contrast, tactile methods remove the physical restrictions of
the aforementioned actuation mechanisms, and thus aord more
exibility, by substituting force-information in tactile cues, not
only for 3D selection and manipulation tasks [
25
,
31
], but also for
other tasks like navigation [
29
]. In 3D applications, recent research
looked at smaller, handheld (e.g. [
5
]) or glove-based (e.g. [
15
,
48
])
tactile actuators [
2
,
9
]. Instead of stimulating only the nger tips
and inner palm using a limited number of tactors, researchers have
also looked into higher-density grids of vibrotactors to stimulate
dierent regions of the hand [
16
,
36
,
45
], but these approaches are
currently limited to localized areas.
Audio-Tactile Proximity Feedback for Enhancing 3D Manipulation VRST ’18, November 28-December 1, 2018, Tokyo, Japan
Some researchers have explored
proximity feedback
with a
haptic mouse [
19
], using vests for directional cues [
33
], to trigger
actions [
4
], and for collision avoidance using audio feedback [
1
].
Most relevant to our tactile proximity feedback is a system called
SpiderSense [
37
], which uses tactors distributed over the body to
support navigation for the visually impaired. This kind of feedback
is similar to a distance-to-obstacle feedback approach [
17
] and a
glove-based approach for wheelchair operation [
52
]. Furthermore,
tactile guidance towards a specic target [
40
] or motion and pose
[
35
] has shown promise. Yet, both the usage context and approaches
dier fundamentally from our tactile guidance approach, which
aims to increase spatial awareness to better support manipulation of
objects in 3D interaction scenarios. Finally, Ariza et al. studied non-
directional feedback for selection tasks, showing that dierent types
of feedback aect the ballistic and correction phases of selection
movements, and signicantly inuence user performance [3].
3 CHALLENGES
Providing multisensory cues – in particular haptics – to comple-
ment visual-only feedback has benets for 3D manipulation tasks.
However, while haptic cues aid in guiding hand motion and poses,
their inclusion in 3D user interfaces is challenging. Traditional
grounded haptic interfaces (force feedback devices) provide cues
that support the user in performing ne manipulation tasks, for
example by guiding the hand by constraining its’ motion. As such,
haptics potentially ameliorate any negative eect of visual ambi-
guities [
8
] and has been shown to improve selection tasks [
10
].
However, haptic devices often have limitations, such as operation
range, the kind of contact information being provided, and issues
related to the type of the used feedback metaphor. For example,
popular actuated pen devices, such as the (Geomagic) Phantom,
do not necessarily comply to how users perform actions in the
real world, as they support only a pen grip instead of full-hand
interaction. Such interfaces do not provide contact point feedback
across the full hand, which limits the feedback that users can use to
plan and coordinate selection and manipulation tasks: users will be
unaware where the hand touches another object, even though this
information may be required to steer hand motion and poses. While
full-hand interfaces exist, they are often expensive, have mostly a
limited operation range, and can be cumbersome to use.
Tactile interfaces are an interesting alternative to traditional grounded
haptic (force feedback) devices, as they provide portable solutions
with good resolution and operation range [
55
]. However, designing
eective tactile cues is challenging, as haptic (force) stimuli cannot
be fully replaced by tactile cues without loss of sensory information
[
25
]. Furthermore, simulating contact has its limitations, as unteth-
ered systems cannot restrict physical motion. As a result – similar
to visual-only feedback conditions – users may still pass through
virtual objects unintentionally, as users often cannot react quickly
(enough) to tactile collision cues [
12
]. During selection tasks, and
before colliding (selection) with an object, the hand typically goes
through a fast (ballistic) motion phase, followed by ne, corrective
motor actions [
34
]. Similarly, once the hand touches an object in
the scene during a manipulation task, a corrective movement may
be performed, e.g., to steer away from this object. However, as
movement is typically not perfect, the users’ hand will often move
into or through the object even though a tactile collision cue is
perceived, especially when a corrective movement is initiated too
late. The presence of any depth perception issues or other visual am-
biguities typically make this situation only worse. During selection
tasks, this may for example lead to overshooting [
3
]. Furthermore,
especially for thin objects, users may move (repeatedly) through
the object during manipulation, as such objects trigger only short
bursts of collision feedback.
4 APPROACH
We aim to overcome limitations associated with the untethered na-
ture of many tactile devices – in particular the inability to constrain
human motion – by guiding the hand through proximity feedback.
Figure 2: Tactor IDs and balancing of our tactile glove (inner
glove only), glove with protective cover.
This kind of feedback can improve spatial awareness about ob-
jects surrounding the hand to guide the motion, which helps to
avoid contact before it happens. While proximity cues have been
introduced to optimize pointing behavior during 3D selection tasks
[
3
], we expect such cues are also benecial for manipulation tasks
that are driven by steering behaviors. Yet, we are unaware of work
that has explored proximity cues for manipulation tasks. Our prox-
imity feedback provides continuous, spatio-temporal audio-tactile
feedback about objects surrounding the hand, independent from
contact events. This feedback is coupled to object collision and fric-
tion cues that relate to the biomechanical control (contact) points, to
enrich task chain-driven feedback. In our approach tactile feedback
only provides indications about distance to other objects, while
directional information is provided through audio. We made this
choice based on the results of pilot studies, described in section 5.1.
Audio extends the tactile feedback by providing sound upon impact
(collision), directional and distance cues to objects around the hand
(proximity), and texture cues during friction. Coupling audio to
tactile cues can be benecial as there is evidence for good multi-
sensory integration of both, especially with regards to temporal
aspects [
39
]. However, while audio and vibration have been shown
to improve performance in 2D interfaces [
12
], there is surprisingly
little evidence for performance improvements for 3D selection and
manipulation tasks.
Our feedback mechanism diers from previous work on audio-
tactile proximity-based selection assistance [
3
] in multiple ways.
There the authors used only non-directional cues and focused on
selection, not manipulation. Also, non-directional cues can only en-
code distance to a single object, which is insucient in scenes where
users can collide with
multiple surfaces/objects around the hand.
In contrast, our approach uses a glove-based interface developed
in-house that contains a higher-density grid of vibrotactors across
VRST ’18, November 28-December 1, 2018, Tokyo, Japan Marquardt et al.
Figure 3: Outside-in proximity cues, where audio-feedback
is spatialized in the scene (Left). Inside-out proximity cues,
where sound localization is tied to the hand (Right).
both sides of the hand and as such provides contact information
across the full hand. Moreover, we use directional cues to elicit
directional information about objects in hand proximity.
4.1 Tactile Glove
We developed a vibrotactile glove (see Fig. 2) whose operation
range supports full arm motions. Hand pose and motion is tracked
through optical methods, in our case a Leap Motion. The glove has
also been used for other purposes, namely hand motion and pose
guidance. In [
35
] we illustrated how tactile patterns can guide the
user, by triggering hand pose and motion changes, for example to
grasp (select) and manipulate (move) an object.
The glove is made of stretchable, comfortable-to-wear cotton. In
the glove, tactors are placed at the nger tips (5 tactors), inner hand
palm (7), middle phalanges (5), and the back of the hand (4), for a
total of 21 tactors (Fig. 2). An outer cotton cover ts exactly over
the inner glove to protect the cables and lightly press the tactors
against the skin. We use 8-mm Precision Microdrive encapsulated
coin vibration motors (model 308-100). In our pilot studies, we
identied that tactors #19-21 lie too close to the tactor used for
proximity feedback, #16. Especially during grasping, this leads to
misinterpretation of cues, as tactors move closely together. Thus, we
used only tactors #1-18 in our studies, to avoid confusion between
collision and proximity feedback. With 18 tactors, we simulate
many contact points that are associated with grasping objects (palm,
ngertips) while also supporting collision feedback at the back of
the hand. This is a novel feature, as back-of-the-hand feedback is
generally not supported in tactile interfaces. Even though we do not
cover the full hand surface with tactors, we still cover most areas
and can benet from phantom eects by interpolating between
tactors, similar to [
20
]. The cable ends and master cable are attached
at the back of the wrist through a 3D printed plate embedded in
the fabric. All tactors are driven by Arduino boards. To overcome
limitations in motor response caused by inertia (up to ~75 ms), we
use pulse overdrive [36], which reduces latency by about 25 ms.
4.2 System and Implementation
The system was implemented in Unity3D V5.6, using NVidia PhysX
3.3 for collision detection. Hand tracking was performed with a Leap
Motion, through the Orion SDK. We used the Uniduino plugin to
control four Arduino Boards to trigger the tactors. The system ran
on a graphics workstation (Core i7, 16GB RAM, NVidia 1080GTX,
Windows 10) to guarantee uid performance. During the rst study,
interaction was performed below a reach-in display, a 20-degree
angled 32" display (Fig. 1, right). Replicating standard virtual hand
metaphors [
32
], we only showed the hand, not the wrist or arm,
using a realistic 20,000 polygon hand model from the Leap Motion
SDK. The index nger and thumb were used to grab (pinch) an
object. Once an object is pinched, the user receives a short tactile
burst at the thumb and index ngertip. While the user holds the
object, no further tactile cues are provided at these locations, to
avoid habituation as well as confusion between pinch and scene
collision cues.
4.2.1 Proximity Feedback modes. We explored two modes that
combine tactile and audio feedback for proximity feedback. With
outside-in feedback, each object in the scene emits signals, i.e.,
feedback is spatially tied to the objects in the scene. In contrast, with
inside-out feedback, feedback is provided relative to the grasped
object in the hand – directions are divided into zones. The hand
“sends” signals out into the scene, and “receives” spatial feedback
about which zones around the hand contain objects, similar to
radar signals. Both modes are implemented analogous to car park
assistant technologies to indicate where (direction) and how close
(distance) surrounding objects are. Tactile cues are represented by
vibration patterns, starting with slow and light vibrations and, as
the distance to neighboring objects shortens, ending with stronger
and shorter-cycle vibrations.
Vibrotactile proximity cues are provided for the closest available
object collider as soon the users hand is close enough. As discussed
above, we use the pulse overdrive method to quickly activate the
corresponding tactor. To stably drive the motor, we then reduce the
voltage via pulse width modulation (PWM) to the lowest possible
amount, about 1.4V (a duty cycle of 28%). As the user is getting closer
to the collider, the duty cycle is adjusted inversely proportional
to the collider distance, creating the maximum vibration intensity
with a duty cycle of 100% right at the object.
We use a single tactor in the palm (tactor #16 in Fig. 2) to provide
vibrotactile proximity cues, and use audio to communicate the
direction and distance to surrounding objects. This design decision
was based on pilot studies that showed that full-hand proximity
cues are dicult to separate from collision cues. Furthermore, we
introduce a deliberate redundancy between tactile and auditory
distance cues, as we aim to strengthen the amount of “warning”
before potential object penetrations. To provide audio cues, we
used the Audio Spatializer SDK of the Unity game engine. This
allows to regulate the gains of the left and right ear contributions
based on the distance and angle between the AudioListener and
the AudioSource, to give simple directional cues.
For outside-in proximity feedback, each object contains a spa-
tially localized audio source: hence, users can hear the location of
the objects over the used headphones. The audio “objects” are char-
acterized not only by their location relative to the hand, but also
by volume and pitch to provide 3D spatial cues. The adjustment of
volume depends on the relative distance to the hand with a linear
roll-o within a specied radius. As long the hand is within the
roll-o threshold, the sound starts at neutral pitch level and gets
higher the closer the hand gets to an object. As it is scene-driven,
we assumed this model would be benecial for general spatial ex-
ploration tasks: the feedback provides a general indication about
objects in vicinity of the hand, instead of targeting more precise
cues related to a single (grasped) object.
Audio-Tactile Proximity Feedback for Enhancing 3D Manipulation VRST ’18, November 28-December 1, 2018, Tokyo, Japan
To support inside-out proximity feedback, we located six audio
sources around the hand that dene unique directions along the co-
ordinate system axes. If an obstacle is detected at a certain direction,
the corresponding proximity sound is played with the same volume
and pitch characteristics as in the selection phase. Dierent abstract
("humming") sounds are used for up/down proximity compared to
forward/backward/left/right proximity, in order to make the cues
more distinguishable. This method is similar to parking aids in cars.
Motivated by previous work [
46
], the pitch of a sound indicates
the approximate position in the vertical direction: higher pitched
sounds are perceived as originating above lower pitched sounds. As
this model provides highly granular proximity cues in relation to
the hand (and grasped object), we assumed that it can be benecial
for manipulation tasks in which an object is moved through a scene.
4.2.2 Collision and Friction Feedback. Once the user actually
touches an object, we provide location-specic collision cues, based
on a mapping between contact point and an adjacency list of the
tactors. All motors are given an individual weighting factor (see Fig.
2) which were ne-tuned through a pilot study reecting on the
local mechanoreception properties of the skin [
23
]. We calculate the
distance of the collision point in relation to the closest tactor on the
glove. If a collision point is in between two tactors, this results in in-
terpolation of vibration strength, similar to a mechanism described
previous work [
20
]. Beyond the mechanoreception weighting fac-
tor, modulation of the tactor is then also aected by the distance to
objects and hand velocity, resulting in a higher intensity when the
collision occurs at a higher speed.
We use the Karnopp model, a stick-slip model that describes
friction forces as the exceedance of the minimal tangential velocity
relative to the object surface to provide friction cues [
26
]. Friction
cues are triggered by the combination of object penetration and
velocity, and are represented through both vibration and audio
feedback [
31
]. We use the PhysX API to determine penetration and
its depth. Similar to proximity, friction cues consist of localized
auditory and vibrotactile feedback, while tactile cues are directly
dependent on the the sound waveform that represents the material
properties, similar to the method presented in [
31
]. For auditory
friction feedback, we take the penetration depth and the velocity
of the penetrating object into account. A material-conform friction
sound is assigned to each object in the scene, and is faded in or out
depending on penetration depth. The intensity and pattern of the
vibration feedback is based on the spectrum of the played friction
sound, similar to [31].
5 USER STUDIES
In our user studies we explored how dierent audio and tactile
cues aect touch and motion by looking how proximity cues inu-
ence spatial awareness in a scene exploration task (RQ1, using the
outside-in model) and precise object manipulation performance
in a ne motor task (RQ2, with the inside-out model). All studies
employed the setup described above. With consent of the users,
demographic data was recorded at the start. For study 1, we only
analysed subjective feedback, while for study 2 we logged task time,
object collisions, penetration depth and the number of tunnel exits
in between start and end position (errors).
After the study, participants rated their level of agreement with sev-
eral statements related to concentration, cue usefulness, perceptual
intensity, and spatial awareness on a 7-point Likert scale (7 = “fully
agree”). It took between 45 and 75 minutes to complete the whole
study.
5.1 Pilot studies
We performed several pilot studies during the design and imple-
mentation process of our glove interface prior to the main ones.
The rst pilot aimed to verify our feedback approach, coupling
proximity, collision and friction cues. Nine users (1 female, aged
between 25 and 30 years) interacted with an early design of the
glove. Users performed a key-lock object manipulation task, select-
ing a target object and moving it into another object. The objects
were small and partly visually occluded. The pilot conrmed the
utility of the proximity-driven approach, but identied limitations
in tactile resolution and audio feedback. This informed the design of
a higher-resolution glove. Based on an near-complete version of the
glove, the second pilot ne-tuned feedback cues and probed study
parameters for the main studies. Through multiple tests performed
with 4 people we tuned the weighting factors of the tactors, with
the results shown in Fig. 2. A third pilot with 6 users (one female,
aged between 26 and 39) explored various design parameters of
our main studies. This pilot included a tunnel task and a search
task to nd an opening, and was used to make nal adjustments to
the glove feedback mechanisms, in particular the proximity based
feedback approach in the reach-in display system (Fig. 1).
5.2 Study 1 - Scene Exploration
In this study, we explored how the number of contact points af-
forded by the glove and the enabling or disabling of proximity cues
aects spatial awareness in relation to hand motion constraints, i.e.
hand-scene constraints, during scene exploration.
For the task, we showed a start position and the position of an
object to select, which dened the end position. We located several
invisible objects (cubes) between the start (front) and end position
(back), creating an environment through which the hand had to be
maneuvered without touching or passing through obstacles (see Fig.
1, second image from Left). Before selecting the object, users had to
explore the scene while receiving collision, proximity and friction
cues, which enabled them to understand the scene structure. As the
Cybertouch is currently a quasi-standard in vibrotactile gloves, the
glove was either used with full resolution for collision (18 tactors)
or simulating the Cybertouch II (6 tactors, one at each nger tip,
one in the palm, ID 16, Fig. 2, Right). In both conditions proximity
cues were only felt at the tactor at the palm of the hand. In our
simulated low-resolution Cybertouch condition, collision cues were
remapped to match the limited number of tactors. We compared this
condition with our high-resolution tactor conguration to assess
if increasing the number of tactors enables better performance. In
other words, we investigated if quasi full-hand feedback instead
of mainly nger-tip and palm feedback provides more benets
compared to somewhat higher technical complexity of additional
tactors.
The study was performed within-subjects and employed a 2 (low
or high resolution feedback) x 2 (proximity feedback on / o) x
2 (dierent scenes) design, totaling 8 trials. All scenes had to be
VRST ’18, November 28-December 1, 2018, Tokyo, Japan Marquardt et al.
explored for about 1 minute each and feedback was based on the
scene-driven outside-in proximity model. Participants were asked
to evaluate if they could more easily judge where their hand would
t between objects depending on proximity cues (o vs. on) and
the resolution of the feedback (high vs. low).
5.3 Study 2 - Object Manipulation
In this study, we looked into the eect of proximity cues on user
performance during a manipulation tasks that involved steering
the hand (with a grasped object) through a scene. We used a tunnel
scene analogy as it is quite common to assess steering tasks using
paths with corners [
57
], while it also shows resemblance to assem-
bly tasks where a grasped object needs to be moved through space.
Users were asked to move a small object (2 cm size) through an
invisible tunnel (from top front to lower back). Participants were
instructed to move as fast as possible, while reducing collisions and
penetrations with or pass-throughs of tunnel walls. In this study
we always used all 18 tactors - 17 for contact information, and one
for proximity. The focus of our research was on the usefulness
and performance of the dierent feedback conditions, i.e., collision,
proximity and feedback cues, during ne object manipulation. We
aimed to isolate the eect of each feedback method through three
blocks and also looked into potential learning eects. The tunnel
contained two straight segments connected by a 90 degree corner
(main axis). The “bend” was varied by changing the angle of the
two connected tunnel segments (10 degrees variations from the
main axis - tunnels with more angled segments were expected to be
more dicult). Tunnels had a wall thickness of 1.5 cm, which was
used to calculate penetration depth and pass-throughs. We only
showed the start and end positions of the tunnel and the object to
be selected, while the rest of the tunnel remained invisible. This
forces users to focus on the tactile cues in isolation and has the
additional benet that it avoids any potential disadvantages of any
given visualization method (such as depth ambiguities associated
with transparency). When users exited the tunnel by more than 1
cm between start and end, users had to restart the trial. Users wore
the glove (Fig. 2), while interacting underneath the reach-in display.
To avoid the potential confound of external auditory cues during
the user studies and to remove the eect of potential audio distur-
bances, we used Bose 25 headphones with active noise cancellation.
This study used the object-driven inside-out proximity model.
It deployed a within-subject design, and consisted of three blocks.
Block 1 (collision only) included 9 trials, dened by the nine tunnel
variants (3 variants of segment one x 3 variants of segment two).
Subjects performed the task solely with collision feedback. This
block implicitly also familiarized participants with the procedure.
Block 2 (collision and proximity) employed a 9 (tunnel variants) x
2 (with and without audio proximity cues) x 2 (with and without
vibration proximity cues) factorial design, totaling 36 trials. Colli-
sion feedback was always enabled. Block 3 (collision, proximity and
friction) employed a 9 (tunnel variants) x 2 (with or without friction)
factorial design, totaling 18 trials, where collision and audio-tactile
proximity cues were always enabled. We split the experiment into
blocks, as a straight four-factor design is statistically inadvisable. In-
stead, our blocks build on each other, which enables the comparison
of trials with and without each cue. Between blocks participants
Table 1: Mean ratings (standard deviations in brackets) dur-
ing scene exploration, for hand-scene constraints with prox-
imity cues ("does the hand t through") and contact points.
Feedback Resolution
Perceived constraints low high Improvement
– o 4.08 (0.90) 4.92 (0.90) +20.6% **
– on 5.33 (0.88) 6.25 (0.62) +17.3% **
Improvement +30.6% *** +27.0% ***
Perceived contact point
– overall hand 4.08 (0.90) 5.33 (1.37) +30.6% *
– ngers 4.50 (1.24) 5.67 (1.37) +26.0% **
– back of hand 3.42 (1.08) 5.0 (1.04) +46.2% **
– palm 4.33 (1.37) 4.92 (1.24) +13.6%, n.s.
*p< .05, ** p< .01, *** p< . 001
were introduced to the next feedback condition in a training scene.
As friction cues alone do not help to avoid collisions they were only
presented in combination with proximity cues in the third block. It
took around 35 minutes to nish this study.
5.4 Results
The sample for study 1 and 2 was composed of 12 right-handed
persons (2 females, mean age 31.7, SD 11.11, with a range of 23–58
years). Five wore glasses or contact lenses and 7 had normal vision.
The majority played video games regularly, 6 persons daily (50%),
5 weekly (41.7%) and one only monthly (8.3%). All participants
volunteered and entered into a drawing (with a shopping voucher).
5.4.1 Study 1. In this part of the study, participants explored a
scene to gain spatial awareness of the scene structure. As this task
was not performance driven, we only report on subjective ratings
from the questionnaire, analyzed using paired t-tests.
Table 1 shows mean ratings and standard deviations as well as
statistically signicant dierences. The mean level of agreement
was signicantly higher for high resolution than for low resolution
feedback, both with proximity cues and without. Comparing the
ratings for the same statement between proximity cues (o vs. on),
the level of agreement was higher with proximity cues than without
in both the high and low resolution feedback conditions. The point
of collision could be better understood with high than with low
resolution feedback on the overall hand, ngers, and the back of
the hand, but not in the palm.
5.4.2 Study 2. For the analysis of blocks 1 to 3, we used in each
case a repeated-measures ANOVA with the Greenhouse-Geisser
method for correcting violations of sphericity, if necessary. Depen-
dent variables were time to nish a trial successfully, collisions,
penetration depth and errors in each block. Independent variables
diered between blocks, in the rst block we examined the eect
of tunnel variants, in the second block the eect of tunnel vari-
ants, proximity audio and vibration cues and in the third block the
additional use of friction. The eect of the factor cue on dierent
questionnaire ratings for block 2 was examined using a one-way
repeated measures ANOVA. Post-hoc comparisons were SIDAK
corrected. For block 3, paired t-tests were used to compare ques-
tionnaire ratings for trials with and without friction cues. All tests
used an alpha of .05. Below, we only report on the main results.
Audio-Tactile Proximity Feedback for Enhancing 3D Manipulation VRST ’18, November 28-December 1, 2018, Tokyo, Japan
Figure 4: Example paths from Study 2. The rst tunnel is simple, with a
90
°bend (A & B). The second variant is moderately
dicult, with a 70°turn (C & D). Tunnel walls were not visible to participants in the studies.
Time to nish a trial increased between blocks (31.06 s, SD=23.4
for block 1, 36.65 s, SD=27.52 for block 2, 40.15 s, SD=28.64 for block
3). In block 1 (collision cues only) there was no eect of the tunnel
variants in terms of collisions, penetration depth or errors, except
that there was an eect on time, F(8,88) = 2.16, p = .038,
η2
= .16.
As expected, tunnels with angled segments took longer.
In block 2 we analyzed collision and proximity cues. The time
required to pass tunnels was not aected by the tunnel variant, and
was also not inuenced by cues. Yet, the tunnel variants signicantly
inuenced the number of collisions, F(8,88) = 2.64, p = .012,
η2
= .19. Most tunnels produced a limited range of collisions, 3.51
(SD = 3.25) to 5.71 (SD = 3.57), except for the most complex one
that produced 7.50, (SD = 6.57). For proximity cues we observed
that most collisions occurred when both cues were o and fewest
when only audio cues were on (Table 2 shows mean values and
signicances).
Table 2: Study 2, block 2: Mean performance values depend-
ing on proximity cues and % change against baseline. Prox
stands for proximity, Afor audio, Vfor vibration
.
Collisions Penetration
depth Errors
Coll isi on
(baseline) 6.17 0.145 1.56
Pro x −Aonly 4.3 *
(-30.3%)
0.125 **
(-13.8%)
0.68 **
(-56.4%)
Pro x −Vonly 4.94 *
(-19.9%)
0.142 n.s.
(-2.1%)
1.13 n.s.
(-27.6%)
Pro x −A+V4.56 n.s.
(-24.6%)
0.113 **
(-22.1%)
0.9 n.s.
(-42.3%)
n.s. not signicant, * p< .05, ** p< .01
Audio and vibration proximity cues showed no main eect on
the number of collisions, but there was a tendency to an interaction
eect of proximity cues, F(1,11) = 4.76, p = .052,
η2
= .30 (see Fig. 5).
Post-hoc comparisons revealed that audio or vibration proximity
cues alone signicantly aected the number of collisions when the
other proximity cue was turned o (p < .05). Furthermore, mean
penetration depth was signicantly smaller with audio cues (Table
2, F(1,11) = 14.57, p = .003,
η2
= .57). Penetration depth was also
inuenced by the tunnel variant (F(4.50,49.48) = 4.34, p = .003,
η2
= .28) – again, the most complex one lead to the largest penetra-
tion depth (M = 0.155, SD = 0.036), Regarding errors there was a
tendency to an interaction eect of audio and vibration proximity
cues, F(1,11)= 4.55, p = .056,
η2
= .29 see Fig. 5. When vibration
proximity cues were turned o, audio proximity cues signicantly
inuenced the number of errors as less errors occurred with audio
proximity cues than without (Table 1, p = .035). The presence of
vibration cues did not signicantly reduce the number of errors
when audio was turned o (p = .093).
Block 3 focused on collision, proximity and friction cues. There
was a signicant eect of tunnel variant on the number of collisions
(F(8,88) = 4.38, p < .001,
η2
= .29), but no eect on time, mean
penetration depth and errors. Again the most complex tunnel stood
out, with the most collisions (M = 8.17, SD = 6.24). Friction cues
did not aect any of the dependent variables and there was also no
interaction eect of tunnel variant and friction.
Vibration
Error bars: 95& CI
Audio
Audio
Vibration
Error bars: 95& CI
Figure 5: The eect of audio and vibration proximity cues
on collisions and errors.
5.5 Path analysis
To better understand participant performance during the trials, we
sampled the dataset by selecting best and worse trials from dierent
tunnel conditions (easy and more dicult ones, as dened by the
variable angle between both tunnel segments). Here, we present the
most relevant examples of this process to exemplify path behavior.
Fig. 4A & B show examples of an easy task (90
°
bend) in visual
comparison to a more challenging one (70
°
turn, Fig. 4C & D). With
all activated proximity cues (collision, proximity and friction cues,
Fig. 4A & C) participants found it easier to stay within the tunnel,
while this was harder when only collision cues were present (Fig. 4B
& D). In the latter cases the path shows only a partial run until the
rst error occurred (which required a restart of the trial). Samples
and measurements taken at various points along the path of the
examples paths show that proximity cues can help the user to move
the object closer along the ideal path for both easy task (M = 0.69,
Fig. 4A) and dicult task (M = 0.71, Fig. 4C). In contrast, however,
without proximity feedback, the distance to the ideal path increased
drastically for the simple task (M = 0.86, Fig. 4B), as well as for the
dicult task (M = 1.22, Fig. 4D). This resulted in a higher error rate,
through participants (unintentionally) leaving the tunnel.
VRST ’18, November 28-December 1, 2018, Tokyo, Japan Marquardt et al.
Manipulation behavior is dierent from selection. Selection is a
pointing task that exhibits a ballistic, fast phase before a corrective,
slower motion phase. In contrast, a manipulation is a steering task
in which motion velocity is far more equalized [
42
,
57
]. As such, ma-
nipulation performance – and diculty – is aected by the steering
law, instead of Fitts’s law [
42
]. Like Fitts’s law, steering diculty
is dened by path width and curvature, yet is linear instead of
logarithmic. The absence of velocity dierence due to ballistic and
corrective motions hand motions can be clearly seen in our exam-
ples. While velocity varies from about 14.14mm/s to 67.12mm/s in
the shown samples, fast movements are only performed rarely, and
not in patterns that conform to rapid aimed pointing movements.
Of course, steering still exhibits corrective motions, as can be seen
for example in Fig. 4B at the lower end of the path. What is also
striking is the behavior of steering through corners: the path does
not necessarily adhere to the shortest path (hence, cutting the cor-
ner), rather the ideal path is dened by staying clear of the corners
[
42
], even though Fig 4D shows this is not always successful. This
is somewhat in contrast to behavior in 2D interfaces, as noted in
[42], where corners tended to get cut. We assume that in our case,
cutting was avoided as proximity cues encourages the user to stay
away from surrounding objects and thus also corners.
Table 3: Mean level of agreement on 7-point Likert items and
standard deviations for cue usefulness in study 2, block 2 & 3.
Prox stands for proximity, Afor audio, Vfor vibration, Fric
for friction.
.
Performed
faster
Performed
more
precisely
Understood
the tunnel
shape better
Reacted
more
quickly
Coll isi on 4.92 (1.78) 5.17 (1.27) 4.83 (1.53) 5.58 (1.73)
Pro x −A5.58 (1.38) 5.58 (1.83) 5.75 (1.49) 5.92 (1.08)
Pro x −V5.33 (1.16) 5.33 (1.44) 5.08 (1.44) 5.17 (1.12)
Pro x −A+V5.42 (1.62) 5.67 (1.78) 5.75 (1.49) 5.75 (1.55)
Pro x −A+V4.42 (1.08) 4.67 (1.23) 4.92 (1.31) 4.83 (1.40)
. . . +F r i c 5.25 (1.22) 5.67 (1.23) 6.0 (1.35) 5.83 (1.27)
Improvement +18.8% * +21.4% * +22% * +20.7% *
*p< .05
5.6 Subjective Feedback
Questionnaire ratings indicated that all cues facilitated to perform
the task faster and more precisely, aided understanding of the tunnel
shape, and made movement adjustments easier (Table 3). However,
there was no signicant dierence between cue ratings. Interest-
ingly, participants thought they performed the task faster (t(11) =
-2.59, p = .025), more precisely (t(11) = -2.71, p = .02), understood
the shape of the tunnel better (t(11) = -2.86, p = .015), and reacted
more quickly to adjust the object movement in the scene (t(11) =
-2.45, p = .032) while using friction. In the open comments it was
also striking that half of the participants reported that it was easier
to focus on a single proximity cue at any given time. Some users
stated they experienced a limited form of information overload
when both proximity cues were activated simultaneously, which
distracted them. Finally, we also evaluated the overall usability,
comfort and fatigue in the questionnaire (see Table 4). Most ratings
were positive to very positive, though tracking errors and cabling
issues were noted. As the experiment took some time we were par-
ticularly interested in user fatigue. Fortunately participants rather
disagreed that they got tired while wearing the glove interface.
Table 4: Mean level of agreement with comfort and usability
statements on 7-point Likert items and standard deviations
.
Statement Mean
Rating (SD)
Sitting comfort 5.33 (1.14)
Glove wearing comfort 6.42 (0.67)
No disruption through the cable 3.25 (1.71)
Match of virtual to real hand 5.25 (1.14)
Hand tracking problems 4.41 (1.78)
Ease of learning the system 5.5 (1.24)
Ease of using the system 5.58 (1.17)
Expected improvement through exercise 6 (0.74)
Getting tired wearing the glove interface 3.25 (1.49)
5.7 Discussion
In our studies, we investigated the eect of proximity cues for hand
touch and motion associated with scene exploration and manipula-
tion actions. Here, we discuss our main ndings.
RQ1. Do scene-driven proximity cues improve spatial awareness
while exploring the scene?
Overall, our scene exploration study provides positive indica-
tions about the usage of scene-driven outside-in proximity cues to
enhance spatial awareness. It also indicates a positive eect of in-
creasing the number of tactors, as both the awareness of hand-scene
constraints and contact (touch) points across the hand improved.
The performance improvements provide a positive indication for
higher numbers of tactors in novel glove-based or other types of
full-hand interfaces. With our high-density tactor design, the local-
ization of contact points across the hand improved about 30% in
comparison to a Cybertouch-like conguration. It is also interesting
to contrast our results to the hand-palm system TacTool that uses
six vibration motors[
45
]. There, directionality (mainly of collision
cues) was not always easily identied, whereas in our system, the
simulated contact point was always well dierentiated. While a
contact point alone does not indicate an exact impact vector, it
enables at least an identication of the general impact direction.
Potential explanations for our dierent nding include the dierent
locations and numbers of tactors, as well as a dierent hand posture.
Finally, as the inside-out model partitions surroundings into zones
irrespective of the amount of objects, we assume that our approach
is resilient towards increasing object density in a scene, but have
not yet veried this.
RQ2. Can hand-driven proximity cues avoid unwanted object pen-
etration or even
touching
proximate objects during manipulation
tasks?
In our manipulation task, we showed that audio-tactile proximity
cues provided by the object-driven inside-out model signicantly
reduced the number of object collisions up to 30.3% and errors
(object pass-throughs) up to 56.4%. With touch cues users thought
they could perform faster (18.8%), more precise (21.4%), and adjust
hand motion quicker (20.7%). Interestingly, audio cues alone also
produced surprisingly good results, which is a useful nding as it
potentially frees up vibrotaction for purposes other than proximity
Audio-Tactile Proximity Feedback for Enhancing 3D Manipulation VRST ’18, November 28-December 1, 2018, Tokyo, Japan
feedback. As fewer errors were made, we assume that proximity
cues can enhance motor learning. Also, as haptic feedback plays
a key role in assembly procedures [
43
], additional cues may not
only optimize motion, but also hand poses. While we only indi-
rectly steer hand poses in this work, explicit pose guidance might
a worthwhile extension [
6
]. Interestingly, our results somewhat
contradict previous ndings that identied bimodal feedback to be
less benecial in terms of throughput [
3
]. While we cannot calcu-
late throughput for the steering task users performed, it would be
interesting to investigate the measure on simpler tasks with our
proximity models. Also, while we currently have a uniform tunnel
width, it will be interesting to contrast our results to other tunnel
widths in future work. Furthermore, users noted in their subjective
feedback that single cues were, not entirely unexpected, easier to
focus on than coupled cues. However, while cognitive load may
pose an issue, it is not uncommon for multimodal interfaces to in-
crease load [
56
]. In this respect, it is worth to mention related work
[
49
] that has looked into bimodal (audio-tactile) and unimodal (tac-
tile) feedback in touch related tasks. Results revealed a signicant
performance increase only after a switch from bimodal to unimodal
feedback. The authors concluded that the release of bimodal identi-
cation (from audio-tactile to tactile-only) was benecial. However,
this benet was not achieved in the reverse order. The interplay
between modalities also gives rise to potential cross-modal eects.
Previous work in the eld of object processing using neuroimaging
methods [
27
] has shown multisensory interactions at dierent hier-
archical stages of auditory and haptic object processing. However,
it remains to be seen how audio and tactile cues are merged for
other tasks in the brain and how this may aect performance.
Overall, through our fully directional feedback, we extend previ-
ous ndings on single-point, non-directional proximity feedback
[
3
] that elicit constraints on dimensionality. We conrm that direc-
tional feedback can improve performance, in particular through a
reduction of errors. We also improve on previous work by inves-
tigating fully three-dimensional environments. In this context, it
would be interesting to assess performance dierences between
non-directional and directional feedback in the future, also for se-
lection tasks, while also looking more closely at potential learning
eects. While we focused on the usefulness of proximity feedback
in manipulation tasks, we expect our inside-out feedback to also
have a positive eect on selection tasks. Another open area is the
trade-o and switching between outside-in and inside-out prox-
imity feedback models based on the usage mode (selection versus
manipulation versus exploration). Such switching has the potential
to confuse users and thus necessitates further study.
Similar to Ariza et al. [
3
], we studied the feedback methods in the
absence of additional visual feedback in this work. This poses the
question how our methods can be used in combination with visual
feedback, and what dependencies any given visualization technique
introduces in a real usage scenario. Naturally, information about
objects around the hand is usually communicated over the general
visual representation of the rendered objects, as will be the case
during, e.g., learning assembly procedures. Yet performance may
be aected by visual ambiguities. While visual and haptic stimuli
integration theories [
13
] underline the potential of a close coupling
of visual and non-visual proximity cues, ambiguities may still aect
performance. Researchers have looked into reducing such ambigui-
ties, for example through transparency or cut-away visualizations,
where spatial understanding may vary [
14
]. Another approach to
address ambiguities might be to provide hand co-located feedback,
where rst attempts have been presented previously, e.g., [
44
]. For
example, portions of the hand could be color coded based on their
level of penetration into surrounding objects. Hence, we are con-
sidering to verify performance of our methods in combination with
visual feedback in the future, using both standard or optimized
visualization methods.
6 CONCLUSION
In this work, we explored new approaches to provide proximity cues
about objects around the hand to improve hand motor planning
and action coordination during 3D interaction. We investigated
the usefulness of two feedback models, outside-in and inside-out,
for spatial exploration and manipulation. Such guidance can be
highly useful for 3D interaction in applications that suer from,
e.g., visual occlusions. We showed that proximity cues can signi-
cantly improve spatial awareness and performance by reducing the
number of object collisions and errors, addressing some of the main
problems associated with motor planning and action coordination
in scenes with visual constraints, which also reduced inadvertent
pass-through behaviors. As such, our results can inform the de-
velopment of novel 3D manipulation techniques that use tactile
feedback to improve interaction performance. A logical next step
require integrating our new methods into actual 3D selection and
manipulation techniques, while also studying the interplay with
dierent forms of visualization (e.g., [
51
]) in application scenar-
ios. In due course, the usage and usefulness of two gloves with
audio-tactile cues is an interesting venue of future work, e..g, to
see if audio cues can be mapped to a certain hand. Furthermore, we
currently focused only on haptic feedback to eliminate potential
eects of any given visualization method, such as depth perception
issues caused by transparency. Finally, we are looking at creating a
wireless version of the glove and to improve tracking further, e.g.,
by using multiple Leap Motion cameras [21].
ACKNOWLEDGMENTS
This work was partially supported by the Deutsche Forschungsge-
meinschaft (KR 4521/2-1) and the Volkswagen Foundation through
a Lichtenbergprofessorship.
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