Figure 1. LeviCursor enables dexterous interactive control of levitated particles. Users can control particle motion using an optical marker attached to a fingernail. Because we use the optimization-based approach to ultrasonic levitation, particle motion is smooth in any direction. We achieve round-trip latencies of 15 ms, sub-millimeter accuracy, and stability in levitation. Please see the accompanying video for demonstration. ABSTRACTWe present LeviCursor, a method for interactively moving a physical, levitating particle in 3D with high agility. The levitating object can move continuously and smoothly in any direction. We optimize the transducer phases for each possible levitation point independently. Using precomputation, our system can determine the optimal transducer phases within a few microseconds and achieves round-trip latencies of 15 ms. Due to our interpolation scheme, the levitated object can be controlled almost instantaneously with sub-millimeter accuracy. We present a particle stabilization mechanism which ensures the levitating particle is always in the main levitation trap. Lastly, we conduct the first Fitts' law-type pointing study with a real 3D cursor, where participants control the movement of the levitated cursor between two physical targets. The results of the user study demonstrate that using LeviCursor, users reach performance comparable to that of a mouse pointer.
Acoustic levitation has recently demonstrated the ability to create volumetric content by trapping and quickly moving particles along reference paths to reveal shapes in mid-air. However, the problem of specifying physically feasible trap trajectories to display desired shapes remains unsolved. Even if only the final shape is of interest to the content creator, the trap trajectories need to determine where and when the traps need to be, for the particle to reveal the intended shape. We propose OptiTrap , the first structured numerical approach to compute trap trajectories for acoustic levitation displays. Our approach generates trap trajectories that are physically feasible and nearly time-optimal, and reveal generic mid-air shapes, given only a reference path (i.e., a shape with no time information). We provide a multi-dimensional model of the acoustic forces around a trap to model the trap-particle system dynamics and compute optimal trap trajectories by formulating and solving a non-linear path following problem. We formulate our approach and evaluate it, demonstrating how OptiTrap consistently produces feasible and nearly optimal paths, with increases in size, frequency, and accuracy of the shapes rendered, allowing us to demonstrate larger and more complex shapes than ever shown to date.
Figure 1: The Levitation Simulator allows to simulate interaction with a levitation interface in VR. Two user studies, comparing the real prototype (left) with the VR simulator (right), show that the VR simulation provides a good approximation of the interaction with the levitating particle in the real prototype. We share our Levitation Simulator as Open Source (www.ai8.unibayreuth.de/en/projects/Levisim), thereby democratizing levitation research and facilitating the design of applications for levitation interfaces, without the need for a levitation apparatus. ABSTRACTWe present the Levitation Simulator, a system that enables researchers and designers to iteratively develop and prototype levitation interface ideas in Virtual Reality. This includes user tests and formal experiments. We derive a model of the movement of a levitating particle in such an interface. Based on this, we develop an interactive simulation of the levitation interface in VR, which exhibits the dynamical properties of the real interface. The results of a FittsâȂŹ Law pointing study show that the Levitation Simulator enables performance, comparable to the real prototype. We developed the first two interactive games, dedicated for levitation interfaces: LeviShooter and BeadBounce, in the Levitation Simulator, and then implemented them on the real interface. Our results indicate that participants experienced similar levels of user engagement when playing the games, in the two environments. We share our Levitation Simulator as Open Source, thereby democra-Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored.
Figure 1. With HaptiRead we evaluate for the first time the possibility of presenting Braille information as touchless haptic stimulation using ultrasonic mid-air haptic technology. We present three different methods of generating the haptic stimulation: Constant, Point-by-Point and Row-by-Row. (a) depicts the standard ordering of cells in a Braille character, and (b) shows how the character in (a) is displayed by the three proposed methods. HaptiRead delivers the information directly to the user, through their palm, in an unobtrusive manner. Thus the haptic display is particularly suitable for messages communicated in public, e.g. reading the departure time of the next bus at the bus stop (c).
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