2013
DOI: 10.1109/toh.2012.70
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Enhancing Audiovisual Experience with Haptic Feedback: A Survey on HAV

Abstract: Haptic technology has been widely employed in applications ranging from teleoperation and medical simulation to art and design, including entertainment, flight simulation, and virtual reality. Today there is a growing interest among researchers in integrating haptic feedback into audiovisual systems. A new medium emerges from this effort: haptic-audiovisual (HAV) content. This paper presents the techniques, formalisms, and key results pertinent to this medium. We first review the three main stages of the HAV w… Show more

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Cited by 65 publications
(33 citation statements)
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“…The difference in conditions is also statistically significant (U A = 325.5, z=2.63, p < 0.004). Figure 4 shows the mean score for Likert scale ratings (1)(2)(3)(4)(5)(6)(7)(8)(9) in response to the following statements: "I felt like I was there in the video, experiencing the situation;" ["Being There"] and "I really got involved with the emotions provoked by the video" ["Emotional Involvement"].…”
Section: Resultsmentioning
confidence: 99%
“…The difference in conditions is also statistically significant (U A = 325.5, z=2.63, p < 0.004). Figure 4 shows the mean score for Likert scale ratings (1)(2)(3)(4)(5)(6)(7)(8)(9) in response to the following statements: "I felt like I was there in the video, experiencing the situation;" ["Being There"] and "I really got involved with the emotions provoked by the video" ["Emotional Involvement"].…”
Section: Resultsmentioning
confidence: 99%
“…Actually, providing direct information (e.g. force, or haptic feedback [77]) would be even more useful [78].…”
Section: Teleoperation and Roboticsmentioning
confidence: 99%
“…Physical objects provide these modalities in a consistent manner and with a higher level of realism than virtual artifacts. For instance, Danieau showed that combining virtual modalities (audio, visual and tactile) enhances perception but still does not provide the same feeling of realism [7]. Moreover, physical objects do not require users to wear AR devices (headphones, headmounted displays, force-feedback exoskeletons, etc.)…”
Section: Design Spacementioning
confidence: 99%