2016
DOI: 10.1145/2957756
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Investigating Expressive Tactile Interaction Design in Artistic Graphical Representations

Abstract: In this article, a design research approach is taken to investigate expressive design of tactile interactions. Most research efforts to date on designing and exploring the representational aspects of tactile interfaces have focused on usability and task-oriented scenarios. Yet, there is limited knowledge on how to aid the design of tactile interfaces that support the design of expressive or user-experience-oriented tactile interactions. We address this gap by studying tactile designs in a multisensory context,… Show more

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Cited by 10 publications
(9 citation statements)
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“…This apparent quadratic behaviour motivated us to use a quadratic linear model, to fit our data. The model we used for regression can be seen in equation 2 strength = a log 2 10 (sampling) + b log 10 (sampling) + c (2) We remind the reader, that the model uses logarithmic values as the plots on Figure 4, where the quadratic behaviour can be observed, are using logarithmic x-axes. An R 2 value greater than 0.6 is considered high.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…This apparent quadratic behaviour motivated us to use a quadratic linear model, to fit our data. The model we used for regression can be seen in equation 2 strength = a log 2 10 (sampling) + b log 10 (sampling) + c (2) We remind the reader, that the model uses logarithmic values as the plots on Figure 4, where the quadratic behaviour can be observed, are using logarithmic x-axes. An R 2 value greater than 0.6 is considered high.…”
Section: Resultsmentioning
confidence: 99%
“…The combined requirements however can make this process complex and thus confusing. For application level HCI research such as for media studies [1] or art studies [2], it is easier if mid-air tactile patterns were implemented from a template library or available in the API implementation.…”
Section: Tactile Patternmentioning
confidence: 99%
“…We found two high-level codes: 'Own Body' (35) and 'Artificial Objects' (56). Within 'Own Body', responses cited fidgeting with 'Hair' ( 14), 'Fingers' (9), 'Fingernails' (7) and 'Hands' (5). Prevalent responses in 'Artificial objects' were 'Phone' (25) and 'Pen' (20), others included: 'Paper' (8), 'Fabric' (8), 'Fidget/Stress Toy' (7), 'Jewellery' (6), 'Bottle' (4) and 'Doodling' Table 1: Codes defined for social scenario responses.…”
Section: Texture Preferencesmentioning
confidence: 98%
“…'Fabrics' comprised 9 varieties, the most popular being 'Velvet' (13), 'Fur' (12) and 'Bedding' (9). Less common codes included 'Human Skin' (6 mentions), 'Textured/Non-Smooth' (8) and 'Animal' (5). All of these textures could be used to augment different haptic displays, except for mid-air haptic displays which can simulate textures [47].…”
Section: Texture Preferencesmentioning
confidence: 99%
“…[57]). Timed elements, inputs and outputs requiring a continuous timed characteristic have been described or explored in [4,6,11,23]. Time has also been used as a kind of contextual variable [35,71].…”
Section: Computational Behaviour Over Timementioning
confidence: 99%