Quantification of the Effects of Haptic Feedback During a Motor Skills Task in a Simulated Environment

Similar documents
Comparison of Haptic and Non-Speech Audio Feedback

Differences in Fitts Law Task Performance Based on Environment Scaling

PERFORMANCE IN A HAPTIC ENVIRONMENT ABSTRACT

Discrimination of Virtual Haptic Textures Rendered with Different Update Rates

Haptic Camera Manipulation: Extending the Camera In Hand Metaphor

AN EXTENSIBLE AND INTERACTIVE RESEARCH PLATFORM FOR EXPLORING FITTS LAW

the human chapter 1 Traffic lights the human User-centred Design Light Vision part 1 (modified extract for AISD 2005) Information i/o

Comparing Two Haptic Interfaces for Multimodal Graph Rendering

Input-output channels

Collaboration in Multimodal Virtual Environments

Running an HCI Experiment in Multiple Parallel Universes

3D Modelling Is Not For WIMPs Part II: Stylus/Mouse Clicks

Vibrotactile Apparent Movement by DC Motors and Voice-coil Tactors

Yu, W. and Brewster, S.A. (2003) Evaluation of multimodal graphs for blind people. Universal Access in the Information Society 2(2):pp

Computer Haptics and Applications

these systems has increased, regardless of the environmental conditions of the systems.

Automatic Online Haptic Graph Construction

A Kinect-based 3D hand-gesture interface for 3D databases

MANUAL CONTROL WITH TIME DELAYS IN AN IMMERSIVE VIRTUAL ENVIRONMENT

Human Reconstruction of Digitized Graphical Signals

Graphical User Interfaces for Blind Users: An Overview of Haptic Devices

Chapter 2 Introduction to Haptics 2.1 Definition of Haptics

Target Size and Distance: Important Factors for Designing User Interfaces for Older Notebook Users

Abstract. Measuring Pointing Times of a Non-visual Haptic Interface. Gary Wayne Hrezo. Major Advisor: William D. Shoaff, Ph.D.

Developing Frogger Player Intelligence Using NEAT and a Score Driven Fitness Function

Haptic Cueing of a Visual Change-Detection Task: Implications for Multimodal Interfaces

Do Stereo Display Deficiencies Affect 3D Pointing?

Comparison of Relative Versus Absolute Pointing Devices

The Effect of Haptic Feedback on Basic Social Interaction within Shared Virtual Environments

Use of the LTI Viewer and MUX Block in Simulink

Comparison of Human Haptic Size Discrimination Performance in Simulated Environments with Varying Levels of Force and Stiffness

Cross Display Mouse Movement in MDEs

Evaluating Touch Gestures for Scrolling on Notebook Computers

Human Factors. We take a closer look at the human factors that affect how people interact with computers and software:

Salient features make a search easy

An Example Cognitive Architecture: EPIC

Feelable User Interfaces: An Exploration of Non-Visual Tangible User Interfaces

Benefits of using haptic devices in textile architecture

Abstract. 2. Related Work. 1. Introduction Icon Design

Title: A Comparison of Different Tactile Output Devices In An Aviation Application

RASim Prototype User Manual

Toward Principles for Visual Interaction Design for Communicating Weight by using Pseudo-Haptic Feedback

Evaluating Visual/Motor Co-location in Fish-Tank Virtual Reality

Exploring Surround Haptics Displays

Rendering Moving Tactile Stroke on the Palm Using a Sparse 2D Array

A Three-Dimensional Evaluation of Body Representation Change of Human Upper Limb Focused on Sense of Ownership and Sense of Agency

E90 Project Proposal. 6 December 2006 Paul Azunre Thomas Murray David Wright

Haptic and Tactile Feedback in Directed Movements

Accuracy, Precision, Tolerance We understand the issues in this digital age?

Haptics CS327A

Multisensory virtual environment for supporting blind persons acquisition of spatial cognitive mapping, orientation, and mobility skills

Appendix III Graphs in the Introductory Physics Laboratory

Motor Imagery based Brain Computer Interface (BCI) using Artificial Neural Network Classifiers

Providing external memory aids in haptic visualisations for blind computer users

MTE 360 Automatic Control Systems University of Waterloo, Department of Mechanical & Mechatronics Engineering

Human-computer Interaction Research: Future Directions that Matter

Currently submitted to CHI 2002

Laboratory Experiment #1 Introduction to Spectral Analysis

The Haptic Impendance Control through Virtual Environment Force Compensation

Developing assistive interfaces for motion-impaired users using cursor movement analysis in conjunction with haptic feedback

Multisensory Virtual Environment for Supporting Blind Persons' Acquisition of Spatial Cognitive Mapping a Case Study

Elements of Haptic Interfaces

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

Drumtastic: Haptic Guidance for Polyrhythmic Drumming Practice

Test of pan and zoom tools in visual and non-visual audio haptic environments. Magnusson, Charlotte; Gutierrez, Teresa; Rassmus-Gröhn, Kirsten

Mensch-Maschine-Interaktion 1. Chapter 9 (June 28th, 2012, 9am-12pm): Basic HCI Models

Shape Memory Alloy Actuator Controller Design for Tactile Displays

2. Introduction to Computer Haptics

Conversational Gestures For Direct Manipulation On The Audio Desktop

Quantitative Assessment of the Effectiveness of Using Display Techniques with a Haptic Device for Manipulating 3D Objects in Virtual Environments

Laboratory 6. Lab 6. Operational Amplifier Circuits. Required Components: op amp 2 1k resistor 4 10k resistors 1 100k resistor 1 0.

HUMAN COMPUTER INTERFACE

Proprioception & force sensing

Reaching Movements to Augmented and Graphic Objects in Virtual Environments

the human chapter 1 the human Overview Perception Limitations of poor interface design Why do we need to understand users?

Flexible Active Touch Using 2.5D Display Generating Tactile and Force Sensations

Page 21 GRAPHING OBJECTIVES:

Touch Feedback in a Head-Mounted Display Virtual Reality through a Kinesthetic Haptic Device

Glasgow eprints Service

Comparison between audio and tactile systems for delivering simple navigational information to visually impaired pedestrians

A Brief Survey of HCI Technology. Lecture #3

Eliminating Design and Execute Modes from Virtual Environment Authoring Systems

Development of a telepresence agent

THE CHARACTERISATION OF FISSURES IN METALLURGICAL COKES

Using Real Objects for Interaction Tasks in Immersive Virtual Environments

Haptic presentation of 3D objects in virtual reality for the visually disabled

Virtual Reality Based Training to resolve Visio-motor Conflicts in Surgical Environments

Virtual prototyping based development and marketing of future consumer electronics products

Running an HCI Experiment in Multiple Parallel Universes

Guidelines for the Design of Haptic Widgets

Fundamentals of Servo Motion Control

Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine)

Exploring haptic feedback for robot to human communication

Guidelines for Haptic Interface Evaluation: Physical & Psychophysical Methods

A Study of Direction s Impact on Single-Handed Thumb Interaction with Touch-Screen Mobile Phones

The Representational Effect in Complex Systems: A Distributed Representation Approach

A Behavioral Adaptation Approach to Identifying Visual Dependence of Haptic Perception

SIA Software Company, Inc.

Simultaneous presentation of tactile and auditory motion on the abdomen to realize the experience of being cut by a sword

Methods for Haptic Feedback in Teleoperated Robotic Surgery

Transcription:

Quantification of the Effects of Haptic Feedback During a Motor Skills Task in a Simulated Environment Steven A. Wall and William S. Harwin The Department of Cybernetics, University of Reading, Whiteknights, PO Box 225, Reading RG6 6AY, UK Facsimile: +44 (0) 118 931 8220 e-mail: s.a.wall@reading.ac.uk, w.s.harwin@reading.ac.uk http://www.rdg.ac.uk/~shr97saw Abstract. This paper seeks to establish the quantitative effects of providing force feedback on user performance in human computer interaction. A reciprocal tapping test is employed in conjunction with Fitts' law in order to establish a measure of human performance in a simple target selection task. The test was performed using a PHANToM haptic interface, under conditions with and without the provision of force feedback. It was found that providing force feedback significantly improved subjects' movement times, but had no effect on the rate of information processing (IP) as defined by Fitts' law. However, it was shown that for conditions of ballistic movement (corresponding to a low task difficulty (ID)), there was a highly significant improvement in IP for the condition with force feedback, but no improvement when force feedback was not employed. This was deemed due to the fact that for the non-haptic condition no force cues were available, therefore the user had to rely on visual cues, hence, ballistic movement was not possible. 1. Introduction Haptic interfaces have much to offer in the form of an intuitive and powerful form of user interface. As haptic interfaces find more purchase as desktop interface devices, their use for general human computer interaction (HCI) tasks will become more prevalent. The notion of the graphical user interface (GUI) is now extremely widespread within all aspects of the computing field, from operating systems to internet browsers, control and acquisition of information is usually achieved through clicking icons, selecting items from menus and other familiar actions. A haptic user interface (HUI) would offer the user the opportunity to interact with the data via the sense of touch. Buttons and icons could be physically pressed, files "carried" across the workspace, maybe using weight cues as an indication of their size, and mathematical functions explored haptically as well as visually. The HUI is rightfully put forward as a benefit of the introduction of haptic interfaces to the workplace. An immediate application is for blind and visually impaired users, who are increasingly excluded through use of visually dependant user interfaces.

In order to quantitatively assess the effect of force feedback on user performance in HCI, it is necessary to determine some measure by which the relative contribution may be evaluated. A simple measure of interaction is provided by Fitts' Law [1], which extends the concepts of information theory to the human motor system, thus providing a measure of information required to execute a series of movements. 1.1 Fitts' Law Fitts postulated that the information capacity of the motor system could be defined by the ability to perform a particular movement from amongst several possibilities; the greater the number of alternative movements, the greater the information content of the particular response. In the classic "reciprocal tapping" experiment, or "Fitts' Paradigm", as it has become known, subjects were asked to tap two rectangular plates alternately with a stylus. Movement tolerance and amplitude were controlled by fixing the width of the plates and the distance between them. Subjects were instructed to emphasise accuracy rather than speed. Fitts sought to establish the information capacity of the human motor system, though, strictly speaking, it is only possible to study the performance of the whole receptor-neural-effector system. However, given that the subject must execute rapid and uniform responses that have been highly over-learned, the experimental condition conceived by Fitts can reasonably be assumed to be limited primarily by the capacity of the motor system, in this case, including the visual and proprioceptive feedback loops. The premise of Fitts' law is that the human motor system has a capacity for processing information that limits the speed with which movements can be performed. The index of performance defined by Fitts (IP: bits/s.) is analogous to channel capacity. IP is calculated using the specific tasks index of difficulty (ID: bits) and the time to perform the requisite movement (MT: s.). IP = ID/MT (1) ID is specified as the amount of information required to select a specific amplitude from the total range of possible movements, and is thus dependant on the amplitude of the movement (A), and the tolerance to which it must be made (target width W). ID = Log 2 (2A/W) (2) The expression is loosely based on Shannon's theorem. Thus, by varying ID (A and W), IP can be determined by recording MT over the various conditions. Fitts' thesis was that IP was constant over a range of values of ID. Using regression analysis, a linear relationship between ID and MT can be established, thus:

MT = a + b*id (3) It is equation 3 that has become commonly referred to as Fitts' law. It is claimed that a measure of the information processing capacity of the motor system is provided by the reciprocal of the slope of equation 3 (i.e. 1/b). Subsequent studies, by Fitts and others, have provided evidence to support this claim. The value of IP for the human motor system is often cited as being roughly equal to 10 bits/s [2-5]. However, Fitts' original formulation (equation 2) was inaccurate for low values of ID (< 3 bits), showing an upwards curvature of MT, away from the regression line. Welford [6] offered a reappraisal of Fitts' original data using his own formulation for ID, as follows: ID = [ (A/W) + 0.5 ] (4) Welford qualified this as making MT dependant upon a "kind of Weber fraction in that the subject is called upon to distinguish between the distances to the far and nearer edges of the target". The formulation made the relationship between MT and ID more linear, and also ensures that ID is always greater than zero. Gan and Hoffman [7] sought to explain the discrepancy for low values of ID in terms of "ballistic" and "non-ballistic" movements. A ballistic movement is defined as a rapid, involuntary movement which is motor programmed, and for which visual feedback is not possible. Fitts' equation is only applicable to visually controlled movements, therefore, a different relationship was required to model MT for low values of ID. It was illustrated that for each amplitude condition there was a value of ID below which there was no significant effect of ID on MT. This was defined as the ballistic region. The extent of the ballistic region increased with amplitude of movement. 1.2 Fitts' Law in HCI. Fitts' law was first applied to HCI in Card et al [8]. Comparisons in performance were derived between a mouse and a joystick. It was shown that the mouse had an IP around 10 bits/s., which is performance comparable to that in Fitts' reciprocal tapping task, and other similar studies. The joystick, however, had an IP of roughly half this value. Analysing the data with respect to target distance, gave parallel lines of a slope roughly 0.1 s/bit (hence, IP 10 bits/s) with intercept increasing with target distance. Thus, the joystick could be thought of as a device that obeys Fitts' law, with half the processing capacity of the mouse, or as a device with the expected slope, but with an intercept that increases with target distance.

In a more recent study, Akamatsu et al [9] investigated the effects of multi-sensory information on performance with a mouse-type device. Tactile stimulus was added to a mouse using a solenoid driven pin that was raised through the left mouse button. This was shown to have a significant effect on motor response speeds, and allowed the subject to utilise a greater area of the target space, as they detected the onset of traversing the target boundary earlier. Despite these benefits, when questioned, subjects indicated that they preferred visual feedback to tactile. This study aims to quantify the effects of providing force feedback during a Fitts' reciprocal tapping type test in a 3D virtual environment using the PHANToM (www.sensable.com). The primary medium of sensory feedback was via a graphical representation of the VE displayed on a monitor. The user performed the test using a PHANToM haptic interface under two conditions, with and without force feedback. Thus, given the measures derived for IP, the effect of providing force feedback to the user can be quantified. 2. Experimental Procedure The subjects were 9 students, 5 male and 4 female, all from the Department Of Cybernetics, aged between 20 and 29. All had some degree of competence with the PHANToM, having participated in previous investigations. Subjects were instructed to tap between the two targets alternately, scoring as many hits as possible. They were told to emphasise accuracy rather than speed. The PHANToM (model 1.5A) was positioned directly in front of the subject, who was seated for the duration of the experiment. A visual display unit was positioned immediately behind and to the left of the PHANToM, such that the framework of the device could in no way impede the subjects view of the display. The full test comprised of two blocks of 20 trials each. One block was performed with visual and haptic feedback (from here on referred to as "haptics" condition), and the second block with visual feedback only ("non-haptics").the 20 trials in each block were randomly ordered for each subject and consisted of all combinations of A = 20, 40, 60, 80 and 160 mm, and W = 2.5, 5, 10 and 20 mm. Prior to commencing the investigation, each subject was first shown an example trial using A = 40mm and W = 20 mm and allowed a 15 second practice trial, after having the procedure explained. The subject was then permitted the same period of practice with the most difficult condition (A = 160mm, W = 2.5mm) and the easiest condition (A = 20mm, W = 20mm). The subject was then allowed any further practice they felt necessary, though it should be noted that most were comfortable with the conditions and proceeded directly to the test itself. The subject gave verbal indication that they were ready for the operator to begin each trial. Each trial lasted 15 seconds from the moment the subject tapped their first target. Upon tapping a plate, visual indication was given by switching the colour of the target from red to green, and vice-versa for the other plate. Thus, the subject was given an indication of when contact was made, even in the nonhaptic condition.

3. Results and Discussion The index of difficulty was calculated using the Welford formulation, in order to compensate for possible anomalous effects at the extremes of difficulty. The mean across all subjects was plotted against the index of difficulty (see Figures 1 and 2) for the haptic and non-haptic conditions. A straight line fit was then derived, using linear regression techniques, of the form described by equation 3 2.5 Movement Time (s.) 2 1.5 1 0.5 0 0 2 4 6 8 Index of Difficulty (bits) Fig. 1. Relationship between movement time and index of difficulty (Welford formulation) for haptic condition. Regression slope: MT = 0.028 + 0.314 ID. There is little difference in the performance rates between the haptic and non-haptic conditions, suggesting that the addition of force feedback has not served to improve user performance in the reciprocal tapping task. However, the intercepts show a large difference, of almost a factor of 10. The intercept corresponds to the time spent on the target, therefore, it is hypothesised that force feedback allows the user to detect the onset of contact with the target quicker. As this would affect MT for all conditions of ID, the effect appears on the intercept instead of the slope of the graph, that is, the slope remains roughly the same, but the whole graph is shifted "down" with respect to

3.5 3 Movement Time (s.) 2.5 2 1.5 1 0.5 0 0 2 4 6 8 Index of Difficulty (bits) Fig. 2. Relationship between movement time and index of difficulty (Welford formulation) for non-haptic condition. Regression slope: MT = 0.2 + 0.37 ID. the y-axis. Comparing the two regressions, it was found that the relationship between ID and MT was significantly different for the haptic and non-haptic condition (F(2,38) = 4.67, p<0.05). However, analysis of the slopes of the two regressions showed no significant difference (F(1,36)=0.438, p>0.05), hence, the difference in the two models can be attributed to the difference in the intercepts. Thus, even though the measure of IP shows no significant difference, it is clear that force feedback provides some benefit to performance. A two-factor repeated measures ANOVA was performed on the movement time data across all subjects in order to assess the relative contribution of ID and force feedback to performance. It was found that the effect of providing force feedback was significant (F(1,8) = 10.77, p<0.05), though not as significant as the index of difficulty (F(19,152) = 9.61, p<0.01), as was expected. Surprisingly, the effect of subjects was also significant (F(8,152) = 4.73, p<0.01), as was the interaction of the force feedback and ID (F(19,152) = 2.15, p<0.01). This suggests that training of subjects may be an issue to address in future studies. The effect of providing force feedback can be likened to that of a drum-roll. The human bandwidth for limb motion is about 10 Hz [10], but it has been observed that humans can produce actions such as drum-rolls at over 40 Hz by allowing the drumstick to bounce through suitable control of the passive impedance of the hand joints [11]. Thus, by allowing the end-effector of the PHANToM to "bounce", faster movements can be performed.

Condition Intercept (s.) Slope (s/bit) IP (bits/s.) Haptic feedback, 0.354 0.086 11.63 ballistic movement (ID < 3 bits) Haptic nonballistic -0.449 0.35 2.86 movement (ID 3 bits) Non-haptic, 0.302 0.226 4.42 ballistic movement (ID < 3 bits) Non-haptic, nonballistic movement (ID 3 bits) -0.233 0.387 2.58 Table 1. Results for ballistic/non-ballistic movement under haptic/non-haptic conditions. It seems unreasonable, however, to suggest that a subject could "bounce" between two targets of 2.5 mm width with any degree of accuracy! Thus, using Fitts' original formulation of ID (equation 2), the data was divided into "ballistic" (ID < 3 bits) and "non-ballistic" regions (ID 3 bits) for both sets of data. Calculating regression lines (summarised in table 1), the differences between the haptic and non-haptic conditions become readily apparent. Comparing the slopes of the regression lines for the haptic ballistic and non-ballistic conditions, it was found that the difference is highly significant (F(1,16) = 52.45, p<0.01). However, for the non-haptics condition, there was no significant difference in the slope, and therefore, performance, between the ballistic and non-ballistic conditions (F(1,16) = 0.114, p>0.05). There are several related conclusions that can be drawn from this. For the nonballistic condition, there is no significant difference between the haptic and nonhaptic condition. For ballistic movements, visual feedback is not used to correct motion. Thus, when force cues are provided, performance increases drastically due to the "drum-roll" effect previously described. However, without force feedback, thesubject is forced to rely on visual cues, thus, performance does not significantly increase over the non-ballistic condition. 4. Conclusion This paper has presented results that aim to quantify the effects of providing force feedback in a simulated Fitts' reciprocal tapping experiment. It has been illustrated that force cues provide a means to improve the performance of subjects, though only

significantly so in the region of ballistic movements. It is possible to conclude that for more difficult tasks, the subject is, in fact, relying on visual cues, as illustrated by the similarity in IPs between the haptic and non-haptic conditions. Indeed, most of the subjects comments as to how performance could be improved were with regards to the nature of the visual display. It is hypothesised that the stark difference in performance between the figures for performance found in this study, and the often cited value of 10 bits/s, is due to the nature of the visual display. Displaying a 3D environment on a 2D display often confused the subject's depth perception. Adding a simple effect to aid this, such as a shadow from the haptic "cursor" may help to increase performance. It is clear, therefore, that in order to improve user performance in VEs, progress needs to made regarding how the various senses interact in order to provide a coherent illusion across several modalities. This study has provided some insight in to the effects of force feedback on user performance, however, many possibilities still remain for future work. No analysis of errors was performed in this study, which could have an influence on results. More results need to be gathered for a better comparison of the ballistic and non-ballistic regions, and a better measure of exactly where on the ID scale the division between the two occurs. In this study, the PHANToM was positioned directly in front of the user, with the monitor slightly behind and to the left. What effect would positioning the monitor to the right of, or directly behind the PHANToM have, or, say, moving the PHANToM to the right of the subject instead of being infront? Another interesting possibility for research that may influence results is the effect of spatial disparity between the haptic space and the visual space. Acknowledgements This work was supported by EPSRC grant GR/L76112 Determining Appropriate Haptic Cues for Virtual Reality and Teleoperation. References 1. Fitts, P. M.: The Information Capacity of the Human Motor System in Controlling the Amplitude of Movement. Journal of Experimental Psychology, Vol. 47 (1954) 381-391 2. Fitts, P.M., Radford, B.: Information Capacity of Discrete Motor Responses Under Different Cognitive Sets. Journal of Experimental Psychology, Vol. 71 (1966) 475-482 3. Pierce, J.R., Karlan, J.E.: Reading Rates and the Information Rate of the Human Channel. Bell System Technical Journal, Vol. 36 (1957), 497-516 4. Elkind, J.I., Sprague, L.T.: Transmission of Information in Simple Manual Control Systems. IRE Transaction on Human Factors in Electronics, HFE-2, no. 1, (1961) 58-60 5. Welford, A.T.: Fundamentals of Skill. London: Methuen (1968)

6. Welford, A.T.: The Measurement of Sensory-Motor Performance: Survey and Reappraisal of Twelve Years' Progress. Ergonomics, Vol. 3 (1960) 189-230 7. Gan, K.C., Hoffmann, E.R.: Geometrical Conditions for Ballistic and Visually Controlled Movements. Ergonomics, Vol. 31 (1988) 829-839 8. Card, S.K., English, W.K., Burr, B.J.: Evaluation of Mouse, Rate-controlled Isometric Joystick, Step Keys, and Text Keys for Text Selection on a CRT. Ergonomics, Vol. 21 (1978) 601-613 9. Akamatsu, M., MacKenzie, I.S., Hasbroucq, T.: A Comparison of Tactile, Auditory, and Visual Feedback in a Pointing Task Using a Mouse-Type Device. Ergonomics, Vol. 38 (1995) 816-827. 10. Brooks, T.L.: Telerobotic Response Requirements. Proc. IEEE International Conference on Systems, Man and Cybernetics, (1990) 113-120. 11. Hajian, A.Z., Sanchez, D.S., Howe, R.D.: Drum Roll: Increasing Bandwidth Through Passive Impedance Modulation. IEEE Robotic and Automation conference (1997)