Haptic Navigation in Mobile Context. Hanna Venesvirta

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Haptic Navigation in Mobile Context Hanna Venesvirta University of Tampere Department of Computer Sciences Interactive Technology Seminar Haptic Communication in Mobile Contexts October 2008

i University of Tampere Department of Computer Sciences Interactive Technology Hanna Venesvirta: Haptic Navigation in Mobile Context Seminar paper, 16 pages, 5 indexes December 2008 Haptic communication is intuitive and easy to learn, and it provides a new and unique interaction method for all users and especially for blind and visually impaired users. There are several haptic navigation devices. When designing and implementing these products and prototypes, the projects have been especially interested in visually impaired users and users in special situations, such as pilots, firemen and military persons are. Furthermore, these devices provide some extra for all users. Key words and terms: Haptic Communication, Haptic Navigation, Haptic I/O, Mobile or Wearable Devices

ii Table of Contents 1. Introduction... 1 2. Haptic navigation: what, where, why and why not?... 1 2.1. What is haptic navigation and where it can be used... 1 2.2. Advantages of haptic navigation... 2 2.3. Challenges of haptic navigation... 3 3. Technologies used in haptic navigation... 4 4. Haptic navigation: examples... 5 4.1. MOMO: A haptic navigation device... 5 4.2. Lead-Me Interface for a Pulling Sensation from hand-held Devices... 7 4.3. CabBoots Shoes with integrated Guidance System... 8 4.4. Vibro-Vest A Wireless Haptic Navigation Device... 10 4.5. ActiveBelt... 11 4.6. Technojewerly... 13 5. Conclusion... 14 References... 15

1 1. Introduction Haptic interaction between the user and the interface or the device has many advantages. Researchers have found many opportunities on haptic navigation, even as a main modality of the communication between the user and the device. That is because haptics have been found to be intuitive and natural way of communication. Haptics support users cognitive attentiveness and perception without disturbing other modalities. Especially it has thought to be really powerful communication method for visually impaired people, but as well for situations, where other modalities are taken. Haptic navigation is a navigation method, which uses sense of touch as an input or output channel. The device can interact with the user by vibrating, leaning to the desired direction, pulling or pushing the user, among others. Here, I will introduce haptic navigation in mobile context. Section 2 will lead the reader in to the subject: what is haptic navigation. On section 3, I will discuss what interaction methods and technologies have been used with haptic navigation, and furthermore, I will introduce few examples of haptic navigation on section 4. Finally, I will conclude on section 5. 2. Haptic navigation: what, where, why and why not? In this section, I will discuss several things: What is haptic navigation; Where it can be used; What are the advantages of haptic navigation compared other navigational methods, and; What are the challenges of haptic navigation. 2.1. What is haptic navigation and where it can be used Word navigation can be understood in several ways: when referring to navigation, it can mean that some (motor) vehicle, like a car, an aeroplane, or a ship is driven. Then again, navigation means browsing in the World Wide Web or some (graphical) interface. In some cases, the word navigation is used to describe a situation, when someone is guides or controls someone else, or a machine. [OED] In haptic navigation, user has a device, which leads them to the desired location by using feedback based on the sense of touch. Feedback can be given via vibrating (several haptic mice use vibration; see also [IDEO; Erp et al., 2001; Hamm; Wang and O Friel]), pulses, by pushing and pulling [Amemiya et al., 2008], or by leaning to the needed direction [Frey, 2007; Wang and O Friel]. Sometimes the device can use several haptic feedbacks at the same time [Wang and O Friel], or a combination of different modalities [IDEO]. In general, the haptic communication is one-sided: the device gives output, but the user does not communicate with the device, not at least with haptic interaction. Then again, it can be argued whether or not users responses (e.g. changing

2 movement) to the information given are communication with the device. At least, it is not that active. One can use haptic navigation in a virtual environment, browsing graphical interface, or moving in the real world. One can find some techniques produced for haptic navigation in graphical interface: for instance, it is possible to make large amounts of data more understandable by using haptics and haptic navigation, like information visualization does. This is useful for example for visually impaired users, as they are able to access information usually described in visual or graphical means. Also, this might mean that browsing is faster and easier, as navigation is not based on reading or using screen readers. (More about haptic navigation in graphical interfaces see e.g. [Wall and Brewster, 2006].) Moving in a virtual environment (VE) by means of haptic navigation is very much the same thing as moving in real world; the user is searching a route and explores the VE. This means, they might require help to find their way or to control their route. (More about using haptic navigation in VEs see e.g. [Erp, 2001] or [Nemec et al., 2004].) Several haptic navigational devices for navigating in real world have been developed. Some of the devices have been made for visually impaired (e.g. [Amemiya et al., 2008; Amemiya and Sugiyama, 2008]), for special situations, where visual and auditory channels are taken, like when driving a car, navigating a ship, or flying [e.g. Erp et al., 2005], as well as various common use, in various situation for various people [e.g. MOMO; IDEO; Frey, 2007]. From the viewpoint of mobile haptic navigation, it is reasoned to concentrate on the latter. Clearly it seems that haptic navigation is needed and has potential in real world environments. This is why I have decided, that I will curtail my later discussion on this particular subject. 2.2. Advantages of haptic navigation Haptic communication between the device and the user has been noted to be effective, since haptic modality can provide very intuitive interaction [Amemiya et al., 2008] after all, communication based on touch is the very first way of communication. When communicating with the navigational devices it is important that communication between the device and the user continues to be intuitive and comfortable. For example, the designers of CabBoots [Frey, 2007] and Lead-Me interface [Amemiya et al., 2008] regard that their products are intuitive and easy to learn, as interaction in both products is based metaphors from real life. Haptic information is non-verbal and cognitively less distracting than information from other channels [Amemiya et al., 2008]. When cognitive activity has been oppressed heavily, like when travelling in unfamiliar surroundings, it is very important

3 to get information without disturbing or limiting important modalities, like seeing or hearing. As haptic communication is non-verbal and non-visual, attentiveness is not disturbed, but more information channels can be used. In addition, the visually impaired users are often mentioned to benefit haptic communication, since they prefer devices which do not narrow down their last communication channel, hearing. This is really important benefit, as people who s seeing is lacking it is very important that they have their possibility to communicate with other people, and also, be aware their environment, because of their own safety. Also, it has been discovered that haptic channel supports long-term location memory [Amemiya et al., 2008; Chapman et al., 2001]. Haptic navigation devices can be learnt to use fast, even after short practise. Likewise it has discovered that haptic device can be used for navigation both in ordinary situations, and in operational environments, like flying a helicopter. [Erp et al., 2005] Employing mobile devices for navigation makes the usage of navigational device easier, as these devices have been produce for situations, when navigation is often needed: on the road. However, both mobile and haptic elements give challenges for navigation. In next section some of the challenges will be discussed. 2.3. Challenges of haptic navigation In general, the way people use cognitive mappings is a great challenge for navigation devices [Bradley and Dunlop, 2005]. People tend to use cognitive mappings based what they are looking and what interests them. It has speculated that (1) time of day (night, day), (2) season, and (3) direction all have an influence how people build cognitive mappings [Jonsson, 2002]. Because people have different cognitive mappings, it is challenging to take these into account when designing navigation devices. Also, there has been very little research about how visually impaired people use cognitive mapping [Bradley and Dunlop, 2005]. Since potential users for haptic navigation, it would be important to study this. Using only haptics in navigation devices brings two communication problems: it is very difficult to code direction and above all, distance when using haptic feedback [Erp et al., 2005]. Coding direction is notably easier though there were only two directions coded, it has been noted that navigation can be successful [e.g. Bosman et al., 2003]. Of course, if there are more sensors, understanding directional changes is easier [Erp et al., 2005]. Coding distance is challenging regardless of how the device is connected to the user. Then again, when walking, it is not always important to know how big the distance is users concern themselves more the direction. Yet, according Erp et al. [2005], users were pleased if distance and above all, reaching the destination is coded.

4 The problem when coding distance on a haptic navigation device is that people have no baseline to tell them where exactly the destination is all they can say, that they are approaching. Only after long period of using some device people may learn to calculate distance. It is also possible, that the problem will not ever be solved, and in most cases, designers have not even tried to implement any coding for it. Mobility as such brings some challenges for haptic navigation: putting together mobile device and kinaesthetic interaction. According Amemiya et al. [2008], most of the interfaces used in mobile devices these days are not suitable for mobile devices. Mobile devices are often compact, so any massive technologies cannot be used. Also, as being small-sized devices held usually in one hand, it is challenging to implement technologies which indicate direction for instance, vibrating is not that informative when used with for example mobile phone. Amemiya et al. have their own suggestion to solve this problem; more of it will be discussed below, on section 4.2. Finally, there might be existing problem, which was ignored in literature: nearly all products I found require that user have to either wear them or carry them in their hand. All wearable devices, like belts and vests, appear to be uncomfortable and not for everyday use. Then again, hand-held devices require that user carry them, so they limit users activities. GPS Toes (introduced on section 4.6) designed by IDEO [IDEO] were closest of device, which is cosy and unnoticeable. 3. Technologies used in haptic navigation In haptic navigation, both tactile and force feedback can be used. It seems that mostly the tactile feedback, such as vibration, is used nowadays, but according Amemiya et al. [2008], especially in hand-held devices, such as in mobile phones, force feedback could be more understandable, effective and intuitive. As mentioned above, several haptic navigation devices use tactile feedback, usually vibration. In this paper, I will later introduce following examples that use vibration (and possible, other interaction methods) to communicate with the user): GPS Toes by IDEO [IDEO], Vibro-Vest [Hamm], ActiveBelt [Tsukada and Yasumura, 2004] and MOMO [Wang and O Friel]. As an examples about force feedback, I will introduce Lead-Me interface by Amemiya et al. [2008] and CabBoots by Frey [2007]. It can be speculated if MOMO [Wang and O Friel] is also using force feedback, too, as it interacts with the user by vibrating and leaning to the needed direction. Vibration feedback seems to have great potential to be more intuitive interaction method to illustrate distance than force feedback. For instance, Erp (et al.) have studied with users, how distance could be coded in haptic navigation device, which the user wears [Erp, 2005; Erp et al., 2005].

5 Still, for more everyday situations, like navigating in an unfamiliar city, the force feedback could be more useful, at least when implemented on a hand-held device. Firstly, on an everyday situation like this, the user rarely needs any coding for distance, but rather for direction. Furthermore, people usually would not wear any big, uncomfortable and heavy wearable devices, but rather they could prefer that some proper interface could be implemented their own mobile phone. 4. Haptic navigation: examples In this section, I will introduce six different kinds of haptic navigation devices. None of these devices are commercial produces, but more like scientific or artistic trials. Yet, it is never said whether or not some of these examples would end up at the markets. I have tried to choose different examples as it would be un-wise to discuss similar devices here. 4.1. MOMO: A haptic navigation device MOMO is totally haptic and mobile navigation device designed by Wang and O Friel [MOMO; Wang and O Friel]. It navigates the user by vibrating and leaning to the direction, where one is about to go. There is no haptic input interaction available, only interaction is output. Unfortunately there is no explicit information available that could comprehensive describe how user could interact with MOMO. The designers state that they have pre-programmed the routes they have used to test the device, so it seems that there is no possibility to give direct orders to the device, at least not nowadays. MOMO is twelve inches (about 30 centimetres) tall, the diameter is eight inches (about 20 cm) and the weight one pound (less than half of a kilogramme). MOMO is comprised of a GPS module, digital compass, an arduino board, two servo motors and a vibration motor (see Figure 1, on left). MOMO has an open hardware. Its sweater was crocheted out of wool, cotton, and, as the designers mention, love, creating a soft, huggable surface (see Figure 1, on right).

6 Figure 1: On left, the mechanics of MOMO, on right, MOMO in its clothing. According Wang and O Friel, MOMO provides positive emotional experiences, enabling people to feel empowered in unfamiliar places. The designers have preprogrammed GPS coordinates of twelve New York City parks, and they have used MOMO as a tour guide (see Figure 2). Currently, it is evident that using MOMO for navigation anywhere is not possible. Yet, I personally think that if the interface of MOMO will be expanded so, that it is possible to interact with him like giving him direct orders of the destination or the changes of the route, and then it could be potential navigational device for versatile use. MOMO has won an award in Art Hacks on Arduino Contest 2008.

7 Figure 2. MOMO working. 4.2. Lead-Me Interface for a Pulling Sensation from hand-held Devices Lead-Me interface uses metaphor of pulling and pushing when guiding the user. Amemiya et al. [2008] compares metaphor to a situation, where parent leads a child. The child can watch around while they know that direction is about to be changed when parent pushes or pulls them on hand. Figure 3. Lead-Me: Overview of the prototype of the haptic device. Amemiya et al. [2008] have developed a design that uses different acceleration patterns for the two directions to create a perceived force imbalance and thereby produce the sensation of directional pushing or pulling. The prototype of the device is based on a crack-slider mechanism. The mechanism imparts a feeling of back-and-forth movement, which can be recognized as a sensation of pushing and pulling. Schematic drawings and a figure of the prototype are shown in Figure 3.

8 Amemiya et al. have some ideas of how the interface could be used. On Figure 4 Assisted navigation application can be seen (on left). According the designers, Lead-Me could be implemented to hand-held device, like mobile phone. The device could use GPS and Lead-Me when guiding user to the destination. Also, they have thought that Lead-Me could be used in a game controller (see Figure 4, on right). Figure 4. Proposed interfaces for Lead-Me: Assisted navigation application (on left and in the middle) and an effective game controller (on right). Metaphor of the interface seems to fit for situations, where only one navigational device, (e.g. mobile phone) is used. On situations like this, metaphor of pushing and pulling could make easier to indicate direction. At the moment, Amemiya et al. have been testing whether or not the metaphor could be used as effectively as thought. There is no accurate information whether or not Lead-Me could be implemented into even smaller devices if it is not possible, then the device has to be a hand-held, and that will limit users activity in some cases. 4.3. CabBoots Shoes with integrated Guidance System With CabBoots (see Figure 5), the user gets to take a walk into a virtual path, which the shoes will not let them wander off [Frey, 2007; see also Frey]. The idea of the interface is to plan the most suitable route for the user, based on the known starting point and desired destination. When the user draws, they can rely that CabBoots know the way.

9 Figure 5. CabBoots. The designer uses metaphor of walking on a path: user walks along a virtual path. If the user treads the edge of the path, in other words, is about to stray off the course, CabBoots model the feeling of the edge, and the user is able to fix their direction. (See Figure 6) Figure 6. CabBoots-tour. The first prototype of CabBoots consist a pair of shoes equipped with sensors and mechanics, which are wirelessly connected to the laptop computer the user needs to carry around, which runs a control-software. Servo motors connected to wooden flaps in the shoes are able to set the angle of the sole when needed. There are several sensors, which deliver information about the actual state of the shoe, and thereby the foot. Software is needed for setting the paths in direction and also to provide a visual controlpanel for monitoring the shoes spatial state. All this makes possible to navigate in a virtual path. The designer argues that the communication metaphor is familiar and it is based real life experiences. [Frey, 2007]

10 The designer has made a second prototype, in which the shoes host all necessary parts themselves: e.g. mechanics, electronics, power supply, rf link. Also, the shoes can be strapped on any shoes (as long as the shoe is a certain size) and are connected wirelessly via Bluetooth. The control-software can be run not only in a computer, but also in PDA or mobile phone, so huge progress has been made between 2007 and 2008. [Frey] 4.4. Vibro-Vest A Wireless Haptic Navigation Device In the fall 2002 Damon Hamm with 3 other designers built a wireless haptic navigation and guidance system called Vibro-Vest [Hamm]. Also, the designers produced a game, which they named Human Pac-Man. A player guides person who wears the vest through a human-sized maze. The person, who is in the maze, gets the feedback sent from the player by haptic feedback. (See Figures 7 and 8) Figure 7. The Vest hardware Vibro-Vest is not technically mobile navigation device; instead a videogame console is used to guide the piece. However, Vibro-Vest is one example of many interesting possibilities when exploiting haptic navigation, e.g. in the context of social interfaces. Then again, the designer mentions [Hamm], that this product has many possible applications. Also other vest and belt applications have been produced [e.g. Erp et al., 2005; see also Erp, 2005]. In most cases feedback is given by vibrating, and the count of sensors depends of the product. According to Erp et al. [2005], vibrotactile navigation is a powerful method, especially in illustrating direction. Yet, there is a question whether or not these kinds of products are mobile: the navigational device itself can be wireless, but when some other device is needed to specify the route, the concept of mobility is arguable.

11 Figure 8. Video game console (on left) and the human-sized maze (on right). 4.5. ActiveBelt ActiveBelt is a novel belt-type wearable tactile display that can transmit directional information for the user. According Tsukada and Yasumura [2004], there is at least three advantages in this kind of a haptic navigation device: (1) as there is several sensors on the belt (on their prototype, they use eight sensors), the user can easily match the information given from the device to the directions in the real world. (2) As the users usually wear a belt, there is no need to wear anything extra, as on this device, the actuator can be attached on the users own belt. (3) Furthermore, there are several applications the device can use. The applications Tsukada and Yasumura have developed will be discussed below. Figure 9 shows the prototype of the device. There are four components: the hardware (version 1) (1), a GPS (2), a directional sensor (3) and a microcomputer (4). Tsukada and Yasumura state also that they have designed the version 2 of the device so that the size of the belt is universal; the sensors can be moved so the device can be worn by several users.

12 Figure 9. ActiveBelt: Prototype (version 1) Tsukada and Yasumura have developed four applications for ActiveBelt: (1) FeelNavi for human navigation systems, (2) FeelSense for location aware information services, (3) FeelSeek for search of lost properties, and (4) FeelWave for entertainment. Here, I will introduce the first three of these. (See also Figure 10.) Figure 10. The basic concepts of proposed applications: on left, FeelNavi; in the middle, FeelSense; and on right, FeelSeek. FeelNavi is an application for navigation. The direction is illustrated by vibration. The prototype uses the latitude and longitude when registering the destination the user

13 needs to reach; the device uses this information among the information about users current position and orientation, and activates the sensor that illustrates the direction. FeelSense is a location-aware information system. The user can pre-register some information, like which shops they are interested in, and the application can then communicate to the user, when something matching their concern is nearby. FeelSeek is an application to remind users of valuables left behind. Furthermore, the application can lead the user back to the spot the item was left. The combination of ActiveBelt, FeelSeek application and RFID tags is used. 4.6. Technojewerly In 2001, IDEO [IDEO] executed a project, which purpose was to bring two new and at the same time, very ordinary technologies closer to everyday usage. Penta Phone and Ring Phone are concepts for mobile phones, and GPS Toes is a navigational device (see Figure 11). The idea of producing these kinds of concepts was to prove, that new technology does not need to look unfamiliar or uncanny, but it can and should be integrated our word and users person. GPS Toes (see Figure 11, on right) uses low-power, nano-derived technology. GPS Toes communicates with a GPS receiver nearby, like the one which is in the user s purse. The device indicates the direction by vibrating and lighting up to signal upcoming direction changes; a ring in a left toe to the left, in a right toe to the right. According the designers, GPS Toes can be used whether driving a car, walking on the streets, or hiking on the countryside. Unfortunately, these products were concepts only, and those cannot be invested reselling. Figure 11. Technojewerly. GPS Toes on right.

14 5. Conclusion What I was most longing during my survey, was some product, which would slightly be like IDEOs Technojewelry concept; that is because in my opinion, GPS Toes is (of the all products I was able to find) alone imperceptible, mobile, handy and ordinary enough, that it could be useful when navigating; specially if it could use some promising interface, like Lead-Me. Most of the devices illustrated on this paper appear to limit the user s motion. Vest and belt devices are large and seemingly unwieldy, at least many of them. All different kinds of hand-held devices, like mobile phones, require that the user has to keep them in hand while using. Both MOMO and CabBoots might be too extraordinary for everyday use; likewise, MOMO is needed to be held with both hands, so it encumbers the user s activities a lot. Hopefully, in future there will be some hand-held or wearable devices, which can be used for haptic navigation, with appearance ordinary enough. For this purpose, ActiveBelt could be promising option, with the many interesting ideas of applications the developers have. Haptics open up a possibility for navigation to be novel and cognitively lighter. Haptic navigation has lots of potential, both in virtual environments and in real world. The benefits it offers for special needs and for all others are large. Yet, more research and development is needed, so haptic navigation could be more commonly used. Currently, haptics can be one element used in navigational devices, together with other modalities. Perhaps also in the future there is need to use several modalities in communication between the user and navigation device after all, as the users are multimodal, should the device be also.

15 References [AMEMIYA et al., 2008] AMEMIYA, T., ANDO, H. and MAEDA, T., 2008. Lead-me interface for a pulling sensation from hand-held devices. ACM Trans.Appl.Percept., 5(3), pp. 1-17. [AMEMIYA and SUGIYAMA, 2008] AMEMIYA, T. and SUGIYAMA, H., 2008. Design of a Haptic Direction Indicator for Visually Impaired People in Emergency Situations. Computers Helping People with Special Needs. Springer, pp. 1141-1144. [BOSMAN et al., 2003] BOSMAN, S., GROENENDAAL, B., FINDLATER, J.W., VISSER, T., GRAAF, M. and MARKOPOULOS, P., 2003. GentleGuide: An Exploration of Haptic Output for Indoors Pedestrian Guidance. Proceedings of the Mobile HCI, 8-10-2003, Springer Publications, pp. 358-362. [BRADLEY and DUNLOP, 2005] BRADLEY, A. and DUNLOP, D., 2005. An Experimental Investigation into Wayfinding Directions for Visually Impaired People. Personal Ubiquitous Comput., 9(6), pp. 395-403. [CHAPMAN et al., 2001] CHAPMAN, C.D., HEATH, M.D., WESTWOOD, D.A. and ROY, E.A., 2001. Memory for kinesthetically defined target location: Evidence for manual asymmetries. Brain and cognition, 46(1-2), pp. 62-66. [ERP, 2005] ERP, JAN B.F. VAN, 2005. Presenting directions with a vibrotactile torso display. Ergonomics, 48(3), pp. 302. [ERP, 2001] ERP, J.B.F. VAN., 2001. Tactile Navigation Display. Proceedings of the First International Workshop on Haptic Human-Computer Interaction, 2001, Springer-Verlag pp. 165-173. [ERP et al., 2005] ERP, J.B.F. Van., VEEN, H.A.H.C.V., JANSEN, C. and DOBBINS, T., 2005. Waypoint navigation with a vibrotactile waist belt. ACM Trans.Appl.Percept., 2(2), pp. 106-117. [FREY, 2007] FREY, M., 2007. CabBoots: shoes with integrated guidance system. Proceedings of the 1st international conference on Tangible and embedded interaction, 2007, ACM pp. 245-246. [FREY] FREY, M., CabBoots - Shoes with Integrated Guidance System. Available: http://www.freymartin.de/en/projects/cabboots [9/22, 2008]. [HAMM] HAMM, D., Damon Hamm - Haptic Navigation Device: Vibro-Vest A Wireless Haptic Navigation Device. Available: http://www.damonhamm.com/oldsite/vibrovest.html [9/22, 2008]. [IDEO] Technojewelry - Case Studies - IDEO. Available: http://www.ideo.com/work/item/technojewelry/ [9/30, 2008]. [JONSSON, 2002] JONSSON, E., 2002. Inner navigation: why we get lost and how we find our way. Scribner, New York, pp. 27-126.

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