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ernst kruijff | technology

 

 

 

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During my work at [FHG] and [TUG], I performed multiple scientific experiments and investigations that resulted in the following devices. Most of the devices are based upon comprehensive user studies, investigating specific human factors and ergonomics, and have been evaluated through a vast amount of user tests.

 

 

Vesp'R
TUG, internal project, 2007
Handheld devices, interaction, outdoor AR

Over the last years, outdoor augmented reality (AR) has been moving from backpack-based systems towards lightweight handheld devices as deployment platform. Overcoming limitations with previously used UMPC-based casings holding all peripherals for outdoor AR using handheld devices, we performed a large ergonomics study and user testing, coming up with a device construction called Vesp'R.
Vesp'R consistsof the “BatPack”, an enclosure around the UMPC holding the peripherals, and two joystick-like handles (the“wings”) that can be mounted at multiple spots. The devices are made from extremely lightweight ABS plastic (stereolithography) covered by a thin layer of velvety rubber, a hygienic and very soft material to grab. Vesp’R is derived from the Latin word for “bat”, a reference the form of the devices, and Ware’s “bat” interface studies.
The ergonomics and user studies have provided us with valuable results regarding the weight, weight balance and interaction possibilities/issues of using handheld devices in indoor and outdoor applications.
This study was performed in cooperation with Eduardo Veas.

Related publications:

  • Veas, E. and E. Kruijff. Vesp'R - design and evaluation of a handheld AR device. In Proceedings of the 7th IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR'08). 2008 [PDF].
  • Kruijff, E., Veas, E. Vesp'R - Transforming Handheld Augmented Reality. In proceedings of IEEE ISMAR07, Japan.

 

Vesp'R

 

 

Eye of Ra
TUG, Liverplanner, 2005
Hybrid interaction, medical scenarios

This study was performed as part of the Virtual Liver Surgery Planning project, and focused at how 2D and 3D modalities can be integrated in a single input device. The liver surgery planning system aims at facilitating efficient visual inspection and correction of surface models generated by automated segmentation algorithms based on x-ray computed tomography scans, needed for planning surgical resections of liver tumors. In order to interact within this application, a hybrid VR and Tablet PC interface is used, in which users continuously switch between 2D and 3D interaction.
The basic goal of the study was to support the control of both the 3D actions and the GUI placed at the Tablet PC, using a unified device, and to study the thereout forthcoming effects on the user's interaction. For the design of the new device, called the Eye of Ra, a detailed analysis of the tasks and the associated hand-device couplings and movements was made. This resulted in the notion that the device needed to perform both high-speed low accuracy (sweeping) and lower speed high accuracy tasks. These actions needed to be afforded by the right form of device, which eventually lead to the quasi mixing of a pen-like device (to control the Tablet PC) with a flying mouse. The resulting form allows for an unobtrusive switching between power and precision grasps. From clay models, we arrived at the shape shown in the picture, which holds a small optical mouse circuit board for connecting to the multiple buttons, and transmission electronics. The final device was made from carbon and fiberglass mats layered with epoxy glue, which results in a lightweight yet sturdy surface. The device holds retro-reflective markers for tracking using an ART tracking device.
An extensive user evaluation with 18 subjects (medical background) was performed, testing effectivity of the user interface, and the user's attitude towards the provided hybrid interaction methods. Results were highly encouraging: details can be found in the publication listed below.
This study was performed in cooperation with Alexander Bornik and Thomas Pock.

Related publication:

  • Bornik, A., Beichel, R., Kruijff, E., Reitinger, B., Schmalstieg. A Hybrid User Interface for Manipulation of Volumetric Medical Data. In proceedings of Symposium on 3D user interfaces, IEEE Virtual Reality Conference, 2006.

 

 

BioHaptics
FHG, 2005 - 2006
(Pseudo)-haptic feedback using neuromuscular electrical stimulation

This test focused at providing users (pseudo-) haptic feedback through electrostimulation of the muscles. Electrostimulation transfers small electric currents via pads attached to the skin through the cutaneous tissues of the human body. Hereby, sensory nerves (the alpha motor nerves) are stimulated – the externally generated electrical charges mimic the neural impulse messages that travel to and from the brain. Through stimulation of the right muscle endings, muscles can be contracted and released. The stimulation of motor nerves (neuromuscular electrical stimulation NMES) or receptors (transcutaneous neurolelectrical stimulation TENS) is used in the medical and sports area to train muscles, and to block pain.
The aim of BioHaptics study is to investigate to which extend biomechanical configurations (arm poses) can be changed, moving the arm in a specific direction as an effect of involuntary muscle activity. Hereby, these actions are expected to resemble externally applied forces on the arm such as provided by an exoskeleton.
A first experiment evaluated the user's attitude towards using electrostimulation of muscles as feedback. During gameplay (Quake) users were stimulated when hit with short or longer electric pulses (around 5-10 Hz, up to 25 mA, provided to biceps or brachioradialis), resulting in shocklike up to slightly stiff contractions of lower and under arm. The "beating" feedback matched the intended event (being hit) well. Due to the shocklike characteristics, the test showed the potential of using electrical "shocks" for warning mechanisms. A further test will follow which triggers the exact configuration of muscle endings to come to actual "controlled" changes of the pose of a user's arm, since the current test was not intended for that.
User feedback was largely positive, even though some users would not advice using this kind of feedback outside the gaming area, under current conditions. Exact results are being published.

Related publication:

  • Kruijff, E., Schmalstieg, D., Beckhaus, S. Using Neuromuscular Electrical Stimulation for Pseudo-Haptic Feedback. ACM Symposium on Virtual Reality Software and Technology, 2006.

 

   
  iWoody
 

Internal project, topic under disclosure due to patenting.

 

 

Capsa Arcana
FHG 2004 - 2005 (part of DHX interaction studies)
Hybrid interaction using conventional and unconventional controls


This study focused at the combination of conventional control techniques (a touch screen and joystick) and unconventional controls in a hybrid setup. The study was intended to provide more exciting ways of interaction in traditional application areas (museums), to promote people to interact with the application, possibly increasing learning effects. In order to facilitate this coupling of conventional and unconventional techniques, a console was built, called Capsa Arcana (“mysterious box”). Within this console, different kinds of interaction methods can be supported, by choosing from a range of MIDI-based sensors than can be let in a component based infrastructure. The study focused at providing different kinds of pushing actions (force sensitive tapping, haptic pushing using flexible surfaces) and using gestures to change numerical values. In addition, the ergonomics of combining different kinds of controls, as well as focal attention issues were studied, which were needed to allocate problems through combined usage of the console and the stereoscopic wall (for immersive visualisation of the museum content) placed behind the console.

Related publication:

  • Kruijff, E., Conrad, S., Palamidese, P., Mazzoleni, P., Hasenbrink, F., Suttrop, M., Kwon, Y-M., Remote Virtual Guidance in Immersive Museum Applications. VSMM2004, Gifu, Japan, 2004.

 

 

 

Tactylus
FHG, 2002 - 2006
Multisensory binding, sensory integration of vibrotactility and audiofeedback, sensory substitution, hybrid interaction


This study focuses at exploring multisensory perceptual processing (binding) of visual, vibrotactile and audio-based feedback. Several experiments have shown that through coupling of sensory modalities, the different modalities directly affect each other and should not be seen as seperate entities anymore, as is done in the "traditional" multimodality view. The right combination (integration) might lead to increased performance of feedback mechanisms. Within our experiment, we test to which extend we can provide methods that replace (substitute) haptic feedback by coupling visual, vibrotactile, and auditory feedback. The feedback should create effective collision and texture perception, and studies to which extend the different modalities affect each other.
In order to perform the experiment, a new input device was developed, called the Tactylus. The Tactylus is an ergonomic pen-like vibrotactile input device supporting hybrid interaction in 2D and 3D user interfaces. For the design a range of ergonomics studies have been performed to analyse the coupling between hand and device during 6DOF movement. The particularity of the device lies within the control of the vibration element via audio signals, allowing a close coupling of sound and vibrotactility of tactile and force-reflective events. A final evaluation is currently being performed and will be published shortly.
This study is being performed together with Gerold Wesche, Gernot Goebbels, Martijn Kunstman (starttosee / xiox), and Kai Riege.

Related publication:

  • Kruijff, E. Wesche, G., Riege, K., Goebbels, G., Kunstman, M., Schmalstieg, D. Tactylus, a Pen-Input Device exploring Audiotactile Sensory Binding. ACM Symposium on Virtual Reality Software and Technology, 2006.
 

 

 

AudioHaptics
FHG, 2004-2005
Using audio and air-based shockwaves for pseudo-haptic effects


This study focused at the effects of sound and air-based shockwaves to create haptic-like events. Sound waves can be sensed via transcutaneous sensing, bone structures (bone conduction), and via the cavities of the human body that pick up the sound frequencies. Sound waves can generate vibrations up to slight shocks in the human body. On the other hand, air-based shockwaves ("balls" of air propelled at a user) can be sensed cutanteously or transcoutaneously (skin). To produce the sound shockwaves, we produced 4 large-size subwoofers (holding 43cm woofers) which were placed in the corners of a conical display system, the iCone at Fraunhofer IMK. Two of the subwoofers would produce low frequency sounds by using the subfloor space under the projection system, in which they were partly let in. These subwoofers were slighly delayed so that the low-frequencies could be sensed well in the center of the display device. In the center, additionally 5 Paraseats (tactile transducers producing only low frequency sounds) were placed under several floor tiles.
As a result of the experiments, we proved that users can experience pseudo-haptic sensations in the lower body and in the torso by using focused low-frequency sounds.
Additionally, we made several experiments using air-propulsion devices. Unfortunately, the tried designs did not work out well. A design using pressurized air should be used, but was aborted due to technical difficulties and possible problems with health & stafety issues.
This study was performed together with Aeldrik Pander, with help of Joachim Gossmann.

Related publication:

  • Kruijff, E., Pander, A. Experiences of using shockwaves for haptic sensations. In proceedings of 3D user interface workshop, IEEE Virtual Reality Conference, Bonn, Germany, 2005. [PDF]

 

 

woofers_small.jpg

airgun_small.jpg

 

OfuturO
FHG, 2001-2005
Hybrid interfaces for a cooperative display system


OfuturO is a so-called "future office" installation, combining traditional desktop systems with an immersive projection display. The system was designed to study cooperative processes of users combining 2D and 3D interaction methods. Through experimenting with the focal attention of different users, a form was found in which users could have both the privacy of a private workplace, and a shared workspace to cooperate. As a result, the users are sitting at ergonomically designed workspaces, on which they can put their laptop, or make use of permanently installed desktop system. In the middle of the display system, a horizontal projection screen is placed. The display, which serves as public workspace, can show both mono and stereo content. Users can display multimodal content at the public workspace using a distributed system architecture - users login via a secured connection and can put data at the public workspace, or share data with other users via direct transmission. In order to interact with the public workspace, studies were performed in which different kinds of 2D and 3D devices were used to control the application, in this case an application which supported brainstorming. The users can make use of a variety of input devices, including a SpaceMouse, and a touchpad which can recognize a limited set of gestures.
Above the desk, a large Plasma screen was placed at the wall. This screen could be used as additional public workspace, mostly to allow for AV-streaming with remote partners.
This study was performed together with Gernot Goebbels, Goran Galunic, Thobias Orthey, Lino Sanfilippo, Ana Ivanovic, and Kai Cheung.

Related publication:

  • Goebbels, G., Kruijff, E., Galunic, G., Orthey, T., Ivanovic, A., Sanfilippo, L. OfuturO - A Mixed Reality Desk Environment for Supporting Creativity Methods. In proceedings of 6th Symposium on Virtual Reality SVR 2003, Ribeirao Preto, Brazil, 2003.


 

CubicMouse
GMD/FHG, 1999-2000
Performance study comparing a task specific device (CubicMouse) with several general purpose 3D input devices (Stylus, glove), development of new interaction technique and new analysis method

Through multiple studies, a continuation of the initial CubicMouse (Froehlich, Plate) development was made, based on a range of empirical evaluations, and interaction technique developments. The CubicMouse (commercially sold by Fakespace systems) is a 3D input device that mimics a coordinate system, therefore also called a "coordinate-system prop". It contains 3 rods that can be moved and rotated to allow for a constrained way of input. For example, the device allows six degree of freedom manipulations of the object coordinate system itself and additionally six degree of freedom manipulations of objects defined relative to the object coordinate system: the input device for example enables positioning and orienting a car model, while controlling an arbitrary oriented slicing plane relative to the car model. We have performed a comprehensive user test to evaluate the overall reaction to the device and to compare the performance of the device to traditional stylus and glove based interaction. Hence, the test showed the difference between devices that have been designed for general purpose and task-specific interaction. The most interesting result is that 83% of our subjects preferred Cubic-Mouse based interaction over stylus and glove-based interaction methods for fine grain manipulation of virtual objects, even so task completion times were partially significantly longer. For analysis, a newly developed graphical 3D trajectory analysis tool was used.
Next to the empirical tests, a variety of experiments were made on a different interaction techniques, including manipulation and system control techniques.
These studies were performed in cooperation with Bernd Froehlich, John Plate, Jakob Beetz and Hartmut Seichter.

 

Vesp'R
Eye of Ra
BioHaptics
iWoody
Capsa Arcana
Tactylus
AudioHaptics
OfuturO
CubicMouse

 

  Dr. techn. Ernst Kruijff, Institute for Computer Graphics and Vision, Graz University of Technology
email kruijff at icg.tugraz.at | url www.icg.tugraz.at/Members/kruijff

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