Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

    R. Raisamo

    ABSTRACT The present aim was to study if emotional ratings of haptic stimuli are affected by different contexts. A touchscreen device was used to produce 8 stimuli in laboratory and travelling by bus conditions. The stimuli were varied by... more
    ABSTRACT The present aim was to study if emotional ratings of haptic stimuli are affected by different contexts. A touchscreen device was used to produce 8 stimuli in laboratory and travelling by bus conditions. The stimuli were varied by amplitude, burst number and rise time. 10 participants were to rate the stimuli using four emotion related bipolar scales: pleasantness, arousal, approachability, and dominance. The results showed that the stimuli were rated as more pleasant, less arousing, and less dominant in the bus than in the laboratory. The stimuli with three bursts and high amplitudes were rated as significantly more unpleasant, arousing, and dominating than the low amplitude stimuli with one burst. The results suggest that simple haptic stimulation can evoke different emotional responses. The results can be utilized when designing, for example, pleasant or dominating haptic feedback.
    This paper presents a new approach to provide two-dimensional directional information mediated by the sense of touch. The basic idea was to test whether one-dimensional stimuli provided by a counterclockwise (CCW) and clockwise (CW)... more
    This paper presents a new approach to provide two-dimensional directional information mediated by the sense of touch. The basic idea was to test whether one-dimensional stimuli provided by a counterclockwise (CCW) and clockwise (CW) rotating leadscrew of a friction-based fingertip stimulator prototype can be perceived as two-dimensional directional information. Ten participants were asked to indicate the perceived direction of the
    ABSTRACT Wearable computing devices are gradually becoming common, and head-mounted devices such as Google Glass are already available. These devices present new interaction challenges as the devices are usually small in size, and also... more
    ABSTRACT Wearable computing devices are gradually becoming common, and head-mounted devices such as Google Glass are already available. These devices present new interaction challenges as the devices are usually small in size, and also the usage environment sets limitations on the available interaction modalities. One potential interaction method could be to use gaze for input and haptics for output with a head-worn device. We built a demonstration system to show how gaze gestures could be used to control a simple information application together with head area haptic feedback for gesture confirmation. The demonstration and experiences of early user studies have shown that users perceive such an input-output combination useful.
    ABSTRACT Consistent measuring and reporting of gaze data quality is important in research that involves eye trackers. We have developed TraQuMe: a generic system to evaluate the gaze data quality. The quality measurement is fast and the... more
    ABSTRACT Consistent measuring and reporting of gaze data quality is important in research that involves eye trackers. We have developed TraQuMe: a generic system to evaluate the gaze data quality. The quality measurement is fast and the interpretation of the results is aided by graphical output. Numeric data is saved for reporting of aggregate metrics for the whole experiment. We tested TraQuMe in the context of a novel hidden calibration procedure that we developed to aid in experiments where participants should not know that their gaze is being tracked. The quality of tracking data after the hidden calibration procedure was very close to that obtained with the Tobii's T60 trackers built-in 2 point, 5 point and 9 point calibrations.
    Tactile feedback can improve user experience by providing a wider area of the target and faster access to it [9]. In an experiment [1] tactile feedback was the quickest feedback method for a target selection task compared to different... more
    Tactile feedback can improve user experience by providing a wider area of the target and faster access to it [9]. In an experiment [1] tactile feedback was the quickest feedback method for a target selection task compared to different sensory feedback conditions including normal, ...
    This paper presents the results of evaluation of the user performance in the target acquisition task using camera-mouse real time face tracking technique augmented with phosphene-based guiding signals. The underlying assumption was that... more
    This paper presents the results of evaluation of the user performance in the target acquisition task using camera-mouse real time face tracking technique augmented with phosphene-based guiding signals. The underlying assumption was that during non-visual inspection of the virtual workspace (screen area), the transcutaneous electrical stimulation of the optic nerve can be considered as alternative feedback when the visual ability
    Facial expressions are emotionally, socially and otherwise meaningful reflective signals in the face. Facial expressions play a critical role in human life, providing an important channel of nonverbal communication. Automation of the... more
    Facial expressions are emotionally, socially and otherwise meaningful reflective signals in the face. Facial expressions play a critical role in human life, providing an important channel of nonverbal communication. Automation of the entire process of expression analysis can potentially facilitate human-computer interaction, making it to resemble mechanisms of human-human communication. In this paper, we present an ongoing research that aims
    Computer interfaces provide information to users mostly graphically. This method of presentation is not suitable for the visually impaired or for users in situations where interaction is limited, like in mobile context. One possibility to... more
    Computer interfaces provide information to users mostly graphically. This method of presentation is not suitable for the visually impaired or for users in situations where interaction is limited, like in mobile context. One possibility to present information to these kinds of users would be using melodic sounds and haptic feedback to replace graphical information. We describe a new method to redistribute graphical information to melodic sounds and haptic cues with a stick interface. We discuss the impact of this redistribution to user behavior in simple shape recognition tasks. Appropriateness of redistribution is evaluated and design recommendations given based on user behavior in modal-redistributed interaction.
    Single-switch manipulation is considered as a model for optimizing a menu selection task for physically challenged users. We have applied a short-cyclic hierarchical structure with three levels and three alternatives as a basic layout for... more
    Single-switch manipulation is considered as a model for optimizing a menu selection task for physically challenged users. We have applied a short-cyclic hierarchical structure with three levels and three alternatives as a basic layout for symbol input and imaging. A user can make use of the triple-stroke or the long-stroke technique when the button is held down for extended period.
    Abstract Aircraft noise is often perceived by communities living close to airports as the most serious impact on the environment, thus affecting both working activities and night sleep; various EC directives have recently dealt with this... more
    Abstract Aircraft noise is often perceived by communities living close to airports as the most serious impact on the environment, thus affecting both working activities and night sleep; various EC directives have recently dealt with this important problem. The Italian Ministry for ...
    Combining engaging gameplay and educational aspects promoting health awareness gives an interesting challenge to game designers. This case study explores adolescents' (aged 13--16) technology usage, gaming habits and... more
    Combining engaging gameplay and educational aspects promoting health awareness gives an interesting challenge to game designers. This case study explores adolescents' (aged 13--16) technology usage, gaming habits and gaming motivations, as well as the elements affecting the user experience in serious games. Findings emphasize the importance of social aspects in gaming in form of presence of friends while gaming, or in offline or online multiplayer gaming. According to the findings games should offer challenges matching the player's competence and enable improvement, advancement and developing skills. Modifying characters, exploring the game world and physical activity were also important. The causes and consequences of selections in game and their relation to real-life were wished to be shown clearly in games. Design implications for designing games that promote health awareness are presented.
    An alternative text-input method is considered as a model for a menu selection task through manipulation by a single button. A traditional seven-segment display element was used as a layout for symbol input and imaging. Each of the... more
    An alternative text-input method is considered as a model for a menu selection task through manipulation by a single button. A traditional seven-segment display element was used as a layout for symbol input and imaging. Each of the segments was lighted in a temporal sequence and the writer could choose the segment by pressing a button. Instead of the button
    In this paper we report the results of a study on an evaluation of a game and techniques which allow playing board games in the total absence of visual feedback. We have demonstrated that a camera mouse can be used for blind navigation... more
    In this paper we report the results of a study on an evaluation of a game and techniques which allow playing board games in the total absence of visual feedback. We have demonstrated that a camera mouse can be used for blind navigation within a game field. Snapping a position of the virtual pointer to the regions of interest as
    Research Interests:
    ABSTRACT This paper presents an investigation into the performance of squeezing as a manipulative interaction technique in comparison to tilting with an aim to answer two questions: is squeezing an effective input technique for mobile... more
    ABSTRACT This paper presents an investigation into the performance of squeezing as a manipulative interaction technique in comparison to tilting with an aim to answer two questions: is squeezing an effective input technique for mobile devices and can tactile feedback improve performance? The experiment results show that both input methods are viable but squeezing is significantly faster and more sustainable than tilting (with and without tactile feedback).
    Testing multimodal applications with visually impaired children requires specific testing methods and procedures. In this article, we used a SensAble Phantom device to produce haptic feedback together with stereo sound and visual... more
    Testing multimodal applications with visually impaired children requires specific testing methods and procedures. In this article, we used a SensAble Phantom device to produce haptic feedback together with stereo sound and visual feedback. We also experimented with low-cost haptic devices, such as force-feedback game controllers and tactile-feedback devices. Here we discuss how to conduct usability testing for multimodal applications with

    And 57 more