Publikationen

Hier finden Sie von Know-Center MitarbeiterInnen verfasste wissenschaftliche Publikationen

2018

Luzhnica Granit, Veas Eduardo Enrique

Skin Reading Meets Speech Recognition and Object Recognition for Sensory Substitution

ACM Ubicomp, ACM, 2018

Konferenz
Sensory substitution has been a research subject for decades, and yet its applicability outside of the research is very limited. Thus creating scepticism among researchers that a full sensory substitution is not even possible [8]. In this paper, we do not substitute the entire perceptual channel. Instead, we follow a different approach which reduces the captured information drastically. We present concepts and implementation of two mobile applications which capture the user's environment, describe it in the form of text and then convey its textual description to the user through a vibrotactile wearable display. The applications target users with hearing and vision impairments.
2018

Luzhnica Granit, Veas Eduardo Enrique

Investigating Interactions for Text Recognition using a Vibrotactile Wearable Display

ACM International Conference on Intelligent User Interfaces , Tokyo, 2018

Konferenz
Vibrotactile skin-reading uses wearable vibrotactile displays to convey dynamically generated textual information. Such wearable displays have potential to be used in a broad range of applications. Nevertheless, the reading process is passive, and users have no control over the reading flow. To compensate for such drawback, this paper investigates what kind of interactions are necessary for vibrotactile skin reading and the modalities of such interactions. An interaction concept for skin reading was designed by taking into account the reading as a process. We performed a formative study with 22 participants to assess reading behaviour in word and sentence reading using a six-channel wearable vibrotactile display. Our study shows that word based interactions in sentence reading are more often used and preferred by users compared to character-based interactions and that users prefer gesture-based interaction for skin reading. Finally, we discuss how such wearable vibrotactile displays could be extended with sensors that would enable recognition of such gesture-based interaction. This paper contributes a set of guidelines for the design of wearable haptic displays for text communication.
2018

Luzhnica Granit, Veas Eduardo Enrique, Caitlyn Seim

Passive Haptic Learning for Vibrotactile Skin Reading

ACM International Symposium on Wearable Computing ISWC, ACM, 2018

Konferenz
This paper investigates the effects of using passive haptic learning to train the skill of comprehending text from vibrotactile patterns. The method of transmitting messages, skin-reading, is effective at conveying rich information but its active training method requires full user attention, is demanding, time-consuming, and tedious. Passive haptic learning offers the possibility to learn in the background while performing another primary task. We present a study investigating the use of passive haptic learning to train for skin-reading.
2017

Luzhnica Granit, Veas Eduardo Enrique

Vibrotactile Patterns using Sensitivity Prioritisation

Proceedings of the 2017 ACM International Symposium on Wearable Computers, ACM, Maui, Hawai, USA, 2017

Konferenz
This paper investigates sensitivity based prioritisation in the construction of tactile patterns. Our evidence is obtained by three studies using a wearable haptic display with vibrotactile motors (tactors). Haptic displays intended to transmit symbols often suffer the tradeoff between throughput and accuracy. For a symbol encoded with more than one tactor simultaneous onsets (spatial encoding) yields the highest throughput at the expense of the accuracy. Sequential onset increases accuracy at the expense of throughput. In the desire to overcome these issues, we investigate aspects of prioritisation based on sensitivity applied to the encoding of haptics patterns. First, we investigate an encoding method using mixed intensities, where different body locations are simultaneously stimulated with different vibration intensities. We investigate whether prioritising the intensity based on sensitivity improves identification accuracy when compared to simple spatial encoding. Second, we investigate whether prioritising onset based on sensitivity affects the identification of overlapped spatiotemporal patterns. A user study shows that this method significantly increases the accuracy. Furthermore, in a third study, we identify three locations on the hand that lead to an accurate recall. Thereby, we design the layout of a haptic display equipped with eight tactors, capable of encoding 36 symbols with only one or two locations per symbol.
2017

Luzhnica Granit, Veas Eduardo Enrique, Stein Sebastian, Pammer-Schindler Viktoria, Williamson John, Murray-Smith Roderick

Personalising Vibrotactile Displays through Perceptual Sensitivity Adjustment

Proceedings of the 2017 ACM International Symposium on Wearable Computing, ACM, Maui, Hawai, USA, 2017

Konferenz
Haptic displays are commonly limited to transmitting a dis- crete set of tactile motives. In this paper, we explore the transmission of real-valued information through vibrotactile displays. We simulate spatial continuity with three perceptual models commonly used to create phantom sensations: the lin- ear, logarithmic and power model. We show that these generic models lead to limited decoding precision, and propose a method for model personalization adjusting to idiosyncratic and spatial variations in perceptual sensitivity. We evaluate this approach using two haptic display layouts: circular, worn around the wrist and the upper arm, and straight, worn along the forearm. Results of a user study measuring continuous value decoding precision show that users were able to decode continuous values with relatively high accuracy (4.4% mean error), circular layouts performed particularly well, and per- sonalisation through sensitivity adjustment increased decoding precision.
2017

Müller-Putz G. R., Ofner P., Schwarz Andreas, Pereira J., Luzhnica Granit, di Sciascio Maria Cecilia, Veas Eduardo Enrique, Stein Sebastian, Williamson John, Murray-Smith Roderick, Escolano C., Montesano L., Hessing B., Schneiders M., Rupp R.

MoreGrasp: Restoration of upper limb function in individuals with high spinal cord injury by multimodal neuroprostheses for interaction in daily activities

7th Graz Brain-Computer Interface Conference 2017, Graz, 2017

Konferenz
The aim of the MoreGrasp project is to develop a non-invasive, multimodal user interface including a brain-computer interface(BCI)for intuitive control of a grasp neuroprosthesisto supportindividuals with high spinal cord injury(SCI)in everyday activities. We describe the current state of the project, including the EEG system, preliminary results of natural movements decoding in people with SCI, the new electrode concept for the grasp neuroprosthesis, the shared control architecture behind the system and the implementation ofa user-centered design.
2016

Luzhnica Granit, Simon Jörg Peter, Lex Elisabeth, Pammer-Schindler Viktoria

A Sliding Window Approach to Natural Hand Gesture Recognition using a Custom Data Glove

Proceedings of the IEEE 3DUI 2016 Symposium on 3D User Interfaces, IEEE, Greenville, SC, USA, 2016

Konferenz
This paper explores the recognition of hand gestures based on a data glove equipped with motion, bending and pressure sensors. We se- lected 31 natural and interaction-oriented hand gestures that can be adopted for general-purpose control of and communication with computing systems. The data glove is custom-built, and contains 13 bend sensors, 7 motion sensors, 5 pressure sensors and a magne- tometer. We present the data collection experiment, as well as the design, selection and evaluation of a classification algorithm. As we use a sliding window approach to data processing, our algorithm is suitable for stream data processing. Algorithm selection and feature engineering resulted in a combination of linear discriminant anal- ysis and logistic regression with which we achieve an accuracy of over 98. 5% on a continuous data stream scenario. When removing the computationally expensive FFT-based features, we still achieve an accuracy of 98. 2%.
2016

Luzhnica Granit, Pammer-Schindler Viktoria, Fessl Angela, Mutlu Belgin, Veas Eduardo Enrique

Designing Generic Visualisations for Activity Log Data

Workshop on Awareness and Reflection in Technology Enhanced Learning (ARTEL16), CEUR-WS, Lyon, 2016

Konferenz
Especially in lifelong or professional learning, the picture of a continuous learning analytics process emerges. In this proces s, het- erogeneous and changing data source applications provide data relevant to learning, at the same time as questions of learners to data cha nge. This reality challenges designers of analytics tools, as it req uires ana- lytics tools to deal with data and analytics tasks that are unk nown at application design time. In this paper, we describe a generic vi sualiza- tion tool that addresses these challenges by enabling the vis ualization of any activity log data. Furthermore, we evaluate how well parti cipants can answer questions about underlying data given such generic versus custom visualizations. Study participants performed better in 5 out of 10 tasks with the generic visualization tool, worse in 1 out of 1 0 tasks, and without significant difference when compared to the visuali zations within the data-source applications in the remaining 4 of 10 ta sks. The experiment clearly showcases that overall, generic, standalon e visualiza- tion tools have the potential to support analytical tasks suffi ciently well
2016

Luzhnica Granit, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Skin Reading: Encoding Text in a 6-Channel Haptic Display

ISWC '16, ACM, Heidelberg, 2016

Konferenz
This paper investigates the communication of natural lan-guage messages using a wearable haptic display. Our re-search spans both the design of the haptic display, as wellas the methods for communication that use it. First, threewearable configurations are proposed basing on haptic per-ception fundamentals. To encode symbols, we devise an over-lapping spatiotemporal stimulation (OST) method, that dis-tributes stimuli spatially and temporally with a minima gap.An empirical study shows that, compared with spatial stimu-lation, OST is preferred in terms of recall. Second, we pro-pose an encoding for the entire English alphabet and a train-ing method for letters, words and phrases. A second study in-vestigates communication accuracy. It puts four participantsthrough five sessions, for an overall training time of approx-imately 5 hours per participant. Results reveal that after onehour of training, participants were able to discern 16 letters,and identify two- and three-letter words. They could discernthe full English alphabet (26letters,92%accuracy) after ap-proximately three hours of training, and after five hours par-ticipants were able to interpret words transmitted at an aver-age duration of0.6s per word
2016

Luzhnica Granit, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Gamehoices for Implementing a Tangible Version of the Sokoban Game

2016 IEEE International Symposium on Mixed and Augmented Reality Adjunct Proceedings ISMAR 2016, 2016

Konferenz
This paper presents and discusses the technical concept of a virtualreality version of the Sokoban game with a tangible interface. Theunderlying rationale is to provide spinal-cord injury patients whoare learning to use a neuroprosthesis to restore their capability ofgrasping with a game environment for training. We describe as rel-evant elements to be considered in such a gaming concept: input,output, virtual objects, physical objects, activity tracking and per-sonalised level recommender. Finally, we also describe our experi-ences with instantiating the overall concept with hand-held mobilephones, smart glasses and a head mounted cardboard setup.Index Terms: H.5.2 [HCI]: User Interfaces—Input devicesand strategies; H.5.1 [HCI]: Multimedia Information Systems—Artificial, augmented, and virtual realities
2016

Luzhnica Granit, Öjeling Christoffer, Veas Eduardo Enrique, Pammer-Schindler Viktoria

Technical Concept and Technology Choices for Implementing a Tangible Version of the Sokoban Game

Mixed and Augmented Reality (ISMAR-Adjunct), 2016 IEEE International Symposium on, IEEE, Merida, Mexico, 2016

Konferenz
This paper presents and discusses the technical concept of a virtualreality version of the Sokoban game with a tangible interface. Theunderlying rationale is to provide spinal-cord injury patients whoare learning to use a neuroprosthesis to restore their capability ofgrasping with a game environment for training. We describe as rel-evant elements to be considered in such a gaming concept: input,output, virtual objects, physical objects, activity tracking and per-sonalised level recommender. Finally, we also describe our experi-ences with instantiating the overall concept with hand-held mobilephones, smart glasses and a head mounted cardboard setup
2015

Lacic Emanuel, Luzhnica Granit, Simon Jörg Peter, Traub Matthias, Lex Elisabeth, Kowald Dominik

Tackling Cold-Start Users in Recommender Systems with Indoor Positioning Systems

Proceedings of 9th International Conference on Recommender Systems, RecSys'2015, ACM, Vienna, Austria, 2015

Konferenz
In this paper, we present work-in-progress on a recommender system based on Collaborative Filtering that exploits location information gathered by indoor positioning systems. This approach allows us to provide recommendations for "extreme" cold-start users with absolutely no item interaction data available, where methods based on Matrix Factorization would not work. We simulate and evaluate our proposed system using data from the location-based FourSquare system and show that we can provide substantially better recommender accuracy results than a simple MostPopular baseline that is typically used when no interaction data is available.
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