Jussi Rantala

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29ranked-venue papers
4as first author
3since 2021 · last 2023
0000-0002-6308-7874ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 23 · 4 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5Artificial intelligence and machine learning · 4 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
8 papers
Haptics and multimodal interaction · 54% Human-robot interaction · 15% Wearable and physiological sensing · 13%

Topics — the 13 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback
0.632017
Vibrotactile stimulation of the head enables faster gaze gestures · Int. J. Hum. Comput. Stud. 2017
Gaze gestures and haptic feedback in mobile devices · CHI 2014
Touch gestures in communicating emotional intention via vibrotactile stimulation · Int. J. Hum. Comput. Stud. 2013
Human-robot interaction
social robot
0.312017
Sketching CuddleBits: Coupled Prototyping of Body and Behaviour for an Affective Robot Pet · CHI 2017
Wearable and physiological sensing › eye tracking › gaze-based interaction
gaze gestures
0.322017
Gaze gestures and haptic feedback in mobile devices · CHI 2014
Vibrotactile stimulation of the head enables faster gaze gestures · Int. J. Hum. Comput. Stud. 2017
Human-robot interaction › affective interaction
affective touch
0.212022
Interpersonal Haptic Communication: Review and Directions for the Future · Int. J. Hum. Comput. Stud. 2022
Haptics and multimodal interaction › affective haptics
mediated social touch
0.212022
Interpersonal Haptic Communication: Review and Directions for the Future · Int. J. Hum. Comput. Stud. 2022
Collaborative and social computing › interpersonal communication
emotional communication
0.212013
Touch gestures in communicating emotional intention via vibrotactile stimulation · Int. J. Hum. Comput. Stud. 2013
Immersive interaction
virtual reality
0.112021
Evaluation of haptic virtual reality user interfaces for medical marking on 3D models · Int. J. Hum. Comput. Stud. 2021
Human-robot interaction
emotion expression
0.112017
Sketching CuddleBits: Coupled Prototyping of Body and Behaviour for an Affective Robot Pet · CHI 2017
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.112017
Vibrotactile stimulation of the head enables faster gaze gestures · Int. J. Hum. Comput. Stud. 2017
Haptics and multimodal interaction
affective haptics
0.112008
Emotional and behavioral responses to haptic stimulation · CHI 2008
Interaction techniques and input
mobile interaction
0.112014
Gaze gestures and haptic feedback in mobile devices · CHI 2014
Interaction techniques and input › touch interaction
touch gesture
0.012013
Touch gestures in communicating emotional intention via vibrotactile stimulation · Int. J. Hum. Comput. Stud. 2013
Haptics and multimodal interaction
tactile stimulation
0.012008
Emotional and behavioral responses to haptic stimulation · CHI 2008

Methods — techniques the papers use, named apart from their topics

prototyping · 0.3user study · 0.2subjective rating scales · 0.1psychophysical experiment · 0.1
YearPublicationVenuePosition
2023 Discerning Affect From Touch and Gaze During Interaction With a Robot Pet
abstract
Practical affect recognition needs to be efficient and unobtrusive in interactive contexts. One approach to a robust realtime system is to sense and automatically integrate multiple nonverbal sources. We investigated how users’touch, and secondarilygaze, perform as affect-encoding modalities during physical interaction with a robot pet, in comparison to more-studied biometric channels. To elicit authentically experienced emotions, participants recounted two intense memories of opposing polarity inStressed-RelaxedorDepressed-Excitedconditions. We collected data (N=30) from a touch sensor embedded under robot fur (force magnitude and location), a robot-adjacent gaze tracker (location), and biometric sensors (skin conductance, blood volume pulse, respiration rate). Cross-validation of Random Forest classifiers achieved best-case accuracy for combined touch-with-gaze approaching that of biometric results: where training and test sets include adjacent temporal windows, subject-dependent prediction was 94% accurate. In contrast, subject-independent Leave-One-participant-Out predictions resulted in 30% accuracy (chance 25%). Performance was best where participant information was available in both training and test sets. Addressing computational robustness for dynamic, adaptive realtime interactions, we analyzed subsets of our multimodal feature set, varying sample rates and window sizes. We summarize design directions based on these parameters for this touch-based, affective, and hard, realtime robot interaction application.
Laura Cang, Paul Bucci, Jussi Rantala, Karon E. MacLean
IEEE Trans. Affect. Comput.3
2022 Interpersonal Haptic Communication: Review and Directions for the Future
abstract
Touch between people is an integral part of human life. Touch is used to convey information, emotions, and other social cues. Still, everyday remote communication remains mainly auditive or audio-visual. The theme of this article, interpersonal haptic communication, refers to any communication system that supports mediation of touch between two or more persons. We first present a scoping review of the state of the art in interpersonal haptic communication, including physiological and psychological basis of touch, affective and social touch, and mediated social touch. We then discuss emerging research themes that shape the future of interpersonal haptic communication, identify research gaps and propose key research directions for each theme. Finally, societal impact and ethical aspects are discussed.
Roope Raisamo, Katri Salminen, Jussi Rantala, Ahmed Farooq, Mounia Ziat
Int. J. Hum. Comput. Stud.3
2021 Evaluation of haptic virtual reality user interfaces for medical marking on 3D models
Maria Kiiveri, Jussi Rantala, Roope Raisamo
Int. J. Hum. Comput. Stud.3
2020 Gaze Interaction With Vibrotactile Feedback: Review and Design Guidelines
abstract
Vibrotactile feedback is widely used in mobile devices because it provides a discreet and private feedback channel. Gaze-based interaction, on the other hand, is useful in various applications due to its unique capability to convey the focus of interest. Gaze input is naturally available as people typically look at things they operate, but feedback from eye movements is primarily visual. Gaze interaction and the use of vibrotactile feedback have been two parallel fields of human–computer interaction research with a limited connection. Our aim was to build this connection by studying the temporal and spatial mechanisms of supporting gaze input with vibrotactile feedback. The results of a series of experiments showed that the temporal distance between a gaze event and vibrotactile feedback should be less than 250 ms to ensure that the input and output are perceived as connected. The effectiveness of vibrotactile feedback was largely independent of the spatial body location of vibrotactile actuators. In comparison to other modalities, vibrotactile feedback performed equally to auditory and visual feedback. Vibrotactile feedback can be especially beneficial when other modalities are unavailable or difficult to perceive. Based on the findings, we present design guidelines for supporting gaze interaction with vibrotactile feedback.
Jussi Rantala, Päivi Majaranta, Jari Kangas 0001, Poika Isokoski, Deepak Akkil, Oleg Spakov, Roope Raisamo
Hum. Comput. Interact.1
2019 Unimodal and Multimodal Signals to Support Control Transitions in Semiautonomous Vehicles
abstract
Semiautonomous driving still requires the driver's control and attention in certain situations. Especially control transitions, i.e. take-over and hand-over situations, are important for safety. Our aim was to study control transitions supported by unimodal (i.e. visual, auditory, or haptic) or multimodal (i.e. visual, auditory and haptic) signals indicating change from manual to autonomous driving and vice versa. The signals were abstract visual blinks, auditory beeps, or haptic vibrations. The task was to take over driving while either looking through the windshield or playing a game. In addition, in half of the control transitions a feedback signal indicated successful control transition. The results showed that a secondary task slowed down the reaction times, but there was a great variation between individuals. In general, the response to auditory signal was slower than to visual, haptic, or multimodal signals. Moreover, users preferred feedback during control transitions but this slowed down the reaction time.
Katri Salminen, Ahmed Farooq, Jussi Rantala, Veikko Surakka, Roope Raisamo
AutomotiveUI3
2019 Scent classification by K nearest neighbors using ion-mobility spectrometry measurements
Philipp Müller 0003, Katri Salminen, Ville Nieminen, Anton Kontunen, Markus Karjalainen, Poika Isokoski, Jussi Rantala, Mariaana Savia, Jari Väliaho, Pasi Kallio, Jukka Lekkala, Veikko Surakka
Expert Syst. Appl.7
2019 Human augmentation: Past, present and future
Roope Raisamo, Ismo Rakkolainen, Päivi Majaranta, Katri Salminen, Jussi Rantala, Ahmed Farooq
Int. J. Hum. Comput. Stud.5
2018 Olfactory Display Prototype for Presenting and Sensing Authentic and Synthetic Odors
abstract
The aim was to study if odors evaporated by an olfactory display prototype can be used to affect participants' cognitive and emotionrelated responses to audio-visual stimuli, and whether the display can benefit from objective measurement of the odors. The results showed that odors and videos had significant effects on participants' responses. For instance, odors increased pleasantness ratings especially when the odor was authentic and the video was congurent with odors. The objective measurement of the odors was shown to be useful. The measurement data was classified with 100% accuracy removing the need to speculate whether the odor presentation apparatus is working properly.
Katri Salminen, Jussi Rantala, Poika Isokoski, Marko Lehtonen, Philipp Müller 0003, Markus Karjalainen, Jari Väliaho, Anton Kontunen, Ville Nieminen, Joni Leivo, Anca A. Telembeci, Jukka Lekkala, Pasi Kallio, Veikko Surakka
ICMI2
2018 Evaluating ray casting and two gaze-based pointing techniques for object selection in virtual reality
abstract
Selecting an object is a basic interaction task in virtual reality (VR) environments. Interaction techniques with gaze pointing have potential for this elementary task. There appears to be little empirical evidence concerning the benefits and drawbacks of these methods in VR. We ran an experiment studying three interaction techniques: ray casting, dwell time and gaze trigger, where gaze trigger was a combination of gaze pointing and controller selection. We studied user experience and interaction speed in a simple object selection task. The results indicated that ray casting outperforms both gaze-based methods while gaze trigger performs better than dwell time.
Tomi Nukarinen, Jari Kangas 0001, Jussi Rantala, Olli Koskinen, Roope Raisamo
VRST3
2018 Hands-free vibrotactile feedback for object selection tasks in virtual reality
abstract
Interactions between humans and virtual environments rely on timely and consistent sensory feedback, including haptic feedback. However, many questions remain open concerning the spatial location of haptics on the user's body in VR. We studied how simple vibrotactile collision feedback on two less studied locations, the temples, and the wrist, affects an object picking task in a VR environment. We compared visual feedback to three visual-haptic conditions, providing haptic feedback on the participants' (N=16) wrists, temples or simultaneously on both locations. The results indicate that for continuous, hand-based object selection, the wrist is a more promising feedback location than the temples. Further, even a suboptimal feedback location may be better than no haptic collision feedback at all.
Tomi Nukarinen, Jari Kangas 0001, Jussi Rantala, Toni Pakkanen, Roope Raisamo
VRST3
2017 Sketching CuddleBits: Coupled Prototyping of Body and Behaviour for an Affective Robot Pet
abstract
Social robots that physically display emotion invite natural communication with their human interlocutors, enabling applications like robot-assisted therapy where a complex robot's breathing influences human emotional and physiological state. Using DIY fabrication and assembly, we explore how simple 1-DOF robots can express affect with economy and user customizability, leveraging open-source designs.
Paul Bucci, Laura Cang, Anasazi Valair, David Marino, Lucia Tseng, Merel M. Jung, Jussi Rantala, Oliver Schneider 0006, Karon E. MacLean
CHI7
2017 Vibrotactile stimulation of the head enables faster gaze gestures
Jari Kangas 0001, Jussi Rantala, Deepak Akkil, Poika Isokoski, Päivi Majaranta, Roope Raisamo
Int. J. Hum. Comput. Stud.2
2016 Comparison of three implementations of HeadTurn: a multimodal interaction technique with gaze and head turns
abstract
The best way to construct user interfaces for smart glasses is not yet known. We investigated the use of eye tracking in this context in two experiments. The eye and head movements were combined so that one can select the object to interact by looking at it and then change a setting in that object by turning the head horizontally. We compared three different techniques for mapping the head turn to scrolling a list of numbers with and without haptic feedback. We found that the haptic feedback had no noticeable effect in objective metrics, but it sometimes improved user experience. Direct mapping of head orientation to list position is fast and easy to understand, but the signal-to-noise ratio of eye and head position measurement limits the possible range. The technique with constant rate of change after crossing the head angle threshold was simple and functional, but slow when the rate of change is adjusted to suit beginners. Finally the rate of change dependent on the head angle tends to lead to fairly long task completion times, although in theory it offers a good combination of speed and accuracy.
Oleg Spakov, Poika Isokoski, Jari Kangas 0001, Jussi Rantala, Deepak Akkil, Roope Raisamo
ICMI4
2015 Delivering directional haptic cues through eyeglasses and a seat
abstract
Navigation systems usually require visual or auditory attention. Providing the user with haptic cues could potentially decrease cognitive demand in navigation. This study is investigating the use of haptic eyeglasses in navigation. We conducted an experiment comparing directional haptic cues to visual cueing in a car navigation task. Participants (N=12) drove the Lane Change Test simulator with visual text cues, haptic cues given by the eyeglasses and haptic cues given by a car seat. The participants were asked to confirm the recognition of a directional cue (left or right) by pressing an arrow on a tablet screen and by navigating to the corresponding lane. Reaction times and errors were measured. The participants filled in the NASA-TLX questionnaire and were also interviewed about the different cues. The results showed that in comparison to the visual text cues the haptic cues were reacted to significantly faster. Haptic cueing was also evaluated as less frustrating than visual cueing. The haptic eyeglasses fared slightly, although not significantly, better than the haptic seat in subjective and objective evaluations. The paper suggests that haptic eyeglasses can decrease cognitive demand in navigation and have many possible applications.
Tomi Nukarinen, Jussi Rantala, Ahmed Farooq, Roope Raisamo
World Haptics2
2015 Sequential and simultaneous tactile stimulation with multiple actuators on head, neck and back for gaze cuing
abstract
Interacting with the environment using mobile eye-tracking is accompanied with challenges in providing non-visual feedback related to gaze events and monitoring the gaze vector estimation quality. Recent studies point to haptic stimulation as a promising feedback channel in this context. In this work we focused on applying haptic stimulation to inform users of pointing inaccuracies by cuing their gaze in the direction of nearby interactive objects. To decrease the cognitive load, short repetitive vibrations from four actuators were applied to the head and neck of the user. The head area stimulation was compared to the back that has often been used in earlier studies. The results showed that the haptic stimulation on the head and neck cued users as efficiently as the stimulation of the back, although smaller stimulation signal amplitude would be desirable. Another important implication refers to the design of the stimulation signal pattern: if multiple actuators are used in stimulation, then they should be activated sequentially and not simultaneously.
Oleg Spakov, Jussi Rantala, Poika Isokoski
World Haptics2
2014 Gaze gestures and haptic feedback in mobile devices
abstract
Anticipating the emergence of gaze tracking capable mobile devices, we are investigating the use of gaze as an input modality in handheld mobile devices. We conducted a study of combining gaze gestures with vibrotactile feedback. Gaze gestures were used as an input method in a mobile device and vibrotactile feedback as a new alternative way to give confirmation of interaction events. Our results show that vibrotactile feedback significantly improved the use of gaze gestures. The tasks were completed faster and rated easier and more comfortable when vibrotactile feedback was provided.
Jari Kangas 0001, Deepak Akkil, Jussi Rantala, Poika Isokoski, Päivi Majaranta, Roope Raisamo
CHI3
2014 TraQuMe: a tool for measuring the gaze tracking quality
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.
Deepak Akkil, Poika Isokoski, Jari Kangas 0001, Jussi Rantala, Roope Raisamo
ETRA4
2014 Haptic feedback to gaze events
abstract
Eye tracking input often relies on visual and auditory feedback. Haptic feedback offers a previously unused alternative to these established methods. We describe a study to determine the natural time limits for haptic feedback to gazing events. The target is to determine how much time we can use to evaluate the user gazed object and decide if we are going to give the user a haptic notification on that object or not. The results indicate that it is best to get feedback faster than in 250 milliseconds from the start of fixation of an object. Longer delay leads to increase in incorrect associations between objects and the feedback. Delays longer than 500 milliseconds were confusing for the user.
Jari Kangas 0001, Jussi Rantala, Päivi Majaranta, Poika Isokoski, Roope Raisamo
ETRA2
2013 User experiences of mobile audio conferencing with spatial audio, haptics and gestures
abstract
Devices such as mobile phones have made it possible to take part in remote audio conferences regardless of one's physical location. Mobile phones also allow for new ways to interact with other conference participants. We present a study on evaluating the user experiences of a mobile audio conferencing system that was augmented with spatial audio, haptics, and gestures. In a user study groups of participants compared the augmented audio conference based on a mobile phone and headset to a traditional audio conference. The participants' task was to use the two alternative systems in given discussion tasks. The results of the subjective questionnaires showed that the augmented audio conference was perceived as more stimulating (e.g. creative), while the traditional audio conference was perceived as more practical (e.g. straightforward). The results of the group interviews indicated that spatial audio was the most desired feature, and that it had a positive effect on participants' perception of the conversation. Based on our findings, guidelines for the future development of similar systems are presented.
Jussi Rantala, Roope Raisamo, Katja Suhonen, Kaisa Väänänen, Vuokko Lantz
ICMI1
2013 Touch gestures in communicating emotional intention via vibrotactile stimulation
Jussi Rantala, Katri Salminen, Roope Raisamo, Veikko Surakka
Int. J. Hum. Comput. Stud.1
2013 Intuitiveness of vibrotactile speed regulation cues
abstract
Interpretations of vibrotactile stimulations were compared between two participant groups. In both groups, the task was to evaluate specifically designed tactile stimulations presented to the wrist or chest. Ascending, constant, and descending vibration frequency profiles of the stimuli represented information for three different speed regulation instructions: “accelerate your speed,” “keep your speed constant,” and “decelerate your speed,” respectively. The participants were treated differently so that one of the groups was first taught (i.e., primed) the meanings of the stimuli, whereas the other group was not taught (i.e., unprimed). The results showed that the stimuli were evaluated nearly equally in the primed and the unprimed groups. The best performing stimuli communicated the three intended meanings in the rate of 88% to 100% in the primed group and in the unprimed group in the rate of 71% to 83%. Both groups performed equally in evaluating “keep your speed constant” and “decelerate your speed” information. As the unprimed participants performed similarly to the primed participants, the results suggest that vibrotactile stimulation can be intuitively understood. The results suggest further that carefully designed vibrotactile stimulations could be functional in delivering easy-to-understand feedback on how to regulate the speed of movement, such as in physical exercise and rehabilitation applications.
Jani Lylykangas, Veikko Surakka, Jussi Rantala, Roope Raisamo
ACM Trans. Appl. Percept.3
2011 Evaluations of Piezo Actuated Haptic Stimulations
Katri Salminen, Veikko Surakka, Jani Lylykangas, Jussi Rantala, Pauli Laitinen, Roope Raisamo
ACII (1)4
2011 Presenting spatial tactile messages with a hand-held device
abstract
This paper introduces a multi-actuator tactile device designed for remote touch communication. While closely-spaced high-frequency vibrotactile actuators can be difficult to distinguish, our system utilized four linear DC motors for presenting spatial tactile messages through low-frequency actuation. An experiment was conducted to determine accuracy for recognizing stimuli presented on the palm of the hand. Participants were asked to identify 10 predefined stimulus patterns created from the four linear actuators positioned in either a diamond or square configuration. Results showed that positional, linear, and circular stimuli were recognized with mean response accuracies of 98.8, 96.5, and 90.2%, respectively. No statistically significant differences were found between the actuator configurations. These findings can be utilized in developing a remote communication channel that supports the transfer of spatial aspects of touch such as mapping the location of finger touch of one user to tactile sensation on the palm of another user.
Jussi Rantala, Kalle Myllymaa, Roope Raisamo, Jani Lylykangas, Veikko Surakka, Peter B. Shull, Mark R. Cutkosky
World Haptics1
2011 Exploring the effects of cumulative contextual cues on interpreting vibrotactile messages
abstract
The sense of touch has been shown to convey emotive information and nuances in face-to-face interpersonal communication, but its applications in mobile communication technologies are still limited. One of the challenges for such new communication medium is the interpretation of tactile messages. This paper presents a study with an early prototype of a mobile tactile device. Twenty novice participants interpreted four messages consisting of a four-channel vibrotactile stimulus, complemented with three cumulative textual cues regarding 1) the communication setting, 2) sender, and 3) situation. The subjective interpretations were assessed with four semantic differential scales, and the reasoning behind the interpretations was inquired by interviewing. The findings show that the intensity and, to some degree, the friendliness of the message could be identified from the tactile-only message. However, to correctly interpret the degree of formality or emotionality in the message, also contextual cues were needed.
Jani Heikkinen, Jussi Rantala, Thomas Olsson 0002, Roope Raisamo, Veikko Surakka
Mobile HCI2
2009 Multimodal Media Center Interface Based on Speech, Gestures and Haptic Feedback
Markku Turunen, Jaakko Hakulinen, Juho Hella, Juha-Pekka Rajaniemi, Aleksi Melto, Erno Mäkinen, Jussi Rantala, Tomi Heimonen, Tuuli Keskinen, Hannu Soronen, Mervi Hansen, Pellervo Valkama, Toni Miettinen, Roope Raisamo
INTERACT (2)7
2009 Multimodal Interaction with Speech, Gestures and Haptic Feedback in a Media Center Application
Markku Turunen, Jaakko Hakulinen, Juho Hella, Juha-Pekka Rajaniemi, Aleksi Melto, Erno Mäkinen, Jussi Rantala, Tomi Heimonen, Tuuli Keskinen, Hannu Soronen, Mervi Hansen, Pellervo Valkama, Toni Miettinen, Roope Raisamo
INTERACT (2)7
2009 Speech-based and multimodal media center for different user groups
Markku Turunen, Jaakko Hakulinen, Aleksi Melto, Juho Hella, Juha-Pekka Rajaniemi, Erno Mäkinen, Jussi Rantala, Tomi Heimonen, Tuuli Keskinen, Hannu Soronen, Mervi Hansen, Pellervo Valkama, Toni Miettinen, Roope Raisamo
INTERSPEECH7
2008 Emotional and behavioral responses to haptic stimulation
abstract
A prototype of friction-based horizontally rotating fingertip stimulator was used to investigate emotional experiences and behavioral responses to haptic stimulation. The rotation style of 12 different stimuli was varied by burst length (i.e., 20, 50, 100 ms), continuity (i.e., continuous and discontinuous), and direction (e.g., forward and backward). Using these stimuli 528 stimulus pairs were presented to 12 subjects who were to distinguish if stimuli in each pair were the same or different. Then they rated the stimuli using four scales measuring the pleasantness, arousal, approachability, and dominance qualities of the 12 stimuli. The results showed that continuous forward-backward rotating stimuli were rated as significantly more unpleasant, arousing, avoidable, and dominating than other types of stimulations (e.g., discontinuous forward rotation). The reaction times to these stimuli were significantly faster than reaction times to discontinuous forward and backward rotating stimuli. The results clearly suggest that even simple haptic stimulation can carry emotional information. The results can be utilized when making use of haptics in human-technology interaction.
Katri Salminen, Veikko Surakka, Jani Lylykangas, Jukka Raisamo, Rami Saarinen, Roope Raisamo, Jussi Rantala, Grigori E. Evreinov
CHI7
2008 Perception of low-amplitude haptic stimuli when biking
abstract
Haptic stimulation in motion has been studied only little earlier. To provide guidance for designing haptic interfaces for mobile use we carried out an initial experiment using C-2 actuators. 16 participants attended in the experiment to find out whether there is a difference in perceiving low-amplitude vibrotactile stimuli when exposed to minimal and moderate physical exertion. A stationary bike was used to control the exertion. Four body locations (wrist, leg, chest and back), two stimulus durations (1000 ms and 2000 ms) and two motion conditions with the stationary bicycle (still and moderate pedaling) were applied. It was found that cycling had significant effect on both the perception accuracy and the reaction times with selected stimuli. Stimulus amplitudes used in this experiment can be used to help haptic design for mobile users.
Toni Pakkanen, Jani Lylykangas, Jukka Raisamo, Roope Raisamo, Katri Salminen, Jussi Rantala, Veikko Surakka
ICMI6