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Jacob M. Suchoski

dblp:143/3715 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 2 first-authorSystems, architecture and hardware · 2 · 2 first-author

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
2 papers
Haptics and multimodal interaction · 92% Immersive interaction · 8%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic feedback
0.622018
Scaling Inertial Forces to Alter Weight Perception in Virtual Reality · ICRA 2018
Comparison of kinesthetic and skin deformation feedback for mass rendering · ICRA 2016
Haptics and multimodal interaction
haptic rendering
0.622018
Scaling Inertial Forces to Alter Weight Perception in Virtual Reality · ICRA 2018
Comparison of kinesthetic and skin deformation feedback for mass rendering · ICRA 2016
Haptics and multimodal interaction › haptic feedback
skin deformation feedback
0.622018
Scaling Inertial Forces to Alter Weight Perception in Virtual Reality · ICRA 2018
Comparison of kinesthetic and skin deformation feedback for mass rendering · ICRA 2016
Haptics and multimodal interaction › haptic perception
weight perception
0.312018
Scaling Inertial Forces to Alter Weight Perception in Virtual Reality · ICRA 2018
Immersive interaction
virtual reality
0.222018
Scaling Inertial Forces to Alter Weight Perception in Virtual Reality · ICRA 2018
Comparison of kinesthetic and skin deformation feedback for mass rendering · ICRA 2016

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

psychophysical experiment · 0.6inertial force scaling · 0.3method of adjustments · 0.2
YearPublicationVenuePosition
2018 Scaling Inertial Forces to Alter Weight Perception in Virtual Reality
abstract
As the field of haptics in virtual reality expands, wearable devices are being explored as alternatives to traditional kinesthetic force feedback devices, which are often limited in workspace. Skin deformation feedback offers a user-grounded feedback modality that mimics cutaneous interactions with the real world but can suffer from force-output saturation due to the actuation constraints required to achieve a small form factor. Saturation of haptic devices limits the mechanical properties and interactions that can be rendered in a virtual environment, specifically the weight that can be rendered when a user manipulates a virtual object. We use scaled inertial forces to alter virtual weight perception during a dynamic grasp-lift-and-place task in a virtual environment with haptic feedback via two wearable skin deformation feedback devices. A study was conducted, beginning with an open response exercise to assess how participants interpreted scaled inertial forces when interacting with virtual blocks. Participants then performed a series of trials to measure the Point of Subjective Equality of virtual weight with scaled inertial forces, using a reference of 200 g under the normal (no scaling) condition. PSEs for inertial scaling factors of 2 and 3 were 171 g and 151 g, respectively. These results demonstrate the effectiveness of a unique haptic rendering algorithm that can convey larger weights without saturating the force output of the haptic device.
Jacob M. Suchoski, Susana Martínez, Allison M. Okamura
ICRA1
2016 Comparison of kinesthetic and skin deformation feedback for mass rendering
abstract
Virtual and augmented reality systems that immerse users in a 3D environment could benefit from haptic (force and/or tactile) feedback to increase realism and task performance. A canonical task that cannot be achieved compellingly without haptic feedback is the grasp and lift of an object with mass. Traditional kinesthetic (force) feedback devices provide realistic physical interactions with virtual objects, but typically require large actuators, making them bulky and encumbering. In contrast, tactile feedback devices can use smaller actuators and may enable freer movement of a user in a virtual world. One form of tactile feedback, skin deformation feedback, has been previously shown to provide effective haptic feedback of force, stiffness, and friction. Here we compare human perception of mass via kinesthetic feedback and skin deformation feedback in a virtual environment. Participants grasp and lift two virtual blocks and attempt to equalize their masses by the method of adjustments. From the accuracy of this equalization, we determined that the Weber Fraction (the just noticeable difference in proportion to the original stimulus value) of virtual mass during a grasp and lift task was 0.11 for kinesthetic force feedback and 0.35 for skin deformation feedback. In addition, participants exhibited differences in exploratory procedures between the two types of feedback.
Jacob M. Suchoski, Aaron C. Barron, Connie Wu, Zhan Fan Quek, Sean J. Keller, Allison M. Okamura
ICRA1