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Aaron C. Barron

dblp:179/3674 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1

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
1 paper
Haptics and multimodal interaction · 91% Immersive interaction · 9%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic feedback
0.212016
Comparison of kinesthetic and skin deformation feedback for mass rendering · ICRA 2016
Haptics and multimodal interaction
haptic rendering
0.212016
Comparison of kinesthetic and skin deformation feedback for mass rendering · ICRA 2016
Haptics and multimodal interaction › haptic feedback
skin deformation feedback
0.212016
Comparison of kinesthetic and skin deformation feedback for mass rendering · ICRA 2016
Immersive interaction
virtual reality
0.112016
Comparison of kinesthetic and skin deformation feedback for mass rendering · ICRA 2016

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

psychophysical experiment · 0.2method of adjustments · 0.2
YearPublicationVenuePosition
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
ICRA2