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Janice Hixon

dblp:387/5313 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0003-1916-8233ORCID · reported

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

Human-computer interaction and ubiquitous computing · 1 · 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
1 paper
Haptics and multimodal interaction · 77% Immersive interaction · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
thermal feedback
0.812024
Augmented Breathing via Thermal Feedback in the Nose · UIST 2024
Immersive interaction
virtual reality
0.212024
Augmented Breathing via Thermal Feedback in the Nose · UIST 2024

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

psychophysical study · 0.8peltier elements · 0.8
YearPublicationVenuePosition
2024 Augmented Breathing via Thermal Feedback in the Nose
abstract
We propose, engineer, and study a novel method to augment the feeling of breathing—enabling interactive applications to let users feel like they are inhaling more/less air (perceived nasal airflow). We achieve this effect by cooling or heating the nose in sync with the user’s inhalation. Our illusion builds on the physiology of breathing: we perceive our breath predominantly through the cooling of our nasal cavities during inhalation. This is why breathing in a “fresh” cold environment feels easier than in a “stuffy” hot environment, even when the inhaled volume is the same. Our psychophysical study confirmed that our in-nose temperature stimulation significantly influenced breathing perception in both directions: making it feel harder & easier to breathe. Further, we found that <?TeX $\sim 90 \,\%$?> Math 1 of the trials were described as a change in perceived airflow/breathing, while only <?TeX $\sim 8 \,\%$?> Math 2 as temperature. Following, we engineered a compact device worn across the septum that uses Peltier elements. We illustrate the potential of this augmented breathing in interactive contexts, such as for virtual reality (e.g., rendering ease of breathing crisp air or difficulty breathing with a deteriorated gas mask) and everyday interactions (e.g., in combination with a relaxation application or to alleviate the perceived breathing resistance when wearing a mask).
Jas Brooks, Alex Mazursky, Janice Hixon, Pedro Lopes 0001
UIST3