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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Generating Haptic Textures with Vibrotactile Under-clothing Wearables</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Daichi Kariyama</string-name>
          <email>kariyama@rm2c.ise.ritsumei.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christian Arzate Cruz</string-name>
          <email>arzate.christian@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Miki Matsumuro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fumihisa Shibata</string-name>
          <email>fshibata@is.ritsumei.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Asako Kimura</string-name>
          <email>asa@rm2c.ise.ritsumei.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>APMAR'23: The 15</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>College of Information Science and Engineering, Ritsumeikan University</institution>
          ,
          <addr-line>2-150 Iwakura, Ibaraki, 567-8570</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>College of Information Sciences and Technology</institution>
          ,
          <addr-line>Penn State, University Park, PA, 16802</addr-line>
          <country country="US">USA</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Graduate School of Information Science and Engineering, Ritsumeikan University</institution>
          ,
          <addr-line>1-1-1 Nojihigashi, Kusatsu, 525-8577</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In recent years, immersive technologies consisting of Virtual Reality (VR) and Mixed Reality (MR) are perceiving high interest from various fields. An open challenge in the VR community is to investigate appropriate ways to deliver notifications to users. This paper proposes to use under-clothing wearables to provide vibrotactile feedback on multiple body locations and investigate the generation of haptic textures using wearable devices. Two user studies were conducted to examine the vibrational parameters' effect on perceived experiences. The first study (N = 6) aims to investigate the minimal needed force for the different vibration textures to be perceived by users. In the second study, a human-computer interaction researcher (N = 1) mapped the texture features to physical features, such as softness and sharpness. This study is a first step towards designing multiple haptic textures for wearables that can provide the appropriate experience for a given scenario (e.g., obstacle avoidance and guidance).</p>
      </abstract>
      <kwd-group>
        <kwd>1 Vibration</kwd>
        <kwd>Haptic Texture</kwd>
        <kwd>Wearable Device</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In recent years, immersive technologies such
as Virtual Reality (VR) and Mixed Reality (MR)
have gained interest from various fields, including
education, research, communication, medical
supply, and entertainment. These technologies
provide immersive experiences with a vast degree
of freedom (DOF) compared to more
conventional technologies.</p>
      <p>However, due to the immersive technologies’
high DOF and immersion, two main challenges
arise respectively. Due to the immersion, users
can lose track of their bodies in the real world (P1),
which can trigger accidents, e.g., hitting an
obstacle. Second, the high DOF can cause users to
experience fear of losing out (P2). Both
challenges are open problems in the VR
community.</p>
      <p>This paper proposes to use under-clothing
wearables to provide vibrotactile feedback on
multiple body locations. Some of the applications
of our proposed devices and haptic feedback
texture include guiding users to a designated
content (P2) and preventing them from colliding
with real-world obstacles (P1).</p>
      <p>
        For P2, previous works have proposed the
addition of the visual effect as an effective
approach. This approach aims to guide users by
adding certain objects, such as arrows and maps,
which generally provide information through the
object’s metaphor that is already established in the
real world. The high accuracy of this approach is
proven by several previous studies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>Although the visual effect approach has high
accuracy as a guidance method, the overtness of
the objects used in the method, like the examples
written above, became a hindrance to the
acquisition of the original visual information of
the content. New approaches were advocated to
further improve the comprehensive performance
of the guidance.</p>
      <p>This paper proposes to use under-clothing
wearables to provide vibrotactile feedback on
multiple body locations. In this manner, the
system could deliver notifications that do not
interfere with the visual content on the
headmount displays (HMDs). Hypothetically, this
method could be used to tackle P2, that is, this
system could be used to guide users to designated
content.</p>
      <p>
        Also, previous works adopted vibration
feedback as a new method to provide guidance.
Nonino et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] used two vibration-presentable
controllers to navigate a user to a designated area
in a virtual space, by guiding their attention
toward the direction of the objective. The
effectiveness was proved by comparison with the
non-guided results. However, this method lacks
efficiency and effectiveness compared to the
visual approaches. Hypothetically, the low
performance of this method is caused by a lack of
granularity in the guidance information. This
method can only provide the rotation direction,
which is conveyed by the toggle vibration of the
controller closer to the designated area.
      </p>
      <p>Compared to this method, our approach with
wearable devices has the advantage of the number
of presentable vibrational feedbacks. The
vibration motors mounted on multiple locations of
the user’s body could enlarge the granularity of
the guidance information.</p>
      <p>
        Regarding P1, there have been efforts that
consist of utilizing MR technology to convey
information about real-world obstacles while
experiencing VR content. Wu et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] advocate
a method that adds a wireframe of the real-world
obstacles on the edge of the content presented.
The real-world obstacles are 3D scanned in
advance of the experience. This method allows the
user to visually recognize the real-world
obstacle's position. Although this method enables
the user to avoid collisions according to the direct
and clear information it provides, the generated
wireframe interferes with the original image
presented. In contrast, our proposed method has
the advantage of not utilizing any visual effects in
presenting the guide for obstacle avoidance. This
makes it possible for the user to recognize
realworld obstacles without diminishing the
immersion of the content.
      </p>
      <p>As a first step towards designing multiple
haptic textures for wearables that can provide the
appropriate experience for either obstacle
avoidance or guidance scenarios, an investigation
was conducted to examine the haptic textures
using our wearable devices. The results of this
experiment are to be a basis for designing the
future system of Attention Guidance and Obstacle
Avoidance. Two user studies were conducted to
study how different vibration parameters impact
the haptic experience. In the first study (N = 6), a
vibrotactile threshold investigation took place to
find out the minimal needed force for the different
vibrations to be perceived by users. In the second
study, a human-computer interaction researcher
(N = 1) was asked to map the texture features to
physical features such as softness and sharpness.</p>
      <p>In Chapter 2, there will be an introduction to
the previous research pieces related to this paper.
Chapter 3 will describe the configurations of the
vibrotactile under-clothing wearables. Chapters 4
and 5 will each describe the result and discussion
of the two experiments conducted to investigate
the vibrotactile textures presented by the proposed
system of this paper. In the last chapter 6, there
will be a discussion about the conceivable
applications, feature work, and a conclusion of the
overall paper.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>Our paper refers to many previous studies
conducted. Those studies could be categorized
into wearable devices, vibrotactile stimulation,
and applications such as attention guidance, and
obstacle avoidance.</p>
    </sec>
    <sec id="sec-3">
      <title>2.1. Wearable Device</title>
      <p>
        Studies have recently advocated wearable
devices as a tool to provide haptic feedback. In
previous studies, one of the most common body
locations considered to provide haptic feedback is
the wrist. There are numerous studies conducted
to advocate devices and systems that aim to
present haptic feedback to the user’s wrist. These
devices mostly consist of multiple haptic
feedback presentation parts and a fastener belt that
is meant to be wrapped around the wrist [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        The hands and fingers are other locations of
the body wearable device research that has been
ongoing rapidly. Hinchet et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] advocated a
glove-like device that presents force feedback to
the hand with electrostatic brakes and
piezoelectric actuators. This device prevents the
user’s hand from grasping, allowing the hand to
stop in the shape of a virtual object.
      </p>
      <p>
        In another previous study, Bhatia et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
adopted a unique and simple structure for a
wearable device that utilizes magnets for
fastening the device onto the user’s clothes. This
structure consists of two magnets, each located
inside and outside the clothes, anchoring
themselves to the clothes. In their research, this
structure was adopted to mount their haptic
feedback devices on multiple locations of the
participant’s upper body to investigate the haptic
feedback perception.
      </p>
      <p>
        Also, Al-Sada et al.’s research [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] presented
a robot arm mounted on a waist belt to provide
haptic feedback. This robot arm can present
multiple types of haptic feedback, including
general feedback like shear and harsh force, and
gestural feedback like poke. This device is also
capable of providing these types of feedback in a
vast space of the body.
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2. Vibrotactile Stimulation</title>
      <p>
        In the research of Yun et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], they aimed
to examine the phantom sensation generated by
multiple vibrations. The vibration will be
presented in order with half of its rendering time
overlapping with the next vibration. This made the
user perceive a high-quality phantom sensation,
measured by the perceived continuity of illusory
movement and the consistency of perceived
intensity. This system consists of four different
functions and three values of the vibration
presentation times to simultaneously displace the
vibration’s intensity. Multiple vibrations
generated by these parameters were presented to
the participants to examine the effectiveness of
the phantom sensation occurrence.
      </p>
      <p>
        Strohmeier et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] researched to investigate
the impression of the perceived texture of multiple
vibrations generated by three parameters. The
slider device used in this experiment generates
vibrational feedback while the user is moving the
moveable part of the device. The parameters of
the presented vibrations are granularity (pulses
per cm), amplitude, and timbre. They investigated
how each parameter affects the participants’
impression by making them evaluate multiple
vibrations with several experiment measures,
adhesiveness, roughness, bumpiness, and
sharpness.
      </p>
      <p>
        Nakagawa et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] developed a shoe-shaped
device to present vibrational feedback to the
user’s feet. This device consists of two vibration
motors each located on the toe and the heel of the
shoe. The system can present several vibrations,
e.g., walking on snow, rainy road, and stone
crushing. Though not all of these vibrations’
waveforms were not shown in the paper each
vibration type seems to consist of an original
waveform resulting to generate a unique texture.
      </p>
      <p>
        Jacob et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] developed a system that
provides navigational assistance conveyed by
vibrational feedback. The system’s feedback is
configured with a unique presentation time of
vibration, and each type represents a different
instruction e.g., path following, signaling a
change of direction in the path, and alerting the
user that they have reached an area that includes a
tactile pavement near a pedestrian crossing.
      </p>
      <p>
        In research conducted by Liao et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], a
system consists of six vibration motors mounted
on a belt worn on the calf. This system aims to
produce a phantom tactile sensation between the
vibration motors. By generating a phantom tactile
sensation, this system can present more direction
information than the number of vibration motors
in the system.
      </p>
      <p>
        Xiong et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] developed a waist-belt device
consisting of three motors for each front, right,
and left direction. There are two methods of
vibration activation investigated in this research.
In dynamic vibration, vibration motors were
activated in a certain order to present a walking
direction e.g., three motors activated in order from
the left, center, to right meaning walk straight
forward. Static vibration, which showed a higher
effectivity than dynamic vibration, presents a
walking direction by activating the three vibration
motors that represent the designated direction at
the same time.
      </p>
    </sec>
    <sec id="sec-5">
      <title>2.3. Applications</title>
    </sec>
    <sec id="sec-6">
      <title>2.3.1. Attention Guidance (AG)</title>
      <p>
        Some studies that adopt the vibrational
approach for attention guidance, point out the
relationship with the studies conducted about
walking guidance for limited vision people [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
Xiong et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] have explored the guiding
methods that do not require visual acceptability,
and one of those methods aims to guide by the
stimuli provided by multiple vibration motors.
Although this research successfully reduced the
cognitive load of the participants in a certain
situation, the guidance provided by the belt device
they developed has a limit to its guiding direction.
The device can only provide 2DOF guidance due
to the layout of the vibration motors.
      </p>
      <p>
        Many past studies have considered the objects
used in the visual effect AG method. Wallgren et
al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] have conducted a user study with three
types of methods that each utilize different visual
guide objects: arrow, butterfly guide, and radar.
Their results show that participants achieved
higher scores with a target-finding performance
while being supported by the visual effect AG
than a trial with no guidance, regardless of the
object type.
      </p>
      <p>
        Another research conducted by Speicher et al.
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] investigates AG methods suitable for video
content with 3 DOF. They created a short video of
up to 60 seconds, for each of their AG methods to
compare how accurately the participants could
identify the blinking object that changes in each
video. The accuracy of this study is measured
from the accuracy rate of the indication of the
object and the type of AG method presented. The
result shows that the trial with an AG scored
significantly higher than the trial without it.
      </p>
      <p>
        Compared to these studies, Nonino et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
conducted a study that emphasizes the subtleness
of the AG. This study advocates a temporal
luminance modulation and a haptic feedback AG
method. The temporal luminance modulation AG
method uses a circle-shaped object that appears
temporarily when an AG is needed. The
researchers compared the effectiveness of this AG
method with a 3D arrow AG method similar to Jan
Wallgrun et al.’s research [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], though the design
was more subtle. A search task experiment was
conducted in a virtual 4 × 7.5m room to compare
the effectiveness of the methods. The 3D arrow
AG method was most effective in terms of search
time, and the more subtle temporal luminance
modulation AG method came close to its result.
      </p>
      <p>
        The haptic feedback method advocated by
Nonino et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is designed for the user to hold a
vibration-presentable controller in both hands. A
single controller vibrates at a time to convey
information about the preferred rotation direction
to the user. The search time results are shown in
Figure 1. The haptic feedback method scored
higher than the no AG trials but was not efficient
as the 3D arrow AG method.
      </p>
      <p>
        Also, some studies advocate a
vibrationpresentable belt device for different body parts.
Paolocci et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] developed a belt device for the
waist. This device mounts four vibration motors
to navigate and convey the direction of the task to
the user. Schaack et al. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] developed a belt
device for the neck. As there are three layout
patterns in this device, this study aims to develop
a navigation system that guides with vibrational
feedback around the neck.
      </p>
      <p>Though these research pieces pursue
providing an efficient AG, they cannot provide
AG in a 3DOF situation due to their vibration
motor layout.</p>
      <p>
        In the study conducted by Pescara et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ],
they developed a device consisting of 10 vibration
motors, mounted on a wristband. This study aims
to provide attention guidance for control room
staff constantly scanning multiple monitors for
alerts. They have proven their device’s
effectiveness in task completion time diminishing,
by activating the vibrator in the direction of the
designated monitor.
      </p>
    </sec>
    <sec id="sec-7">
      <title>2.3.2. Obstacle Avoidance (OA)</title>
      <p>
        In many studies that aimed to provide a guide
for collision avoidance with a real-world obstacle
in VR content, visual approaches were adopted
e.g., Kanamori et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], Kim et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], Wu
et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Although these research pieces adopt
unique methods in molding the obstacle’s visual
information, they commonly scan the obstacle in
a certain way and synthesize it into image-based
VR content. Jaeeun Kim et al.’s research
advocates a method that aims to reduce the
negative effect of the visual information of the
obstacle added to the original content. Though this
study concludes that their method failed to
decrease the overtness of the added information,
these studies show the uprising need for a subtle
OA method.
      </p>
      <p>
        Nakagawa et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] have developed a
shoeshaped device that detects obstacles with a
distance sensor mounted on the toe of the device
and presents vibrotactile feedback from the heel.
Though this system can assist the user’s collision
avoidance through subtle feedback, the
presentable position is limited to the foot.
      </p>
    </sec>
    <sec id="sec-8">
      <title>2.4. Research Overview</title>
      <p>
        A vibrotactile under clothing wearable to
examine the textures of multiple vibration
presentations on multiple body locations with the
structure obtained from Bhatia et al.’s research [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Then the vibrations to present with this device
were designed, regarding the parameters,
rendering method, and duration time of the
vibration. These parameters refer to Yun et al.’s
research [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. After all the preparation was
completed, two experiments were conducted. The
first was to verify the minimum vibrational
intensity the user needs to recognize the feedback,
and the second was to examine the vibrational
features perceived by the user.
      </p>
    </sec>
    <sec id="sec-9">
      <title>Vibrotactile</title>
    </sec>
    <sec id="sec-10">
      <title>Wearables</title>
    </sec>
    <sec id="sec-11">
      <title>Under-clothing</title>
      <p>This experiment aims to examine the
vibrational stimuli threshold in multiple locations
of the body. To carry out our examination, a
prototype of the 3DOF AG system was developed,
which can provide vibration in three separate
locations. As shown in Figure 2, this system is
divided into three divisions. The vibration devices,
ra</p>
      <p>r
a e</p>
    </sec>
    <sec id="sec-12">
      <title>3.1. The Vibration Device</title>
      <p>
        The vibration device developed is shown in
Figure 3, which consists of a vibration motor, and
two magnets. There are three of these devices in
this system, and in the experiment, each of them
presents vibrational stimuli to a separate location
of the body. This device adopts the structure of
Bhatia et al.’s research [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] which utilizes magnets
as a fastener to anchor the haptic feedback device
to the user’s clothes. As shown in Figure 4, in this
structure, the haptic feedback device with a
magnet will be placed inside the user’s clothes and
fastened by another magnet positioned outside.
      </p>
    </sec>
    <sec id="sec-13">
      <title>3.2. Parameters of the Haptic Texture</title>
      <p>
        There are two parameters, rendering method
and duration time, configuring the vibrations.
These parameters were taken from the research
conducted by Yun et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Though their study
aimed to investigate the phantom tactile sensation
generated
by
multiple
vibrations,
these
parameters were appropriate to generate unique
vibrations for this paper.
      </p>
    </sec>
    <sec id="sec-14">
      <title>3.2.1. Rendering Method</title>
      <p>There are four types of rendering methods
defined in this paper: Linear, Log, Gaussian, and
Square. These rendering methods are a parameter
set to designate a single vibration’s input voltage
displacement. The graph of the displacement
caused by each type of rendering method is shown
in Figure 5 and the equations of each rendering
method are shown in Table 2. Descriptions of the
terms written in Figure 5 are as follows: (1)
Output Voltage meaning the output voltage of the
microcomputer (2) 

meaning the
designated maximum output voltage for a single
vibration (3) T meaning the duration time for the
output to reach the maximum value, which equals
to the second parameter.</p>
    </sec>
    <sec id="sec-15">
      <title>3.2.2. Duration Time</title>
      <p>The duration time parameter consists of three
values,
0.05ms,
0.1ms,
and
0.15ms.</p>
      <sec id="sec-15-1">
        <title>This</title>
        <p>
          parameter is set to designate a duration time for
the output voltage to reach the maximum value,
which is shown as the T value in Figure 5. The
value, 0.15ms refers to the shortest duration time
Yun et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] defined in the study which requires
the participants to feel the vibration. In our
experiment, the goal was to examine the stimulus
threshold of the vibrotactile stimuli. Therefore,
the other two values are 0.05ms and 0.1ms shorter
that
the
former
value,
which
could
be
hypothesized to cause a decrease in perceptibility.
        </p>
      </sec>
    </sec>
    <sec id="sec-16">
      <title>3.3. Implementation</title>
    </sec>
    <sec id="sec-17">
      <title>3.3.1. Control Program</title>
      <p>The control program is constructed with Unity
(Version: 2021.3.11f1). This program transmits
the key input data obtained on the Unity program
to</p>
      <sec id="sec-17-1">
        <title>Arduino</title>
        <p>Uno
in
a format
capable
of
transmitting</p>
        <p>with serial communication. This
program</p>
        <p>allows the experiment conductor to
control the
presenting
vibration
with simple
keyboard inputs. The specification of the PC used
to build this program is shown in Table 3.
(a) Linear
(c) Gaussian
(b) Log
(d) Square</p>
        <p>exp {−
0
0
=</p>
        <p>| −  |
(1 −</p>
        <p>)  | −  | &lt; 
log2 (2 −</p>
        <p>)  | −  | &lt;</p>
      </sec>
    </sec>
    <sec id="sec-18">
      <title>3.3.2. Microcomputer</title>
      <p>The microcomputer, Arduino Uno controls the
vibration motor according to the data obtained
from the serial communication with the PC with
the control program.</p>
      <p>Arduino Uno possesses a
function that enables it to change its output
voltages within the range of 0V to 5V in 256 steps.
By using this function, Arduino Uno can control
the vibrational stimuli according to the values of
the parameters designated. The parameters and
their values will be described in 4.3.2 Vibrational
Parameters. The specification of the Arduino Uno
is shown in Table 4.</p>
    </sec>
    <sec id="sec-19">
      <title>Stimulus Threshold Experiment</title>
      <p>In this chapter, using the developed system
described in</p>
      <p>Chapter 3, an experiment
was
conducted, which aimed to examine the threshold
of vibrational stimuli presented to
locations of the body. Regarding the fact that this
(a) A diagram of a single trial (ascending)
(b) A diagram of a single trial (descending)
vibrational parameters, and the body locations to
present the vibrations were selected.</p>
    </sec>
    <sec id="sec-20">
      <title>4.1. Overview</title>
      <p>In this experiment, the participants will be
presented
with
a series of
vibrations
with
ascending or descending maximum intensity. A
series of vibrations is presented in a single trial
and the graphs in Figure 6 are the descriptive
sketches of an ascending and descending trial.
Each of the triangles in Figure 6 represents a
Collar Bone</p>
      <p>Upper Arm
single vibration. In both types of trials, ascending
and descending, participants will be instructed to
notify the experiment conductor when they notice
a shift in the recognition state, meaning that they
started or stopped recognizing the presented
vibration. Participants will repeat the trials two
times each for all the vibration type and body
location combinations. There are 12 vibration
types (combinations of four rendering methods
and three duration times), three body locations,
two trial types (ascending and descending), and
two trials for each combination, totaling 144 trials
for this experiment.</p>
      <p>
        The three body locations are the shoulder,
collarbone, and upper arm. These locations are
obtained from Bhatia et al. ‘s [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] study, which
examines the perceived features of several haptic
feedbacks in six upper body locations. Three
locations shown in Figure 7 were adopted, due to
the lowest error rate of the perceived location
identification experiment in the previous study.
      </p>
      <p>The vibration intensity is controlled by the
256-stepped output voltage of a microcomputer.
A single step represents about 0.02V of change in
the output voltage, due to the maximum output
voltage being 5V. As shown in Figure 6, the
maximum intensity of the single vibrations in a
trial differs from one another. The maximum
intensity of the single vibrations varies between
45 and 255 steps of the output voltage, and the
contiguous single vibrations’ maximum intensity
displacement is equivalent to 5 steps, meaning
about 0.1V. The output voltage of the minimum
step 45, generated vibration with a minimum
intensity perceivable with the finger, which has a
higher vibrational perceptibility than the body
locations adopted in this experiment.
4.2. Participants</p>
      <p>6 participants (aged 21 – 36 years; all male)
volunteered to participate in our study. None of
the participants have previous experience with
under-clothing wearable devices. The participants
were asked to wear a long sleeve shirt and a
headphone to block the auditory perception
caused by the vibration motor. Figure 7 shows the
image of a participant during the experiment.</p>
    </sec>
    <sec id="sec-21">
      <title>4.3. Procedure</title>
      <p>The experiment required three hours to
conduct per participant and was divided into two
days, one hour and a half per day. For each day,
trials with a single trial type, ascending or
descending, were presented. Half of the
participants were presented with the ascending
trial on the first day, and the descending trial on
the second day, while the other half of the
participants were presented with the opposite
order. The order of the 72 vibrations presented in
a single day was randomized.</p>
      <p>After the 10-minute explanation about the
experiment’s background and goal, informed
consent was acquired from the participants.
Participants were then instructed to put on the
vibration devices in the designated locations of
their bodies. The specific device locations for
each participant were measured by the experiment
conductor and informed to the participants before
the device mounting phase. During the
experiment, participants were also asked to wear
a headphone with a high sound-insulating
performance to avoid perceiving the actuating
noise caused by vibration motors.</p>
      <p>Participants will follow these steps in a single
trial: (1) the vibrational stimulus presentation
starts (2) push the Enter key when they notice a
shift in the recognition state.</p>
    </sec>
    <sec id="sec-22">
      <title>4.4. Results</title>
      <p>The average of the obtained threshold value for
each combination of the vibration type and body
location is listed in Figure 8, and the values are
written with the output voltage step of the
microcomputer (0 to 255). The cell of the figure
is painted with deeper color when the stimulus
intensity value is low, meaning when the vibration
types the cell represent is perceivable with lower
intensity.</p>
      <p>Two-way repeated-measures ANOVA was
applied to the threshold value to determine which
factors had significant effects on the scores. We
observed that the rendering method (F (3, 15) =705.4,
p&lt; 0.001), duration time (F (2, 10) = 465.9, p &lt;
(a) Shoulder
(b) Collarbone
(c) Upper Arm
Figure 8: Threshold of each vibration type and
body locations
0.001), and the interaction between them (F (6, 30)
=28.6, p&lt; 0.001) had significant effects on the
threshold value. Also, the body location had a
significant effect too (F (2, 10) = 9.4, p &lt; 0.01).</p>
      <p>To further analyze the effects of each
parameter, Ryan’s method was applied to the
average of the vibrational threshold. Though most
threshold values of vibrations configuring the
same rendering method (Fs (2, 40) &gt; 8.0, ps &lt; 0.01)
or the same duration time (Fs (3, 45) &gt; 17.5, ps &lt;
0.01) showed a significant difference with each
other on the same body part, some of them did not.
On the collarbone, there was no significant
difference between the Linear-0.1 combination
and Log-0.1 combination (F (3, 45) = 81.5, p &lt; 0.05),
and Linear-0.15 combination and Log-0.15
combination (F (3, 45) = 51.3, p &lt; 0.05). On the
upper arm, there was no significant difference
between the Linear-0.15 combination and
Log0.15 combination (F (3, 45) = 17.5, p = 0.3597417),
Gaussian-0.1 combination and Gaussian-0.15
combination (F (2, 40) = 43.291, p = 0.0681987),
and Square-0.1 combination and Square-0.15
combination (F (2, 40) = 8.0, p &lt; 0.005). The graphs
of the threshold and the significant differences
among them are shown in Appendix (a) to (g).</p>
      <p>Table 5 shows the average effect size ( 2) of
the rendering method for each duration time
obtained from each body location. According to
the values, the effect size declines at 0.15 by 0.19
from 0.05 and 0.135 from 0.1. Also, Table 6
shows the average effect size of the duration time
for each rendering method obtained from each
body location. The Square vibrations had the
lowest effect size from the duration time. The
effect size at Square declines by 0.323 from
Linear, 0.274 from Log, and 0.249 from Gaussian.</p>
    </sec>
    <sec id="sec-23">
      <title>4.5. Discussion</title>
      <p>The results show that most types of vibrations
consist of a unique threshold affected by the
rendering method and duration time. From the
results, the minimum intensity required to present
a vibrational stimulus on the shoulder, collarbone,
and upper arm was learned. These results would
be a basis when designing vibrotactile
underclothing wearable applications e.g., attention
guidance (AG) and obstacle avoidance (OA). In
these applications, the intensity of the vibrational
feedback could be designed regarding the priority
and referring to the minimum perceivable
intensity of each vibration type and its presenting
location.</p>
      <p>Also, the effect size differences are an element
to discuss the features of the rendering methods
and the duration times. The results show that the
vibrations consisting of the Square rendering
method were least affected by the duration time
changes, and the vibrations consisting of 0.15
duration time were least affected by the rendering
method type.</p>
      <p>
        After the experiment, three out of six
participants commented that they confused the
presented vibration with their heartbeat around
the intensity of their perceiving threshold.
Previous studies investigate vibrational
heartbeat’s effect on human emotion [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], and the
utilization of this method in VR experiences is
being studied [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Regarding these comments
and previous studies, the presentation of the
vibrational heartbeat could be a possible
application for the vibrotactile under-clothing
wearable.
      </p>
      <p>In this experiment, participants were seated
and wore a headphone with high sound-insulating
ability. However, the application of this device
hypothetically contains a great amount of visual
and audio stimulus which would possibly
interfere with the device’s vibrational stimulus,
and the effects cannot be neglected. Regarding
these factors, experiments with a more practical
environment will be valid for further investigation
of the vibrotactile under-clothing wearable’s
capability and the perceivable texture of the
vibrations.</p>
      <p>Participants were instructed to wear a thin shirt
over an undershirt for this experiment to fasten the
device with the magnets. This designation enabled
the device to hold its position stably. However,
not all users will be wearing light clothes in the
conceivable applications. This indefinite
condition of the user’s garment could destabilize
the device position, leading to a loss of</p>
      <p>Log
131.25
vibrotactile feedback presentability. A further
improvement of the device structure, such as the
size and the type of magnet adopted in the device
could be a countermeasure for this issue.</p>
    </sec>
    <sec id="sec-24">
      <title>Mapping of the Vibration Texture</title>
      <p>This experiment aims to map the vibration’s
texture features to physical features. By
conducting this experiment, we aim to explore
each vibration’s feature perceived by the users to
further investigate the aptitude for future
applications.</p>
    </sec>
    <sec id="sec-25">
      <title>5.1. Participants</title>
      <p>The experiment was conducted with the
cooperation of a human-computer interaction
researcher, who is also one of this paper’s authors.
We conducted this experiment only with a
researcher because it requires more training to
classify varied types of haptic textures.</p>
    </sec>
    <sec id="sec-26">
      <title>5.2. Settings</title>
      <p>Five vibrations, Linear-0.1, Log-0.1,
Gaussian-0.1, and Square-0.1, were presented to
the upper arm, and two vibrations, Linear-0.1,
Log-0.1, were presented to the shoulder. All the
vibrations have a common duration time of 0.1,
the second longest duration of the three adopted
in the first experiment conducted in Chapter 4.
The vibrations adopted in this experiment have an
intensity that is five steps stronger than the
participant’s threshold of each vibration e.g.,
presented step 220 intensity for upper arm
Gaussian-0.1 vibration which the threshold was
111.25, step 240 intensity for shoulder Log-0.1
vibration which the threshold was 131.25, and
step 240 intensity for upper arm Linear-0.1
vibration which the threshold was 135. The
thresholds and the presented steps are shown in
Tables 7 and 8.</p>
      <p>The locations were decided by testing each
type of vibration on three locations, shoulder,
collarbone, and upper arm. As a result of the
comparison, there was no significant difference in
the perceived texture between the collarbone and
the other two locations, but there was a slight
change in the upper arm and shoulder. At the two
locations, the perceived textures of Linear-0.1,
and Log-0.1 differed slightly, so the mapping was
conducted separately.</p>
      <p>The presented vibrations were mapped with 11
pairs of adjectives shown in Table 9. The
participant was asked to choose a number between
1 through 7, which represents how accurately the
presented vibration matches the adjective, while 1
and 7 are the extreme agreement with each
adjective and 4 is neutral.</p>
      <p>
        These adjectives were selected from two
studies conducted by Strohmeier et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
One study conducts a similar experiment as this,
and the other presents adjectives obtained from
participants’ comments.
      </p>
    </sec>
    <sec id="sec-27">
      <title>5.3. Procedure</title>
      <p>The participant was presented with the
vibrations and was instructed to choose a number
between 1 and 7 for each pair of adjectives. The
presentation order was random, and the</p>
      <p>Linear
participant was able to change the answers after
perceiving other vibrations.</p>
    </sec>
    <sec id="sec-28">
      <title>5.4. Result and Discussion</title>
      <p>The result of the mapping is shown in Table 10.
For the vibrations presented on the upper arm,
Linear, Log, and Gaussian were evaluated to have
a very similar texture in five out of 11 categories.</p>
      <p>Table 11 shows the mean of the mapping result
per adjective pair. Table 12 shows the difference
from the mean of the mapping value of each pair
of adjectives, and the sum of the difference for
each rendering method. When looking at Table 12
it could be said that the most unique texture of the
four is the Square with 10.50 points and followed
by Log with 7.50 points.</p>
      <p>For Linear and Log, the vibrations were
presented to the shoulder too. Linear vibration on
the shoulder presented a one-point weaker
texture compared to the upper arm. The Log
vibration on the shoulder presented a one-point
lighter, harder, and two-point more aggressive
texture than the upper arm. These results could
be a basis for designing an application for the
vibrotactile under-clothing wearable.</p>
    </sec>
    <sec id="sec-29">
      <title>5.5. Conclusion</title>
      <p>This paper proposes a vibrotactile
underclothing wearable to present vibrational
feedback to the users of the contents with
immersive technologies e.g., VR and MR. The</p>
      <sec id="sec-29-1">
        <title>Upper Arm</title>
      </sec>
      <sec id="sec-29-2">
        <title>Log Gaussian</title>
      </sec>
      <sec id="sec-29-3">
        <title>Square</title>
      </sec>
      <sec id="sec-29-4">
        <title>Shoulder</title>
      </sec>
      <sec id="sec-29-5">
        <title>Linear Log 2 6</title>
        <p>vibrations presented by our system are configured
by four types of rendering methods and three
lengths of duration times, resulting to gain the
ability to present 12 types of unique vibrations. To
investigate the texture feature of these vibrations,
we have conducted two experiments, one to
explore the stimulus threshold of each vibration
on three body locations, and the other to map the
perceived texture feature of the vibrations with
multiple adjective pairs.</p>
        <p>The first experiment showed the stimulus
threshold of the 12 unique vibrations on three
body locations, shoulder, collarbone, and upper
arm. Most of the vibrations resulted to have a
significantly different threshold value from each
other, caused by both the rendering method and
the duration time.</p>
        <p>The second experiment attempted to map the
texture features of the vibrations by describing
each vibration with 11 pairs of opposite adjectives.
The results describe the feature of each vibration
with numbers from 1 to 7 which shows the
agreement score for each adjective. The Square
rendering method appeared to be the most unique
method, regarding the results of the average
differences between the rendering methods.</p>
        <p>The results of the two experiments will be a
basis for designing the applications of the
vibrotactile under-clothing wearable, such as the
attention guidance and obstacle avoidance system
for VR and MR. However, the stimulus threshold
and the map of the textures gained from the
experiments of this paper were gained under a
certain condition with the participants seated and
the visual and audio noises suppressed. Further
study would be valid to investigate the effect of
the environmental changes e.g., the participant’s
posture, visual and audio noises, and the
designation of the participant’s clothes.</p>
        <p>Also, there was a comment from a participant
that point out the difficulty of mounting the
underclothing wearable device by themselves.
Hypothetically, this issue is caused by the large
size and the low fastening capability. The
downsizing and the enhancement of the fastening
capability could be achieved by substituting the
exterior with an original 3D-printed component,
and magnets with a superior model.
(a): Thresholds analysis by Duration Time (Shoulder)
(b): Thresholds analysis by Rendering Method (Shoulder)
(c): Thresholds analysis by Duration Time (Collar Bone)
(d): Thresholds analysis by Rendering Method (Collar Bone)
(e): Thresholds analysis by Rendering Method (Collar Bone)
(f): Thresholds analysis by Rendering Method (Upper Arm)
(g): Thresholds analysis by Duration Time (Upper Arm)</p>
      </sec>
    </sec>
  </body>
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