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Haptic turk: a motion platform based on people

Published: 26 April 2014 Publication History

Abstract

Motion platforms are used to increase the realism of virtual interaction. Unfortunately, their size and weight is proportional to the size of what they actuate. We present haptic turk, a different approach to motion platforms that is light and mobile. The key idea is to replace motors and mechanical components with humans. All haptic turk setups consist of a player who is supported by one or more turkers. The player enjoys an interactive experience, such as a flight simulation. The motion in the player's experience is generated by the turkers who manually lift, tilt, and push the player's limbs or torso. To get the timing and force right, timed motion instructions in a format familiar from rhythm games are displayed on turkers' mobile devices, which they attach to the player's body. We demonstrate a range of installations based on mobile phones, projectors, and head-mounted displays. In our user study, participants rated not only the experience as player as enjoyable (6.1/7), but also the experience as a turker (4.4/7). The approach of leveraging humans allows us to deploy our approach anytime anywhere, as we demonstrate by experimentally deploying at an art festival in the Nevada desert.

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  • (2024)Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social PlayProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660723(2088-2106)Online publication date: 1-Jul-2024
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  • (2024)Haptic Source-Effector: Full-Body Haptics via Non-Invasive Brain StimulationProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642483(1-15)Online publication date: 11-May-2024
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    cover image ACM Conferences
    CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2014
    4206 pages
    ISBN:9781450324731
    DOI:10.1145/2556288
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 26 April 2014

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    Author Tags

    1. force-feedback
    2. haptics
    3. immersion
    4. motion platform

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    CHI '14
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    CHI '14: CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2014
    Ontario, Toronto, Canada

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    CHI '14 Paper Acceptance Rate 465 of 2,043 submissions, 23%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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    Cited By

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    • (2024)Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social PlayProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660723(2088-2106)Online publication date: 1-Jul-2024
    • (2024)Wizard of Props: Mixed Reality Prototyping with Physical Props to Design Responsive EnvironmentsProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3633395(1-15)Online publication date: 11-Feb-2024
    • (2024)Haptic Source-Effector: Full-Body Haptics via Non-Invasive Brain StimulationProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642483(1-15)Online publication date: 11-May-2024
    • (2024)InflatableBots: Inflatable Shape-Changing Mobile Robots for Large-Scale Encountered-Type Haptics in VRProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642069(1-14)Online publication date: 11-May-2024
    • (2024)Analysis of Asymmetric VR Games – Steam Platform Case StudyTechnology in Society10.1016/j.techsoc.2024.102673(102673)Online publication date: Jul-2024
    • (2023)A Scoping Survey on Cross-reality SystemsACM Computing Surveys10.1145/361653656:4(1-38)Online publication date: 21-Oct-2023
    • (2023)Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric Multiplayer Virtual Reality GameCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616079(76-82)Online publication date: 6-Oct-2023
    • (2023)VR Haptics at Home: Repurposing Everyday Objects and Environment for Casual and On-Demand VR Haptic ExperiencesExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585871(1-7)Online publication date: 19-Apr-2023
    • (2023)Demonstrating JumpMod: Haptic Backpack that Modifies Users' Perceived JumpExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3583890(1-5)Online publication date: 19-Apr-2023
    • (2023)Reality Rifts: Wonder-ful Interfaces by Disrupting Perceptual CausalityProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581454(1-15)Online publication date: 19-Apr-2023
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