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Using Force Feedback to Enhance Human Performance in Graphical User Interfaces

Louis Rosenberg Ph.D., Scott Brave

Immersion Corporation

2158 Paragon Drive

San Jose CA 95131

408-467-1900 info@immerse.com


ABSTRACT

This project uses a force feedback joystick to enhance user interaction with standard graphical user interface paradigms. While typical joystick and mouse devices are input-only, force feedback controllers allow physical sensations to be reflected to a user. Tasks that require users to position a cursor on a given target can be enhanced by applying physical forces to the user that aid in targeting. For example, an attractive force field implemented at the location of a graphical icon can greatly facilitate target aquisition and selection of the icon. It has been shown that force feedback can enhance a users ability to perform basic functions within graphical user interfaces.

KEYWORDS:

Force Feedback, Haptic Interface, Manual Performance

INTRODUCTION:

This project focuses on using force feedback technology to enhance user performance in manual tasks. This study employs a joystick controller equipped with force feedback capabilities to enhance user interaction with standard graphical user interface (GUI) paradigms. While the work presented here has potential application to improve performance for all computer users, the motivation for this effort has been to develop a technology to assist persons with neuromotor disabilities in interacting with GUI based computer systems. Persons who suffer from spastic hand motion or hand tremor have a difficult time performing the manual targeting tasks required of standard GUI paradigms. This project implements a force feedback joystick to assist disabled persons in performing tasks such as clicking on buttons or icons, selecting items from a pull down menu, and positioning the thumb on a scroll-bar.

Force Feedback

A force feedback system consists of interface hardware and a computation engine. The interface hardware typically includes a mechanical linkage in the form of a joystick or exoskeleton which couples the human operator to a source of mechanical power-either electromagnetic, electrohydraulic, or electropneumatic actuators. The computation engine is a processor which monitors the dynamic motions of the interface hardware through sensors in the mechanism and commands forces to the user by controlling actuators. The computation engine governs the forces felt by the user through control algorithms computed as a function of the sensor measurements.

Figure 1, User at Force Reflecting Joystick

Previous Work

In recent years, a number of researchers have explored the use of force feedback technologies to enhance human performance in manual tasks. Rosen and Adelstein have demonstrated that abnormal human tremor can be suppressed using force feedback hand controllers [1]. Repperger has shown that active controllers can effect both performance and learning period in stick based manual tasks [2]. Rosenberg, has shown that force feedback can enhance manual performance in virtual environments and telemanipulation systems. He developed a general concept known as Virtual Fixturing in which force feedback information is overlaid to assist user performance in a variety of manual activities [3].

HUMAN TESTING

We have performed a controlled set of human tests to quantify the effect that force feedback has upon manual performance in fundamental user tasks within GUI computer interfaces. Our testing paradigm includes three simple tasks: Targeting Buttons, Selecting Items from Pull-Down Menus, and Positioning the Thumb on a Scroll Bars. For each of these tasks we tested three cases: No Force Feedback, Active Force Feedback, and Passive Force Feedback. Thus a total of 9 tasks were performed as shown below:

Button TaskMenu Task Scroll Task
No Forcestest 1 test 4test 7
Active Forcestest 2 test 5test 8
Passive Forcestest 3 test 6test 9

Active Vs Passive Force Feedback

Active and passive force feedback can be differentiated by whether or not ENERGY is added to the system by the controller. Active force feedback controllers apply forces to the user by adding energy into the human-machine system. Passive force feedback controllers apply forces to the user by removing energy from the human-machine system. For example, an active controller might use servo motors to generate feedback forces. The strength of the forces could be directly regulated by the computer which regulates power to the motors. A passive controller might use energy dissipation elements such as a friction brake or a magnetic particle brake. These devices can not directly apply forces to the user, rather they can only apply resistance to the user's motion. The advantage of active force feedback control is that it is inherently general. When using active elements such as servo motors, the system can produce any general force sensation. The advantage of using passive force feedback control is that it is inherently stable and inherently safe for the user. This is because energy dissipation elements only resist motion but do not induce motion. Thus the tradeoff between active and passive is a tradeoff between performance and safety.

Force Feedback Algorithms

For active force feedback tests, attractive force fields were implemented on targets within the graphical user interface. In button trials, buttons were implemented with attractive force fields which captured the joystick. In menu trials, each menu element had an attractive force gradient that pulled the joystick to the center of the given menu selection. The resulting sensation could best be desribed as "snapping" from one selection to the next. In scroll-bar trials, an attractive field was implemented along the length of the bar, keeping the user from drifting off the bar while the button was held down. In all three cases, the attractive fields greatly reduced the targeting accuracy required of the given task.

In passive trials, attractive fields could not be implemented because it requires adding energy to the system. Instead, capture-barriers were implemented which would resist a users motion as they deviated from a given target. In button trials, the passive resistance would impede a user from moving away from a button once the cursor came within a given proximity. In Menu trials, the passive resistance would give a "bump" sensation as the user moved from one menu item to the next. In scroll-bar trials, the passive resistance would impede users from drifting off the bar once the thumb was aquired. In all three cases, the passive resistance improved targeting.

RESULTS

A pilot study was performed on 5 test subjects. The mean results of each test are shown below. Results indicate performance times in seconds for completing each of targeting tasks. Low times indicate fast task execution (high performance).

Button TaskMenu Task Scroll Task
No Forces4.4 sec 5.8 sec6.6 sec
Active Forces2.7 sec 4.2 sec6.2 sec
Passive Forces2.9 sec 4.8 sec5.9 sec

CONCLUSIONS

The pilot study has shown that both active and passive force feedback can be effective in decreasing task completion times (increase user performance). This pilot study confirms that force feedback is an effective means of enhancing manual interaction with graphical user interfaces and suggests that additional tests should be conducted.

REFERENCES

  1. Adelstein B. Rosen M. The effect of mechanical impedance on abnormal intention tremor. Proceedings of the 9th Annual Northeast Bioengineering Conference. Elmsford NY: Pergamon Press. Inc. 1981. pp.205-209.
  2. Repperger, D.W., and Goodyear, C., Active Controllers and Time Duration to Learn a Task. Conference on Manual Control, 1985.
  3. Rosenberg, L.B. Virtual Fixtures: Perceptual Tools for Telerobotic Manipulation. Proceedings IEEE Virtual Reality Annual International Symposium, 1993.