Preliminary Study on the Use of Off-the-Shelf VR Controllers for
Vibrotactile Differentiation of Levels of Roughness on Meshes
Ivan Nikolov
a
, Jens Stokholm Høngaard
b
, Martin Kraus
c
and Claus B. Madsen
d
Computer Graphics Group, Aalborg University, Aalborg, Denmark
Keywords:
Virtual Reality, Touch, Haptics, Tactile Feedback, Perception, Roughness.
Abstract:
With the introduction of new specialized hardware, Virtual Reality (VR) has gained more and more popularity
in recent years. VR is particularly immersive if suitable auditory and haptic feedback is provided to users.
Many proposed forms of haptic feedback require custom hardware components that are often bulky, costly,
and/or require lengthy setup times. We explored the possibility of using the built-in vibrotactile feedback of
HTC Vive controllers to simulate the sensation of interacting with surfaces with varying degrees of roughness.
We conducted initial testing on the proposed system, which shows promising results as users could accurately
and within short time discern the amount of roughness of 3D models based on the vibrotactile feedback alone.
1 INTRODUCTION
In recent years there has been a steady rise of the
number and quality of VR solutions. All these sys-
tems aim to immerse users by using a combination of
visual and audio modalities together with a sense of
presence in the VR environment, which is achieved
by internal or external head and hand tracking. For
interacting with the VR environment, the state-of-
the-art solutions usually rely on controllers. How-
ever, the reliance on controllers and the impossibil-
ity to touch and feel models in the 3D environment
have hampered immersion. Virtual reality applica-
tions in many areas can benefit from the introduc-
tion of haptics, such as phantom limb pain (Henrik-
sen et al., 2017) and stroke rehabilitation (Afzal et al.,
2015), (Levin et al., 2015), interactions for blind users
(Schneider et al., 2018), data visualization (Englund
et al., 2018), cultural heritage (Jamil et al., 2018), etc.
Normally this is done through the use of custom hard-
ware, which makes reproducibility hard and expen-
sive.
In this paper we present an initial study on the
use of the built-in vibration motors in the HTC Vive
(HTC, 2016) controllers for detecting and differenti-
ating different levels of roughness on meshes in VR.
a
https://orcid.org/0000-0002-4952-8848
b
https://orcid.org/0000-0002-4849-309X
c
https://orcid.org/0000-0002-0331-051X
d
https://orcid.org/0000-0003-0762-3713
We tested our solution on fifteen participants of vary-
ing VR skill levels, using high detail 3D reconstruc-
tions of real world objects to achieve natural inter-
actions. The participants did not see the real rough-
ness of the object, but could only perceive it through
the tactile sensation provided by the vibrotactile feed-
back of the controller. All users, independent of their
skill level, managed to correctly distinguish the dif-
ferent levels of roughness of the 3D objects in a short
amount of time. Thus, the research in this paper
serves as a proof of concept that different levels of
roughness can be successfully communicated through
VR controllers without any additional hardware.
2 STATE OF THE ART
Haptic feedback has two main parts - kinesthetic and
tactile feedback. Kinesthetic feedback uses the feel-
ing coming from a person’s muscles and tenders to
distinguish the object that is being touched, grabbed,
or held. Tactile feedback comes from the feeling of
the skin sensors on the fingers and palms when an ob-
ject is touched and can convey the shape, texture, and
roughness. Introduction of haptic feedback to VR so-
lutions is a non-trivial problem. This paper is focused
solely on tactile feedback.
Haptic interfaces can be divided into passive and
active. Both types can be useful for different cases in
VR. Passive ones rely on the shape of the controller
334
Nikolov, I., Høngaard, J., Kraus, M. and Madsen, C.
Preliminary Study on the Use of Off-the-Shelf VR Controllers for Vibrotactile Differentiation of Levels of Roughness on Meshes.
DOI: 10.5220/0009101303340340
In Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2020) - Volume 1: GRAPP, pages
334-340
ISBN: 978-989-758-402-2; ISSN: 2184-4321
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
and try to mimic real life objects or surfaces. Ex-
amples of these can be seen in the work of (Cheng
et al., 2018), (Zenner and Kr
¨
uger, 2017). Active hap-
tic feedback controller rely on moving parts, actuators
and sensors, to dynamically mimic changes in the en-
vironment or the virtual objects. Examples of active
haptics can be found in (Ryu et al., 2007), (Scheggi
et al., 2015), (Whitmire et al., 2018). Active haptic
controllers are of bigger interest to the current study.
Another possibility of active haptics is the intro-
duction of custom tactile controllers, as seen in the
work by (Choi et al., 2018), (Benko et al., 2016),
(Culbertson et al., 2017) or sensors directly attached
to the users’ fingertips (Schorr and Okamura, 2017),
(Yem et al., 2016). These controllers rely on a com-
bination of actuators, inertial measurement units and
electromagnetic coils to create a very precise sense of
touch, but they require custom hardware, are normally
quite bulky and are not readily available for the gen-
eral public. Work is also done on directly using the
controllers coming with the VR systems. Some re-
search focuses on augmenting the controllers with ad-
ditional functionality (Han et al., 2017), (Chen et al.,
2016), (Ryge et al., 2017), while others rely directly
on controllers’ vibration (Kreimeier and G
¨
otzelmann,
2018), (Brasen et al., 2018).
We base the study in this paper on the idea that
controller vibration can give an active haptics idea of
the surface of 3D objects in VR and help users differ-
entiate levels of roughness.
3 METHODOLOGY
Our proposed approach follows the research using in-
tegrated controllers, as this makes it easier to repli-
cate and test, as well as simpler to introduce and ex-
plain to users. This means that the sensation of tac-
tile feedback needs to be simulated to the user, so
the proper information is understood. Our hypothe-
sis is that the built-in vibrotactile features in the HTC
Vive controllers can achieve this sensation, but only
if the provided vibration motors are carefully con-
trolled. In this way, VR interactions with 3D models
can be achieved that are relatively close to touching a
surface with a hand-held stylus in the real world.
The implementation uses Unity with the SteamVR
plugin (Valve, 2015). The SteamVR API exposes
three parameters for modulating the vibration of the
VR controllers: amplitude, frequency and duration of
the vibration. Each of the se parameters has set value
constrains:
Amplitude can take floating values between [0..1]
Frequency accepts floating values between
[0..350]
Duration of vibration accepts floating values for
the amount of seconds, with a lower bound value
determined by the hardware limitations of the vi-
bration motor
A limitation of the vibration feature is that the motors
can not run all the time, therefore we have set a heuris-
tic minimum distance of 5 mm between sampling
mesh surface points before which the controller’s mo-
tors are not started. This will ensure that there are
pauses between the repeated activations of the haptic
motor and will limited the produced vibration noise.
Additionally to mitigate the possibility of noise we
sample the surface of the object once every 0.1 sec-
onds.
Figure 1: Rendering of our virtual VR stylus connected to
the VR controller. The virtual stylus is used to virtually
”touch” objects. The stylus is only seen in VR and does
not exist on the real controller. The red rays cast from the
stylus are shown for easier explanation of method and are
not visible, when using the application.
Our system detects the underlying mesh roughness by
calculating the angle between two sampled surface
normals. To help with directing the users, in VR a
3D model of a stylus is placed on top of the Vive con-
troller as seen in Figure 1.
Rays are cast from each vertex point of the mesh
of the stylus in the direction of their surface normal
vectors. The intersections of these rays with other sur-
faces determine the contact point between the stylus
and another surface. The maximum allowed distance
of intersection points is dependent on the shape of the
stylus, with additional length to ensure contact at the
various possible orientations. All contact points are
checked starting from the tip of the stylus and going
down. When two contact points are sampled, the an-
gle between their normals is calculated and analysed.
This angle can be between [0, π], as seen in the work
of (Ioannou et al., 2012), as smooth movement on the
stylus on the surface is assumed.
Preliminary Study on the Use of Off-the-Shelf VR Controllers for Vibrotactile Differentiation of Levels of Roughness on Meshes
335
As this is a pilot study, it was decided that the
most straightforward approach is to lock the dura-
tion and leave the amplitude as the only actively ad-
justable quality in the experiments. Thus, the under-
lying surfaces can be approximated without the need
to map the physical surface profile to vibration fre-
quency. This introduces the problem that smaller sur-
face details cannot be communicated through the vi-
bration. To mitigate that and after analysing the dif-
ference between the normals, we simplify the under-
lying surface roughness to a binary classification for
the vibration controller:
Surface patches with large angle between the nor-
mals result in vibration with high amplitude, i.e.,
momentary, tactile ”bumps” approximating very
rough areas
Surface patches with small angle between the nor-
mal result in low-amplitude, continuous vibration
– approximating ambient roughness.
The two cases are distinguished by considering the
calculated angle difference: if it is less than 6 de-
grees, then it is a low-amplitude vibration patch; if
it is greater than 6 degrees, then it is hard vibration
case. This threshold was selected heuristically after
multiple trials as a believable approximation of the
underlying tested surfaces. Thus our system has an
dynamic component in changing the amplitude and
passive component in changing between levels of pre-
determined frequency. The values of the frequency
levels are selected after a number of internal trials:
In case of a large normal angle the vibration dura-
tion is set to 0.075 seconds and the frequency to
16 Hz.
In case of a small normal angle the vibration du-
ration is set to 0.025 seconds with a frequency of
344 Hz.
The amplitude in both cases is dynamically modu-
lated depending on the difference between the nor-
mals and the distance between the sampled points.
The distance between samples is used to change the
amplitude, to better approximate the feeling of drag-
ging the stylus on a real surface. If we consider that
the motion on the surface is continuous, the larger the
distance between samples, taken at equal time steps,
the faster the stylus is moving. Our hypothesis is that
faster movement has the tendency to ”smooth out” the
feeling of a rougher surfaces.
The vibrations are only sent if the user’s finger is
on the trackpad since this is the part of the Vive con-
troller where the vibrotactile feedback is felt most dis-
tinctly due to the position of the vibration motor.
4 EXPERIMENT AND RESULTS
To test how much information about the object’s
roughness our proposed solution can offer users, we
designed an experiment, which relied solely on the
tactile information.
4.1 Experiment Setup
Three real world vases were selected and digitized
using Structure from Motion (SfM) reconstruction,
through the commercial software Agisoft Metashape
(Agisoft, 2018). The vases were selected because of
their roughness profiles. The two vases in Figure 2(a)
and Figure 2(b) have a simplified roughness profile of
a wave and a checkerboard pattern, which was useful
for the training phase of the experiment, where users
were familiarized with the setup and left to explore it,
until they felt comfortable with it. These patterns pro-
vided an easy way to understand the relation between
the visual appearance in VR and the tactile sensation
that the controller vibration provides when interact-
ing with the objects. A view from the initial training
part can be seen in Figure 3. The real world objects
were selected, to give participants an object that both
has small scale roughness, but also large scale surface
shape. Our hypothesis is that this will make distin-
guishing the different levels of roughness harder and
will limit the possible effects from users learning the
roughness from for example a planar shape.
The third vase, seen in Figure 2(c), was used
as a basis for the experiment. Three copies of the
reconstructed 3D mesh were made and each was
smoothed. Three degrees of smoothing were uti-
lized which were generated by Laplacian smoothing
in Meshlab (Cignoni et al., 2008). The original re-
construction and the three smoothed copies can be
seen in Figure 5. Because we were not checking if
users can precisely measure roughness, but if users
can distinguish and order different degrees of rough-
ness, the degree of smoothness were chosen heuristi-
cally by experimenting with different configurations.
To be sure that the vase and the three smoothed copies
follow a ”smoothness progression”, a patch was taken
from each of them and the root mean square height S
q
was calculated from each one (Carneiro, 1995). The
least rough vase was almost completely smoothed, to
provide an almost blank slate compared to the other
three.
The four vases were set on pedestals in VR with
letters A, B, C, and D. The roughness levels, together
with the set label letters and the calculated S
q
are
shown in Table 1. The letters are purposely randomly
assigned depending on the roughness level. The ren-
GRAPP 2020 - 15th International Conference on Computer Graphics Theory and Applications
336
(a) (b) (c)
Figure 2: Three objects used in the experimental evaluation. The first two vases 2(a) and 2(b) are used in the initial training
phase, while the third vase is used in the testing part.
Figure 3: View from the training area, where the users could
try out and test the tactile feedback on the two simple sur-
face objects.
Table 1: The roughness levels of each of the four objects,
together with the labels denoting them and the calculated
root mean square height S
q
. The letters are given at random
to the different roughness levels and are used when testing
Roughness S
q
[mm] Label
Most 0.5569 D
Second 0.5114 A
Third 0.4784 B
Least 0.0304 C
dering of their meshes was deactivated with only the
colliders left. On top of each of them a completely
smooth model was rendered, so users had no way
of visually seeing the real roughness. The testing
setup can be seen in Figure 4. Between each user
test the positions of the vases were randomly rotated,
but the combination between letter and roughness was
not changed. We rotate the vases to avoid directional
bias from users, when checking which object they in-
teract most with. This bias can manifest in right or
left handed participants going always to the object on
their left or right, which without the rotation can al-
ways be the same. To help directing the attention of
the users, a specific patch of all the vases was selected,
where the roughness is particularly pronounced and
colored red. A close-up of underlying roughness of
the patch is shown in Figure 4, while the users just
saw a smooth red surface.
Figure 4: View from the testing area, with the four identi-
cally looking vases. Each of the vases has the collider of
a object with different level of roughness. The objects are
labeled and a red patch is selected on them, to help direct-
ing the attention of the users. A close-up of the underlying
patch roughness is shown for easier understanding and is
not visible for the users. The objects are rotated between
users.
4.2 Participants and Captured Data
Fifteen participants tested the system by using the ex-
perimental setup. The users had an age between 23
and 35 years and varying degrees of proficiency using
VR. Each user was left to first explore the training part
of the experimental VR setup, while the facilitator ex-
plained to them how to use the system. Once the user
was comfortable, they were teleported to the testing
part, where they were asked to try to order the four
identically looking vases depending on the perceived
roughness profile, when they interacted with them.
The users had unlimited time and were instructed to
use the specified red patch on the vases if they had a
hard time distinguishing the objects. Once the users
were ready, they gave their idea of the ordering of the
vases. The time between the start of the experiment
and the end was taken, as well as the amount of times
the user had interacted with each of the four vases.
Preliminary Study on the Use of Off-the-Shelf VR Controllers for Vibrotactile Differentiation of Levels of Roughness on Meshes
337
(a) Label D (b) Label B (c) Label A (d) Label C
Figure 5: The vase used for the testing phase (a), together with the other three progressively smoother copies (b) to (d). The
labels from A to D were set as seen in Table 1.
4.3 Results and Discussion
All fifteen participants could successfully order the
objects from roughest to smoothest. The average
completion time was 124.8 seconds, with a standard
deviation of 68.3 seconds. The large standard devia-
tion was caused by three participants, who took more
than 200 seconds to complete the experiment. All
three of the participants had little or no experience in
using VR, thus, their slower completion time can be
attributed to some extend to their inexperience. The
completion times for all users, depending on their pro-
ficiency, can be seen in Figure 6. Here it can be seen
that some of the people with no proficiency took a lot
of time, due to not being fully comfortable using a
VR controller and overall a lot more variation is seen
in their times. People with high proficiency have a
lower spread and do not require a lot of time to distin-
guish between roughness levels successfully.
Figure 6: Completion times for each user, grouped by the
three VR proficiency levels.
The number of times users interacted with each of the
four objects can give an overview, which object was
the most difficult to categorize. The results for each
user, depending on their proficiency level, for each
of the objects can be seen in Figure 7. These results
reflect the completion times, discussed above, with
some deviations, showing that some users were inter-
acting with the objects more, while other were more
passive. Again users with no proficiency required
more interactions and focus more on the smoothest
object C.
Figure 7: Number of times users interacted with each of the
four objects, grouped by the three VR proficiency levels.
Each time users touched the objects, this is counted as an
interaction.
Table 2 expands more on the captured results. The
values in Most Interactions denote the number of
times each of the four objects has been interacted with
the most by the users. On the other hand, Least In-
teractions denotes the number of times each object
has been interacted with the least amount of times.
The table shows that the object with the most rough-
ness D, has never been interacted the most times and
has been interacted the least amount of time by most
users. This shows that people generally really easily
decided how rough it was and did not need more inter-
action. On the other hand, the smoothest object C is
both the most interacted object by the most people, as
well as the second least interacted object. This points
to the fact that the order in which users interacted with
the objects is important for discerning their correct
roughness. As expected, starting with the roughest
GRAPP 2020 - 15th International Conference on Computer Graphics Theory and Applications
338
object is most beneficial. Finally, the two in-between
objects A and B, had approximately the same level
of difficulty, but once users made up their minds on
the most and least rough, they could decide on the in-
between ones easier. On top of that some participants
commented on that they could hear the haptic motors
spin, those who did comment on it were told to try
and ignore it. But it is unclear if it had an impact on
the results.
Table 2: The most and least interacted with labeled objects.
The results are created from the fifteen participants.
A B C D
Most Interactions 5 4 6 0
Least Interactions 3 3 4 5
5 CONCLUSION AND FUTURE
WORK
Our experiment demonstrated that information about
the surface roughness of 3D objects can be communi-
cated through the use of tactile sensation achieved by
the built-in vibration capabilities of HTC Vive con-
trollers. With the help of a virtual VR stylus, users
can use the same natural interactions as in real life
to ”feel” the surface of an object. The preliminary
experiment demonstrated that users can order objects
by their perceived vibration surface roughness with-
out visual cues. The test showed that users could rel-
atively fast decide which is the roughest of multiple,
visually identical objects, as well as the smoothest and
order them always correctly.
There are some limitations of this preliminary
study. The limited scope of the test and the limited
number of participants resulted in results which are
too homogeneous and do not show enough variation
to further improve the system. To address these short-
comings, additional experiments are planned. In par-
ticular, we want to investigate the influence of am-
plitude and frequency of the vibrotactile feedback on
the perceived roughness. Another experiment could
explore how much of an impact the sound of the con-
troller has on the haptic feeling as some of the test
participants mentioned that they could hear different
noises from the motors in the controllers.
ACKNOWLEDGEMENTS
We would like to thank the participants in the experi-
ment for their time and the anonymous reviewers for
providing helpful feedback and improving the content
of the paper.
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