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Dive into the research topics where Grigori Evreinov is active.

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Featured researches published by Grigori Evreinov.


human factors in computing systems | 2008

Emotional and behavioral responses to haptic stimulation

Katri Salminen; Veikko Surakka; Jani Lylykangas; Jukka Raisamo; Rami Saarinen; Roope Raisamo; Jussi Rantala; Grigori Evreinov

A prototype of friction-based horizontally rotating fingertip stimulator was used to investigate emotional experiences and behavioral responses to haptic stimulation. The rotation style of 12 different stimuli was varied by burst length (i.e., 20, 50, 100 ms), continuity (i.e., continuous and discontinuous), and direction (e.g., forward and backward). Using these stimuli 528 stimulus pairs were presented to 12 subjects who were to distinguish if stimuli in each pair were the same or different. Then they rated the stimuli using four scales measuring the pleasantness, arousal, approachability, and dominance qualities of the 12 stimuli. The results showed that continuous forward-backward rotating stimuli were rated as significantly more unpleasant, arousing, avoidable, and dominating than other types of stimulations (e.g., discontinuous forward rotation). The reaction times to these stimuli were significantly faster than reaction times to discontinuous forward and backward rotating stimuli. The results clearly suggest that even simple haptic stimulation can carry emotional information. The results can be utilized when making use of haptics in human-technology interaction.


international conference on computers for handicapped persons | 2004

Java-Powered Braille Slate Talker

András Arató; Z. Juhasz; Paul Blenkhorn; Gareth Evans; Grigori Evreinov

A new device, the Braille Slate Talker, is introduced. An ordinary hand held device (a PDA) is used with a fixed layout plastic guide placed over the touch screen to allow Braille input. Contracted Braille is converted to text by a table-driven state machine. Programs are written in Java language to provide full hardware and software platform independence. Future network applications will use Sun’s Jini technology.


symposium on haptic interfaces for virtual environment and teleoperator systems | 2005

Non-visual feedback cues for pen computing

Selina Sharmin; Grigori Evreinov; Roope Raisamo

The aim of this work is to present a novel stylus with embedded vibro-tactile actuator and an empirical pilot study on nonvisual feedback cues, tactile and sound, used when a graphical trail is inspected. The study showed that tactile feedback took less time than sound feedback to complete the task. In addition, participants preferred tactile feedback to sound during blind inspection of a trail. These results can be used for further development of novel diagrammatic tools and pen-based input techniques especially for physically challenged users.


Interacting with Computers | 2008

Non-visual game design and training in gameplay skill acquisition - A puzzle game case study

Tatiana Evreinova; Grigori Evreinov; Roope Raisamo

This paper reports the results of a study on the design and evaluation of the game and techniques which allow puzzles to be played in the absence of visual feedback. We have demonstrated that a camera-mouse can be used successfully for blind navigation and target location acquisition within a game field. To gradually teach the players the sequential learning method was applied. Blind exploration of the gamespace was augmented with sticky labels and overview sound cues, verbal and non-verbal, which can significantly reduce the cognitive load and facilitate mental matching and integration. The full-sticky labels technique does not require fine motor skills and allows a user to gain control over the game with a minimum level of skills. With the vertical sticky labels technique training was focused on the development of accurate head movements only on a horizontal plane. With practice, the players can use the non-sticky labels technique. After 240 trials (3-4h), the cumulative experience of the blindfolded players was increased 22.5-27 times compared to the initial 10 trials.


international conference on computers for handicapped persons | 2004

Optimizing Menu Selection Process for Single-Switch Manipulation

Grigori Evreinov; Roope Raisamo

Single-switch manipulation is considered as a model for optimizing a menu selection task for physically challenged users. We have applied a short-cyclic hierarchical structure with three levels and three alternatives as a basic layout for symbol input and imaging. A user can make use of the triple-stroke or the long-stroke technique when the button is held down for extended period. It allows to jump over one of menu levels or to cut the cycle. We designed algorithm for adaptive scan interval and have applied it for text entry. Long-stroke technique significantly reduces the number of strokes and increases typing speed. The preliminary tests with able-bodied participants showed an average typing speed of more than 20 signs per minute after one-hour training. Adaptive scan interval could be useful for applications that require periodic time correction depending on user performance. Algorithm for adaptive scan interval and the coupled issues are considered in detail.


Interacting with Computers | 2007

User performance with trackball-mice

Poika Isokoski; Roope Raisamo; Benoît Martin; Grigori Evreinov

Trackball-mice are devices that include both a trackball and a mouse. In this paper we discuss our experiences in building and testing trackball-mouse prototypes. We report four experiments on user performance with the prototypes used as trackball-mice, conventional mice, and in two-handed configuration with a separate trackball for the non-dominant hand. The results show that user performance with the two-handed configuration was better than in one-handed operation of a trackball-mouse and in one-handed operation of a mouse. Trackball-mouse use and conventional mouse use were more evenly matched. However, Trackball-mouse operation involves a skill that most users do not have whereas mouse operation is familiar to most. Therefore, widespread introduction of trackball-mice does not appear to be justified on performance grounds alone. However, trackball-mice can be used as regular mice by ignoring the ball. This makes them compatible with traditional graphical user interfaces while offering two extra degrees of freedom in tasks where they are beneficial.


Universal Access in The Information Society | 2006

An alternative approach to strengthening tactile memory for sensory disabled people

G. Evreinova; Grigori Evreinov; Roope Raisamo

Deaf and hearing-impaired people need special educational and developmental tools to support their social inclusion. Research in vibro-tactile pattern perception has shown that tactile memory could be a crucial aspect in coding and imaging semantic information for users with sensory limitations. This paper describes a simple matching game designed to facilitate the learning process of 27 vibro-tactile composite patterns (tactons) which can be produced with the Logitech tactile feedback mouse. The underlying assumption was that a particular framework and game intrigue would induce a player to mobilize the perceptive skills and deploy individual playing tactics to recall the tactons when progressing through the game. The performance of ten subjects using soundproof headphones was investigated in terms of the number of repetitions required to memorize and learn the mono-frequency, bi-frequency and three-frequency tactons, and in terms of the selection time needed to match the tactons in the game script. The analysis of the data collected indicated that the novice-to-expert transition was significantly above chance when the results obtained in the first and the last test sessions were statistically analyzed and compared. There was also a significant difference between mean selection times needed to match the composite patterns depending of their complexity in the first and the last test sessions. Upon learning and training within game, the tactons may be employed to assign alphabet characters or symbols to communicate textual or symbolic information.


mobile and ubiquitous multimedia | 2014

User experience and expectations of haptic feedback in in-car interaction

Kaisa Väänänen-Vainio-Mattila; Jani Heikkinen; Ahmed Farooq; Grigori Evreinov; Erno Mäkinen; Roope Raisamo

Haptic feedback based on the sense of touch and movement is a promising area of human-computer interaction in the car context. Most user studies on haptic feedback in the car have been controlled experiments of specific types of haptic stimuli. For the study presented in this paper, twelve participants tried novel haptic feedback prototypes and evaluated communication scenarios in the physical car context. Our aim was to understand user experiences and usage potential of haptic feedback in the car. The qualitative results show that haptic feedback may offer support for safety and social communication, but can be hard to interpret. We propose design considerations for in-car haptics such as simplicity, subtleness and directionality.


international conference on entertainment computing | 2004

Mobile games for training tactile perception

Grigori Evreinov; Tatiana Evreinova; Roope Raisamo

Tactile interactive multimedia propose a wide spectrum of developmental games both for visually impaired children and adults. While some simulators can produce strong vibro-tactile sensations, the discrimination of several tactile patterns remains quite poor. Skin sensitivity is not enough for remembering and recognizing vibration patterns (tactons) and their combinations. Short-term tactile memory is the crucial factor in educational and vocational environments for deaf and blind people. We designed a vibro-tactile pen and software to create tactons and semantic sequences of vibro-tactile patterns on mobile devices (iPAQ pocket PC). We propose special games to facilitate learning and manipulation by tactons. The techniques are based on gesture recognition and spatial-temporal mapping for imaging vibro-tactile signals. The proposed approach and the tools implemented allow creating a new kind of mobile communication environment for deaf and blind people.


international conference on computers helping people with special needs | 2008

Non-visual Gameplay: Making Board Games Easy and Fun

Tatiana Evreinova; Grigori Evreinov; Roope Raisamo

In this paper we report the results of a study on an evaluation of a game and techniques which allow playing board games in the total absence of visual feedback. We have demonstrated that a camera mouse can be used for blind navigation within a game field. Snapping a position of the virtual pointer to the regions of interest as well as audio-haptic complementary mapping significantly reduce the cognitive load and facilitate mental matching and integration of overview sound sequences.

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P Weitz

University of Tampere

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