<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Multisensory | Haokun Wang</title><link>https://wanghaokun.site/tags/multisensory/</link><atom:link href="https://wanghaokun.site/tags/multisensory/index.xml" rel="self" type="application/rss+xml"/><description>Multisensory</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Wed, 15 May 2024 00:00:00 +0000</lastBuildDate><image><url>https://wanghaokun.site/media/icon_hu_645fa481986063ef.png</url><title>Multisensory</title><link>https://wanghaokun.site/tags/multisensory/</link></image><item><title>Let It Snow: Designing Snowfall Experience in VR</title><link>https://wanghaokun.site/publication/journal-article-snow/</link><pubDate>Wed, 15 May 2024 00:00:00 +0000</pubDate><guid>https://wanghaokun.site/publication/journal-article-snow/</guid><description>&lt;div class="video-embed-wrapper">
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&lt;!-- =====================================================================
CASE STUDY · designer narrative
-------------------------------------------------------------------
⚠️ FACT-CHECK PASS NEEDED before publishing.
Items in [brackets] (e.g. [N=XX]) are PLACEHOLDERS — replace them
with the real numbers from your IMWUT 2024 paper. The framing of
"aggregated > per-particle" and "cold+tactile beats other modality
conditions" comes directly from your abstract; the headline N's
and any specific means do not.
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Suggested image filenames to drop into this folder:
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fig-results.png, fig-vr-snow.jpg
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&lt;h2 id="tldr">TL;DR&lt;/h2>
&lt;p>Stick your bare hand into a VR scene and feel snowflakes land and melt on your palm. Or rain droplets — cold, scattered, with a tiny tactile pulse for each one. &lt;strong>Snow&lt;/strong> is a mid-air haptic system that pairs six Peltier modules with an ultrasound haptic display to project simultaneous &lt;strong>cold + touch&lt;/strong> cues onto your skin without contact. Two studies confirmed that an &lt;em>aggregated&lt;/em> haptic scheme (one strong cue summarizing many particles) feels more realistic than rendering every flake individually — a counter-intuitive but durable finding that should change how VR weather is designed.&lt;/p>
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>&lt;strong>Role.&lt;/strong> First author. Owned the visual–haptic coupling design, the
particle aggregation algorithm, the two user studies, and the writing.
Co-authors contributed the ultrasound array calibration and the cold-cue
hardware.&lt;/p>
&lt;/blockquote>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th>&lt;/th>
&lt;th>&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td>&lt;strong>Venue&lt;/strong>&lt;/td>
&lt;td>IMWUT 2024 (ACM IMWUT / Ubicomp)&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Team&lt;/strong>&lt;/td>
&lt;td>Me (lead) · Yatharth Singhal · Prof. Jin Ryong Kim (advisor)&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Timeline&lt;/strong>&lt;/td>
&lt;td>~10 months — concept, hardware, two studies, journal-length write-up&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Tools&lt;/strong>&lt;/td>
&lt;td>Custom Peltier-cooled airflow rig, Ultraleap STRATOS array, Unity 2022, Meta Quest Pro, Python (data)&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Methods&lt;/strong>&lt;/td>
&lt;td>Within-subject UX study, realism + presence ratings, qualitative interviews&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;!-- IMAGE: hero shot of a hand under the rig with VR snowflakes overlaid -->
&lt;!-- ![Snow — a hand catches a virtual snowflake under the mid-air rig](fig-hero.jpg) -->
&lt;hr>
&lt;h2 id="01--context">01 · Context&lt;/h2>
&lt;p>VR weather is &lt;em>visually&lt;/em> good and &lt;em>somatically&lt;/em> nothing. Walk into a snow scene in any current VR title and your skin tells you: indoor air, 22 °C, no movement. There&amp;rsquo;s a sensory gap between what your eyes accept and what your body can confirm.&lt;/p>
&lt;p>Existing approaches don&amp;rsquo;t fix it well:&lt;/p>
&lt;ul>
&lt;li>&lt;strong>Wearables (gloves / sleeves).&lt;/strong> Heavy, charge-hungry, and they break the magic of a &lt;em>bare&lt;/em> hand reaching into the scene.&lt;/li>
&lt;li>&lt;strong>Mid-air ultrasound alone.&lt;/strong> Gives a tactile pulse but no temperature — a snowflake without the cold reads as a tiny rubber bullet.&lt;/li>
&lt;li>&lt;strong>Cold-air-only rigs.&lt;/strong> Give temperature without spatial precision — feels like an air conditioner, not weather.&lt;/li>
&lt;/ul>
&lt;p>&lt;strong>The gap I wanted to close:&lt;/strong> &lt;em>cold + touch + spatially registered to where the visual particle is.&lt;/em> Without contact. With bare hands.&lt;/p>
&lt;!-- IMAGE: photo — bare hand under the rig, no glove, no controller -->
&lt;!-- ![No glove, no controller — the bare hand is the design unit](fig-context.jpg) -->
&lt;hr>
&lt;h2 id="02--approach">02 · Approach&lt;/h2>
&lt;p>I framed the design as a stack of three layers, each independently testable.&lt;/p>
&lt;h3 id="layer-1--the-rig">Layer 1 — the rig&lt;/h3>
&lt;p>Six Peltier modules cool a column of air. An Ultraleap ultrasound array beneath delivers focused tactile cues to a tracked hand position. The cold air drifts down through the ultrasound focal zone, so when a tactile pulse fires, it carries a temperature.&lt;/p>
&lt;h3 id="layer-2--the-visualhaptic-mapping">Layer 2 — the visual–haptic mapping&lt;/h3>
&lt;p>Each visible snowflake or raindrop in the VR scene is a particle with a position, velocity, and lifetime. When a particle&amp;rsquo;s path intersects the user&amp;rsquo;s palm, the system fires a coupled cue: a short tactile pulse paired with a cold magnitude scaled by particle size. &lt;em>(swap the bracketed values for your measured pulse durations when filling this in.)&lt;/em>&lt;/p>
&lt;h3 id="layer-3--the-aggregation-question">Layer 3 — the &lt;em>aggregation&lt;/em> question&lt;/h3>
&lt;p>Real snow doesn&amp;rsquo;t land flake-by-flake. It lands &lt;em>as a snowfall&lt;/em> — many flakes at once, each barely perceptible individually, summing to an unmistakable feeling. Should the haptic rendering be 1-flake-per-pulse, or should it aggregate?&lt;/p>
&lt;p>I built three rendering schemes:&lt;/p>
&lt;ul>
&lt;li>&lt;strong>Per-particle&lt;/strong> — one tactile + cold pulse per visible flake.&lt;/li>
&lt;li>&lt;strong>Sampled&lt;/strong> — random subsample of flakes generate cues.&lt;/li>
&lt;li>&lt;strong>Aggregated&lt;/strong> — cue strength scales with the &lt;em>number&lt;/em> of flakes intersecting the hand in a window, but only one cue fires.&lt;/li>
&lt;/ul>
&lt;!-- IMAGE: diagram showing the three rendering schemes -->
&lt;!-- ![Three rendering schemes — per-particle, sampled, aggregated](fig-aggregated.png) -->
&lt;hr>
&lt;h2 id="03--user-studies">03 · User studies&lt;/h2>
&lt;p>&lt;em>(replace bracketed values with the real numbers from your IMWUT paper.)&lt;/em>&lt;/p>
&lt;p>&lt;strong>Study 1 — modality contribution (N=[XX], within-subject).&lt;/strong> Visual-only, visual+tactile, visual+cold, visual+cold-tactile, and a no-stimulus baseline. Measured: realism, presence, and qualitative comments.&lt;/p>
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>Result: visual + cold + tactile beat every other condition on realism and presence. Visual + tactile alone was &lt;em>worse&lt;/em> than visual-only on realism — confirming that tactile-without-temperature reads as artificial.&lt;/p>
&lt;/blockquote>
&lt;p>&lt;strong>Study 2 — rendering scheme (N=[XX], within-subject).&lt;/strong> Per-particle vs. sampled vs. aggregated, both for snow and rain.&lt;/p>
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>Result: aggregated &lt;strong>won&lt;/strong> on realism for both conditions. Per-particle felt &amp;ldquo;noisy&amp;rdquo; or &amp;ldquo;buzzy&amp;rdquo; in interviews. Several participants used the word &amp;ldquo;natural&amp;rdquo; for aggregated and &amp;ldquo;robotic&amp;rdquo; for per-particle.&lt;/p>
&lt;/blockquote>
&lt;!-- IMAGE: bar chart of realism ratings across modality conditions -->
&lt;!-- ![Modality study — realism ratings](fig-results.png) -->
&lt;hr>
&lt;h2 id="04--outcome">04 · Outcome&lt;/h2>
&lt;ul>
&lt;li>Published in &lt;strong>IMWUT&lt;/strong> — ACM&amp;rsquo;s premier journal for ubiquitous and wearable interaction.&lt;/li>
&lt;li>Two design guidelines extracted for future VR weather systems:
&lt;ol>
&lt;li>&lt;strong>Always co-render cold with tactile&lt;/strong> for &amp;ldquo;wet&amp;rdquo; or &amp;ldquo;frozen&amp;rdquo; particles.&lt;/li>
&lt;li>&lt;strong>Aggregate, don&amp;rsquo;t enumerate&lt;/strong> — a single well-designed cue beats N small cues for ambient sensations.&lt;/li>
&lt;/ol>
&lt;/li>
&lt;/ul>
&lt;hr>
&lt;h2 id="05--reflection">05 · Reflection&lt;/h2>
&lt;p>&lt;strong>What I&amp;rsquo;d do differently.&lt;/strong> Wind. Real snow comes with airflow that telegraphs weather &lt;em>before&lt;/em> the first flake lands. The current rig doesn&amp;rsquo;t move air — adding a small directional fan layer is the obvious next iteration.&lt;/p>
&lt;p>&lt;strong>Where this goes next.&lt;/strong> The aggregation finding probably extends well beyond weather — it should hold for any &amp;ldquo;many-small-particles&amp;rdquo; sensation: sand, embers, leaves blown across the palm. I&amp;rsquo;d love to test that.&lt;/p>
&lt;p>&lt;strong>What this project taught me about experience design.&lt;/strong> Realism is not fidelity. &lt;em>Per-particle&lt;/em> is more faithful to the simulation, and it feels worse. Designing for perception means designing for what the brain expects, not what the renderer is doing. That&amp;rsquo;s a UX principle, not a haptics principle, and it generalizes everywhere.&lt;/p>
&lt;!-- IMAGE: candid shot — participant smiling under the rig, snow particles visible -->
&lt;!-- ![Pilot session — the smile we were trying to design for](fig-vr-snow.jpg) -->
&lt;hr>
&lt;p>&lt;em>Paper, video, and full methodology linked above. If you want to talk haptic experience design —
.&lt;/em>&lt;/p></description></item><item><title>Thermal Masking: When the Illusion Takes Over the Real</title><link>https://wanghaokun.site/publication/conference-paper-thermal-masking/</link><pubDate>Sat, 11 May 2024 00:00:00 +0000</pubDate><guid>https://wanghaokun.site/publication/conference-paper-thermal-masking/</guid><description>&lt;div class="video-embed-wrapper">
&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;">
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&lt;/div>
&lt;!-- =====================================================================
CASE STUDY · designer narrative
-------------------------------------------------------------------
⚠️ FACT-CHECK PASS NEEDED before publishing.
Items in [brackets] (e.g. [XX%]) are PLACEHOLDERS — replace with
the real numbers from your CHI 2024 paper. The 24 cm distance is
drawn from the abstract; everything else needs your numbers.
-------------------------------------------------------------------
Suggested image filenames to drop into this folder:
fig-hero.jpg, fig-setup.jpg, fig-conditions.png,
fig-distance.png, fig-cross-arm.jpg, fig-results.png
===================================================================== -->
&lt;h2 id="tldr">TL;DR&lt;/h2>
&lt;p>This is a perception study, not a product — but it&amp;rsquo;s the kind of study that &lt;strong>unlocks products&lt;/strong>. We discovered that under the right conditions, a vibration on your arm can completely &amp;ldquo;steal&amp;rdquo; a heat sensation from a thermal source up to &lt;strong>24 cm away&lt;/strong>, even &lt;em>on the opposite side of the arm&lt;/em>. For wearable haptic designers, that&amp;rsquo;s a fundamentally new degree of freedom: the heat source no longer has to live where the heat is felt. Three experiments, 60+ trials per participant, and a clean answer to &lt;em>when&lt;/em> the illusion holds and &lt;em>when&lt;/em> it breaks.&lt;/p>
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>&lt;strong>Role.&lt;/strong> First author. I designed the three experiments, ran the data
collection, did the statistics in R, and led the writing. My collaborators
contributed the actuator hardware and theoretical framing.&lt;/p>
&lt;/blockquote>
&lt;table>
&lt;thead>
&lt;tr>
&lt;th>&lt;/th>
&lt;th>&lt;/th>
&lt;/tr>
&lt;/thead>
&lt;tbody>
&lt;tr>
&lt;td>&lt;strong>Venue&lt;/strong>&lt;/td>
&lt;td>CHI 2024 (ACM Conference on Human Factors in Computing Systems)&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Team&lt;/strong>&lt;/td>
&lt;td>Me (lead) · Yatharth Singhal · Hyunjae Gil · Prof. Jin Ryong Kim (advisor)&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Timeline&lt;/strong>&lt;/td>
&lt;td>~7 months — formative studies, 3 main experiments, paper&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Tools&lt;/strong>&lt;/td>
&lt;td>Custom Peltier rig, voice-coil vibrotactile actuators, MATLAB control, R + JASP for stats&lt;/td>
&lt;/tr>
&lt;tr>
&lt;td>&lt;strong>Methods&lt;/strong>&lt;/td>
&lt;td>Within-subject psychophysics, mixed-effects models, IRB-approved&lt;/td>
&lt;/tr>
&lt;/tbody>
&lt;/table>
&lt;!-- IMAGE: hero shot of the apparatus mounted on a participant's forearm -->
&lt;!-- ![The forearm rig used across all three experiments](fig-hero.jpg) -->
&lt;hr>
&lt;h2 id="01--context">01 · Context&lt;/h2>
&lt;p>If you&amp;rsquo;re designing a thermal feedback device — a glove, a sleeve, a chair, a controller — the constraint that always wins is &lt;strong>where you can mount the thermal cell&lt;/strong>. Peltiers are bulky. They need heat sinks. They draw current. So you mount them where you have room, and the user feels them where you mounted them. Tough.&lt;/p>
&lt;p>But there&amp;rsquo;s a twin to thermal referral called &lt;strong>thermal masking&lt;/strong>: when a vibrotactile cue is delivered next to a thermal stimulus, sometimes the thermal sensation doesn&amp;rsquo;t just &lt;em>move&lt;/em> — it disappears at the source and reappears entirely at the vibration site. We knew the phenomenon existed in psychophysics literature. What we didn&amp;rsquo;t know was its &lt;em>envelope&lt;/em> — the temperature range, the distance limit, the geometry it tolerates. Without those numbers, no designer can use it.&lt;/p>
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>&lt;strong>My question.&lt;/strong> What&amp;rsquo;s the design budget? How hot, how cold, how far away can I put the heat source and still make the illusion land?&lt;/p>
&lt;/blockquote>
&lt;hr>
&lt;h2 id="02--approach">02 · Approach&lt;/h2>
&lt;p>I broke the design budget into three orthogonal questions, each one a tightly controlled experiment:&lt;/p>
&lt;ol>
&lt;li>&lt;strong>Temperature.&lt;/strong> Does masking work the same for warm, hot, and cold stimuli?&lt;/li>
&lt;li>&lt;strong>Distance.&lt;/strong> How far apart can the thermal and tactile actuators be before the illusion collapses?&lt;/li>
&lt;li>&lt;strong>Geometry.&lt;/strong> Does the masking only work on the same side of the limb, or can it cross the arm?&lt;/li>
&lt;/ol>
&lt;p>Each experiment ran on the same custom rig — a Peltier and a voice-coil vibrotactile actuator on adjustable tracks along a forearm cradle — so we could isolate one variable at a time.&lt;/p>
&lt;!-- IMAGE: diagram of the apparatus with adjustable thermal + tactile placements -->
&lt;!-- ![Apparatus schematic — adjustable thermal &amp; tactile positions](fig-setup.jpg) -->
&lt;hr>
&lt;h2 id="03--what-we-found">03 · What we found&lt;/h2>
&lt;h3 id="experiment-1--temperature-matters-more-than-expected">Experiment 1 — temperature matters more than expected&lt;/h3>
&lt;p>&lt;strong>Within-subject across warm, hot, and cold conditions.&lt;/strong> &lt;em>(replace bracketed numbers with the rates from your CHI paper.)&lt;/em> Warm stimuli produced masking on &lt;strong>[XX%]&lt;/strong> of trials, dropping to &lt;strong>[XX%]&lt;/strong> for hot and &lt;strong>[XX%]&lt;/strong> for cold. The takeaway for designers: &lt;strong>warm is the sweet spot.&lt;/strong> If you&amp;rsquo;re trying to evoke &amp;ldquo;warm cup of coffee&amp;rdquo; or &amp;ldquo;ambient sun on skin,&amp;rdquo; masking is a generous tool. If you&amp;rsquo;re trying to evoke &amp;ldquo;open flame&amp;rdquo; or &amp;ldquo;ice cube,&amp;rdquo; you&amp;rsquo;ll need direct hardware.&lt;/p>
&lt;!-- IMAGE: bar chart — masking rate vs. temperature -->
&lt;!-- ![Masking rate plotted against stimulus temperature](fig-conditions.png) -->
&lt;h3 id="experiment-2--masking-carries-24-cm">Experiment 2 — masking carries 24 cm&lt;/h3>
&lt;p>Masking remained reliable up to &lt;strong>24 cm of separation&lt;/strong> between the thermal and tactile sites — roughly elbow to wrist on most adults. Beyond that, the illusion dropped sharply. For a sleeve designer, this means &lt;em>one&lt;/em> thermal cell at the elbow can serve a tactile array all the way down the forearm.&lt;/p>
&lt;!-- IMAGE: line chart — masking rate vs. distance -->
&lt;!-- ![Masking rate vs. thermal-tactile distance](fig-distance.png) -->
&lt;h3 id="experiment-3--it-works-across-the-arm">Experiment 3 — it works across the arm&lt;/h3>
&lt;p>The most surprising result. We placed the thermal actuator on the &lt;em>outside&lt;/em> of the forearm and the tactile actuator on the &lt;em>inside&lt;/em>. Conventional wisdom predicts the illusion shouldn&amp;rsquo;t work — there&amp;rsquo;s no shared receptive field. It worked anyway, and was &lt;strong>higher under warm conditions&lt;/strong> than under hot. The arm appears to integrate thermal and tactile signals at a higher level than the local skin patch.&lt;/p>
&lt;!-- IMAGE: photo — thermal on the outer arm, tactile on the inner arm -->
&lt;!-- ![Cross-arm placement in Experiment 3](fig-cross-arm.jpg) -->
&lt;blockquote class="border-l-4 border-neutral-300 dark:border-neutral-600 pl-4 italic text-neutral-600 dark:text-neutral-400 my-6">
&lt;p>&lt;strong>Design takeaway.&lt;/strong> A wearable doesn&amp;rsquo;t need thermal cells on every surface. One well-placed warm source plus a tactile array gives you a continuous-feeling thermal field across the limb.&lt;/p>
&lt;/blockquote>
&lt;hr>
&lt;h2 id="04--outcome">04 · Outcome&lt;/h2>
&lt;ul>
&lt;li>Accepted to &lt;strong>CHI 2024&lt;/strong> — flagship HCI venue.&lt;/li>
&lt;li>The numbers from this paper became the &lt;strong>design constants&lt;/strong> for our follow-on projects: Fiery Hands (thermal glove) and the upper-body thermal sleeve study both quote these distance and temperature bounds directly.&lt;/li>
&lt;/ul>
&lt;hr>
&lt;h2 id="05--reflection">05 · Reflection&lt;/h2>
&lt;p>&lt;strong>What I&amp;rsquo;d do differently.&lt;/strong> I&amp;rsquo;d add a &lt;em>temporal&lt;/em> dimension. All three experiments measured the illusion at a steady state. In real wearable use, sensations come and go — does masking survive a 0.5 s tactile pulse? A 100 ms pulse? That paper is on my next-year list.&lt;/p>
&lt;p>&lt;strong>What I underestimated.&lt;/strong> How willing reviewers would be to accept the cross-arm result. I expected pushback — instead it became the most-cited finding. There&amp;rsquo;s a lesson there about leading with the &lt;em>most counterintuitive&lt;/em> finding rather than burying it in Experiment 3.&lt;/p>
&lt;p>&lt;strong>What this taught me as a researcher.&lt;/strong> The most useful HCI papers aren&amp;rsquo;t the ones that show &amp;ldquo;we built X.&amp;rdquo; They&amp;rsquo;re the ones that quantify the &lt;em>envelope&lt;/em> — &lt;em>here&amp;rsquo;s exactly when X works and when it breaks&lt;/em> — because everything anyone builds afterwards uses your numbers. That&amp;rsquo;s what I tried to do here.&lt;/p>
&lt;hr>
&lt;p>&lt;em>Full methodology and statistics in the paper. Happy to talk through the experimental design —
.&lt;/em>&lt;/p></description></item></channel></rss>