Differential Analysis of Pseudo Haptic Feedback: Novel Comparative Study of Visual and Auditory Cue Integration for Psychophysical Evaluation
October 10, 2025 Β· Declared Dead Β· π arXiv.org
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Authors
Nishant Gautam, Somya Sharma, Peter Corcoran, Kaspar Althoefer
arXiv ID
2510.09570
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.GR,
cs.NE,
cs.RO,
physics.med-ph
Citations
0
Venue
arXiv.org
Last Checked
4 months ago
Abstract
Pseudo-haptics exploit carefully crafted visual or auditory cues to trick the brain into "feeling" forces that are never physically applied, offering a low-cost alternative to traditional haptic hardware. Here, we present a comparative psychophysical study that quantifies how visual and auditory stimuli combine to evoke pseudo-haptic pressure sensations on a commodity tablet. Using a Unity-based Rollball game, participants (n = 4) guided a virtual ball across three textured terrains while their finger forces were captured in real time with a Robotous RFT40 force-torque sensor. Each terrain was paired with a distinct rolling-sound profile spanning 440 Hz - 4.7 kHz, 440 Hz - 13.1 kHz, or 440 Hz - 8.9 kHz; crevice collisions triggered additional "knocking" bursts to heighten realism. Average tactile forces increased systematically with cue intensity: 0.40 N, 0.79 N and 0.88 N for visual-only trials and 0.41 N, 0.81 N and 0.90 N for audio-only trials on Terrains 1-3, respectively. Higher audio frequencies and denser visual textures both elicited stronger muscle activation, and their combination further reduced the force needed to perceive surface changes, confirming multisensory integration. These results demonstrate that consumer-grade isometric devices can reliably induce and measure graded pseudo-haptic feedback without specialized actuators, opening a path toward affordable rehabilitation tools, training simulators and assistive interfaces.
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