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Words have Weight: Comparing the use of pressure and weight as a metaphor in a User Interface in Virtual Reality

Joffrey Guilmet, Suzanne Sorli, Diego Vilela Monteiro

TL;DR

This paper investigates whether weight and pressure can serve as complementary haptic metaphors to convey VR UI notifications. It presents a back-of-hand wearable that uses two syringes to transfer water (weight) and air (pressure) to modulate tactile cues, controlled by a Bluetooth Unity application. A small user study (n=8) compares three conditions—no feedback, weight-only, and weight-plus-pressure—and measures perceived weight, coherence, heaviness, and urgency. Results show that pressure amplifies perceived weight but does not increase perceived urgency, suggesting that pressure-enhanced weight can enrich haptic rendering of VR UI, though alternative pressure profiles or notification designs may be needed to communicate urgency effectively.

Abstract

This work investigates how weight and pressure can function as haptic metaphors to support user interface notifications in Virtual Reality (VR). While prior research has explored ungrounded weight simulation and pneumatic feedback, their combined role in conveying information through UI elements remains underexplored. We developed a wearable haptic device that transfers liquid and air into flexible containers mounted on the back of the user's hand, allowing us to independently manipulate weight and pressure. Through an initial evaluation using three conditions-no feedback, weight only, and weight combined with pressure-we examined how these signals affect perceived heaviness, coherence with visual cues, and the perceived urgency of notifications. Our results validate that pressure amplifies the perception of weight, but this increased heaviness does not translate into higher perceived urgency. These findings suggest that while pressure___enhanced weight can enrich haptic rendering of UI elements in VR, its contribution to communicating urgency may require further investigation, alternative pressure profiles, or different types of notifications.

Words have Weight: Comparing the use of pressure and weight as a metaphor in a User Interface in Virtual Reality

TL;DR

This paper investigates whether weight and pressure can serve as complementary haptic metaphors to convey VR UI notifications. It presents a back-of-hand wearable that uses two syringes to transfer water (weight) and air (pressure) to modulate tactile cues, controlled by a Bluetooth Unity application. A small user study (n=8) compares three conditions—no feedback, weight-only, and weight-plus-pressure—and measures perceived weight, coherence, heaviness, and urgency. Results show that pressure amplifies perceived weight but does not increase perceived urgency, suggesting that pressure-enhanced weight can enrich haptic rendering of VR UI, though alternative pressure profiles or notification designs may be needed to communicate urgency effectively.

Abstract

This work investigates how weight and pressure can function as haptic metaphors to support user interface notifications in Virtual Reality (VR). While prior research has explored ungrounded weight simulation and pneumatic feedback, their combined role in conveying information through UI elements remains underexplored. We developed a wearable haptic device that transfers liquid and air into flexible containers mounted on the back of the user's hand, allowing us to independently manipulate weight and pressure. Through an initial evaluation using three conditions-no feedback, weight only, and weight combined with pressure-we examined how these signals affect perceived heaviness, coherence with visual cues, and the perceived urgency of notifications. Our results validate that pressure amplifies the perception of weight, but this increased heaviness does not translate into higher perceived urgency. These findings suggest that while pressure___enhanced weight can enrich haptic rendering of UI elements in VR, its contribution to communicating urgency may require further investigation, alternative pressure profiles, or different types of notifications.
Paper Structure (9 sections, 1 figure)

This paper contains 9 sections, 1 figure.

Figures (1)

  • Figure 1: Overview of our system. (a) Stepper-motors are activated to compress syringes that initially contain water, pushing the liquid into two flexible containers placed in a rigid holder attached to the back of the user's right hand. (b) The both containers gradually fills, creating a sensation of increasing weight. Additionally, we introduce air into the same containers to apply pressure on the hand. (c) Simultaneously, the user sees a smartphone in the VR headset displaying a video simulating the reception of a large number of notifications at once.