Impact of Auditory Distractions on Haptic Messages Presented Under
the Foot
Landry D. Chapwouo T. and Bob-Antoine J. Menelas
University of Quebec at Chicoutimi (UQAC), Department of Computer Science,
555 boulevard de l’Universit
´
e Chicoutimi (Quebec) G7H 2B1, Canada
Keywords:
Haptic Messages, Auditory Distractions, Tactons, Foot Perception.
Abstract:
When compared to vision and audition, communication capabilities of the haptic channel remain underex-
ploited. In this paper, we investigate the impact of auditory distractions on the learning of haptic messages
presented under the foot plantar. From a set of six haptic messages that have been designed in order to be eas-
ily differentiable one from another, participants have to select four. With and without the presence of auditory
distractions, we evaluate the completion time and the number of iteration required to reach an identification
rate greater than 95%. For both measures, we observed that having auditory distractions was detrimental to
the performances of users.
1 INTRODUCTION
In human-machine interaction, to take advantage of
full capabilities of human sensory-motor capacities
main modalities (vision, haptics, and audition) are
generally exploited. That defines a multimodal inter-
action. Like many researchers, we think that a modal-
ity is directly related to human senses (Fikkert et al.,
2007). We define the modality as the form of ex-
change that can be established between a user and
a digital system (Menelas, 2014). In contrast to the
unimodal condition where only one form of commu-
nication is possible, in a multimodal rendering sev-
eral forms of communication are available. When
compared to the unimodal condition, the design of
a multimodal rendering one has to take into account
interactions that may exist between different chan-
nels. For Friedes, multimodality appears as an ag-
gregate of several unimodal renderings, where each
one has its own characteristics (Freides, 1974). Each
channel must thus be assigned to the rendering of a
particular type of information (Nesbitt et al., 2003).
Bowman et al. (Bowman et al., 2004) adopt a more
general view by defining multimodality as the com-
bination of several modalities that aims to provide a
richer interaction. They recognize six types of mul-
timodal associations: complementarity, redundancy,
equivalence, specialization, competition, and trans-
fer. Recently, beyond the interactions between the
different modalities, Menelas showed that the task to
perform played a preponderant role in a multimodal
interaction (Menelas, 2014). He proposed a taxon-
omy based on the tasks that the user wants to achieve.
All these studies focused on situations achieved in a
controlled-environment (immersive room, work sta-
tion etc.). Therefore, one question arises: what hap-
pens if one has to exploit a multimodal rendering in
an uncontrolled environment like on the street or in
public transport? In other terms, would the asso-
ciation of some rendering be detrimental to perfor-
mances of users? We are interested in this situation,
as our project concerns the use of the haptic feedback
to communicate information to a user using an enac-
tive shoe.
This enactive shoe has been designed in order to
prevent accidental falls (Fig. 1) (Otis and Menelas,
2012; Otis et al., 2016; Ayena et al., 2016). This de-
vice has a set of sensors used to characterize the dy-
namics of walking, the gait and physical properties of
the environment (Otis et al., 2016; Ayena et al., 2016).
Besides, it regroups several actuators (notably a hap-
tuator (Yao and Hayward, 2010)) aiming to transmit
haptic signals to the user (see Fig 1). These signals
will be used to alert the user to dangerous situations
or to correct anomalies of his gait. In this sense, these
signals appear as an aid aiming to assist the user (Otis
and Menelas, 2012; Otis et al., 2016; Menelas and
Otis, 2012). We are interested in transmitting these
messages by the mean of haptic messages because
this channel may allow to communicate with the per-
son without preventing him from being fully aware
T., L. and Menelas, B-A.
Impact of Auditory Distractions on Haptic Messages Presented Under the Foot.
DOI: 10.5220/0006713600550063
In Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018) - Volume 2: HUCAPP, pages
55-63
ISBN: 978-989-758-288-2
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
55
Figure 1: Enactive shoe system overview: (a) Audio amplifier to manage output signal. (b) enactive shoe: A rear strap
enabling the shoe to be firmly strapped on the foot. (c) Haptuators mounted in the left foot. (d) Earphones to render auditory
distractors.
of his external environment; as it could have been
with visual or audible communications. Knowing that
users will wear the shoe during walking (uncontrolled
environment), the objective is to be able to transmit
haptic messages that remain interpretable in spite of
the distractions of the environment. While walking in
a street, such distractions may be the walk in itself,
visual or auditory stimuli. As a preliminary work,
we investigate here how auditory distractions may im-
pact the learning of haptic messages presented to the
foot plantar via an enactive shoe. We have selected to
study the impact of auditory distractions for two main
reasons. Recently, Meier et al. (Meier et al., 2015)
evaluated the suitability of vibrotactile feedbacks, in
different areas of the body including sole of the foot
and toe, as a mean of guidance. Their study suggests
that, firstly, the foot provides the most promising re-
sults for the identification of vibration patterns while
walking. Secondly, the use of vibrotactile feedbacks
on the foot (side/sole/top) allows to reduce the stress
and the need for visual attention. Other research has
investigated the rendering of tactile stimuli via instru-
mented shoe.
The main contribution of this paper is to study the
impact of auditory distraction on the identification of
a tacton presented under the foot plantar.
2 RELATED WORK
The study of haptics as an information mediation
channel has focused on the hand (Brewster and
Brown, 2004; MacLean and Enriquez, 2003). In this
study, we are interested in evaluating the perception
capabilities of the foot in the presence of distractive
sounds. Following sections briefly, review the identi-
fication of haptic messages presented under the foot
plantar and the impact of auditory distractions on the
perception of haptic messages.
2.1 Identification of Haptic Messages
Presented Under the Foot
When compared to other areas of the body, the use of
foot for haptic perception remains limited. One of the
first works on this topic studied the usability of an in-
strumented tile to mimic physical properties of soils
such as ice, crack and sand (Visell et al., 2009). Later,
Turchet et al. (Turchet et al., 2013) observed that hap-
tic feedbacks presented to the feet may enhance the
realism of walking or simulate it. In the same way,
Nordahl et al. (Nordahl et al., 2010) have studied the
combination of haptic and sound feedbacks in order
to simulate the sensation of walking on virtual sur-
faces. The haptic information was presented at the
foot of the user through an instrumented shoe. The
studies carried out indicated that subjects were capa-
ble to recognize most of the stimuli in the audition
only condition, and some of the material properties
such as hardness in the haptics only condition. Re-
cently, Meier et al. (Meier et al., 2015) evaluated the
suitability of vibrotactile feedbacks, in different areas
of the body including sole of the foot and toe, as a
means of guidance. Their study suggests that the foot
provides the most promising results for the identifica-
tion of vibration patterns while walking. Also, it indi-
cates that the use of vibrotactile feedbacks on the foot
(side/sole/top) allows to reduce the stress and the need
for visual attention. Other studies have investigated
the rendering of tactile stimuli via instrumented shoe.
For instance, by using an array of sixteen dots of ac-
tuators, Velazquez et al. (Vel
˜
azquez et al., 2009) have
HUCAPP 2018 - International Conference on Human Computer Interaction Theory and Applications
56
shown that some geometric shapes could be discrimi-
nated in order to guide a blind person while walking.
2.2 Impact of Auditory Distractions on
the Perception of Haptic Messages
There has been little work into how auditory dis-
tractions influence the haptic perception of a person
on various work tasks. Chan et al. noted that the
learning and identification capabilities of vibrotac-
tile messages decreased significantly with the addi-
tion of visual and audible disturbing elements (Chan
et al., 2005). Later, Tikka and Laitinien noticed that
when interacting with mobile devices, auditory stim-
uli do biased the perceived intensity of haptic feed-
backs (Tikka and Laitinen, 2006). In the same way,
Qian et al. specified that the type of background
sounds had a significant effect on identification ac-
curacy, identification time, and probably on the cog-
nitive workload as well (Qian et al., 2013). These re-
sults confirmed those presented in (Oakley and Park,
2008) where Oakley and Park showed that walking
could significantly affect the ability to identify haptic
messages. However, this work did not analyzed the
level of external distraction that was tolerated nor the
influence of age or training on the ability to identify
haptic messages.
To the best of our knowledge, no research has yet
investigated the impact of audible distractions on the
perception of haptic messages presented via the foot.
This work addresses this aspect. The next section de-
scribes the performed experiment. We ended with re-
sults and discussion. The evaluation with participants
was approved by the local Ethical Committee of the
University of Quebec at Chicoutimi (certificate num-
ber 602-462-01).
3 EXPLOITED SIGNALS AND
APPARATUS
Two types of signals are exploited in this study: Hap-
tic messages and auditory distractions. The haptic
channel is used as a communication medium whereas
audio signals are exploited as distractors.
3.1 Selected Tactons
Given that the cutaneous sense, a rich and a power-
ful communication medium, remains underexploited
when interacting with computers (Menelas et al.,
2014), we want to exploit haptic messages to com-
municate with the user throughout the foot. For this,
we are interested in using mechanoreceptors situated
under the foot plantar. They are responsible for sens-
ing and transmitting physical deformations, caused
by external forces, to the nervous system (Vel
˜
azquez
et al., 2009). To ensure the ability to transmit tactile
information to the user, the haptic messages used in
this study are tactons. Brewster and Brown (Brewster
and Brown, 2004) defined tactons, or tactile icons, as
structured, abstract messages that can be used to com-
municate messages non-visually. Here we use a set a
six tactons represented in Table 1. They are coming
from a previous study (Menelas and Otis, 2012) and
they are designed to be easily differentiable. They
will be used to convey the information of a two-bit
alphabet.
From this set of six tactons (T
1
, T
2
, T
3
, T
4
, T
5
,
and T
6
), participants have to choose four preferred
considered to be the most different. We allow par-
ticipants to express their preferences among a set of
six tactons, based on the work reported in (Garzo-
nis et al., 2009). These authors have observed that
there is a strong positive correlation between prefer-
ence and successful identification of auditory notifi-
cations. The six proposed tactons are shown in Table
1.
Table 1: Proposed Tactons.
Name Equation
T
1
sin(180πt)
T
2
sin(6πt)sin(122πt)
T
3
sin(12πt)sin(122πt)
T
4
sin(62πt)square(50%;71)
T
5
(-t
2
+0:5) sin(120πt)
T
6
t
2
sin(120πt)
t = [0 : 1/9600 : 1] sec.
3.2 Selected Auditory Distractions
We used two auditory distractions (see Fig. 2). They
are external noise commonly heard in everyday life.
The first metaphor mimics the sound of a car horn
and the second is an approaching ambulance siren.
The duration of each stimulus is two seconds, with
an intensity of 60 dB SPL. To avoid abrupt noise on-
sets, noise distractions intensity increased gradually.
The auditory distractions are presented continuously
during the test in the associated condition.
3.3 Apparatus
To render the tactons, we use an enactive shoe with
two Haptuators as shown in Fig. 1. Haptuators are vi-
brating devices directly in contact with the foot plan-
Impact of Auditory Distractions on Haptic Messages Presented Under the Foot
57
Figure 2: Auditory distractions send on participant’s ear during the test. (a) Audio wave frequency of a car horn. (b) Audio
wave frequency of approaching ambulance siren. Wave frequencies have been obtained using rWavePad Sound Editor
software.
tar of the participant. The Haptuator is discreet and
fits well in the designed enactive shoe. The sound
card of an Android smartphone is exploited to trans-
mit the Tactons. These signals are then amplified (by
an audio amplifier showed in Fig. 1 - a) and sent to
both Haptuators in (Fig. 1 - c) embedded into a shoe
(Fig. 1 - b).
We use a Sony Noise Canceling Headphone,
Black - MDRZX110NC (Fig. 1 - d) in order to render
a distracting auditory and canceling external noise to
participants.
3.4 Positioning the Haptuator Under
the Foot
We perceive and distinguish various tactile feeling on
the skin by touching. We know that people can eas-
ily discriminate a very fine signal of a surface thanks
to the tactile feeling. For instance, it is reported that
our finger can distinguish a micron order difference
of surface roughness of sandpapers (Asamura et al.,
1998). This differentiation is possible thanks to the
mechanoreceptors located under the skin. Indeed,
Pasquero reported that mechanoreceptors are charac-
terized by the size of their receptive field and their
adaptation rate to a stimulus (Pasquero, 2006). Types
I allows to discriminate small and well-defined bor-
ders while types II intervene for large and poorly-
defined borders. Also, Velazquez and Pissaloux re-
ported that mechanoreceptors of the foot plantar are
usually classified based on their rate of adaptivity and
receptive field (Vel
´
azquez and Pissaloux, 2008). Gen-
erally, there are four types of mechanoreceptors in
the foot plantar: slow adapting type I (SAI), slow
adapting type II (SAII), fast adapting type I (FAI) and
fast adapting type II (FAII) (Vel
´
azquez and Pissaloux,
2008). Only two afferents, one FAI and one FAII,
have the receptor terminal on the hairy skin of the calf
(Kennedy and Inglis, 2002). Then, it seems that stim-
ulation of FAI mechanoreceptors is more suitable for
transmitting information to the foot (Vel
´
azquez and
Pissaloux, 2008). However, Kaya has identified some
interesting features: The FAIs are the Meissner cor-
puscles that best respond to light touch, and the FAIIs
are the Pacinian corpuscles which are best for vibra-
tions (Kaya, 2014). The position of the haptuators has
been selected in order to be in contact with FAI and
FAII. Hence, a better perception of the signal is ex-
pected. In order to convey the same vibration with a
quick perception, the transmitted signal will be iden-
tical on both haptuators and will be located on FAIs
and FAIIs.
4 EXPERIMENT
The experiment aims at measuring the impact of audi-
tory distractions on the learning of tactons presented
to the foot. Participants have to learn to identify four
tactons presented on the foot plantar. To reflect a real-
life situation, we assess how everyday sounds do im-
pact performances of their task.
Two experimental conditions are specified: with
audio distraction (AD) and with no distraction (ND).
Namely, in the ND condition, only the tacton is ren-
dered via the enactive shoe. In the AD condition, dur-
ing the rendering of the tactons under the foot plan-
tar, auditory distractions described previously are also
rendered through the headphone. For both conditions,
we evaluate the performances of participants to iden-
HUCAPP 2018 - International Conference on Human Computer Interaction Theory and Applications
58
tify four tactons specifically the completion time and
the number of iterations required to reach an identifi-
cation rate greater than 95%.
4.1 Participants
A total of 38 participants (21 males and 17 females)
aged between 20 and 40, took part in the experiment.
In this set of participants, one counts four postgrad-
uates and ten graduates. The others are undergrad-
uates. Based on our pre-experimental questionnaire,
five participants had previous experiences with hap-
tic messages. The later reported having used haptic
messages in everyday life with smartphones. More
importantly, all participants reported normal levels of
auditory and tactile perception. Fig. 3 shows a partic-
ipant experimenting the system.
Figure 3: Experiment setup while no distraction condition.
A seated participant performing the test with the device
mounted on the left foot.
Participants are randomly divided into two groups
(G
1
and G
2
) of 19. To minimize learning effect, par-
ticipants of G
1
completed the test in the ND condition
(No Distraction) then in AD condition (with Audio
Distraction). Participants of the second group G
2
per-
formed the test in the opposite order.
4.2 Experimental Plan
Materials described previously are employed for this
experiment. At the beginning of the test, participants
are invited to sit. The details of the experiment are
presented. They are also encouraged to ask questions
if needed. After all, they are asked to sign the associ-
ated consent form. Subsequently, participants have to
wear the described enactive shoe. At this stage, each
participant is invited to choose four tactons among the
six described at subsection 3.1. To do this, the partic-
ipant uses a software running on an Android device.
It allows to render tactons by touching buttons on the
screen of the mobile device. Afterwords, the evalua-
tion begins.
The evaluation consists of several trials where the
participant seeks to correctly identify the tactons ren-
dered via the enactive shoe. For each participant, the
total number of trials required will be the number of
rounds that this participant needs to achieve an iden-
tification score greater than 95 %. For each trial, the
participant is asked to randomly identify each tacton
three times. Hence, a total of twelve identifications
have to be made. For each trial, we record the identi-
fication score, the number of iterations, and the com-
pletion time taken to complete theses twelve identifi-
cations (Duration). The percentage of correct identi-
fication is defined by the ratio between the number of
correct identification and 12.
5 RESULTS AND DISCUSSION
5.1 Results
All participants successfully completed the test with
an average time of 30 minutes. Regarding the number
of iterations required to achieve an identification rate
greater than 95%, in ND condition the average itera-
tion is 2.47. It rises to 3.32 when auditory distractions
are presented. In the same way, the average duration
to complete all identifications rise from 38 sec in ND
condition to 82.36 sec in AD condition. Results are
reported at Table 2.
For both factors, we observed that having audi-
tory distractions negatively affects the identification
of tactons. In the ND condition, five participants com-
pleted the test at their first iteration. A maximum of
five iterations have been required by one participant.
Among the participants, we observed that the shortest
duration was 51 sec. whereas the highest was 149 sec.
On the other hand, in the AD condition, three partici-
pants completed the test at their first iteration. A max-
imum of twelve iterations has been required by one
participant. For comparison, one notes that in the AD
condition, six participants completed the test in six or
more iterations. No participant required so many it-
erations in the ND condition. In terms of duration,
in the AD condition, among the participants, we ob-
Impact of Auditory Distractions on Haptic Messages Presented Under the Foot
59
Table 2: Results summarized and presented for both conditions.
ND condition AD condition
Participants Iterations Durations Participants Iterations Durations
5 1 32.394 3 1 101.47
17 2 45.79 20 2 81.63
12 3 30.75 4 3 86.99
4 4 44.43 4 4 78.89
4 5 20.82 1 5 78.35
1 6 75.22
1 7 85.76
1 8 64.16
1 9 58.36
1 12 102.88
served that the shortest duration was 54 sec whereas
the highest was 271 sec.
In general, we see that participants required more
iterations (12 iterations) in condition AD than in the
condition ND (5 iterations). Looking at participants’
performances (iteration and duration), Fig. 4 shows
that the duration of the AD condition is generally the
biggest. This can be confirmed by the fact that partic-
ipants took more iteration to succeed (Fig. 5).
In terms of number of iterations, in the ND con-
dition, (Fig. 4 and Fig. 5 - b), we see that ve par-
ticipants completed the test at their first iteration. 17
participants had to go to a second iteration. 12 par-
ticipants completed the experiment after three itera-
tions while four made it after four iterations. Only one
participant succeeded with five iterations. All corre-
sponding durations are reported in Table 3.
In terms of iteration, in the AD condition (Fig. 4
and Fig. 5 - a), we see that three participants com-
pleted the test at their first iteration. 20 participants
had to go to a second iterations. But four participants
had to go to the third and the fourth iteration. Finally,
only one participant succeeded with five, six, seven,
Figure 4: Summarized results of durations (AD vs ND) and
iterations (AD vs ND).
Figure 5: Performance of participant on both conditions
[Auditory Distraction (AD) vs No auditory Distraction
(ND)] : (a) Number of iterations by participants; (b) Du-
ration by participants.
eight, nine and twelve iterations. All corresponding
durations are reported in Table 3.
5.2 Statistical Analysis
We are looking for the effect of each independent
variable in each condition of the experiment. We have
one assumption: Do distractions have any effect on
the identification of tactons?
In this analysis, we want to study the effect of
auditory distractions on the identification of the tac-
tons. Identification of tactons can be achieved in one
or many iterations with different completion times.
HUCAPP 2018 - International Conference on Human Computer Interaction Theory and Applications
60
Table 3: Two-sample T-test results for H
1
and H
2
hypothesis.
Summarized data
AD* ND*
Iterations Durations Iterations Durations
Sample size 38 38 38 38
Mean 3.32 82.36 2.47 38
SD 2.48 20.76 0.951 19,94
SE Mean 0.4 1.9 0.16 5.7
* AD= Auditory distraction condition; ND= No Auditory distraction condition.
Our independent variables are therefore iteration and
completion time (duration). The results of the T-test
presented here will validate the following hypothesis
tests:
1. H
1
hypothesis for effect of the auditory distraction
on the number of iterations
(a) H
01
The null hypothesis: The auditory distrac-
tion has no effect on the iteration.
(b) H
a1
The alternative hypothesis: The auditory
distraction has an effect on iteration.
2. H
2
hypothesis for effect of auditory distraction on
the completion time
(a) H
02
The null hypothesis: the auditory distrac-
tions has no effect on the completion time.
(b) H
a2
The alternative hypothesis: The auditory
distraction has an effect on completion time
(duration).
Our approach is as follows. We assumed that for the
null hypotheses (H
01
and H
02
), all means are equal
and for the alternative hypothesis (H
a1
, and H
a2
) at
least one mean is different from another. Our signif-
icance alpha level is 0.05. The dependent variable is
”distraction” and our independent variables are ”itera-
tions” and ”durations” to recognize stimuli. To evalu-
ate hypothesis H
1
and H
2
two T-test are conducted for
the two conditions (with audio distraction and without
distraction). The sample observation N=38.
5.2.1 T-test of the Number of Iterations on Two
Conditions (ND and AD)
A paired-samples T-test was conducted to compare
the number of iterations to succeed the test in two
conditions (with audio distraction (AD) and no dis-
traction (ND)). Results of this analysis are reported
in Table 3. There was a significant difference in the
number of iterations t(37)=2.359, p = 0.023. Indeed,
the mean of the differences between factor is 0.842 lo-
cated into the 95% confidence interval (0.119, 1.565).
The boxplot displaying the mean of iteration’s varia-
tion on both conditions is presented in Fig. 6. These
results suggest that the audio distraction does have
Figure 6: Boxplot of iteration (AD vs ND).
an effect on the number of iterations. Specifically,
observed results suggest that when humans are ex-
posed to auditory distractors, the number of iterations
to learn stimuli increases. Since the p-value is greater
than our alpha level (α=0.05), then we can say that
we failed to reject the null hypothesis H01 and vali-
date the Ha1.
5.2.2 T-test of the Duration on Two Conditions
(ND and AD)
A paired-samples T-test was conducted to compare
the completion time (duration) to succeed the test in
two conditions (audio distraction (AD) and no dis-
traction (ND)). Results of this analysis are reported
in Table 3. There was a significant difference in
the duration t(37)=11.099, p = 2.48 × 10
13
. In-
deed, the mean of the differences between factor
is 43.866 located into the 95% confident interval
(35.857, 51.874). The boxplot displaying the full
range where the duration varies is presented in Fig. 7.
These results suggest that the audio distraction does
have an effect on the duration taken by participants
to recognize vibrotactile messages. Since the p-value
is greater than our alpha level (α=0.05), then we can
say that we failed to reject the null hypothesis H02
and validate the Ha2.
Impact of Auditory Distractions on Haptic Messages Presented Under the Foot
61
Figure 7: Boxplot of duration (AD vs ND).
The validation of this hypothesis thus becomes
a major fact for the transmission of information us-
ing the haptic channel to the foot with auditory dis-
traction. However, in our study, we simulated audi-
tory distraction, but it would be interesting to con-
firm these results in a non-controlled external envi-
ronment.
5.3 Discussion
In this research, we have evaluated two main hypoth-
esis. The first one was referring to the possibility of
auditory distraction to influence the number of iter-
ation. According to results exposed in the previous
subsection, it is clear that the audio distractions does
have a significant effect on the number of iteration.
These results are in line with the study of Qian
et al. suggesting that background sound has a sig-
nificant effect on the identification time (Qian et al.,
2011). Considering that the position and the types of
device exploited in these studies are different this sug-
gests that observed results may be extended to other
body parts. Of courses, more studies are required to
validate such observations. Mainly, considering that
haptic interactions are likely to be used in wearable
devices, the impact of external auditory perturbations
has to study in detail.
On the basis of these results, it therefore appears
that to complete this study: two aspects have to be
investigated. They are: the impact of walking and
the influence of aging on haptics perceptions. These
aspects will be investigated in a future work.
6 CONCLUSION
This paper was aimed at measuring the impact of au-
ditory distractions on the learning of haptic messages
presented to the foot. 38 participants took part in
the experiment while being at sited in a quiet posi-
tion wearing the enactive shoe. They have to learn
to identify four tactons, among a set of six, presented
under the foot plantar. To reflect a real-life situation,
we assess how everyday sounds do impact the perfor-
mances of their identification task. For this, for two
conditions: with and without auditory distractions, we
evaluated how much iteration and time are required
to reach a recognition rate greater than 95%? Results
showed that both iteration and completion time are
negatively affected by the presence of auditory dis-
tractions.
In a near future, while sending a haptic message
on the foot, one extension of this study, on one hand,
will be to evaluate the impact of external disturbing
factors occurring in everyday life like walking task,
cognitive task (counting and counting down). On an-
other hand, we plan to identify haptic messages while
walking on different types of soil in a noisy environ-
ment with youth versus elderlies participants.
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