285 research outputs found
Haptics Rendering and Applications
There has been significant progress in haptic technologies but the incorporation of haptics into virtual environments is still in its infancy. A wide range of the new society's human activities including communication, education, art, entertainment, commerce and science would forever change if we learned how to capture, manipulate and reproduce haptic sensory stimuli that are nearly indistinguishable from reality. For the field to move forward, many commercial and technological barriers need to be overcome. By rendering how objects feel through haptic technology, we communicate information that might reflect a desire to speak a physically- based language that has never been explored before. Due to constant improvement in haptics technology and increasing levels of research into and development of haptics-related algorithms, protocols and devices, there is a belief that haptics technology has a promising future
Text Entry in Immersive Head-Mounted Display-Based Virtual Reality Using Standard Keyboards
We study the performance and user experience of two popular mainstream text
entry devices, desktop keyboards and touchscreen keyboards, for use in Virtual
Reality (VR) applications. We discuss the limitations arising from limited
visual feedback, and examine the efficiency of different strategies of use. We
analyze a total of 24 hours of typing data in VR from 24 participants and find
that novice users are able to retain about 60% of their typing speed on a
desktop keyboard and about 40-45\% of their typing speed on a touchscreen
keyboard. We also find no significant learning effects, indicating that users
can transfer their typing skills fast into VR. Besides investigating baseline
performances, we study the position in which keyboards and hands are rendered
in space. We find that this does not adversely affect performance for desktop
keyboard typing and results in a performance trade-off for touchscreen keyboard
typing
Integrating Haptic Feedback into Mobile Location Based Services
Haptics is a feedback technology that takes advantage of the human sense of touch by
applying forces, vibrations, and/or motions to a haptic-enabled device such as a mobile
phone. Historically, human-computer interaction has been visual - text and images on
the screen. Haptic feedback can be an important additional method especially in Mobile
Location Based Services such as knowledge discovery, pedestrian navigation and notification
systems. A knowledge discovery system called the Haptic GeoWand is a low
interaction system that allows users to query geo-tagged data around them by using
a point-and-scan technique with their mobile device. Haptic Pedestrian is a navigation
system for walkers. Four prototypes have been developed classified according to
the userâs guidance requirements, the user type (based on spatial skills), and overall
system complexity. Haptic Transit is a notification system that provides spatial information
to the users of public transport. In all these systems, haptic feedback is used
to convey information about location, orientation, density and distance by use of the
vibration alarm with varying frequencies and patterns to help understand the physical
environment. Trials elicited positive responses from the users who see benefit in being
provided with a âheads upâ approach to mobile navigation. Results from a memory recall
test show that the users of haptic feedback for navigation had better memory recall
of the region traversed than the users of landmark images. Haptics integrated into a
multi-modal navigation system provides more usable, less distracting but more effective
interaction than conventional systems. Enhancements to the current work could include
integration of contextual information, detailed large-scale user trials and the exploration
of using haptics within confined indoor spaces
Interactive Virtual Suturing Simulations: Enhancement of Student Learning in Veterinary Medicine
A capstone submitted in partial fulfillment of the requirements for the degree of Doctor of Education in the College of Education at Morehead State University by Christine B. Boyd and Amy J. Staton on December 29, 2013
A Haptic Study to Inclusively Aid Teaching and Learning in the Discipline of Design
Designers are known to use a blend of manual and virtual processes to produce design prototype solutions. For modern designers, computer-aided design (CAD) tools are an essential requirement to begin to develop design concept solutions. CAD, together with augmented reality (AR) systems have altered the face of design practice, as witnessed by the way a designer can now change a 3D concept shape, form, color, pattern, and texture of a product by the click of a button in minutes, rather than the classic approach to labor on a physical model in the studio for hours. However, often CAD can limit a designerâs experience of being âhands-onâ with materials and processes. The rise of machine haptic1 (MH) tools have afforded a great potential for designers to feel more âhands-onâ with the virtual modeling processes. Through the use of MH, product designers are able to control, virtually sculpt, and manipulate virtual 3D objects on-screen. Design practitioners are well placed to make use of haptics, to augment 3D concept creation which is traditionally a highly tactile process. For similar reasoning, it could also be said that, non-sighted and visually impaired (NS, VI) communities could also benefit from using MH tools to increase touch-based interactions, thereby creating better access for NS, VI designers. In spite of this the use of MH within the design industry (specifically product design), or for use by the non-sighted community is still in its infancy. Therefore the full benefit of haptics to aid non-sighted designers has not yet been fully realised.
This thesis empirically investigates the use of multimodal MH as a step closer to improving the virtual hands-on process, for the benefit of NS, VI and fully sighted (FS) Designer-Makers. This thesis comprises four experiments, embedded within four case studies (CS1-4). Case study 1and2 worked with self-employed NS, VI Art Makers at Henshaws College for the Blind and Visual Impaired. The study examined the effects of haptics on NS, VI users, evaluations of experience. Case study 3 and4, featuring experiments 3 and4, have been designed to examine the effects of haptics on distance learning design students at the Open University.
The empirical results from all four case studies showed that NS, VI users were able to navigate and perceive virtual objects via the force from the haptically rendered objects on-screen. Moreover, they were assisted by the whole multimodal MH assistance, which in CS2 appeared to offer better assistance to NS versus FS participants. In CS3 and 4 MH and multimodal assistance afforded equal assistance to NS, VI, and FS, but haptics were not as successful in bettering the time results recorded in manual (M) haptic conditions. However, the collision data between M and MH showed little statistical difference. The thesis showed that multimodal MH systems, specifically used in kinesthetic mode have enabled human (non-disabled and disabled) to credibly judge objects within the virtual realm. It also shows that multimodal augmented tooling can improve the interaction and afford better access to the graphical user interface for a wider body of users
Multimodal teaching, learning and training in virtual reality: a review and case study
It is becoming increasingly prevalent in digital learning research to encompass an array of different meanings, spaces, processes, and teaching strategies for discerning a global perspective on constructing the student learning experience. Multimodality is an emergent phenomenon that may influence how digital learning is designed, especially when employed in highly interactive and immersive learning environments such as Virtual Reality (VR). VR environments may aid students' efforts to be active learners through consciously attending to, and reflecting on, critique leveraging reflexivity and novel meaning-making most likely to lead to a conceptual change. This paper employs eleven industrial case-studies to highlight the application of multimodal VR-based teaching and training as a pedagogically rich strategy that may be designed, mapped and visualized through distinct VR-design elements and features. The outcomes of the use cases contribute to discern in-VR multimodal teaching as an emerging discourse that couples system design-based paradigms with embodied, situated and reflective praxis in spatial, emotional and temporal VR learning environments
Automatic Speed Control For Navigation in 3D Virtual Environment
As technology progresses, the scale and complexity of 3D virtual environments can also increase proportionally. This leads to multiscale virtual environments, which are environments that contain groups of objects with extremely unequal levels of scale. Ideally the user should be able to navigate such environments efficiently and robustly. Yet, most previous methods to automatically control the speed of navigation do not generalize well to environments with widely varying scales. I present an improved method to automatically control the navigation speed of the user in 3D virtual environments. The main benefit of my approach is that automatically adapts the navigation speed in multi-scale environments in a manner that enables efficient navigation with maximum freedom, while still avoiding collisions. The results of a usability tests show a significant reduction in the completion time for a multi-scale navigation task
HAPTIC AND VISUAL SIMULATION OF BONE DISSECTION
Marco AgusIn bone dissection virtual simulation, force restitution represents the key to realistically mimicking a patientâ specific operating environment. The force is rendered using haptic devices controlled by parametrized mathematical models that represent the boneâburr contact. This dissertation presents and discusses a haptic simulation of a bone cutting burr, that it is being developed as a component of a training system for temporal bone surgery. A physically based model was used to describe the burrâ bone interaction, including haptic forces evaluation, bone erosion process and resulting debris. The model was experimentally validated and calibrated by employing a custom experimental setâup consisting of a forceâcontrolled robot arm holding a highâspeed rotating tool and a contact force measuring apparatus. Psychophysical testing was also carried out to assess individual reaction to the haptic environment. The results suggest that the simulator is capable of rendering the basic material differences required for bone burring tasks. The current implementation, directly operating on a voxel discretization of patientspecific 3D CT and MR imaging data, is efficient enough to provide realâtime haptic and visual feedback on a lowâend multiâprocessing PC platform.
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