221 research outputs found

    Spatially Distributed Tactile Feedback for Kinesthetic Motion Guidance

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    Apraxic stroke patients need to perform repetitive arm movements to regain motor functionality, but they struggle to process the visual feedback provided by typical virtual rehabilitation systems. Instead, we imagine a low cost sleeve that can measure the movement of the upper limb and provide tactile feedback at key locations. The feedback provided by the tactors should guide the patient through a series of desired movements by allowing him or her to feel limb configuration errors at each instant in time. After discussing the relevant motion capture and actuator options, this paper describes the design and programming of our current prototype, a wearable tactile interface that uses magnetic motion tracking and shaftless eccentric mass motors. The sensors and actuators are attached to the sleeve of an athletic shirt with novel plastic caps, which also help focus the vibration on the user\u27s skin. We connect the motors in current drive for improved performance, and we present a full parametric model for their in situ dynamic response (acceleration output given current input)

    A Virtual Reality Application of the Rubber Hand Illusion Induced by Ultrasonic Mid-Air Haptic Stimulation

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    Ultrasonic mid-air haptic technologies, which provide haptic feedback through airwaves produced using ultrasound, could be employed to investigate the sense of body ownership and immersion in virtual reality (VR) by inducing the virtual hand illusion (VHI). Ultrasonic mid-air haptic perception has solely been investigated for glabrous (hairless) skin, which has higher tactile sensitivity than hairy skin. In contrast, the VHI paradigm typically targets hairy skin without comparisons to glabrous skin. The aim of this article was to investigate illusory body ownership, the applicability of ultrasonic mid-air haptics, and perceived immersion in VR using the VHI. Fifty participants viewed a virtual hand being stroked by a feather synchronously and asynchronously with the ultrasonic stimulation applied to the glabrous skin on the palmar surface and the hairy skin on the dorsal surface of their hands. Questionnaire responses revealed that synchronous stimulation induced a stronger VHI than asynchronous stimulation. In synchronous conditions, the VHI was stronger for palmar stimulation than dorsal stimulation. The ultrasonic stimulation was also perceived as more intense on the palmar surface compared to the dorsal surface. Perceived immersion was not related to illusory body ownership per se but was enhanced by the provision of synchronous stimulation

    Sound Synthesis and Evaluation of Interactive Footsteps for Virtual Reality Applications

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    The sense of embodiment in Virtual Reality and its assessment methods

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    The sense of embodiment refers to the sensations of being inside, having, and controlling a body. In virtual reality, it is possible to substitute a person’s body with a virtual body, referred to as an avatar. Modulations of the sense of embodiment through modifications of this avatar have perceptual and behavioural consequences on users that can influence the way users interact with the virtual environment. Therefore, it is essential to define metrics that enable a reliable assessment of the sense of embodiment in virtual reality to better understand its dimensions, the way they interact, and their influence on the quality of interaction in the virtual environment. In this review, we first introduce the current knowledge on the sense of embodiment, its dimensions (senses of agency, body ownership, and self-location), and how they relate the ones with the others. Then, we dive into the different methods currently used to assess the sense of embodiment, ranging from questionnaires to neurophysiological measures. We provide a critical analysis of the existing metrics, discussing their advantages and drawbacks in the context of virtual reality. Notably, we argue that real-time measures of embodiment, which are also specific and do not require double tasking, are the most relevant in the context of virtual reality. Electroencephalography seems a good candidate for the future if its drawbacks (such as its sensitivity to movement and practicality) are improved. While the perfect metric has yet to be identified if it exists, this work provides clues on which metric to choose depending on the context, which should hopefully contribute to better assessing and understanding the sense of embodiment in virtual reality

    Educational Technology and Related Education Conferences for January to June 2011 - November 11, 2010

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    If you attend the same conferences each year, you don’t need to scan this list. This list is your opportunity to “push the envelope” by trying something new. There are hundreds of professional development events that may give you a different perspective or help you learn a new skill. Rather than attend the same event you always do, scan this list and investigate conferences, symposiums, or workshops you have never attended. The list below covers selected events focused primarily on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until June 2011 are complete as dates, locations, or URLs are not available for a number of events held after June 2011. A Word 2003 format is used to enable people who do not have access to Word 2007 or higher version and those with limited or high-cost Internet access to find a conference that is congruent with their interests or obtain conference proceedings. (If you are seeking a more interactive listing, refer to online conference sites.) Consider using the “Find” tool under Microsoft Word’s “Edit” tab or similar tab in OpenOffice to locate the name of a particular conference, association, city, or country. If you enter the country “United Kingdom” in the “Find” tool, all conferences that occur in the United Kingdom will be highlighted. Then, “cut and paste” a list of suitable events for yourself and your colleagues. Please note that events, dates, titles, and locations may change; thus, CHECK the specific conference website. Note also that some events will be cancelled at a later date. All Internet addresses were verified at the time of publication. No liability is assumed for any errors that may have been introduced inadvertently during the assembly of this conference list. If possible, please do not remove the contact information when you re-distribute the list as that is how I receive updates and corrections. If you publish the list on the web, please note its source

    Maintenance in aeronautics in an Industry 4.0 context: The role of Augmented Reality and Additive Manufacturing

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    The paper broadly addresses how Industry 4.0 program drivers will impact maintenance in aviation. Specifically, Industry 4.0 practices most suitable to aeronautical maintenance are selected, and a detailed exposure is provided. Advantages and open issues are widely discussed and case studies dealing with realistic scenarios are illustrated to support what has been proposed by authors. The attention has been oriented towards Augmented Reality and Additive Manufacturing technologies, which can support maintenance tasks and spare parts production, respectively. The intention is to demonstrate that Augmented Reality and Additive Manufacturing are viable tools in aviation maintenance, and while a strong effort is necessary to develop an appropriate regulatory framework, mandatory before the wide-spread introduction of these technologies in the aerospace systems maintenance process, there has been a great interest and pull from the industry sector

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning
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