4 research outputs found

    Wearable Haptics for VR Stiffness Discrimination

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    In this work, we introduce an integrated multi-finger wearable haptic setup which discriminate the stiffness of virtual objects. The overall setup is made of an Oculus Rift (Oculus VR, LLC) combined with a Leap Motion controller (Leap Motion, Inc) and five ERM vibro-tactile actuators, for the virtual immersion, the hand tracking and the 5-fingers haptic feedback, respectively. This setup is integrated with a Unity Game Engine customised software simulating stiffness of virtual objects and returning modulated amplitude of electrical signals for the vibro-tactile actuators on the end-user fingers. The system is under development for applications such as surgical training and pre-operative planning

    Wearable Vibrotactile Haptic Device for Stiffness Discrimination during Virtual Interactions

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    In this paper, we discuss the development of cost effective, wireless, and wearable vibrotactile haptic device for stiffness perception during an interaction with virtual objects. Our experimental setup consists of haptic device with five vibrotactile actuators, virtual reality environment tailored in Unity 3D integrating the Oculus Rift Head Mounted Display (HMD) and the Leap Motion controller. The virtual environment is able to capture touch inputs from users. Interaction forces are then rendered at 500 Hz and fed back to the wearable setup stimulating fingertips with ERM vibrotactile actuators. Amplitude and frequency of vibrations are modulated proportionally to the interaction force to simulate the stiffness of a virtual object. A quantitative and qualitative study is done to compare the discrimination of stiffness on virtual linear spring in three sensory modalities: visual only feedback, tactile only feedback, and their combination. A common psychophysics method called the Two Alternative Forced Choice (2AFC) approach is used for quantitative analysis using Just Noticeable Difference (JND) and Weber Fractions (WF). According to the psychometric experiment result, average Weber fraction values of 0.39 for visual only feedback was improved to 0.25 by adding the tactile feedback

    A Wearable Exoskeleton for Hand Kinesthetic Feedback in Virtual Reality

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    This paper presents a novel two-fingers exoskeleton kinesthetic in-teraction in Virtual Reality (VR): the proposed design of the exoskeleton priori-tizes the performance of the device in terms of low weight, good adaptability to different size of the human hand. This design made also the exoskeleton well wearable and allows strong force feedback which is an important parameter for a realistic kinesthesis of manipulated objects in VR

    On the discrimination of stiffness during pressing and pinching of virtual springs

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