4 research outputs found

    Creating an illusion of movement between the hands using mid-air touch

    Get PDF
    Apparent tactile motion (ATM) has been shown to occur across many contiguous parts of the body, such as fingers, forearms and the back. More recently, the illusion has also been elicited on non-contiguous part of the body, such as from one hand to the other when interconnected or not interconnected by an object in between the hands. Here we explore the reproducibility of the intermanual tactile illusion of movement between two free hands by employing mid-air tactile stimulation. We investigate the optimal parameters to generate a continuous and smooth motion using two arrays of ultrasound speakers, and two stimulation techniques (i.e. static vs. dynamic focal point). In the first experiment, we investigate the occurrence of the illusion when using a static focal point, and we define a perceptive model. In the second experiment, we examine the illusion using a dynamic focal point, defining a second perceptive model. Finally, we discuss the differences between the two techniques

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

    Get PDF
    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

    I’m sensing in the rain: spatial incongruity in visual-tactile mid-air stimulation can elicit ownership in VR users

    Get PDF
    Major virtual reality (VR) companies are trying to enhance the sense of immersion in virtual environments by implementing haptic feedback in their systems (e.g., Oculus Touch). It is known that tactile stimulation adds realism to a virtual environment. In addition, when users are not limited by wearing any attachments (e.g., gloves), it is even possible to create more immersive experiences. Mid-air haptic technology provides contactless haptic feedback and offers the potential for creating such immersive VR experiences. However, one of the limitations of mid-air haptics resides in the need for freehand tracking systems (e.g., Leap Motion) to deliver tactile feedback to the user's hand. These tracking systems are not accurate, limiting designers capability of delivering spatially precise tactile stimulation. Here, we investigated an alternative way to convey incongruent visual-tactile stimulation that can be used to create the illusion of a congruent visual-tactile experience, while participants experience the phenomenon of the rubber hand illusion in VR

    I'm sensing in the rain: Spatial incongruity in visual-tactile mid-air stimulation can elicit ownership in VR users

    Get PDF
    Major virtual reality (VR) companies are trying to enhance the sense of immersion in virtual environments by implementing haptic feedback in their systems (e.g., Oculus Touch). It is known that tactile stimulation adds realism to a virtual environment. In addition, when users are not limited by wearing any attachments (e.g., gloves), it is even possible to create more immersive experiences. Mid-air haptic technology provides contactless haptic feedback and offers the potential for creating such immersive VR experiences. However, one of the limitations of mid-air haptics resides in the need for freehand tracking systems (e.g., Leap Motion) to deliver tactile feedback to the user's hand. These tracking systems are not accurate, limiting designers capability of delivering spatially precise tactile stimulation. Here, we investigated an alternative way to convey incongruent visual-tactile stimulation that can be used to create the illusion of a congruent visual-tactile experience, while participants experience the phenomenon of the rubber hand illusion in VR
    corecore