33 research outputs found

    Design of a collaborative system for real time haptic feedback in distributed virtual environments over IP networks

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    This paper presents an investigation into system architectures for real time haptic feedback in distributed virtual environments over IP switched network. Network impairments such as time delay, jitter and packet loss have a different impact on remote haptic collaborations than the traditional master-slave tele-operation. A hybrid architecture has been proposed and developed to address the challenges in the new use scenario. Experiments have been conducted to show the performance of this architecture in comparison with the currently available time delay compensation algorithms, i.e. dead reckoning. A set of network Quality of Service (QoS) parameters for these types of haptic collaborative systems is obtained. Findings of the study are presented in the paper with recommendations for developing systems that support haptic collaboration

    An investigation into virtual objects learning by using haptic interface for visually impaired children

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    Children play, touch, see and listen in order to build the foundation for later learning stage of solving problems and understanding themselves within the world surrounding them. However, visually impaired children have limited opportunities in learning new things compared to normal sighted children who have one of the important senses of a human being. Children gain knowledge through learning, playing, touching, seeing, listening and interacting with things that they are interested in. For visually impaired children, learning is different from normal sighted children in that they cannot go out and play with things without guidance and they are not able to see the picture or video of the things or objects like normal children are. A computer simulated virtual reality environment can provide better opportunities for visually impaired children especially in learning the shapes of new objects. An application utilizing the force feedback technology, i.e. Haptic technology, together with the aid of audio has been developed in this research project. Seven different objects are modelled to create haptic shapes for this application which allows visually impaired users to have a better learning environment and assists them in learning the shapes of different objects and also memorizing the shapes of different objects together with the name. The created application is deployed in a fully equipped computer with a stylus based haptic device and a set of speakers. The new architecture can provide an alternative learning environment for visually impaired children especially in learning the shapes of new objects. Based on the findings of this research, as 79% of the users agreed that virtual reality learning is useful in learning the shapes of new objects, the new architecture creates a significant contribution in a novel research area and assists visually impaired children in continuing their learning process

    Impact of Metric Selection on Wireless DeAuthentication DoS Attack Performance

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    DeAuthentication Denial of Service attacks in Public Access WiFi operate by exploiting the lack of authentication of management frames in the 802.11 protocol. Detection of these attacks rely almost exclusively on the selection of appropriate thresholds. In this work the authors demonstrate that there are additional, previously unconsidered, metrics which also influence DoS detection performance. A method of systematically tuning these metrics to optimal values is proposed which ensures that parameter choices are repeatable and verifiable

    iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning

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    Currently, there are a plethora of solutions developed to help students learn the basics of programming. However, there is a relative paucity of solutions that cater to problems students face when learning programming that is mainly caused by the abstract nature of programming, misconceptions of programming concepts, and lack of motivation. Hence, in this study, a framework to address the abstract nature of programming and common programming misconceptions is developed. The framework consists of three modules that correspond to each issue, powered by a simulation engine. The first module is developed to address the abstract nature of programming by representing programming concepts with concrete objects in the virtual environment. The second module employs simulation techniques such as interactions and player perspectives to address common programming misconceptions. Lastly, the third module employs elements in the virtual environment to engage students when learning through the system. To evaluate the system, 60 participants were randomly divided into the control group (N = 30) and the experimental group (N = 30). Participants in the control group were taught using a video lecture while participants in the experimental group were taught using the developed VR intervention. Evaluation results gathered quantitatively indicated that the VR intervention was able to significantly increase programming concepts comprehension and address programming misconceptions. Participants also rated the developed VR intervention to be significantly more engaging than the video lecture

    Haptic Interfaces for Virtual Reality: Challenges and Research Directions

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    The sense of touch (haptics) has been applied in several areas such as tele-haptics, telemedicine, training, education, and entertainment. As of today, haptics is used and explored by researchers in many more multi-disciplinary and inter-disciplinary areas. The utilization of haptics is also enhanced with other forms of media such as audio, video, and even sense of smell. For example, the use of haptics is prevalent in virtual reality environments to increase the immersive experience for users. However, while there has been significant progress within haptic interfaces throughout the years, there are still many challenges that limit their development. This review highlights haptic interfaces for virtual reality ranging from wearables, handhelds, encountered-type devices, and props, to mid-air approaches. We discuss and summarize these approaches, along with interaction domains such as skin receptors, object properties, and force. This is in order to arrive at design challenges for each interface, along with existing research gaps

    3D smart user interactive system with real-time responding tele-robotic proprioceptive information

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    Feedback of proprioceptive information is essential for many tele-robotic systems, especially those designed to undertake tasks concerning hazardous environments and for efficient out-of-sight remote control applications. Given highly sensitive nature of these applications, even small errors (e.g. less than one degree of displacement in robot posture) can cause unnecessary risk. Thus, accurate feedback of proprioceptive information, as well as a technique to precisely interpret this information, is significant to operator. In this paper, we introduce a framework that uses pulse feedback mechanism to measure the proprioceptive information of a robot operating over real-time wireless communication and represent it in 3D model user interface. The 3D user interface enhances the interpretation of proprioceptive information to help operator to visualize the real-time relative position of the robot. The paper also provides results that demonstrate how the framework allows synchronization between 3D model and tele-robot to be achieved in real-time over wireless communications

    FingerSlide: Investigating Passive Haptic Sliding As A Tacton Channel

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    The haptic sensation of sliding a surface under a probing finger can be used to convey surface information or coded data to the user. In this paper, we investigate users' ability to discern different sliding profiles based on the velocity and direction of sliding for use as haptic-tactons. We built FingerSlide, a novel haptic device which can position and control moving surfaces under a user's finger and used this to run two independent studies. The first study investigates if users can identify the direction of sliding at different velocities. The second study investigates if the users can distinguish a difference between two velocities. Our results show a faster response for higher velocities in the direction study and high error rates in identifying differences in the direction study. We discuss these results and infer design considerations for haptic devices that use the sliding effect to convey information

    Design and Analysis of Haptic-Audio Based System for the Visually Impaired to Shop Online

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    Many visually impaired customers are keen to shop online, however, they often encounter accessibility barriers such as accessing and interpreting complex designed websites and when trying to make online payment which required them to input card details by filling up payment form. In order to study whether the visually impaired could shop online without assistance, an online store which has features such as product catalogue, shopping cart and payment system was developed. The system utilizes the Falcon haptic device and voice recognition for navigation, interaction, accessing and haptic evaluation of products. Some of our qualitative analysis suggests that a framed three-section design product catalogue with directed dialogue, directional cues, audio information along with a haptic-audio enabled browser is feasible for the visually impaired to browse, select and haptically evaluate products; a XHTML and VoiceXML based shopping cart system can enable the visually impaired to interact and verify its contents; and a voice password based payment system can be used to automate forms data entry process and to help the visually impaired to make online payment independently

    A Systematic Review of Weight Perception in Virtual Reality: Techniques, Challenges, and Road Ahead

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    Weight is perceived through the combination of multiple sensory systems, and a wide range of factors – including touch, visual, and force senses – can influence the perception of heaviness. There have been remarkable advancements in the development of haptic interfaces throughout the years. However, a number of challenges limit the progression to enable humans to sense the weight in virtual reality (VR). This article presents an overview of the factors that influence how weight is perceived and the phenomenon that contributes to various types of weight illusions. A systematic review has been undertaken to assess the development of weight perception in VR, underlying haptic technology that renders the mass of a virtual object, and the creation of weight perception through pseudo-haptic. We summarize the approaches from the perspective of haptic and pseudo-haptic cues that exhibit the sense of weight such as force, skin deformation, vibration, inertia, control–display ratio, velocity, body gestures, and audio–visual representation. The design challenges are underlined, and research gaps are discussed, including accuracy and precision, weight discrimination, heavyweight rendering, and absolute weight simulation. This article is anticipated to aid in the development of more realistic weight perception in VR and stimulated new research interest in this topic
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