scholarly journals Haptic Interfaces for Virtual Reality: Challenges and Research Directions

IEEE Access ◽  
2021 ◽  
pp. 1-1
Author(s):  
Chyanna Wee ◽  
Kian Meng Yap ◽  
Woan Ning Lim
2001 ◽  
Vol 5 (1) ◽  
pp. 167-184 ◽  
Author(s):  
Robert L. Williams II ◽  
Meng-Yun Chen ◽  
Jeffrey M. Seaton

This article describes a unique project using commercial haptic interfaces to augment the teaching of high school physics. Since force is central to the teaching of physics, we believe that the use of haptics in virtual reality physics simulations has the potential for deeper, more engaging learning. Software has been developed which is freely-available on the internet, and HTML tutorials have been developed to support these haptics-augmented software activities in the teaching and learning of high school physics. Pilot study results are reported, which yielded positive feedback and suggestions for project improvement from high school physics students and teachers.


Author(s):  
Yuwei Li ◽  
David Donghyun Kim ◽  
Brian Anthony

Abstract We present HapticWall, an encountered-type, motor actuated vertical two-dimensional system that enables both small and large scale physical interactions in virtual reality. HapticWall consists of a motor-actuated vertical two-dimensional gantry system that powers the physical proxy for the virtual counterpart. The physical proxy, combined with the HapticWall system, can be used to provide both small and large scale haptic feedbacks for virtual reality in the vertical space. Haptic Wall is capable of providing wall-like haptic feedback and interactions in the vertical space. We created two virtual reality applications to demonstrate the application of the HapticWall system. Preliminary user feedback was collected to evaluate the performance and the limitations of the HapticWall system. The results of our study are presented in this paper. The outcome of this research will provide better understanding of multi-scale haptic interfaces in the vertical space for virtual reality and guide the future development of the HapticWall system.


2020 ◽  
Vol 20 (3) ◽  
pp. 509-542 ◽  
Author(s):  
Jing Wen ◽  
Masoud Gheisari

Purpose The architecture, engineering and construction (AEC) industry exists in a dynamic environment and requires several stakeholders to communicate regularly. However, evidence indicates current communication practices fail to meet the requirements of increasingly complex projects. With the advent of Industry 4.0, a trend is noted to create a digital communication environment between stakeholders. Identified as a central technology in Industry 4.0, virtual reality (VR) has the potential to supplement current communication and facilitate the digitization of the AEC industry. This paper aims to explore how VR has been applied and future research directions for communication purpose. Design/methodology/approach This research follows a systematic literature assessment methodology to summarize the results of 41 research articles in the last 15 years and outlines the applications of VR in facilitating communication in the AEC domain. Findings Relevant VR applications are mainly found in building inspection, facility management, safety training, construction education and design and review. Communication tools and affordance are provided or built in several forms: text-based tools, voice chat tool, visual sharing affordance and avatars. Objective and subjective communication assessments are observed from those publications. Originality/value This review contributes to identifying the recent employment areas and future research directions of VR to facilitate communication in the AEC domain. The outcome can be a practical resource to guide both industry professionals and researchers to recognize the potentials of VR and will ultimately facilitate the creation of digital construction environments.


Author(s):  
Yong Min Kim ◽  
Ilsun Rhiu ◽  
Minshik Rhie ◽  
Hye Seon Choi ◽  
Myung Hwan Yun

Virtual reality (VR) is receiving enough attention to be regarded as a revival era and technologies related to the implementation of VR systems continue to evolve. VR systems are applied not only in entertainment but also in various fields such as medicine, rehabilitation, education, engineering, and military (Aïm, Lonjon, Hannouche, & Nizard, 2016; Howard, 2017; Lele, 2013). In particular, low-cost and immersive VR systems are commercialized to the general public, accelerating the revival of VR (Wang & Lindeman, 2015). In VR system, the research from the viewpoint of human–computer interaction and user experience (UX) is required to provide a high sense of immersion to the user. Therefore, the purpose of this study is to provide a structural methodology for classifying current VR researches and to review UX evaluation of VR systems systematically to identify research trends and to clarify future research directions. This study followed systematic review protocol of (PRISMA) (Liberati et al., 2009). To cover a broad spectrum of perspectives of engineering and medical fields, six web databases were selected: Scopus, Web of Science, Science direct, IEEE Xplore, EBSCO, and ProQuest. The main search keywords were virtual reality and user experience. These two words can be used in acronyms or other words. As a result, four and three words were chosen for virtual reality and user experience, respectively (‘virtual reality’, ‘virtual environment’, ‘VR,’ and ‘VE’ were chosen as keywords for virtual reality, ‘user experience’, ‘UX,’ and ‘human experience’). In addition, the journal articles in English were searched only. After the screening process was completed, final articles were selected based on the full-text. In this process, there were two essential selection conditions. The selected articles should use VR system and evaluate UX component. No restrictions other than these conditions were made. As a result, 78 articles were found to be consistent with the purpose of this study. As a result, there were two main points of discussion about UX studies in a VR system. The first is related to the implementation of equipment and technology including input devices, output devices, feedback forms, platforms, and applications. The other is related to research methods including user characteristics, interactions, and evaluation method. With respect to hand input devices, conventional input devices such as keyboards and game pads were used in many cases compared to trackable devices. However, as implementation techniques for natural interaction such as gesture recognition or real-time tracking of the body parts have been extensively developed, UX research needs to be conducted on VR systems that apply these techniques. In relation to feedback, stimuli other than visual stimuli were not frequently provided. Since providing multiple types of stimuli simultaneously may increase the user’s immersion and sense of reality, it is necessary to intensively study the effect of multi-sensory feedback in the future. In addition, there is a lack of academic research on CAVE and motion platforms. Though CAVE and motion platforms are difficult to set up for experimentation because they are expensive to build and require large space, there is a need to continually expand the UX research on this platform since the public will have more opportunities to access these platforms. Regarding research methods, most of the studies have focused on subjective measurements, quantitative research, laboratory experiments, and episode UX. To comprehensively understand the overall UX, it is necessary to conduct a qualitative study such as observation of subjects experiencing a VR system, think aloud, or deep interview with them, rather than evaluating UX only through a questionnaire. In addition, there was no case in which UX was evaluated in terms of momentary UX. However, there is a limit to evaluating the subjective measurement such as immersion, presence, and motion sickness during usage by directly asking the user, since the VR system provides an immersive environment to the user. Thus, behavioral characteristic or physiological signal of users can be used as one of the evaluation indicators of these measurements. Today, new VR systems are emerging and VR-related technologies are expected to evolve steadily. In this context, the findings can contribute to future research directions and provide insights into conducting UX evaluation in VR system.


1999 ◽  
Vol 8 (3) ◽  
pp. 247-263 ◽  
Author(s):  
Maria Roussos ◽  
Andrew Johnson ◽  
Thomas Moher ◽  
Jason Leigh ◽  
Christina Vasilakis ◽  
...  

This paper describes the design, evaluation, and lessons learned from a project involving the implementation of an immersive virtual environment for children called NICE (Narrative-based, Immersive, Constructionist/Collaborative Environments). The goal of the NICE project was to construct a testbed for the exploration of virtual reality as a learning medium within the context of the primary educational reform themes of the past three decades. With a focus on informal education and domains with social content, NICE embraces the constructivist approach to learning, collaboration, and narrative development, and is designed to utilize the strengths of virtual reality: a combination of immersion, telepresence, immediate visual feedback, and interactivity. Based on our experiences with a broad range of users, the paper discusses both the successes and limitations of NICE and concludes with recommendations for research directions in the application of immersive VR technologies to children's learning.


2020 ◽  
Vol 1 (2) ◽  
pp. 3-12
Author(s):  
Laura Aymerich-Franch

Mediated embodiment (ME) is the technologically generated illusion of substituting a person’s body with an avatar body. Virtual reality is the most representative technology of ME. However, other forms of embodiment are emerging and need to be examined. The inclusion of all ME technologies under a common paradigm would largely facilitate their study. Here, I develop a unified conceptual framework of ME and integrate robot embodiment as part of the phenomenon. I first describe the central component of ME: avatars. I extend the concept of avatar used in virtual reality to other forms of ME. I then outline the minimum conditions necessary to induce the embodiment illusion as well as the technical principles used to create this illusion. Next, I suggest that ME technologies can be regarded as tools that increase human capabilities in four directions: embodiment of a new self, expansion of traveling capabilities, expansion of body capabilities, and the reach of immortality. I connect the principal research conducted in the field to these categories and suggest potential research directions to promote the positive applied uses of ME. I conclude with the importance to also address ethical issues related to this phenomenon. 


2006 ◽  
Vol 18 (4) ◽  
pp. 476-488 ◽  
Author(s):  
Masayuki Hara ◽  
◽  
Takahiro Higuchi ◽  
Ayaka Ohtake ◽  
Jian Huang ◽  
...  

In these days, a haptic interface, which is a force/tactile display device, is attracting great interest in virtual reality. With regard to this technology, researchers have reported ways to construct virtual environment and development of new devices with a unique mechanism but rarely explored the relationships between human perception and virtual dynamics. This paper suggests that it is necessary to clarify the relationships to provide more realistic force/tactile sensation for users. The main purpose of this study is to evaluate the force sensations displayed by haptic interfaces. This study focused on two haptic illusion phenomena, which are a haptic horizontal-vertical illusion and a size-weight illusion. Results of experiments using the haptic interface verified that such haptic illusions are reproducible in virtual reality. This implies that perceptual experiments can be realized using haptic interfaces, which may have potential to discover new haptic illusions. Further, this paper attempts to study the size-weight illusion by using functions of the haptic interface such as position and force sensing functions and propose a new hypothesis on the size-weight illusion. These results demonstrate that the effectiveness of haptic interfaces for perceptual experiments.


2021 ◽  
Author(s):  
Stanley Mugisha ◽  
Matteo Zoppi ◽  
Rezia Molfino ◽  
Vamsi Guda ◽  
Christine Chevallereau ◽  
...  

Abstract In the list of interfaces used to make virtual reality, haptic interfaces allow users to touch a virtual world with their hands. Traditionally, the user’s hand touches the end effector of a robotic arm. When there is no contact, the robotic arm is passive; when there is contact, the arm suppresses mobility to the user’s hand in certain directions. Unfortunately, the passive mode is never completely seamless to the user. Haptic interfaces with intermittent contacts are interfaces using industrial robots that move towards the user when contact needs to be made. As the user is immersed via a virtual reality Head Mounted Display (HMD), he cannot perceive the danger of a collision when he changes his area of interest in the virtual environment. The objective of this article is to describe movement strategies for the robot to be as fast as possible on the contact zone while guaranteeing safety. This work uses the concept of predicting the position of the user through his gaze direction and the position of his dominant hand (the one touching the object). A motion generation algorithm is proposed and then applied to a UR5 robot with an HTC vive tracker system for an industrial application involving the analysis of materials in the interior of a car.


The Fingertip Detection acts a specific role in most of the vision based applications. The latest technologies like virtual reality and augmented reality actually follows this fingertip detection concept as its foundation. It is also helpful for Human Computer Interaction (HCI). So fingertip detection and tracking can be applied from games to robot control, from augmented reality to smart homes. The most important interesting field of fingertip detection is the gesture recognition related applications. In the context of interaction with the machines, gestures are the most simplest and efficient means of communication. This paper analyses the various works done in the areas of fingertip detection. A review on various real time fingertip methods is explained with different techniques and tools. Some challenges and research directions are also highlighted. Many researchers uses fingertip detection in HCI systems those have many applications in user identification, smart home etc. A comparison of results by different researchers is also included.


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