Towards haptic learning on a smartwatch

Author(s):  
Caitlyn Seim ◽  
Rodrigo Pontes ◽  
Sanjana Kadiveti ◽  
Zaeem Adamjee ◽  
Annette Cochran ◽  
...  
Keyword(s):  
2021 ◽  
Author(s):  
Hsiu-Yun Hsu ◽  
Che-Wei Lin ◽  
Yu-Ching Lin ◽  
Po-Ting Wu ◽  
Hirokazu Kato ◽  
...  

Abstract Background: Music-supported therapy (MST), a type of biofeedback therapy with multi-sensory information input, has been proposed as an effective approach to improving motor control in people with sensorimotor deficits. However, currently, MST training is restricted to being extensively applied for patients with various levels of defects in fine motor skills and cognitive functions. Therefore, the integration of passive haptic learning (PHL) with MST has been adopted as a motor training strategy intended to enhance “motor memory” learning through the use of vibration stimuli. The current study was designed to investigate differences in the sensorimotor performance of older adults’ hands under baseline, a single session of standard MST, and PHL-based MST conditions. Methods: Thirty healthy older adults were recruited and randomized to receive either the single session of 30-minutes of PHL-based MST or 30-minutes of standard MST at the beginning of the experiment. After a one-week washout period, they switched their treatment programs and then were assessed to study the training effects of both approaches through measuring precision pinch performance, hand function, and sensory status. Results: The results of the Pinch-Holding-Up Activity test revealed a statistically significant difference in the FRpeak parameter (F = 14.37, p < 0.001, η² = 0.507) under the PHL-based MST condition compared to the baseline and standard MST conditions. In addition, significant beneficial effects were found on the results of the barognosis (F = 19.126, p < 0.001, η² = 0. 577) and roughness differentiation subtests (F = 15.036, p < 0.001, η² = 0.518) in the Manual Tactile Test for the participants in the PHL-based MST group. In addition, the participants under both the standard MST and PHL-based MST conditions exhibited better performance in the three subtests of the Purdue Pegboard Test as compared to under the baseline condition (p < 0.016). Conclusions: The findings indicated that PHL-based MST potentially improves the precision pinch performance of hands in healthy older adults. In addition, the add-on effect of vibrotactile stimulation to the MST condition provides beneficial effects on the sensory functions of the upper extremities. Clinical Trial Registration: NCT04802564


2017 ◽  
Vol 111 (2) ◽  
pp. 148-164 ◽  
Author(s):  
Oana Bălan ◽  
Alin Moldoveanu ◽  
Florica Moldoveanu ◽  
Hunor Nagy ◽  
György Wersényi ◽  
...  

Introduction As the number of people with visual impairments (that is, those who are blind or have low vision) is continuously increasing, rehabilitation and engineering researchers have identified the need to design sensory-substitution devices that would offer assistance and guidance to these people for performing navigational tasks. Auditory and haptic cues have been shown to be an effective approach towards creating a rich spatial representation of the environment, so they are considered for inclusion in the development of assistive tools that would enable people with visual impairments to acquire knowledge of the surrounding space in a way close to the visually based perception of sighted individuals. However, achieving efficiency through a sensory substitution device requires extensive training for visually impaired users to learn how to process the artificial auditory cues and convert them into spatial information. Methods Considering all the potential advantages game-based learning can provide, we propose a new method for training sound localization and virtual navigational skills of visually impaired people in a 3D audio game with hierarchical levels of difficulty. The training procedure is focused on a multimodal (auditory and haptic) learning approach in which the subjects have been asked to listen to 3D sounds while simultaneously perceiving a series of vibrations on a haptic headband that corresponds to the direction of the sound source in space. Results The results we obtained in a sound-localization experiment with 10 visually impaired people showed that the proposed training strategy resulted in significant improvements in auditory performance and navigation skills of the subjects, thus ensuring behavioral gains in the spatial perception of the environment.


Author(s):  

In this study, we investigated the learning style preferences of college students with different majors and the relationship between learning styles and the majors. In total, 120 English as a foreign language college students with different majors from Taiwan participated. Descriptive statistical analysis and the chi-square test results indicated that learners across majors generally preferred the visual learning style. However, business and information technology majors preferred the auditory learning style and design majors preferred the haptic learning style. Nevertheless, although learning background may play a vital role in the development of a student’s learning style, the differences between learning style preferences and educational background were non-significant. Learning style preferences may also relate to other variables and may change over time, across contexts, and between different tasks.


2020 ◽  
Vol 10 (13) ◽  
pp. 4553 ◽  
Author(s):  
David Escobar-Castillejos ◽  
Julieta Noguez ◽  
Roberto A. Cárdenas-Ovando ◽  
Luis Neri ◽  
Andres Gonzalez-Nucamendi ◽  
...  

Technological advances have been the main driver of enhancing human–computer interaction and interactive simulations have experienced exponential growth in recent years. However, visual and auditory channels are usually the only ones considered for educational simulations even though the sense of touch is also an important one. Touch allows us to recognize and interact with our surroundings. A common way to develop a visuo-haptic simulation in the area of interactive systems is by using a graphic and physics-based engine orchestrated with a haptic rendering framework. However, new solutions, such as professional game engines, have enabled the development of high-quality applications in much shorter time. In this paper, a novel architecture for fast development of interactive visuo-haptic applications in game engines is discussed. To validate the proposed architecture, the Haptic Device Integration for Unity (HaDIU) plugin was implemented. Simulations were implemented to verify the operability of haptic devices. Each scenario was properly modelled and has different haptic objectives. Furthermore, to validate that the usage of this approach provides better visualizations than an existing single purpose application, an experimental study was performed. Results suggest that by using this approach faster development of interactive visuo-haptic simulators can be achieved than using traditional techniques.


Author(s):  
Chien-Hsing Chou ◽  
Yi-Zeng Hsieh ◽  
Shih-Syun Lin ◽  
Tao-Jen Yang ◽  
Wei-An Chen ◽  
...  

In this article, a passive haptic learning method for Taiwanese Braille writing was developed for visually impaired individuals through the employment of an effective user-friendly learning strategy. This system was designed with portability and low cost by applying the learning concept of passive haptic learning. This system designed a pair of gloves for visually impaired people to study Braille writing. Furthermore, we also designed a Braille writing teaching system for visually impaired people to learn and practice the Braille writing. Depending on the learning content, the corresponding vibration motors on the glove fingertips vibrate to produce the Taiwan Braille input gestures. The visually impaired people then feel tactile vibration feedback from the glove fingertips. In addition, the corresponding auditory feedback is provided from the Braille writing teaching system. After receiving a series of tactile vibration feedback, user’s finger muscles could memorize the corresponding Braille input gestures by the passive haptic learning. In the practice mode, the teaching system randomly selects practice content and announces the selected content in an auditory manner. Visually impaired users must then input the corresponding Braille codes by using the Braille writing input module. This mode can further reinforce users’ memorization of correct Braille codes for Mandarin characters.


2014 ◽  
Vol 44 (2) ◽  
pp. 5-7 ◽  
Author(s):  
Andréa Zariwny ◽  
Patricia Stewart ◽  
Marc Dryer
Keyword(s):  

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