scholarly journals Augmented Virtuality Using Touch-Sensitive 3D-Printed Objects

2021 ◽  
Vol 13 (11) ◽  
pp. 2186
Author(s):  
Gianpaolo Palma ◽  
Sara Perry ◽  
Paolo Cignoni

Virtual reality (VR) technologies have become more and more affordable and popular in the last five years thanks to hardware and software advancements. A critical issue for these technologies is finding paradigms that allow user interactions in ways that are as similar as possible to the real world, bringing physicality into the experience. Current literature has shown, with different experiments, that the mapping of real objects in virtual reality alongside haptic feedback significantly increases the realism of the experience and user engagement, leading to augmented virtuality. In this paper, we present a system to improve engagement in a VR experience using inexpensive, physical, and sensorized copies of real artefacts made with cheap 3D fabrication technologies. Based on a combination of hardware and software components, the proposed system gives the user the possibility to interact with the physical replica in the virtual environment and to see the appearance of the original cultural heritage artefact. In this way, we overcome one of the main limitations of mainstream 3D fabrication technologies: a faithful appearance reproduction. Using a consumer device for the real-time hand tracking and a custom electronic controller for the capacitive touch sensing, the system permits the creation of augmented experiences where the user with their hands can change the virtual appearance of the real replica object using a set of personalization actions selectable from a physical 3D-printed palette.

Robotica ◽  
2009 ◽  
Vol 28 (1) ◽  
pp. 47-56 ◽  
Author(s):  
M. Karkoub ◽  
M.-G. Her ◽  
J.-M. Chen

SUMMARYIn this paper, an interactive virtual reality motion simulator is designed and analyzed. The main components of the system include a bilateral control interface, networking, a virtual environment, and a motion simulator. The virtual reality entertainment system uses a virtual environment that enables the operator to feel the actual feedback through a haptic interface as well as the distorted motion from the virtual environment just as s/he would in the real environment. The control scheme for the simulator uses the change in velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator, and the haptic feedback to the operator to maneuver the simulator in the real environment. The stability of the closed-loop system is analyzed based on the Nyquist stability criteria. It is shown that the proposed design for the simulator system works well and the theoretical findings are validated experimentally.


Author(s):  
Bosede Iyiade Edwards ◽  
Kevin S. Bielawski ◽  
Rui F. Prada ◽  
Adrian David Cheok

Human-Computer Interaction, including technology-aided instruction, is beginning to focus on virtual reality (VR) technology due to its ability to support immersive learning, teaching through simulation, and gamification of learning. These systems can deliver high-level multisensory learning experiences that are important in the teaching of many subjects, especially those involving abstract concepts or requiring spatial skills, such as organic chemistry. Haptic experiences with VR, however, remain a challenge. In addition, development have focused on general entertainment/gaming; VR systems in chemistry implement simulations of the chemistry laboratory and other advanced systems whereas those that support safe, game-like, immersive and multisensory learning of organic chemistry with haptics at pre-university education levels are scarce. We developed the VR Multisensory Classroom (VRMC) as an immersive learning environment within a VR head-mounted display, where learners employ hand movements to build hydrocarbon molecules and experience haptic feedback through gloves with built-in sensors and hand-tracking with the Leap Motion system. We report here the evaluation of the first prototype by learners from diverse backgrounds who reported on the ability of the VRMC to support high engagement, motivation, interest and organic chemistry learning as well as diverse learning styles. The VRMC is a novel VR classroom that supports immersive learning in molecular organic chemistry with haptics for multisensory learning.


2021 ◽  
Vol 2 ◽  
Author(s):  
Pornthep Preechayasomboon ◽  
Eric Rombokas

We introduce Haplets, a wearable, low-encumbrance, finger-worn, wireless haptic device that provides vibrotactile feedback for hand tracking applications in virtual and augmented reality. Haplets are small enough to fit on the back of the fingers and fingernails while leaving the fingertips free for interacting with real-world objects. Through robust physically-simulated hands and low-latency wireless communication, Haplets can render haptic feedback in the form of impacts and textures, and supplements the experience with pseudo-haptic illusions. When used in conjunction with handheld tools, such as a pen, Haplets provide haptic feedback for otherwise passive tools in virtual reality, such as for emulating friction and pressure-sensitivity. We present the design and engineering for the hardware for Haplets, as well as the software framework for haptic rendering. As an example use case, we present a user study in which Haplets are used to improve the line width accuracy of a pressure-sensitive pen in a virtual reality drawing task. We also demonstrate Haplets used during manipulation of objects and during a painting and sculpting scenario in virtual reality. Haplets, at the very least, can be used as a prototyping platform for haptic feedback in virtual reality.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Author(s):  
Gordon Tao ◽  
Bernie Garrett ◽  
Tarnia Taverner ◽  
Elliott Cordingley ◽  
Crystal Sun

Abstract Background High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games. Methods We searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design. Findings We identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies. Conclusion HMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.


Author(s):  
Benjamin Williams ◽  
Alexandra E. Garton ◽  
Christopher J. Headleand

2021 ◽  
Vol 59 ◽  
pp. 283-298 ◽  
Author(s):  
Claudia González ◽  
J. Ernesto Solanes ◽  
Adolfo Muñoz ◽  
Luis Gracia ◽  
Vicent Girbés-Juan ◽  
...  

2006 ◽  
Vol 10 (1) ◽  
pp. 24-30 ◽  
Author(s):  
David Swapp ◽  
Vijay Pawar ◽  
Céline Loscos

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