scholarly journals Cooking in the dark: a mixed reality empathy experience for the embodiment of blindness

Author(s):  
Renan Guarese ◽  
Franklin Bastidas ◽  
João Becker ◽  
Mariane Giambastiani ◽  
Yhonatan Iquiapaza ◽  
...  

In the context of promoting a sense of empathy for the difference in people without disabilities, we propose a gaming experience that allows users to embody having a visual impairment. By occluding the user’s vision and providing spatialized audio and passive haptic feedback, allied with a speech recognition digital assistant, our goal is to offer a multi-sensory experience to enhance the user’s sense of embodiment inside a mixed reality blindness simulation. Inside the game environment, while expecting a guest to arrive, the player is required to cook a meal completely in the dark. Being aided solely by their remaining senses and a digital assistant, players must go through several tasks as to prepare dinner in time, risking to lose a love interest.

2020 ◽  
Vol 4 (4) ◽  
pp. 78
Author(s):  
Andoni Rivera Pinto ◽  
Johan Kildal ◽  
Elena Lazkano

In the context of industrial production, a worker that wants to program a robot using the hand-guidance technique needs that the robot is available to be programmed and not in operation. This means that production with that robot is stopped during that time. A way around this constraint is to perform the same manual guidance steps on a holographic representation of the digital twin of the robot, using augmented reality technologies. However, this presents the limitation of a lack of tangibility of the visual holograms that the user tries to grab. We present an interface in which some of the tangibility is provided through ultrasound-based mid-air haptics actuation. We report a user study that evaluates the impact that the presence of such haptic feedback may have on a pick-and-place task of the wrist of a holographic robot arm which we found to be beneficial.


2021 ◽  
Vol 11 (17) ◽  
pp. 7877
Author(s):  
Daehyeon Lee ◽  
Woosung Shim ◽  
Munyong Lee ◽  
Seunghyun Lee ◽  
Kye-Dong Jung ◽  
...  

Recently, the development of 3D graphics technology has led to various technologies being combined with reality, where a new reality is defined or studied; they are typically named by combining the name of the technology with “reality”. Representative “reality” includes Augmented Reality, Virtual Reality, Mixed Reality, and eXtended Reality (XR). In particular, research on XR in the web environment is actively being conducted. The Web eXtended Reality Device Application Programming Interface (WebXR Device API), released in 2018, allows instant deployment of XR services to any XR platform requiring only an active web browser. However, the currently released tentative version has poor stability. Therefore, in this study, the performance evaluation of WebXR Device API is performed using three experiments. A camera trajectory experiment is analyzed using ground truth, we checked the standard deviation between the ground truth and WebXR for the X, Y, and Z axes. The difference image experiment is conducted for the front, left, and right directions, which resulted in a visible difference image for each image of ground truth and WebXR, small mean absolute error, and high match rate. In the experiment for measuring the 3D rendering speed, a frame rate similar to that of real-time is obtained.


2007 ◽  
Vol 23 (9-11) ◽  
pp. 843-849 ◽  
Author(s):  
Renaud Ott ◽  
Daniel Thalmann ◽  
Frédéric Vexo

Author(s):  
Elaine Thai ◽  
Anil R. Kumar

Mechanisms for training pool skills have evolved from manually setting up balls in different positions on the table and hitting them one-by-one to now using technology to precisely set up these plays and practice the game virtually. The aim of this study was to investigate how adding haptic feedback into a pool video game affects transfer of training into real-life pool skills. A 2 x 4 mixed factorial design was used to see how haptic feedback (its absence or presence) and four types of shots affect pool performance. Half of the participants experienced the pool video game without haptic feedback while the other half experienced it with haptic feedback. Performance before and after the video game practice was recorded as successful or unsuccessful, with a series of the same 40 pre- and post-video-game shots. Results from 38 participants are presented, and their implications are discussed.


1997 ◽  
Vol 14 (1) ◽  
pp. 72-79 ◽  
Author(s):  
Shirley R. Wyver ◽  
David J. Livesey

ABSTRACTThis paper presents the preliminary findings of a study examining the impact of congenital visual impairment on the development of motor skills and kinaesthetic acuity. Studies of children with a visual impairment have consistently noted deficits in motor development. It was hypothesised that these deficits may be linked with poor kinaesthetic sensitivity. Six preschool children with a visual impairment (mean age 55.17 months) were compared to nine classmates (mean age 56.67 months) matched for age, gender, and general verbal ability, on modified tasks from the Movement Assessment Battery for Children (M-ABC) and the Kinaesthetic Acuity Test (KAT). Although the difference between groups was significant for one task only (static balance), it was noted that all differences observed were in the hypothesised direction. Further longitudinal or cross-sectional data are required to provide a more comprehensive analysis of the relationship between vision impairment, kinaesthetic development, and motor skills.


2005 ◽  
Vol 14 (6) ◽  
pp. 677-696 ◽  
Author(s):  
Christoph W. Borst ◽  
Richard A. Volz

We present a haptic feedback technique that combines feedback from a portable force-feedback glove with feedback from direct contact with rigid passive objects. This approach is a haptic analogue of visual mixed reality, since it can be used to haptically combine real and virtual elements in a single display. We discuss device limitations that motivated this combined approach and summarize technological challenges encountered. We present three experiments to evaluate the approach for interactions with buttons and sliders on a virtual control panel. In our first experiment, this approach resulted in better task performance and better subjective ratings than the use of only a force-feedback glove. In our second experiment, visual feedback was degraded and the combined approach resulted in better performance than the glove-only approach and in better ratings of slider interactions than both glove-only and passive-only approaches. A third experiment allowed subjective comparison of approaches and provided additional evidence that the combined approach provides the best experience.


2021 ◽  
Vol 11 (23) ◽  
pp. 11280
Author(s):  
Yun-Peng Su ◽  
Xiao-Qi Chen ◽  
Tony Zhou ◽  
Christopher Pretty ◽  
J. Geoffrey Chase

This paper presents an integrated scheme based on a mixed reality (MR) and haptic feedback approach for intuitive and immersive teleoperation of robotic welding systems. By incorporating MR technology, the user is fully immersed in a virtual operating space augmented by real-time visual feedback from the robot working space. The proposed robotic tele-welding system features imitative motion mapping from the user’s hand movements to the welding robot motions, and it enables the spatial velocity-based control of the robot tool center point (TCP). The proposed mixed reality virtual fixture (MRVF) integration approach implements hybrid haptic constraints to guide the operator’s hand movements following the conical guidance to effectively align the welding torch for welding and constrain the welding operation within a collision-free area. Onsite welding and tele-welding experiments identify the operational differences between professional and unskilled welders and demonstrate the effectiveness of the proposed MRVF tele-welding framework for novice welders. The MRVF-integrated visual/haptic tele-welding scheme reduced the torch alignment times by 56% and 60% compared to the MRnoVF and baseline cases, with minimized cognitive workload and optimal usability. The MRVF scheme effectively stabilized welders’ hand movements and eliminated undesirable collisions while generating smooth welds.


2016 ◽  
Vol 79 (6) ◽  
Author(s):  
Galton Carvalho Vasconcelos ◽  
Erika Maria Parlato-Oliveira

2021 ◽  
Vol 13 (5) ◽  
pp. 2955
Author(s):  
Sarmad Hussain ◽  
Asif Ali ◽  
Young Gin Choi ◽  
Jinsoo Hwang

(1) Background: Emotional intelligence plays a critical role in one’s socialization and psychological adjustment. The current study is an attempt to obtain a comparative analysis of the emotional intelligence among the cricketers that are blind or suffer from visual impairment. The major objective of the study is to measure the emotional intelligence of visually impaired athletes along with the influence of their physical activities and demographic variables. (2) Methods: The employed survey method, with a descriptive research design, was based on a selective purpose sample of 220, which included a mean age of 28.38 years and an age range from 18 to 40 years, visually impaired cricketers, and non-cricketers from Punjab. The selective individuals completely provided their demographic information by filling out two forms, which included the short-form trait emotional intelligence questionnaire (TEIQue-SF) and the international physical activity questionnaire (IPAQ-SF). (3) Results: There is a significant relationship with emotional intelligence among the cricketers that are blind or suffer from visual impairment. Furthermore, the demographic variables had a significant impact on emotional intelligence (EI). Based on these findings, this study suggests administering a longitudinal study of visually impaired athletes in future research. In addition, different statistical populations of visually impaired athletes can be studied in order to compare their emotional intelligence with other psychological variables.


Sign in / Sign up

Export Citation Format

Share Document