Improving user comfort in haptic virtual environments through gravity compensation (original) (raw)
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International Journal of Product Development, 2010
This work presents the results of a research project that evaluated the possibility to carry out ergonomic analyses on virtual prototypes that permitted tactile interaction. We propose an approach based on Virtual Reality (VR) and haptics: the former to improve visual rendering of a digital model, the latter to permit tactile interaction. The products considered were control boards. Atomic components such as knobs, sliders and buttons are employed. The paper presents the architecture of an ergonomic workstation and its first implementation based on commercial systems and ad hoc haptic devices specifically developed for the purpose. Major problems related to a VR environment, such as visualisation and human body tracking, are discussed; the architecture of haptic devices and technical solutions to achieve a satisfactory haptic rendering are presented. Finally, the paper proposes a test procedure and presents the results of tests on the behaviour of ergonomic workstation components. Work in progress and future developments conclude the paper.
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Embodied interfaces are promising for virtual reality (VR) because they can improve immersion and reduce simulator sickness compared to more traditional handheld interfaces (e.g., gamepads). We present a novel embodied interface called the Limbic Chair. The chair is composed of two separate shells that allow the user’s legs to move independently while sitting. We demonstrate the suitability of the Limbic Chair in two VR scenarios: city navigation and flight simulation. We compare the Limbic Chair to a gamepad using performance measures (i.e., time and accuracy), head movements, body sway, and standard questionnaires for measuring presence, usability, workload, and simulator sickness. In the city navigation scenario, the gamepad was associated with better presence, usability, and workload scores. In the flight simulation scenario, the chair was associated with less body sway (i.e., less simulator sickness) and fewer head movements but also slower performance and higher workload. In a...
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Reviews of Human Factors and Ergonomics, 2011
In this chapter, we review research on the use of virtual reality (VR) and haptic technologies for studying human performance in tasks involving the tactile sense, including locomotion and upper-extremity motor-control training or rehabilitation. We present a general organizing framework of motor-control tasks and identify types of VR systems that have been developed for supporting the tactile sense in simulation of such tasks. We divide this coverage into gross motor tasks with a focus on locomotion and gait, in part because of the volume of research that has been conducted in this area, and fine motor skills with a focus on training for surgical tasks and upper-extremity rehabilitation. In covering VR technology, we review visual devices that facilitate hand-eye or body-eye coordination as well as physical task simulators (e.g., treadmill interfaces and haptic controllers). The directions of locomotion and motor-control task research exploiting these technologies are identified, and seminal studies representing each area are summarized. On this basis, we define a collection of VR simulation design recommendations from task and functional perspectives. The review also identifies the underlying cognitive and physical bases for specific observations on human performance made by previous research. Finally, the summaries of research studies are used as a basis for identifying future directions of research that should be addressed by the human factors community.
Research directions in virtual environments
ACM SIGGRAPH Computer Graphics, 1992
Haptics 1. Development should be encouraged of a variety of computer-controlled mechanical devices for either basic scientific investigation of the human haptic system or to serve as haptic interfaces for virtual environments and teleloperation. 2. Research programs should be initiated to encourage collaboration among engineers who are capable of building high precision robotic devices and scientists who can conduct biomechanical and perceptual experiments with the devices. 3. Research programs should also be developed to enable collaboration among researchers working on visual, auditory, and haptic interfaces, together with computer specialists who can develop software capable of synchronized handling of all the sensory and motor modalities. Motion Sickness in Virtual Environments * By virtual environments, we mean real-time interactive graphics with three-dimensional models, when combined with a display technology that gives the user immersion in the model world and direct manipulation. Such research has proceeded under many labels: virtual reality, synthetic experience,. etc. We prefer virtual environments for accuracy of description and truth in advertising.
Haptic Virtual Rehabilitation Exercises for Poststroke Diagnosis
IEEE Transactions on Instrumentation and Measurement, 2000
Nowadays, stroke is one of the most frequent causes of severe adult disability in the world. Virtual Reality (VR) and haptic technologies have emerged as promising assistive tools for effective diagnosis and rehabilitation intervention. The objective of this study is to develop and test a set of five virtual exercises on top of a framework, which is designed for diagnosis and rehabilitation of patients with hand impairments. We have implemented task-oriented exercises based on well established and common exercises, namely the Jebsen Test of Hand Function (JTHF) and the Box and Block Test (BBT). These include: moving a cup, arranging blocks, navigating a maze, training with a dumbbell, and grasping a rubber ball. Furthermore, key performance measures (metrics) are proposed for each exercise to quantitatively evaluate and judge performance of stroke patients. Our evaluation of these exercises shows promising potential to define a ‗golden' reference metrics for healthy subjects, against which the performance of a patient is compared. This will facilitate the ability of Occupational Therapists (OTs) to assess the patient's progress. Index Terms -Virtual reality, haptic applications, stroke rehabilitation, occupational therapy, medical instrumentation and measurement Atif Alamri received his Master's degree in Information Systems from King Saud University in 2004. He is currently a PhD candidate at the School of Information Technology and Engineering, University of Ottawa, Ottawa, Canada. His current research interests include Collaborative Rehabilitations, Haptic Enabled Applications, Service Oriented Architecture, and web services composition." Mohamad Eid received his Master's degree in Electrical and Computer Engineering from the American University of Beirut in February 2005. He is currently a PhD student at the School of Information Technology and Engineering, University of Ottawa, Ottawa, Canada. His research interests include Haptic applications meta-language, Haptics for interpersonal communication, and Haptic video conferencing.
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SPIE Proceedings, 2002
Traditional interference detection for visualization has taken a virtual-virtual approach, that is, both the intersector and the intersectee are virtual geometries. But, we have learned that there are advantages in combining both physical models and virtual models in the same space. The physical model has many properties that are difficult to mimic in an all-virtual environment. A realistic interaction is achieved by casting the physical model as a 'twin' to the virtual model. The virtual twin has the ability to interact with other virtual models in software. The two combined into a single system allow for a more effective haptic visualization environment than virtual interaction alone.
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The usability of virtual reality (VR) controller interfaces are often complex and difficult for first time users. Most controllers provide minimal feedback which relegates the potential for heightened interaction and feedback within virtual experiences. This research explores how haptic technology systems partnered with VR can deliver immersive interactions between user and virtual environment (VE). This research involves the development of a haptic glove interface prototype that incorporates a force feedback and vibrotactile feedback system. It focuses on determining a workflow that communicates in real-time user interaction and environmental feedback using Unreal Engine and the produced haptic glove system. Testing and calibrating the prototype feedback system provided a baseline for developers to rationalise and improve accuracy of current real-time virtual feedback systems. The evaluation of this research in industry unfolds new technical knowledge for implementing a wider range...
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The usability of virtual reality (VR) controller interfaces are often complex and difficult for first time users. Most controllers provide minimal feedback which relegates the potential for heightened interaction and feedback within virtual experiences. This research explores how haptic technology systems partnered with VR can deliver immersive interactions between user and virtual environment (VE). This research involves the development of a haptic glove interface prototype that incorporates a force feedback and vibrotactile feedback system. It focuses on determining a workflow that communicates in real-time user interaction and environmental feedback using Unreal Engine and the produced haptic glove system. Testing and calibrating the prototype feedback system provided a baseline for developers to rationalise and improve accuracy of current real-time virtual feedback systems. The evaluation of this research in industry unfolds new technical knowledge for implementing a wider range of haptic technologies within VR. This further development would involve reviewing the usability and interaction standards for VR users in the design process.
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… of EuroHaptics 2004, 5th- …, 2004
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Integration of Interactive Virtual Entertainment Systems with a Haptic Motion Simulator
In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, networking, simulation, and a motion simulator control scheme. The virtual reality entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The virtual reality entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a joystick to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator, and the feedback to the operator. In addition, we develop...