Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics

Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics
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使用可穿戴触觉增强混合现实中有形物体的刚度感知

DOI:
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发表时间:
2018
期刊:
IEEE Conference on Virtual Reality and 3D User Interfaces
影响因子:
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通讯作者:
A. Lécuyer
A. Lécuyer
中科院分区:
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文献类型:
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作者:
Xavier de Tinguy;C. Pacchierotti;M. Marchal;A. Lécuyer

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本文研究了有形物体和可穿戴触觉的结合,以改善虚拟环境中僵硬感觉的显示。有形物体可以感觉到对象的一般形状,但是它们通常是被动的或无法模拟几种不同的机械性能。可穿戴的触觉设备是便携式和不引人注目的界面,能够产生不同的触觉感觉,但是它们通常无法提供令人信服的僵硬接触和分布式形状的感觉。我们建议将这两种方法结合在虚拟和增强现实(VR/AR)中,从而通过在手指上提供及时的触觉刺激来任意增强真实/有形物体的刚度。我们开发了一种概念验证,可以通过在指尖使用可穿戴的触觉模块与有形物体相互作用时模拟不同的弹性/刚度感觉。我们进行了一项用户研究,表明可穿戴触觉刺激可以很好地改变真实物体的刚度,即使在接触点未传递触觉刺激时。我们在VR和AR中说明了我们的方法,在几种用例和不同的有形设置中,例如接触表面,按下按钮和活塞或持有对象时。综上所述,我们的结果通过更好地利用提供简单,不引人注目和低成本的触觉显示的多种方式来为VR/AR中的新型触觉感觉铺平了道路。
This paper studies the combination of tangible objects and wearable haptics for improving the display of stiffness sensations in virtual environments. Tangible objects enable to feel the general shape of objects, but they are often passive or unable to simulate several varying mechanical properties. Wearable haptic devices are portable and unobtrusive interfaces able to generate varying tactile sensations, but they often fail at providing convincing stiff contacts and distributed shape sensations. We propose to combine these two approaches in virtual and augmented reality (VR/AR), becoming able of arbitrarily augmenting the perceived stiffness of real/tangible objects by providing timely tactile stimuli at the fingers. We developed a proof-of-concept enabling to simulate varying elasticity/stiffness sensations when interacting with tangible objects by using wearable tactile modules at the fingertips. We carried out a user study showing that wearable haptic stimulation can well alter the perceived stiffness of real objects, even when the tactile stimuli are not delivered at the contact point. We illustrated our approach both in VR and AR, within several use cases and different tangible settings, such as when touching surfaces, pressing buttons and pistons, or holding an object. Taken together, our results pave the way for novel haptic sensations in VR/AR by better exploiting the multiple ways of providing simple, unobtrusive, and low-cost haptic displays.