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|    Hands-free tech adds realistic sense of     |
|    22 Feb 23 21:30:22    |
      MSGID: 1:317/3 63f6ebeb       PID: hpt/lnx 1.9.0-cur 2019-01-08       TID: hpt/lnx 1.9.0-cur 2019-01-08        Hands-free tech adds realistic sense of touch in extended reality         Tactile bracelet and 'pseudo-haptic' visuals make virtual touch more       believable                Date:        February 22, 2023        Source:        Rice University        Summary:        Researchers have demonstrated a new hands-free approach to        convey realistic haptic feedback in virtual reality (VR). Their        'multisensory pseudo-haptics' uses a combination of headset visuals        and tactile feedback from a wrist bracelet to convey sensations        of touch.                      Facebook Twitter Pinterest LinkedIN Email       FULL STORY       ==========================================================================       With an eye toward a not-so-distant future where some people spend most       or all of their working hours in extended reality, researchers from Rice       University, Baylor College of Medicine and Meta Reality Labs have found       a hands-free way to deliver believable tactile experiences in virtual       environments.                     ==========================================================================       Users in virtual reality (VR) have typically needed hand-held or       hand-worn devices like haptic controllers or gloves to experience tactile       sensations of touch. The new "multisensory pseudo-haptic" technology,       which is described in an open-access study published online in Advanced       Intelligent Systems, uses a combination of visual feedback from a VR       headset and tactile sensations from a mechanical bracelet that squeezes       and vibrates the wrist.              "Wearable technology designers want to deliver virtual experiences that       are more realistic, and for haptics, they've largely tried to do that       by recreating the forces we feel at our fingertips when we manipulate       objects," said study co-author Marcia O'Malley, Rice's Thomas Michael       Panos Family Professor in Mechanical Engineering. "That's why today's       wearable haptic technologies are often bulky and encumber the hands."       O'Malley said that's a problem going forward because comfort will become       increasingly important as people spend more time in virtual environments.              "For long-term wear, our team wanted to develop a new paradigm,"       said O'Malley, who directs Rice's Mechatronics and Haptic Interfaces       Laboratory. "Providing believable haptic feedback at the wrist keeps the       hands and fingers free, enabling 'all-day' wear, like the smart watches       we are already accustomed to." Haptic refers to the sense of touch. It       includes both tactile sensations conveyed through skin and kinesthetic       sensations from muscles and tendons. Our brains use kinesthetic feedback       to continually sense the relative positions and movements of our bodies       without conscious effort. Pseudo-haptics are haptic illusions, simulated       experiences that are created by exploiting how the brain receives,       processes and responds to tactile and kinesthetic input.              "Pseudo-haptics aren't new," O'Malley said. "Visual and spatial illusions       have been studied and used for more than 20 years. For example, as you       move your hand, the brain has a kinesthetic sense of where it should be,       and if your eye sees the hand in another place, your brain automatically       takes note. By intentionally creating those discrepancies, it's possible       to create a haptic illusion that your brain interprets as, 'My hand has       run into an object.' "What is most interesting about pseudo-haptics is       that you can create these sensations without hardware encumbering the       hands," she said.              While designers of virtual environments have used pseudo-haptic illusions       for years, the question driving the new research was: Can visually driven       pseudo- haptic illusions be made to appear more realistic if they are       reinforced with coordinated, hands-free tactile sensations at the wrist?       Evan Pezent, a former student of O'Malley's and now a research scientist       at Meta Reality Labs in Redmond, Washington, worked with O'Malley and       colleagues to design and conduct experiments in which pseudo-haptic       visual cues were augmented with coordinated tactile sensations from Tasbi,       a mechanized bracelet Meta had previously invented.              Tasbi has a motorized cord that can tighten and squeeze the wrist, as       well as a half-dozen small vibrating motors -- the same components that       deliver silent alerts on mobile phones -- which are arrayed around the       top, bottom and sides of the wrist. When and how much these vibrate and       when and how tightly the bracelet squeezes can be coordinated, both with       one another and with a user's movements in virtual reality.              In initial experiments, O'Malley and colleagues had users press virtual       buttons that were programmed to simulate varying degrees of stiffness. The       research showed volunteers were able to sense varying degrees of       stiffness in each of four virtual buttons. To further demonstrate the       range of physical interactions the system could simulate, the team then       incorporated it into nine other common types of virtual interactions,       including pulling a switch, rotating a dial, and grasping and squeezing       an object.              "Keeping the hands free while combining haptic feedback at the wrist with       visual pseudo-haptics is an exciting new approach to designing compelling       user experiences in VR," O'Malley said. "Here we explored user perception       of object stiffness, but Evan has demonstrated a wide range of haptic       experiences that we can achieve with this approach, including bimanual       interactions like shooting a bow and arrow, or perceiving an object's       mass and inertia." Study co-authors include Alix Macklin of Rice,       Jeffrey Yau of Baylor and Nicholas Colonnese of Meta.              The research was funded by Meta Reality Labs Research, and Macklin's work       was supported by a National Science Foundation training grant (1828869).               * RELATED_TOPICS        o Matter_&_Energy        # Virtual_Environment # Engineering #        Engineering_and_Construction # Technology        o Computers_&_Math        # Virtual_Reality # Video_Games # Computer_Modeling #        Computer_Programming        * RELATED_TERMS        o Virtual_reality o Feedback o Earth_science o        Computer_and_video_games o Robot o Carpal_tunnel o        Global_climate_model o Newton's_cradle              ==========================================================================       Story Source: Materials provided by Rice_University. Original written       by Jade Boyd. Note: Content may be edited for style and length.                     ==========================================================================       Journal Reference:        1. Evan Pezent, Alix Macklin, Jeffrey M. Yau, Nicholas Colonnese,        Marcia K.               O'Malley. Multisensory Pseudo‐Haptics for Rendering Manual        Interactions with Virtual Objects. Advanced Intelligent Systems,        2023; 2200303 DOI: 10.1002/aisy.202200303       ==========================================================================              Link to news story:       https://www.sciencedaily.com/releases/2023/02/230222141144.htm              --- up 51 weeks, 2 days, 10 hours, 50 minutes        * Origin: -=> Castle Rock BBS <=- Now Husky HPT Powered! (1:317/3)       SEEN-BY: 15/0 106/201 114/705 123/120 153/7715 226/30 227/114 229/111       SEEN-BY: 229/112 113 307 317 400 426 428 470 664 700 292/854 298/25       SEEN-BY: 305/3 317/3 320/219 396/45       PATH: 317/3 229/426           |
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