Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3174020
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Adding Force Feedback to Mixed Reality Experiences and Games using Electrical Muscle Stimulation

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Cited by 102 publications
(47 citation statements)
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“…We utilized a medically-compliant battery powered muscle stimulator (Rehastim from Hasomed), which provides a maximum of 100mA and is controllable via USB. We chose this device since it had been successfully used by researchers as a means to generate force feedback in both VR [22] and AR [23]. The EMS was pre-calibrated per participant to ensure a pain-free stimulation and robust actuation.…”
Section: Apparatusmentioning
confidence: 99%
“…We utilized a medically-compliant battery powered muscle stimulator (Rehastim from Hasomed), which provides a maximum of 100mA and is controllable via USB. We chose this device since it had been successfully used by researchers as a means to generate force feedback in both VR [22] and AR [23]. The EMS was pre-calibrated per participant to ensure a pain-free stimulation and robust actuation.…”
Section: Apparatusmentioning
confidence: 99%
“…Exoskeleton glove-based interfaces take advantage of this feedback [193]. Electrical muscle stimulation (EMS) is another type of interface that is based on kinesthetic feedback that has been explored to make mixed reality experience more realistic [194]- [196].…”
Section: ) Haptic Interactionsmentioning
confidence: 99%
“…Impacto [37] is an example of repulsion design, where EMS renders haptic sensation of being hit (e.g., punched) in VR games. More recently, Lopes et al introduced a mobile system that enhances mixed reality experiences using EMS, by actuating the user's muscles while the user is interacting with physical objects [38]. Mainly, the user is actively involved in those interactions with the VR scenes and receives EMS responses based on that.…”
Section: Ems For Haptic Feedback In Vrmentioning
confidence: 99%
“…This means that our approach flips typical gaming mechanics where players control their avatar's movements, and instead reflects the movements of the virtual avatar onto the player's body. This sets this work apart from previous work in EMS-based haptic feedback in VR [37,38,40], since we look into reflecting the avatar's movements on the player's body in non-interactive scenarios, i.e., users are passive during cutscenes and receive the system's output rather than providing input themselves.…”
Section: Introductionmentioning
confidence: 99%