Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems 2017
DOI: 10.1145/3025453.3025600
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Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation

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Cited by 232 publications
(87 citation statements)
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“…Such integration would allow the system to move into the "World Partially Modelled" range of the EWK spectrum, providing more interesting modes of user interaction. For example, by using markerless feature detection of a scene, a streaming user could recreate an environment and send a three-dimensional map of real space to viewers, who could "touch" its surfaces through haptic controls, as demonstrated in different Virtual Reality studies, such as Lopes et al [29]. Furthermore, since the panoramic background can feature different synaesthetic displays such as IR heat-maps, haptic interaction could be extended to feature thermoception.…”
Section: Future Workmentioning
confidence: 99%
“…Such integration would allow the system to move into the "World Partially Modelled" range of the EWK spectrum, providing more interesting modes of user interaction. For example, by using markerless feature detection of a scene, a streaming user could recreate an environment and send a three-dimensional map of real space to viewers, who could "touch" its surfaces through haptic controls, as demonstrated in different Virtual Reality studies, such as Lopes et al [29]. Furthermore, since the panoramic background can feature different synaesthetic displays such as IR heat-maps, haptic interaction could be extended to feature thermoception.…”
Section: Future Workmentioning
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%
“…Unfortunately, AHF devices are usually too large, complex, expensive and/or weak for use outside of research. Through the acknowledgment of issues in PHF and AHF researchers continue to advance VR haptics by combining PHF and AHF [15,16,23], and introducing entirely new approaches [2,12,49,50,76]. While these approaches offer some noticeable benefits over traditional VR haptics issues like complexity, interaction limitations and weak feedback persist.…”
Section: Discussionmentioning
confidence: 99%
“…Another approach to general haptics removes physical interactions with objects altogether. One method uses electrical muscle stimulation (EMS) to mimic the feel of interacting with virtual objects [49,50]. A series of user studies showed the use of EMS for haptics contributes to higher realism, when compared to no haptic feedback [49] and vibrotactile feedback [50].…”
Section: Diverse Haptic Systems For Vrmentioning
confidence: 99%
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