2023
DOI: 10.3389/frvir.2023.973083
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Weight perception analysis using pseudo-haptic feedback based on physical work evaluation

Abstract: Introduction: Since kinesthetic cues are not present in virtual environments, users have difficulty feeling the heaviness of virtual objects. To address this issue, pseudo-haptic approaches have been proposed to illusorily induce the weight of virtual objects through the user’s visual sensory system.Methods: In this paper, we used two methods to induce the impression of virtual objects’ heaviness. One relies on the direct modification of the control-display (C/D) ratio when lifting objects, and the other depen… Show more

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Cited by 5 publications
(3 citation statements)
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“…There have been numerous wearable pseudo-haptic devices in the form of haptic gloves that provide touch and weight sensations. However, they have been found to reduce the user's natural range of motion during exercise and remain expensive [14]. With the emergence of MR, which is a technology that combines AR and VR features, as it merges the real and virtual environments' [2] visual cues (interactive imagination), MR can be used to create a more efficient pseudo-weight based on visualization and perception.…”
Section: Introductionmentioning
confidence: 99%
“…There have been numerous wearable pseudo-haptic devices in the form of haptic gloves that provide touch and weight sensations. However, they have been found to reduce the user's natural range of motion during exercise and remain expensive [14]. With the emergence of MR, which is a technology that combines AR and VR features, as it merges the real and virtual environments' [2] visual cues (interactive imagination), MR can be used to create a more efficient pseudo-weight based on visualization and perception.…”
Section: Introductionmentioning
confidence: 99%
“…HXRI can be defined as the application of current HCI-based principles and the formulation of novel principles for the creation of effective XR-based applications. Only a few researchers have focused on understanding the HCI-centric aspects of the XR platforms and devices [6,[16][17][18][19]. In this paper, the HXRI criteria termed tactile affordance is being described and its impact on both VR and MR-based environments developed for two healthcare-related training scenarios is being studied.…”
Section: Introductionmentioning
confidence: 99%
“…This paper's specific focus lies in vibrotactile feedback, a haptic feedback form utilizing controlled vibrations to replicate sensations on the skin [6]. This technology seamlessly integrates into various devices, such as touchscreens, game controllers, and wearables, offering users realistic and immersive sensations that closely mimic physical attributes like texture, shape, weight, temperature, or resistance [7][8][9]. Consequently, the incorporation of vibrotactile feedback in VR allows users to fully engage their sense of touch, enabling them to explore, grasp, and manipulate virtual objects as if they were interacting with them in the physical world [9][10][11].…”
Section: Introductionmentioning
confidence: 99%