Academic literature on the topic 'Visuo-haptic'

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Journal articles on the topic "Visuo-haptic"

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Yun, Sungryul, Suntak Park, Bongje Park, Seung Koo Park, Saekwang Nam, Ki-Uk Kyung, Harsha Prahlad, and Philip von Guggenberg. "Flexible Visuo-haptic Display." Journal of Korea Robotics Society 8, no. 3 (August 31, 2013): 156–63. http://dx.doi.org/10.7746/jkros.2013.8.3.156.

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Lunghi, Claudia, Luca Lo Verde, and David Alais. "Touch Accelerates Visual Awareness." i-Perception 8, no. 1 (January 2017): 204166951668698. http://dx.doi.org/10.1177/2041669516686986.

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To efficiently interact with the external environment, our nervous system combines information arising from different sensory modalities. Recent evidence suggests that cross-modal interactions can be automatic and even unconscious, reflecting the ecological relevance of cross-modal processing. Here, we use continuous flash suppression (CFS) to directly investigate whether haptic signals can interact with visual signals outside of visual awareness. We measured suppression durations of visual gratings rendered invisible by CFS either during visual stimulation alone or during visuo-haptic stimulation. We found that active exploration of a haptic grating congruent in orientation with the suppressed visual grating reduced suppression durations both compared with visual-only stimulation and to incongruent visuo-haptic stimulation. We also found that the facilitatory effect of touch on visual suppression disappeared when the visual and haptic gratings were mismatched in either spatial frequency or orientation. Together, these results demonstrate that congruent touch can accelerate the rise to consciousness of a suppressed visual stimulus and that this unconscious cross-modal interaction depends on visuo-haptic congruency. Furthermore, since CFS suppression is thought to occur early in visual cortical processing, our data reinforce the evidence suggesting that visuo-haptic interactions can occur at the earliest stages of cortical processing.
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Noguez, Julieta, Luis Neri, Víctor Robledo-Rella, Rosa María Guadalupe García-Castelán, Andres Gonzalez-Nucamendi, David Escobar-Castillejos, and Arturo Molina. "VIS-HAPT: A Methodology Proposal to Develop Visuo-Haptic Environments in Education 4.0." Future Internet 13, no. 10 (October 5, 2021): 255. http://dx.doi.org/10.3390/fi13100255.

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Education 4.0 demands a flexible combination of digital literacy, critical thinking, and problem-solving in educational settings linked to real-world scenarios. Haptic technology incorporates the sense of touch into a visual simulator to enrich the user’s sensory experience, thus supporting a meaningful learning process. After developing several visuo-haptic simulators, our team identified serious difficulties and important challenges to achieve successful learning environments within the framework of Education 4.0. This paper presents the VIS-HAPT methodology for developing realistic visuo-haptic scenarios to promote the learning of science and physics concepts for engineering students. This methodology consists of four stages that integrate different aspects and processes leading to meaningful learning experiences for students. The different processes that must be carried out through the different stages, the difficulties to overcome and recommendations on how to face them are all described herein. The results are encouraging since a significant decrease (of approximately 40%) in the development and implementation times was obtained as compared with previous efforts. The quality of the visuo-haptic environments was also enhanced. Student perceptions of the benefits of using visuo-haptic simulators to enhance their understanding of physics concepts also improved after using the proposed methodology. The incorporation of haptic technologies in higher education settings will certainly foster better student performance in subsequent real environments related to Industry 4.0.
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Bonanni, Ugo, Melanie Montagnol, and Nadia Magnenat-Thalmann. "Multilayered visuo-haptic hair simulation." Visual Computer 24, no. 10 (August 13, 2008): 901–10. http://dx.doi.org/10.1007/s00371-008-0288-y.

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Escobar-Castillejos, David, Julieta Noguez, Roberto A. Cárdenas-Ovando, Luis Neri, Andres Gonzalez-Nucamendi, and Víctor Robledo-Rella. "Using Game Engines for Visuo-Haptic Learning Simulations." Applied Sciences 10, no. 13 (June 30, 2020): 4553. http://dx.doi.org/10.3390/app10134553.

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Technological advances have been the main driver of enhancing human–computer interaction and interactive simulations have experienced exponential growth in recent years. However, visual and auditory channels are usually the only ones considered for educational simulations even though the sense of touch is also an important one. Touch allows us to recognize and interact with our surroundings. A common way to develop a visuo-haptic simulation in the area of interactive systems is by using a graphic and physics-based engine orchestrated with a haptic rendering framework. However, new solutions, such as professional game engines, have enabled the development of high-quality applications in much shorter time. In this paper, a novel architecture for fast development of interactive visuo-haptic applications in game engines is discussed. To validate the proposed architecture, the Haptic Device Integration for Unity (HaDIU) plugin was implemented. Simulations were implemented to verify the operability of haptic devices. Each scenario was properly modelled and has different haptic objectives. Furthermore, to validate that the usage of this approach provides better visualizations than an existing single purpose application, an experimental study was performed. Results suggest that by using this approach faster development of interactive visuo-haptic simulators can be achieved than using traditional techniques.
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van Beek, Femke E., Irene A. Kuling, Eli Brenner, Wouter M. Bergmann Tiest, and Astrid M. L. Kappers. "Correcting for Visuo-Haptic Biases in 3D Haptic Guidance." PLOS ONE 11, no. 7 (July 20, 2016): e0158709. http://dx.doi.org/10.1371/journal.pone.0158709.

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Camponogara, Ivan, and Robert Volcic. "Grasping adjustments to haptic, visual, and visuo-haptic object perturbations are contingent on the sensory modality." Journal of Neurophysiology 122, no. 6 (December 1, 2019): 2614–20. http://dx.doi.org/10.1152/jn.00452.2019.

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Haptics provides information about the size and position of a handheld object. However, it is still unknown how haptics contributes to action correction if a sudden perturbation causes a change in the configuration of the handheld object. In this study, we have occasionally perturbed the size of an object that was the target of a right-hand reach-to-grasp movement. In some cases, participants were holding the target object with their left hand, which provided haptic information about the object perturbation. We compared the corrective responses to perturbations in three different sensory conditions: visual (participants had full vision of the object, but haptic information from the left hand was prevented), haptic (object size was sensed by the left hand and vision was prevented), and visuo-haptic (both visual and haptic information were available throughout the movement). We found that haptic inputs evoked faster contralateral corrections than visual inputs, although actions in haptic and visual conditions were similar in movement duration. Strikingly, the corrective responses in the visuo-haptic condition were as fast as those found in the haptic condition, a result that is contrary to that predicted by simple summation of unisensory signals. These results suggest the existence of a haptomotor reflex that can trigger automatic and efficient grasping corrections of the contralateral hand that are faster than those initiated by the well-known visuomotor reflex and the tactile-motor reflex. NEW & NOTEWORTHY We show that online grip aperture corrections during grasping actions are contingent on the sensory modality used to detect the object perturbation. We found that sensing perturbations with the contralateral hand only (haptics) leads to faster action corrections than when object perturbations are only visually sensed. Moreover, corrections following visuo-haptic perturbations were as fast as those to haptic perturbations. Thus a haptomotor reflex triggers faster automatic responses than the visuomotor reflex.
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Billino, Jutta, and Knut Drewing. "Age Effects on Visuo-Haptic Length Discrimination: Evidence for Optimal Integration of Senses in Senior Adults." Multisensory Research 31, no. 3-4 (2018): 273–300. http://dx.doi.org/10.1163/22134808-00002601.

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Demographic changes in most developed societies have fostered research on functional aging. While cognitive changes have been characterized elaborately, understanding of perceptual aging lacks behind. We investigated age effects on the mechanisms of how multiple sources of sensory information are merged into a common percept. We studied visuo-haptic integration in a length discrimination task. A total of 24 young (20–25 years) and 27 senior (69–77 years) adults compared standard stimuli to appropriate sets of comparison stimuli. Standard stimuli were explored under visual, haptic, or visuo-haptic conditions. The task procedure allowed introducing an intersensory conflict by anamorphic lenses. Comparison stimuli were exclusively explored haptically. We derived psychometric functions for each condition, determining points of subjective equality and discrimination thresholds. We notably evaluated visuo-haptic perception by different models of multisensory processing, i.e., the Maximum-Likelihood-Estimate model of optimal cue integration, a suboptimal integration model, and a cue switching model. Our results support robust visuo-haptic integration across the adult lifespan. We found suboptimal weighted averaging of sensory sources in young adults, however, senior adults exploited differential sensory reliabilities more efficiently to optimize thresholds. Indeed, evaluation of the MLE model indicates that young adults underweighted visual cues by more than 30%; in contrast, visual weights of senior adults deviated only by about 3% from predictions. We suggest that close to optimal multisensory integration might contribute to successful compensation for age-related sensory losses and provides a critical resource. Differentiation between multisensory integration during healthy aging and age-related pathological challenges on the sensory systems awaits further exploration.
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Rustler, Lukas, Jens Lundell, Jan Kristof Behrens, Ville Kyrki, and Matej Hoffmann. "Active Visuo-Haptic Object Shape Completion." IEEE Robotics and Automation Letters 7, no. 2 (April 2022): 5254–61. http://dx.doi.org/10.1109/lra.2022.3152975.

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Yun, Sungryul, Suntak Park, Bongjae Park, Seung Koo Park, Harsha Prahlad, Philip Von Guggenberg, and Ki-Uk Kyung. "Polymer-Based Flexible Visuo-Haptic Display." IEEE/ASME Transactions on Mechatronics 19, no. 4 (August 2014): 1463–69. http://dx.doi.org/10.1109/tmech.2013.2292956.

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Dissertations / Theses on the topic "Visuo-haptic"

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Abderrahmane, Zineb. "Visuo-Haptic recognition of daily-life objects : a contribution to the data scarcity problem." Thesis, Montpellier, 2018. http://www.theses.fr/2018MONTS036/document.

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Il est important pour les robots de pouvoir reconnaître les objets rencontrés dans la vie quotidienne afin d’assurer leur autonomie. De nos jours, les robots sont équipés de capteurs sophistiqués permettant d’imiter le sens humain du toucher. C’est ce qui permet aux robots interagissant avec les objets de percevoir les propriétés (telles la texture, la rigidité et la matière) nécessaires pour leur reconnaissance. Dans cette thèse, notre but est d’exploiter les données haptiques issues de l’interaction robot-objet afin de reconnaître les objets de la vie quotidienne, et cela en utilisant les algorithmes d’apprentissage automatique. Le problème qui se pose est la difficulté de collecter suffisamment de données haptiques afin d’entraîner les algorithmes d’apprentissage supervisé sur tous les objets que le robot doit reconnaître. En effet, les objets de la vie quotidienne sont nombreux et l’interaction physique entre le robot et chaque objet pour la collection des données prend beaucoup de temps et d’efforts. Pour traiter ce problème, nous développons un système de reconnaissance haptique permettant de reconnaître des objets à partir d'aucune, de une seule, ou de plusieurs données d’entraînement. Enfin, nous intégrons la vision afin d’améliorer la reconnaissance d'objets lorsque le robot est équipé de caméras
Recognizing surrounding objects is an important skill for the autonomy of robots performing in daily-life. Nowadays robots are equipped with sophisticated sensors imitating the human sense of touch. This allows the recognition of an object based on information ensuing from robot-object physical interaction. Such information can include the object texture, compliance and material. In this thesis, we exploit haptic data to perform haptic recognition of daily life objects using machine learning techniques. The main challenge faced in our work is the difficulty of collecting a fair amount of haptic training data for all daily-life objects. This is due to the continuously growing number of objects and to the effort and time needed by the robot to physically interact with each object for data collection. We solve this problem by developing a haptic recognition framework capable of performing Zero-shot, One-shot and Multi-shot Learning. We also extend our framework by integrating vision to enhance the robot’s recognition performance, whenever such sense is available
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Alt, Nicolas [Verfasser], Eckehard [Akademischer Betreuer] [Gutachter] Steinbach, and Gordon [Gutachter] Cheng. "Visuo-haptic environment perception for autonomous robotic systems / Nicolas Alt ; Gutachter: Eckehard Steinbach, Gordon Cheng ; Betreuer: Eckehard Steinbach." München : Universitätsbibliothek der TU München, 2016. http://d-nb.info/1121206700/34.

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Ottenhaus, Simon [Verfasser], and T. [Akademischer Betreuer] Asfour. "Visuo-Haptic Grasping of Unknown Objects through Exploration and Learning on Humanoid Robots / Simon Ottenhaus ; Betreuer: T. Asfour." Karlsruhe : KIT-Bibliothek, 2020. http://d-nb.info/1214301525/34.

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Olsson, Pontus. "Haptics with Applications to Cranio-Maxillofacial Surgery Planning." Doctoral thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-262378.

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Virtual surgery planning systems have demonstrated great potential to help surgeons achieve a better functional and aesthetic outcome for the patient, and at the same time reduce time in the operating room resulting in considerable cost savings. However, the two-dimensional tools employed in these systems today, such as a mouse and a conventional graphical display, are difficult to use for interaction with three-dimensional anatomical images. Therefore surgeons often outsource virtual planning which increases cost and lead time to surgery. Haptics relates to the sense of touch and haptic technology encompasses algorithms, software, and hardware designed to engage the sense of touch. To demonstrate how haptic technology in combination with stereo visualization can make cranio-maxillofacial surgery planning more efficient and easier to use, we describe our haptics-assisted surgery planning (HASP) system. HASP supports in-house virtual planning of reconstructions in complex trauma cases, and reconstructions with a fibula osteocutaneous free flap including bone, vessels, and soft-tissue in oncology cases. An integrated stable six degrees-of-freedom haptic attraction force model, snap-to-fit, supports semi-automatic alignment of virtual bone fragments in trauma cases. HASP has potential beyond this thesis as a teaching tool and also as a development platform for future research. In addition to HASP, we describe a surgical bone saw simulator with a novel hybrid haptic interface that combines kinesthetic and vibrotactile feedback to display both low frequency contact forces and realistic high frequency vibrations when a virtual saw blade comes in contact with a virtual bone model.  We also show that visuo-haptic co-location shortens the completion time, but does not improve the accuracy, in interaction tasks performed on two different visuo-haptic displays: one based on a holographic optical element and one based on a half-transparent mirror.  Finally, we describe two prototype hand-worn haptic interfaces that potentially may expand the interaction capabilities of the HASP system. In particular we evaluate two different types of piezo-electric motors, one walking quasi-static motor and one traveling-wave ultrasonic motor for actuating the interfaces.
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Braem, Bérenger. "Perception des orientations et intégration multisensorielle." Thesis, Lille 3, 2014. http://www.theses.fr/2014LIL30010/document.

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La perception de la verticale repose sur l’intégration des informations vestibulaires, visuelles et somesthésiques. Elle est généralement étudiée dans la modalité visuelle (VVS) ou haptique (VHS) et plus rarement dans la modalité visuo-haptique (VVHS). Cette modalité pose la question de l’intégration des informations mises en jeu par ces deux modalités dans la perception multimodale et du modèle cognitif sous-jacent. Se pose également la question de l'effet des lésions cérébrales perturbant la perception spatiale (hémi-négligence) dans la perception de la verticale.Une comparaison des VVS, VHS et VVHS est réalisée dans les quatre premières études de cette thèse, chez des participants sains jeunes et plus âgés et chez des patients cérébro-lésés droits avecou sans troubles visuo-spatiaux. Les performances observées sont proches de la verticale gravitaire chez les participants sains pour les VVS et VVHS. La VHS (avec la main droite) est déviée, dans le sens horaire chez les jeunes participants et anti-horaire pour les participants plus âgés. La présence d’un cadre visuel perturbe les VVS et VVHS chez les participants dépendants à l'égard du champ.Les patients cérébro-lésés droits présentent une déviation anti-horaire des trois verticales, plus marquée pour la VHS. Les VVHS mesurées sont correctement prédites, dans toutes les conditions,par la somme des VVS et VHS pondérées par leurs précisions relatives. La variance de la VVHS est moindre que les variances des VVS et VHS. La VHS, systématiquement déviée dans ces quatre premières études, fait l’objet d’une évaluation détaillée dans les deux dernières études de cette thèse. Les résultats montrent que la VHS est déviée dans le sens horaire avec la main droite, dans le sens anti-horaire avec la main gauche chez les participants sains jeunes ; les déviations s’inversent avec l’âge. Par ailleurs, les performances sont systématiquement déviées dans le sens des positions initiales. Considérés ensemble, ces résultats montrent que la perception de la verticale implique les informations mises en jeu par les modalités visuelle et haptique mais avec une prépondérance de la première. Ce travail de thèse montre ainsi que la perception de la verticale subjective repose sur une intégration multimodale pondérée des informations sensorielles en accord avec le modèle statistique bayésien du maximum de vraisemblance. Ce mode d'intégration multi-sensorielle n'est pas altéré par l’âge ou la présence de lésions cérébrales affectant la perception visuo-spatiale. Plusieurs pistes restent à explorer, notamment, le poids de la contribution des informations vestibulaires dans la verticale subjective
The perception of the vertical direction is achieved through vestibular, visual and somatosensory information integration. It is studied in the visual (SVV), haptic (SHV) and less often in the visuo-haptic modality (SVHV). The latter raises the question of the integration of visual the information involved in the visual and haptic modalities and of the cognitive model underlying this integration. SVV, SHV and SVHV were compared in the first four studies of this thesis, inhealthy young and older subjects and in right-brain damaged patients with or without visuo-spatial disorders. Performances were closed to the gravity in healthy participants, for SVV as well as forSVHV. VHS, assessed with the right hand, was tilted clockwise in young participants and anticlockwise in older participants. The presence of a visual frame disrupted SVV and SVHV. The right-brain damaged patients had an anti-clockwise deviation of SVV and SVHV and the SHV was even more tilted. SVHV was well predicted from the sum of the SVV and SHV weighted by their relative variances in all conditions and the SVHV variances were lesser. SHV was evaluated in detail in the two last studies of this thesis because of the systematic tilt in the first four studies. The results show that the SHV is tilted clockwise with the right hand and anti-clockwise with the left hand in young healthy subjects. Moreover, deviations reversed in older group and performances are systematically tilted toward the initial positions in the two groups. Taken together, these results show that the way participants integrate visual and haptic information fits the maximum like lihoodmodel with a greater weighting of information available in visual modality and that ageing and right-brain lesions does not alter the multisensory integration. The weight of vestibular information in the subjective vertical, which has not been evaluated per se in this thesis, needs further investigations
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Pusch, Andreas. "Conflits visuo-proprioceptifs de la main pour l'interaction 3D en réalité augmentée." Phd thesis, Grenoble INPG, 2008. http://tel.archives-ouvertes.fr/tel-00347430.

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Cette thèse concerne l'étude d'un conflit visuo-proprioceptif de la main appliqué à l'interaction 3D. Un cadre de travail générique est proposé afin de générer, contrôler et réduire le conflit sensoriel en cours d'interaction. Le système utilise un visiocasque semi-transparent vidéo permettant l'intégration de l'image de la main réelle dans la scène virtuelle ainsi que la manipulation visuelle de sa position 3D.
Deux nouvelles méthodes sont introduites: un paradigme d'interaction intuitif pour toucher des objets virtuels et une technique pseudo-haptique active basée sur le déplacement de la main. Ces méthodes sont étudiées en considérant leurs bénéfices, limitations, effets sur le comportement de l'utilisateur et les conséquences sur la conception d'applications en environnements virtuels. Ces travaux montre que de nouvelles formes d'interaction 3D sont possible en exploitant les conflits visuo-proprioceptifs de la main. Des perspectives prometteuses sont présentées.
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Agravante, Don Joven. "Human-humanoid collaborative object transportation." Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTS224/document.

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Les robots humanoïdes sont les plus appropriés pour travailler en coopération avec l'homme. En effet, puisque les humains sont naturellement habitués à collaborer entre eux, un robot avec des capacités sensorielles et de locomotion semblables aux leurs, sera le plus adapté. Cette thèse vise à rendre les robot humanoïdes capables d'aider l'homme, afin de concevoir des 'humanoïdes collaboratifs'. On considère ici la tâche de transport collaboratif d'objets. D'abord, on montre comment l'utilisation simultanée de vision et de données haptiques peut améliorer la collaboration. Une stratégie combinant asservissement visuel et commande en admittance est proposée, puis validée dans un scénario de transport collaboratif homme/humanoïde.Ensuite, on présente un algorithme de génération de marche, prenant intrinsèquement en compte la collaboration physique. Cet algorithme peut être spécifié suivant que le robot guide (leader) ou soit guidé (follower) lors de la tâche. Enfin, on montre comment le transport collaboratif d'objets peut être réalisé dans le cadre d'un schéma de commande optimale pour le corps complet
Humanoid robots provide many advantages when working together with humans to perform various tasks. Since humans in general have alot of experience in physically collaborating with each other, a humanoid with a similar range of motion and sensing has the potential to do the same.This thesis is focused on enabling humanoids that can do such tasks together withhumans: collaborative humanoids. In particular, we use the example where a humanoid and a human collaboratively carry and transport objectstogether. However, there is much to be done in order to achieve this. Here, we first focus on utilizing vision and haptic information together forenabling better collaboration. More specifically the use of vision-based control together with admittance control is tested as a framework forenabling the humanoid to better collaborate by having its own notion of the task. Next, we detail how walking pattern generators can be designedtaking into account physical collaboration. For this, we create leader and follower type walking pattern generators. Finally,the task of collaboratively carrying an object together with a human is broken down and implemented within an optimization-based whole-bodycontrol framework
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Huang, Shih-Chieh Douglas. "Grounded Learning Experience: Helping Students Learn Physics through Visuo-Haptic Priming and Instruction." Thesis, 2013. https://doi.org/10.7916/D8KS6ZRZ.

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In this dissertation, I investigate the effects of a grounded learning experience on college students' mental models of physics systems. The grounded learning experience consisted of a priming stage and an instruction stage, and within each stage, one of two different types of visuo-haptic representation was applied: visuo-gestural simulation (visual modality and gestures) and visuo-haptic simulation (visual modality, gestures, and somatosensory information). A pilot study involving N = 23 college students examined how using different types of visuo-haptic representation in instruction affected people's mental model construction for physics systems. Participants' abilities to construct mental models were operationalized through their pretest-to-posttest gain scores for a basic physics system and their performance on a transfer task involving an advanced physics system. Findings from this pilot study revealed that, while both simulations significantly improved participants' mental modal construction for physics systems, visuo-haptic simulation was significantly better than visuo-gestural simulation. In addition, clinical interviews suggested that participants' mental model construction for physics systems benefited from receiving visuo-haptic simulation in a tutorial prior to the instruction stage. A dissertation study involving N = 96 college students examined how types of visuo-haptic representation in different applications support participants' mental model construction for physics systems. Participant's abilities to construct mental models were again operationalized through their pretest-to-posttest gain scores for a basic physics system and their performance on a transfer task involving an advanced physics system. Participants' physics misconceptions were also measured before and after the grounded learning experience. Findings from this dissertation study not only revealed that visuo-haptic simulation was significantly more effective in promoting mental model construction and remedying participants' physics misconceptions than visuo-gestural simulation, they also revealed that visuo-haptic simulation was more effective during the priming stage than during the instruction stage. Interestingly, the effects of visuo-haptic simulation in priming and visuo-haptic simulation in instruction on participants' pretest-to-posttest gain scores for a basic physics system appeared additive. These results suggested that visuo-haptic simulation is effective in physics learning, especially when it is used during the priming stage.
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(8790932), Mayari Serrano Anazco. "MULTIMODAL VIRTUAL LEARNING ENVIRONMENTS: THE EFFECTS OF VISUO-HAPTIC SIMULATIONS ON CONCEPTUAL LEARNING." Thesis, 2020.

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Presently, it is possible to use virtual learning environments for simulating abstract and/or complex scientific concepts. Multimodal Virtual Learning Environments use multiple sensory stimuli, including haptic feedback, in the representation of concepts. Past research

on the utilization of haptics for learning has shown inconsistent results when gains in conceptual knowledge had been assessed. This research focused on two abstract phenomena

Electricity and Magnetism and Buoyancy. These abstract concepts were experienced by students using either visual, visuo-haptic, or hands-on learning activities. Embodied

Cognition Theory was used as a for the implementation of the learning environments. Both phenomena were assessed using qualitative and quantitative data analysis techniques.

Results suggested that haptic, visual, and physical modalities affected positively the acquisition of conceptual knowledge of both concepts.

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(6818642), Shreya Digambar Randive. "Exploring the Impact of a Visuo-Haptic Simulation for the Conceptual Understanding of Pulleys." Thesis, 2019.

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Recently, exploration to develop creative and technology-centered learning techniques have become popular. Researchers work on non-traditional tools to help students understand abstract concepts and reduce misconceptions in physics education. Studies have been performed to explore the influence computer simulations can make on learning as compared to the traditional methods. Simulations with dynamic moving images which engage visual senses have helped improve learning, while haptic channels are unexplored in comparison tactile senses are crucial in the case of embodied cognitive learning.


This thesis takes an opportunity to explore the research area of haptic technology combined with visual simulation. It tests the efficiency of the learning environment developed as a part of this thesis called the Visuo-Haptic Pulley Simulation (ViHaPS) in learning concepts of when compared to traditional learning tools. ViHaPS consists of six different scenarios and is designed to address common misconceptions of pulleys and has two different modes - minimal visual cues and added visual cues. Undergraduate students enrolled at Purdue University participated in this research. They were formed into two groups - an experimental group (ViHaPS) and control group (physical manipulatives) and were compared for learning gains.


Results indicate that ViHaPS is useful in learning concepts of pulleys; however, the results are not significant in comparison to the real experimentation with pulleys.

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Book chapters on the topic "Visuo-haptic"

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van Beek, Femke Elise. "Visuo-Haptic Biases in Haptic Guidance." In Springer Series on Touch and Haptic Systems, 129–43. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69920-2_8.

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Coquillart, Sabine. "A First Person Visuo-Haptic Environment." In Universal Access in Human-Computer Interaction. Ambient Interaction, 640–43. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73281-5_68.

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Newell, Fiona N. "Visuo-haptic Perception of Objects and Scenes." In Multisensory Object Perception in the Primate Brain, 251–71. New York, NY: Springer New York, 2010. http://dx.doi.org/10.1007/978-1-4419-5615-6_14.

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Girard, Adrien, Yacine Bellik, Malika Auvray, and Mehdi Ammi. "Visuo-haptic Tool for Collaborative Adjustment of Selections." In Haptic and Audio Interaction Design, 40–49. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41068-0_5.

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Drewing, Knut, and Bianca Jovanovic. "Visuo-haptic Length Judgments in Children and Adults." In Haptics: Generating and Perceiving Tangible Sensations, 438–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14075-4_65.

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Harders, Matthias, Raphael Hoever, Serge Pfeifer, and Thibaut Weise. "Data-Driven Visuo-Haptic Rendering of Deformable Bodies." In Springer Series on Touch and Haptic Systems, 131–55. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2754-3_8.

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Miyatake, Yamato, Takefumi Hiraki, Tomosuke Maeda, Daisuke Iwai, and Kosuke Sato. "Visuo-Haptic Display by Embedding Imperceptible Spatial Haptic Information into Projected Images." In Haptics: Science, Technology, Applications, 226–34. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58147-3_25.

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Matsumoto, Daichi, Ya Zhu, Yuya Tanaka, Kyosuke Yamazaki, Keisuke Hasegawa, Yasutoshi Makino, and Hiroyuki Shinoda. "An Immersive Visuo-Haptic VR Environment with Pseudo-haptic Effects on Perceived Stiffness." In Lecture Notes in Electrical Engineering, 281–85. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-4157-0_48.

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Rohou-Claquin, Baptiste, Malika Auvray, Jean-Loïc Le Carrou, and David Gueorguiev. "Perception of Guitar Strings on a Flat Visuo-Haptic Display." In Haptic and Audio Interaction Design, 135–45. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-15019-7_13.

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Hosseini, S. Jafar, Diego R. Faria, Jorge Lobo, and Jorge Dias. "Probabilistic Classification of Grasping Behaviours Using Visuo-Haptic Perception." In Technological Innovation for Value Creation, 241–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-28255-3_26.

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Conference papers on the topic "Visuo-haptic"

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Wolf, Katrin, Marco Kurzweg, Yannick Weiss, Stephen Brewster, and Albrecht Schmidt. "Visuo-Haptic Interaction." In AVI 2022: International Conference on Advanced Visual Interfaces. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3531073.3535260.

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Sungryul Yun, Suntak Park, Bongjae Park, Sung-Koo Park, H. Prahlad, P. von Guggenberg, and Ki-Uk Kyung. "Flexible visuo-haptic display." In 2013 World Haptics Conference (WHC 2013). IEEE, 2013. http://dx.doi.org/10.1109/whc.2013.6548461.

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Magnenat-Thalmann, Nadia, Melanie Montagnol, Ugo Bonanni, and Rajeev Gupta. "Visuo-Haptic Interface for Hair." In 2007 International Conference on Cyberworlds (CW'07). IEEE, 2007. http://dx.doi.org/10.1109/cw.2007.18.

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Knoerlein, Benjamin, Gábor Székely, and Matthias Harders. "Visuo-haptic collaborative augmented reality ping-pong." In the international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1255047.1255065.

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Sandor, Christian, Shinji Uchiyama, and Hiroyuki Yamamoto. "Visuo-Haptic Systems: Half-Mirrors Considered Harmful." In Second Joint EuroHaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (WHC'07). IEEE, 2007. http://dx.doi.org/10.1109/whc.2007.125.

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Van Doorn, G. H., and M. A. Symmons. "Biases in visuo-haptic matching of curvature." In 2013 World Haptics Conference (WHC 2013). IEEE, 2013. http://dx.doi.org/10.1109/whc.2013.6548467.

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Matsumoto, Keigo, Takuji Narumi, Yuki Ban, Yohei Yanase, Tomohiro Tanikawa, and Michitaka Hirose. "Unlimited Corridor: A Visuo-haptic Redirection System." In VRCAI '19: The 17th International Conference on Virtual-Reality Continuum and its Applications in Industry. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3359997.3365705.

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Tanabe, Naruki, Yushi Sato, Kohei Morita, Parinya Punpongsanon, Haruka Matsukura, Michiya Inagaki, Daisuke Iwai, Yuichi Fujino, and Kosuke Sato. "fARFEEL: Providing Haptic Sensation of Touched Objects Using Visuo-Haptic Feedback." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8798195.

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Fujiwara, Taishi, Yusuke Tani, Atsushi Takemoto, Kensuke Tobitani, and Noriko Nagata. "Interaction of Visual and Haptic Impressions in Visuo-haptic Texture Cognition." In 2019 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 2019. http://dx.doi.org/10.1109/icce.2019.8661951.

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Wei, Lei, Loi Huynh, Hailing Zhou, and Saeid Nahavandi. "Immersive Visuo-Haptic Rendering in Optometry Training Simulation." In 2015 IEEE International Conference on Systems, Man, and Cybernetics (SMC). IEEE, 2015. http://dx.doi.org/10.1109/smc.2015.87.

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