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1

KAJIMOTO, Hiroyuki. « Wearable Haptics ». Journal of The Institute of Electrical Engineers of Japan 141, no 2 (1 février 2021) : 71–73. http://dx.doi.org/10.1541/ieejjournal.141.71.

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Prattichizzo, Domenico, Miguel Otaduy, Hiroyuki Kajimoto et Claudio Pacchierotti. « Wearable and Hand-Held Haptics ». IEEE Transactions on Haptics 12, no 3 (1 juillet 2019) : 227–31. http://dx.doi.org/10.1109/toh.2019.2936736.

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Vaquero-Melchor, Diego, et Ana M. Bernardos. « Enhancing Interaction with Augmented Reality through Mid-Air Haptic Feedback : Architecture Design and User Feedback ». Applied Sciences 9, no 23 (26 novembre 2019) : 5123. http://dx.doi.org/10.3390/app9235123.

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Nowadays, Augmented-Reality (AR) head-mounted displays (HMD) deliver a more immersive visualization of virtual contents, but the available means of interaction, mainly based on gesture and/or voice, are yet limited and obviously lack realism and expressivity when compared to traditional physical means. In this sense, the integration of haptics within AR may help to deliver an enriched experience, while facilitating the performance of specific actions, such as repositioning or resizing tasks, that are still dependent on the user’s skills. In this direction, this paper gathers the description of a flexible architecture designed to deploy haptically enabled AR applications both for mobile and wearable visualization devices. The haptic feedback may be generated through a variety of devices (e.g., wearable, graspable, or mid-air ones), and the architecture facilitates handling the specificity of each. For this reason, within the paper, it is discussed how to generate a haptic representation of a 3D digital object depending on the application and the target device. Additionally, the paper includes an analysis of practical, relevant issues that arise when setting up a system to work with specific devices like HMD (e.g., HoloLens) and mid-air haptic devices (e.g., Ultrahaptics), such as the alignment between the real world and the virtual one. The architecture applicability is demonstrated through the implementation of two applications: (a) Form Inspector and (b) Simon Game, built for HoloLens and iOS mobile phones for visualization and for UHK for mid-air haptics delivery. These applications have been used to explore with nine users the efficiency, meaningfulness, and usefulness of mid-air haptics for form perception, object resizing, and push interaction tasks. Results show that, although mobile interaction is preferred when this option is available, haptics turn out to be more meaningful in identifying shapes when compared to what users initially expect and in contributing to the execution of resizing tasks. Moreover, this preliminary user study reveals some design issues when working with haptic AR. For example, users may be expecting a tailored interface metaphor, not necessarily inspired in natural interaction. This has been the case of our proposal of virtual pressable buttons, built mimicking real buttons by using haptics, but differently interpreted by the study participants.
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Baldi, Tommaso Lisini, Gianluca Paolocci, Davide Barcelli et Domenico Prattichizzo. « Wearable Haptics for Remote Social Walking ». IEEE Transactions on Haptics 13, no 4 (octobre 2020) : 761–76. http://dx.doi.org/10.1109/toh.2020.2967049.

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van Wegen, Myla, Just L. Herder, Rolf Adelsberger, Manuela Pastore-Wapp, Erwin E. H. van Wegen, Stephan Bohlhalter, Tobias Nef, Paul Krack et Tim Vanbellingen. « An Overview of Wearable Haptic Technologies and Their Performance in Virtual Object Exploration ». Sensors 23, no 3 (1 février 2023) : 1563. http://dx.doi.org/10.3390/s23031563.

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We often interact with our environment through manual handling of objects and exploration of their properties. Object properties (OP), such as texture, stiffness, size, shape, temperature, weight, and orientation provide necessary information to successfully perform interactions. The human haptic perception system plays a key role in this. As virtual reality (VR) has been a growing field of interest with many applications, adding haptic feedback to virtual experiences is another step towards more realistic virtual interactions. However, integrating haptics in a realistic manner, requires complex technological solutions and actual user-testing in virtual environments (VEs) for verification. This review provides a comprehensive overview of recent wearable haptic devices (HDs) categorized by the OP exploration for which they have been verified in a VE. We found 13 studies which specifically addressed user-testing of wearable HDs in healthy subjects. We map and discuss the different technological solutions for different OP exploration which are useful for the design of future haptic object interactions in VR, and provide future recommendations.
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Bianchi, Matteo. « A Fabric-Based Approach for Wearable Haptics ». Electronics 5, no 4 (26 juillet 2016) : 44. http://dx.doi.org/10.3390/electronics5030044.

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Shull, Peter B., Tian Tan, Heather Culbertson, Xiangyang Zhu et Allison M. Okamura. « Resonant Frequency Skin Stretch for Wearable Haptics ». IEEE Transactions on Haptics 12, no 3 (1 juillet 2019) : 247–56. http://dx.doi.org/10.1109/toh.2019.2917072.

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Barontini, Federica, Manuel G. Catalano, Giorgio Grioli, Matteo Bianchi et Antonio Bicchi. « Wearable Integrated Soft Haptics in a Prosthetic Socket ». IEEE Robotics and Automation Letters 6, no 2 (avril 2021) : 1785–92. http://dx.doi.org/10.1109/lra.2021.3060432.

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Devigne, Louise, Marco Aggravi, Morgane Bivaud, Nathan Balix, Catalin Stefan Teodorescu, Tom Carlson, Tom Spreters, Claudio Pacchierotti et Marie Babel. « Power Wheelchair Navigation Assistance Using Wearable Vibrotactile Haptics ». IEEE Transactions on Haptics 13, no 1 (1 janvier 2020) : 52–58. http://dx.doi.org/10.1109/toh.2019.2963831.

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Lu, Leon. « Learning Music Blind : Understanding the Application of Technology to Support BLV Music Learning ». ACM SIGACCESS Accessibility and Computing, no 135 (janvier 2023) : 1. http://dx.doi.org/10.1145/3584732.3584737.

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Learning to play a musical instrument and engaging in musical activities have enabled blind and/or low vision people to develop self-identity, find community and pursue music as a career. However, blind and/or low vision music learners face complex obstacles to learn music. They are highly reliant on their learning environment and music teachers for accommodations and flexibility. Prior research has identified the challenges faced by blind and/or low vision musicians and recognized the importance of touch for music reading and physical guidance. However, limited research has addressed these challenges through the development of assistive technology. The development of music computer technologies with haptics and the affordances of wearable technologies provides encouraging opportunities to develop haptic wearable devices to support blind and/or low vision music learning. I identify three unexplored research questions: (1) what design considerations must be addressed in future assistive technologies for BLV music learning, (2) how can wearable technologies with vibrotactile feedback support BLV student-teacher interactions, and (3) what are the long-term benefits and limitations of the use of assistive technologies for BLV music learning? I outline my research to date and highlight my findings.
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Zhu, Mengjia, Shantonu Biswas, Stejara Iulia Dinulescu, Nikolas Kastor, Elliot Wright Hawkes et Yon Visell. « Soft, Wearable Robotics and Haptics : Technologies, Trends, and Emerging Applications ». Proceedings of the IEEE 110, no 2 (février 2022) : 246–72. http://dx.doi.org/10.1109/jproc.2021.3140049.

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Music, Selma, Gionata Salvietti, Pablo Budde gen Dohmann, Francesco Chinello, Domenico Prattichizzo et Sandra Hirche. « Human–Robot Team Interaction Through Wearable Haptics for Cooperative Manipulation ». IEEE Transactions on Haptics 12, no 3 (1 juillet 2019) : 350–62. http://dx.doi.org/10.1109/toh.2019.2921565.

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See, Aaron Raymond, Jose Antonio G. Choco et Kohila Chandramohan. « Touch, Texture and Haptic Feedback : A Review on How We Feel the World around Us ». Applied Sciences 12, no 9 (6 mai 2022) : 4686. http://dx.doi.org/10.3390/app12094686.

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Touch is one most of the important aspects of human life. Nearly all interactions, when broken down, involve touch in one form or another. Recent advances in technology, particularly in the field of virtual reality, have led to increasing interest in the research of haptics. However, accurately capturing touch is still one of most difficult engineering challenges currently being faced. Recent advances in technology such as those found in microcontrollers which allow the creation of smaller sensors and feedback devices may provide the solution. Beyond capturing and measuring touch, replicating touch is also another unique challenge due to the complexity and sensitivity of the human skin. The development of flexible, soft-wearable devices, however, has allowed for the creating of feedback systems that conform to the human form factor with minimal loss of accuracy, thus presenting possible solutions and opportunities. Thus, in this review, the researchers aim to showcase the technologies currently being used in haptic feedback, and their strengths and limitations.
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Bortone, Ilaria, Daniele Leonardis, Nicola Mastronicola, Alessandra Crecchi, Luca Bonfiglio, Caterina Procopio, Massimiliano Solazzi et Antonio Frisoli. « Wearable Haptics and Immersive Virtual Reality Rehabilitation Training in Children With Neuromotor Impairments ». IEEE Transactions on Neural Systems and Rehabilitation Engineering 26, no 7 (juillet 2018) : 1469–78. http://dx.doi.org/10.1109/tnsre.2018.2846814.

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Prattichizzo, Domenico, Francesco Chinello, Claudio Pacchierotti et Monica Malvezzi. « Towards Wearability in Fingertip Haptics : A 3-DoF Wearable Device for Cutaneous Force Feedback ». IEEE Transactions on Haptics 6, no 4 (octobre 2013) : 506–16. http://dx.doi.org/10.1109/toh.2013.53.

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Blum, Jeffrey R., Pascal E. Fortin, Feras Al Taha, Parisa Alirezaee, Marc Demers, Antoine Weill-Duflos et Jeremy R. Cooperstock. « Getting Your Hands Dirty Outside the Lab : A Practical Primer for Conducting Wearable Vibrotactile Haptics Research ». IEEE Transactions on Haptics 12, no 3 (1 juillet 2019) : 232–46. http://dx.doi.org/10.1109/toh.2019.2930608.

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Salazar, Steeven Villa, Claudio Pacchierotti, Xavier de Tinguy, Anderson Maciel et Maud Marchal. « Altering the Stiffness, Friction, and Shape Perception of Tangible Objects in Virtual Reality Using Wearable Haptics ». IEEE Transactions on Haptics 13, no 1 (1 janvier 2020) : 167–74. http://dx.doi.org/10.1109/toh.2020.2967389.

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Meli, Leonardo, Claudio Pacchierotti, Gionata Salvietti, Francesco Chinello, Maurizio Maisto, Alessandro De Luca et Domenico Prattichizzo. « Combining Wearable Finger Haptics and Augmented Reality : User Evaluation Using an External Camera and the Microsoft HoloLens ». IEEE Robotics and Automation Letters 3, no 4 (octobre 2018) : 4297–304. http://dx.doi.org/10.1109/lra.2018.2864354.

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Nakauchi, Yasushi. « Special Issue on Human Robot Interaction ». Journal of Robotics and Mechatronics 14, no 5 (20 octobre 2002) : 431. http://dx.doi.org/10.20965/jrm.2002.p0431.

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Recent advances in robotics are disseminating robots into the social living environment as humanoids, pets, and caregivers. Novel human-robot interaction techniques and interfaces must be developed, however, to ensure that such robots interact as expected in daily life and work. Unlike conventional personal computers, such robots may assume a variety of configurations, such as industrial, wheel-based, ambulatory, remotely operated, autonomous, and wearable. They may also implement different communications modalities, including voice, video, haptics, and gestures. All of these aspects require that research on human-robot interaction become interdisciplinary, combining research from such fields as robotics, ergonomics, computer science and, psychology. In the field of computer science, new directions in human-computer interaction are emerging as post graphical user interfaces (GUIs). These include wearable, ubiquitous, and real-world computing. Such advances are thereby bridging the gap between robotics and computer science. The open-ended problems that potentially face include the following: What is the most desirable type of interaction between human beings and robots? What sort of technology will enable these interactions? How will human beings accept robots in their daily life and work? We are certain that readers of this special issue will be able to find many of the answers and become open to future directions concerning these problems. Any information that readers find herein will be a great pleasure to its editors.
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Xu, Chenyu. « Sensitivity Improvements of Flexible Capacitive Pressure Sensors ». Highlights in Science, Engineering and Technology 23 (3 décembre 2022) : 177–84. http://dx.doi.org/10.54097/hset.v23i.3264.

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In recent years, wearable electronic devices have developed rapidly and flexible sensors have been increasingly used in medical, aerospace, automotive, industrial and commercial applications. Flexible pressure sensors are critical in human-robot interaction, physiological signal monitoring and robotic haptics. Among them, capacitive type flexible pressure sensors are widely used due to their unsophisticated structure, good stability, small temperature deviation and environmentally friendly. Currently, most of capacitive sensors adopt the design with an electrical membrane inserted between two electrodes. This paper presents a comprehensive review of the development of flexible capacitive pressure sensor from the perspective of technological and engineering developments. This paper firstly introduces the capacitive pressure sensor by using the working mechanism as an entry point. Secondly, this paper discusses three general methods to increase the sensitivity of pressure sensing, including changing the dielectric microstructure, the dielectric constant, and different dielectric materials. Finally, the advantages and disadvantages of three methods for sensitivity improvement were discussed.
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Kress, Bernard C., et Ishan Chatterjee. « Waveguide combiners for mixed reality headsets : a nanophotonics design perspective ». Nanophotonics 10, no 1 (7 octobre 2020) : 41–74. http://dx.doi.org/10.1515/nanoph-2020-0410.

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AbstractThis paper is a review and analysis of the various implementation architectures of diffractive waveguide combiners for augmented reality (AR), mixed reality (MR) headsets, and smart glasses. Extended reality (XR) is another acronym frequently used to refer to all variants across the MR spectrum. Such devices have the potential to revolutionize how we work, communicate, travel, learn, teach, shop, and are entertained. Already, market analysts show very optimistic expectations on return on investment in MR, for both enterprise and consumer applications. Hardware architectures and technologies for AR and MR have made tremendous progress over the past five years, fueled by recent investment hype in start-ups and accelerated mergers and acquisitions by larger corporations. In order to meet such high market expectations, several challenges must be addressed: first, cementing primary use cases for each specific market segment and, second, achieving greater MR performance out of increasingly size-, weight-, cost- and power-constrained hardware. One such crucial component is the optical combiner. Combiners are often considered as critical optical elements in MR headsets, as they are the direct window to both the digital content and the real world for the user’s eyes.Two main pillars defining the MR experience are comfort and immersion. Comfort comes in various forms: –wearable comfort—reducing weight and size, pushing back the center of gravity, addressing thermal issues, and so on–visual comfort—providing accurate and natural 3-dimensional cues over a large field of view and a high angular resolution–vestibular comfort—providing stable and realistic virtual overlays that spatially agree with the user’s motion–social comfort—allowing for true eye contact, in a socially acceptable form factor.Immersion can be defined as the multisensory perceptual experience (including audio, display, gestures, haptics) that conveys to the user a sense of realism and envelopment. In order to effectively address both comfort and immersion challenges through improved hardware architectures and software developments, a deep understanding of the specific features and limitations of the human visual perception system is required. We emphasize the need for a human-centric optical design process, which would allow for the most comfortable headset design (wearable, visual, vestibular, and social comfort) without compromising the user’s sense of immersion (display, sensing, and interaction). Matching the specifics of the display architecture to the human visual perception system is key to bound the constraints of the hardware allowing for headset development and mass production at reasonable costs, while providing a delightful experience to the end user.
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Tsetserukou, Dzmitry, Katsunari Sato, Naoki Kawakami et Susumu Tachi. « 1A1-B01 FlexTorque : a Novel Wearable Haptic Interface for Telexistence ». Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2009 (2009) : _1A1—B01_1—_1A1—B01_4. http://dx.doi.org/10.1299/jsmermd.2009._1a1-b01_1.

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He, Shiyu, Yunqi Jing, Yiren Lu et Zhaoyu Liu. « Wearable Haptic Interfaces and Systems ». SHS Web of Conferences 157 (2023) : 02024. http://dx.doi.org/10.1051/shsconf/202315702024.

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The past two decades have seen significant advances in how users interact with machines. Yet nowadays, people are increasingly paying attention to developing new control terminals and interfaces regarding communication between humans and robots, special equipment, or the virtual world. Wearable haptic interfaces offer more comfortable and realistic interactive experiences in human-machine touch and satisfy people’s needs beyond simply controlling objects. They are now applied in various areas, including health, education, virtual reality, object detection, etc... The passage briefly introduces some familiar wearable haptic interfaces, including hand-worn, vest-worn, and foot-worn devices. And then the advantages and disadvantages of the mentioned wearable devices will also be discussed. This passage will provide an overview of the current technology in wearable haptic interfaces and help people understand the strengths and weaknesses of the devices for different body parts.
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Foottit, Jacques, Dave Brown, Stefan Marks et Andy M. Connor. « A Wearable Haptic Game Controller ». International Journal of Game Theory and Technology 2, no 1 (31 mars 2016) : 1–19. http://dx.doi.org/10.5121/ijgtt.2016.2101.

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Abad, Alexander Co, David Reid et Anuradha Ranasinghe. « A Novel Untethered Hand Wearable with Fine-Grained Cutaneous Haptic Feedback ». Sensors 22, no 5 (1 mars 2022) : 1924. http://dx.doi.org/10.3390/s22051924.

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During open surgery, a surgeon relies not only on the detailed view of the organ being operated upon and on being able to feel the fine details of this organ but also heavily relies on the combination of these two senses. In laparoscopic surgery, haptic feedback provides surgeons information on interaction forces between instrument and tissue. There have been many studies to mimic the haptic feedback in laparoscopic-related telerobotics studies to date. However, cutaneous feedback is mostly restricted or limited in haptic feedback-based minimally invasive studies. We argue that fine-grained information is needed in laparoscopic surgeries to study the details of the instrument’s end and can convey via cutaneous feedback. We propose an exoskeleton haptic hand wearable which consists of five 4 × 4 miniaturized fingertip actuators, 80 in total, to convey cutaneous feedback. The wearable is described as modular, lightweight, Bluetooth, and WiFi-enabled, and has a maximum power consumption of 830 mW. Software is developed to demonstrate rapid tactile actuation of edges; this allows the user to feel the contours in cutaneous feedback. Moreover, to demonstrate the idea as an object displayed on a flat monitor, initial tests were carried out in 2D. In the second phase, the wearable exoskeleton glove is then further developed to feel 3D virtual objects by using a virtual reality (VR) headset demonstrated by a VR environment. Two-dimensional and 3D objects were tested by our novel untethered haptic hand wearable. Our results show that untethered humans understand actuation in cutaneous feedback just in a single tapping with 92.22% accuracy. Our wearable has an average latency of 46.5 ms, which is much less than the 600 ms tolerable delay acceptable by a surgeon in teleoperation. Therefore, we suggest our untethered hand wearable to enhance multimodal perception in minimally invasive surgeries to naturally feel the immediate environments of the instruments.
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Zhang, Xu Long, Yong Liu, Xu Xin Wu et Wu Sheng Chou. « A New Redundant-DOF Wearable Master Device with Force Feedback ». Applied Mechanics and Materials 620 (août 2014) : 18–23. http://dx.doi.org/10.4028/www.scientific.net/amm.620.18.

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In this paper, a new redundant degree-of-freedom wearable haptic device is developed and presented, which combines the advantages of the arm exoskeleton and the desktop haptic device. The haptic device has capabilities of large working space and high stiffness, the design of the wearable can reduce operators’ fatigue and increase the comfort of the operation. This paper also includes the analysis of workspace based on the kinematic analysis. Dynamics model of the haptic device has been established to get the torques of the driven motors of every joint. Lately, the virtual prototype model was established in ADAMS to get the simulations results, which lays the foundation for further force-feedback experiments.
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Komizunai, Shunsuke, Keisuke Nishizaki, Kyohei Wada, Takuya Kijima et Atsushi Konno. « A Wearable Encounter-Type Haptic Device Suitable for Combination with Visual Display ». Journal of Robotics and Mechatronics 28, no 6 (20 décembre 2016) : 790–98. http://dx.doi.org/10.20965/jrm.2016.p0790.

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[abstFig src='/00280006/02.jpg' width='260' text='The encounter type wearable haptic device' ] This paper describes a wearable encounter-type haptic device suitable for combined usage with a visual display. The features of the device lie in a driving mechanism that enables an encounter-type haptic display and the compact implementation of the entire device including the driving mechanism. The driving mechanism displays a natural haptic sense based on a smooth transition between follow-up and constraint of finger movements. The compactness is important because it contributes to preserving the quality of visual information when used together with a visual display. To test the basic performance of the device, the response of the driving mechanism was evaluated. The haptic display function was evaluated by a simulation in which the device is used to touch an object in a computer graphics (CG) space.
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Lee, Yongseok, Somang Lee et Dongjun Lee. « Wearable Haptic Device for Stiffness Rendering of Virtual Objects in Augmented Reality ». Applied Sciences 11, no 15 (28 juillet 2021) : 6932. http://dx.doi.org/10.3390/app11156932.

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We propose a novel wearable haptic device that can provide kinesthetic haptic feedback for stiffness rendering of virtual objects in augmented reality (AR). Rendering stiffness of objects using haptic feedback is crucial for realistic finger-based object manipulation, yet challenging particularly in AR due to the co-presence of a real hand, haptic device, and rendered AR objects in the scenes. By adopting passive actuation with a tendon-based transmission mechanism, the proposed haptic device can generate kinesthetic feedback strong enough for immersive manipulation and prevention of inter-penetration in a small-form-factor, while maximizing the wearability and minimizing the occlusion in AR usage. A selective locking module is adopted in the device to allow for the rendering of the elasticity of objects. We perform an experimental study of two-finger grasping to verify the efficacy of the proposed haptic device for finger-based manipulation in AR. We also quantitatively compare/articulate the effects of different types of feedbacks across haptic and visual sense (i.e., kinesthetic haptic feedback, vibrotactile haptic feedback, and visuo-haptic feedback) for stiffness rendering of virtual objects in AR for the first time.
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Zhou, Dongbo, Wataru Hayakawa, Yoshikazu Nakajima et Kotaro Tadano. « Development of a Wearable Haptic Glove Presenting Haptic Sensation by Electrical Stimulation ». Sensors 23, no 1 (30 décembre 2022) : 431. http://dx.doi.org/10.3390/s23010431.

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Most haptic devices generate haptic sensation using mechanical actuators. However, the workload and limited workspace handicap the operator from operating freely. Electrical stimulation is an alternative approach to generate haptic sensations without using mechanical actuators. The light weight of the electrodes adhering to the body brings no limitations to free motion. Because a real haptic sensation consists of feelings from several areas, mounting the electrodes to several different body areas can make the sensations more realistic. However, simultaneously stimulating multiple electrodes may result in “noise” sensations. Moreover, the operators may feel tingling because of unstable stimulus signals when using the dry electrodes to help develop an easily mounted haptic device using electrical stimulation. In this study, we first determine the appropriate stimulation areas and stimulus signals to generate a real touch sensation on the forearm. Then, we propose a circuit design guideline for generating stable electrical stimulus signals using a voltage divider resistor. Finally, based on the aforementioned results, we develop a wearable haptic glove prototype. This haptic glove allows the user to experience the haptic sensations of touching objects with five different degrees of stiffness.
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HIROSE, Michitaka, Tetsuro OGI, Koichi HIROTA et Makoto SAITO. « Haptic Communication Using Wearable Force Display ». Proceedings of the JSME annual meeting 2000.2 (2000) : 457–58. http://dx.doi.org/10.1299/jsmemecjo.2000.2.0_457.

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TANAKA, Yutaka, Hisayuki YAMAUCHI et Kenichi AMEMIYA. « 526 Wearable Haptic Display Using Pneumatics ». Proceedings of Yamanashi District Conference 2001 (2001) : 171–72. http://dx.doi.org/10.1299/jsmeyamanashi.2001.171.

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Signal, Nada Elizabeth June, Ruth McLaren, Usman Rashid, Alain Vandal, Marcus King, Faisal Almesfer, Jeanette Henderson et Denise Taylor. « Haptic Nudges Increase Affected Upper Limb Movement During Inpatient Stroke Rehabilitation : Multiple-Period Randomized Crossover Study ». JMIR mHealth and uHealth 8, no 7 (29 juillet 2020) : e17036. http://dx.doi.org/10.2196/17036.

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Background As many as 80% of stroke survivors experience upper limb (UL) disability. The strong relationships between disability, lost productivity, and ongoing health care costs mean reducing disability after stroke is critical at both individual and society levels. Unfortunately, the amount of UL-focused rehabilitation received by people with stroke is extremely low. Activity monitoring and promotion using wearable devices offer a potential technology-based solution to address this gap. Commonly, wearable devices are used to deliver a haptic nudge to the wearer with the aim of promoting a particular behavior. However, little is known about the effectiveness of haptic nudging in promoting behaviors in patient populations. Objective This study aimed to estimate the effect of haptic nudging delivered via a wrist-worn wearable device on UL movement in people with UL disability following stroke undertaking inpatient rehabilitation. Methods A multiple-period randomized crossover design was used to measure the association of UL movement with the occurrence of haptic nudge reminders to move the affected UL in 20 people with stroke undertaking inpatient rehabilitation. UL movement was observed and classified using movement taxonomy across 72 one-minute observation periods from 7:00 AM to 7:00 PM on a single weekday. On 36 occasions, a haptic nudge to move the affected UL was provided just before the observation period. On the other 36 occasions, no haptic nudge was given. The timing of the haptic nudge was randomized across the observation period for each participant. Statistical analysis was performed using mixed logistic regression. The effect of a haptic nudge was evaluated from the intention-to-treat dataset as the ratio of the odds of affected UL movement during the observation period following a “Planned Nudge” to the odds of affected limb movement during the observation period following “No Nudge.” Results The primary intention-to-treat analysis showed the odds ratio (OR) of affected UL movement following a haptic nudge was 1.44 (95% CI 1.28-1.63, P<.001). The secondary analysis revealed an increased odds of affected UL movement following a Planned Nudge was predominantly due to increased odds of spontaneous affected UL movement (OR 2.03, 95% CI 1.65-2.51, P<.001) rather than affected UL movement in conjunction with unaffected UL movement (OR 1.13, 95% CI 0.99-1.29, P=.07). Conclusions Haptic nudging delivered via a wrist-worn wearable device increases affected UL movement in people with UL disability following stroke undertaking inpatient rehabilitation. The promoted movement appears to be specific to the instructions given. Trial Registration Australia New Zealand Clinical Trials Registry 12616000654459; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=370687&isReview=true
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Leonardis, Daniele, Giancarlo Santamato, Massimiliano Gabardi, Massimiliano Solazzi et Antonio Frisoli. « A parallel-elastic actuation approach for wide bandwidth fingertip haptic devices ». Meccanica 57, no 3 (6 février 2022) : 739–49. http://dx.doi.org/10.1007/s11012-022-01478-9.

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AbstractWearable haptic devices are used to render sense of touch in different virtual reality, simulated or teleoperated environments. Design of these devices has to comply with dimensional constraints imposed by ergonomics and usability, introducing compromises between size of the actuators and features of the rendered haptic stimuli, such as peak forces and bandwidth. We propose a new design approach for wearable haptic devices resembling the micro-macro actuation concept: it is based on two distinct actuators with different mechanical reduction, coupled by an elastic element. We show this better matches the output range of the actuators to features of the signals used in typical haptic rendering. We investigated the approach through an analytical model, a numerical model, and physical experiments conducted after design and development of a working prototype. The theoretical and simulated models allow to better understand dynamic interaction of the system parts, and to define design guidelines for the development of the real device. The adopted design solutions were implemented and evaluated in the prototype of a highly wearable fingertip device. Final experimental results show how the implementation of the proposed method is capable of an effective haptic rendering, that better matches the desired frequency response.
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Nakatani, Masashi, et Tomoyuki Kawasoe. « Haptic Skill Logger (HapLog) : The Wearable Sensor for Evaluating Haptic Behaviors ». Journal of the Robotics Society of Japan 30, no 5 (2012) : 499–501. http://dx.doi.org/10.7210/jrsj.30.499.

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TANAKA, Yutaka, Hisayuki YAMAUCHI et Kenichi AMEMIYA. « WEARABLE HAPTIC DISPLAY FOR IMMERSIVE VIRTUAL ENVIRONMENT ». Proceedings of the JFPS International Symposium on Fluid Power 2002, no 5-2 (2002) : 309–14. http://dx.doi.org/10.5739/isfp.2002.309.

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Foottit, J., D. Brown, S. Marks et A. M. Connor. « Development of a wearable haptic game interface ». EAI Endorsed Transactions on Creative Technologies 3, no 6 (25 avril 2016) : 151165. http://dx.doi.org/10.4108/eai.25-4-2016.151165.

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Yeo, Joo Chuan, Zhuangjian Liu, Zhi-Qian Zhang, Pan Zhang, Zhiping Wang et Chwee Teck Lim. « Wearable Mechanotransduced Tactile Sensor for Haptic Perception ». Advanced Materials Technologies 2, no 6 (18 avril 2017) : 1700006. http://dx.doi.org/10.1002/admt.201700006.

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Musić, Selma, et Sandra Hirche. « Classification of human-robot team interaction paradigms**The research leading to these results has received funding from the European Union Seventh Framework Programme FP7/2007- 2013 under grant agreement no. 601165 of the project : WEARHAP -WEARable HAPtics for humans and robots. » IFAC-PapersOnLine 49, no 32 (2016) : 42–47. http://dx.doi.org/10.1016/j.ifacol.2016.12.187.

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Lind, Carl Mikael, Jose Antonio Diaz-Olivares, Kaj Lindecrantz et Jörgen Eklund. « A Wearable Sensor System for Physical Ergonomics Interventions Using Haptic Feedback ». Sensors 20, no 21 (23 octobre 2020) : 6010. http://dx.doi.org/10.3390/s20216010.

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Work-related musculoskeletal disorders are a major concern globally affecting societies, companies, and individuals. To address this, a new sensor-based system is presented: the Smart Workwear System, aimed at facilitating preventive measures by supporting risk assessments, work design, and work technique training. The system has a module-based platform that enables flexibility of sensor-type utilization, depending on the specific application. A module of the Smart Workwear System that utilizes haptic feedback for work technique training is further presented and evaluated in simulated mail sorting on sixteen novice participants for its potential to reduce adverse arm movements and postures in repetitive manual handling. Upper-arm postures were recorded, using an inertial measurement unit (IMU), perceived pain/discomfort with the Borg CR10-scale, and user experience with a semi-structured interview. This study shows that the use of haptic feedback for work technique training has the potential to significantly reduce the time in adverse upper-arm postures after short periods of training. The haptic feedback was experienced positive and usable by the participants and was effective in supporting learning of how to improve postures and movements. It is concluded that this type of sensorized system, using haptic feedback training, is promising for the future, especially when organizations are introducing newly employed staff, when teaching ergonomics to employees in physically demanding jobs, and when performing ergonomics interventions.
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De Fazio, Roberto, Vincenzo Mariano Mastronardi, Matteo Petruzzi, Massimo De Vittorio et Paolo Visconti. « Human–Machine Interaction through Advanced Haptic Sensors : A Piezoelectric Sensory Glove with Edge Machine Learning for Gesture and Object Recognition ». Future Internet 15, no 1 (27 décembre 2022) : 14. http://dx.doi.org/10.3390/fi15010014.

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Human–machine interaction (HMI) refers to systems enabling communication between machines and humans. Systems for human–machine interfaces have advanced significantly in terms of materials, device design, and production methods. Energy supply units, logic circuits, sensors, and data storage units must be flexible, stretchable, undetectable, biocompatible, and self-healing to act as human–machine interfaces. This paper discusses the technologies for providing different haptic feedback of different natures. Notably, the physiological mechanisms behind touch perception are reported, along with a classification of the main haptic interfaces. Afterward, a comprehensive overview of wearable haptic interfaces is presented, comparing them in terms of cost, the number of integrated actuators and sensors, their main haptic feedback typology, and their future application. Additionally, a review of sensing systems that use haptic feedback technologies—specifically, smart gloves—is given by going through their fundamental technological specifications and key design requirements. Furthermore, useful insights related to the design of the next-generation HMI devices are reported. Lastly, a novel smart glove based on thin and conformable AlN (aluminum nitride) piezoelectric sensors is demonstrated. Specifically, the device acquires and processes the signal from the piezo sensors to classify performed gestures through an onboard machine learning (ML) algorithm. Then, the design and testing of the electronic conditioning section of AlN-based sensors integrated into the smart glove are shown. Finally, the architecture of a wearable visual-tactile recognition system is presented, combining visual data acquired by a micro-camera mounted on the user’s glass with the haptic ones provided by the piezoelectric sensors.
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Chen, Yu, Yiduo Yang, Mengjiao Li, Erdong Chen, Weilei Mu, Rosie Fisher et Rong Yin. « Wearable Actuators : An Overview ». Textiles 1, no 2 (24 août 2021) : 283–321. http://dx.doi.org/10.3390/textiles1020015.

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The booming wearable market and recent advances in material science has led to the rapid development of the various wearable sensors, actuators, and devices that can be worn, embedded in fabric, accessorized, or tattooed directly onto the skin. Wearable actuators, a subcategory of wearable technology, have attracted enormous interest from researchers in various disciplines and many wearable actuators and devices have been developed in the past few decades to assist and improve people’s everyday lives. In this paper, we review the actuation mechanisms, structures, applications, and limitations of recently developed wearable actuators including pneumatic and hydraulic actuators, shape memory alloys and polymers, thermal and hygroscopic materials, dielectric elastomers, ionic and conducting polymers, piezoelectric actuators, electromagnetic actuators, liquid crystal elastomers, etc. Examples of recent applications such as wearable soft robots, haptic devices, and personal thermal regulation textiles are highlighted. Finally, we point out the current bottleneck and suggest the prospective future research directions for wearable actuators.
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Georgiou, Theodoros, Riasat Islam, Simon Holland, Janet van der Linden, Blaine Price, Paul Mulholland et Allan Perry. « Rhythmic Haptic Cueing Using Wearable Devices as Physiotherapy for Huntington Disease : Case Study ». JMIR Rehabilitation and Assistive Technologies 7, no 2 (14 septembre 2020) : e18589. http://dx.doi.org/10.2196/18589.

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Background Huntington disease (HD) is an inherited genetic disorder that results in the death of brain cells. HD symptoms generally start with subtle changes in mood and mental abilities; they then degenerate progressively, ensuing a general lack of coordination and an unsteady gait, ultimately resulting in death. There is currently no cure for HD. Walking cued by an external, usually auditory, rhythm has been shown to steady gait and help with movement coordination in other neurological conditions. More recently, work with other neurological conditions has demonstrated that haptic (ie, tactile) rhythmic cues, as opposed to audio cues, offer similar improvements when walking. An added benefit is that less intrusive, more private cues are delivered by a wearable device that leaves the ears free for conversation, situation awareness, and safety. This paper presents a case study where rhythmic haptic cueing (RHC) was applied to one person with HD. The case study has two elements: the gait data we collected from our wearable devices and the comments we received from a group of highly trained expert physiotherapists and specialists in HD. Objective The objective of this case study was to investigate whether RHC can be applied to improve gait coordination and limb control in people living with HD. While not offering a cure, therapeutic outcomes may delay the onset or severity of symptoms, with the potential to improve and prolong quality of life. Methods The approach adopted for this study includes two elements, one quantitative and one qualitative. The first is a repeated-measures design with three conditions: before haptic rhythm (ie, baseline), with haptic rhythm, and after exposure to haptic rhythm. The second element is an in-depth interview with physiotherapists observing the session. Results In comparison to the baseline, the physiotherapists noted a number of improvements to the participant’s kinematics during her walk with the haptic cues. These improvements continued in the after-cue condition, indicating some lasting effects. The quantitative data obtained support the physiotherapists’ observations. Conclusions The findings from this small case study, with a single participant, suggest that a haptic metronomic rhythm may have immediate, potentially therapeutic benefits for the walking kinematics of people living with HD and warrants further investigation.
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Hong, Seung Chan, Jung Ryul Lee et Chan Yik Park. « Development of a wireless pilot arm–wearable haptic interface for unmanned aerial vehicle wing deflection sensing ». Journal of Intelligent Material Systems and Structures 28, no 9 (5 septembre 2016) : 1130–39. http://dx.doi.org/10.1177/1045389x16666182.

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When the flight of an unmanned aerial vehicle is controlled by a ground pilot, a wing deflection monitoring is required to avoid overload wing structural failures. Therefore, integrated structural health monitoring technologies are being developed to transfer such information to the pilot. In general, this information can be monitored visually by the ground pilot. In this study, a haptic interface enables human–machine communication through tactile sense and provides synchronized information exchange between a pilot and an unmanned aerial vehicle. In other words, we propose not a vision interface but a haptic interface to transfer the wing deflection information to the ground pilot; this interface is named “Fly-by-haptic,” which is beneficial because the vision of the ground pilot is already performing multiple tasks. For a proof of concept, four integrated fiber Bragg grating sensors were installed on a half wing specimen to measure dynamic strains. The wing deflection information was estimated by the displacement–strain transformation matrix. The wing deflection information was wirelessly transferred to actuate vibro-haptic motors installed in a pilot arm–wearable haptic interface. Finally, a human test was performed using the developed haptic interface; the test results determined that the 15 participants, who are novices, showed 100% accuracy for wing deflection.
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Rossi, Matteo, Matteo Bianchi, Edoardo Battaglia, Manuel G. Catalano et Antonio Bicchi. « HapPro : A Wearable Haptic Device for Proprioceptive Feedback ». IEEE Transactions on Biomedical Engineering 66, no 1 (janvier 2019) : 138–49. http://dx.doi.org/10.1109/tbme.2018.2836672.

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Rosalam CM, Faisul AA, Ruhaizin S, Khairul MK, Hassan A et Indastri S. « NON-INTRUSIVE, VISUAL-LESS WEARABLE HAPTIC STIMULI NAVIGATIONAL ASSISTANCE FOR ELDERLY WITH DEMENTIA ». Malaysian Journal of Public Health Medicine 20, Special1 (1 août 2020) : 128–37. http://dx.doi.org/10.37268/mjphm/vol.20/no.special1/art.699.

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Age is typically affiliated with the decline of cognitive function and the probability to be diagnosed with neurodegenerative disease, namely dementia. Of all dementia-related deficits, the paper highlights on the decline of wayfinding ability, since it is interrelated with mobility, autonomy, caregiving burden and eventually institutionalization. The sense of directions in elderly is also affected by the sensory changes, while the most obvious sensory declines are both vision and hearing. Hence navigation systems that support mainly on visual and auditory may not be the best option for them. A concept of wearable navigational assistance that is non-intrusive and uses haptic stimuli instead of visual and/or audio signals is presented in this paper. A Usability Test (UT) was performed towards the elderly with dementia at a selected nursing home to investigate how they perceive haptic-feedback as a modality of navigation. The assessments involved three phases: (1) orientation or training, (2) navigation test and (3) further navigation test. Results indicate the potential efficacy of haptic modality as a navigation signal. Improvement on subjects’ navigational performance was shown especially during the further navigation test, signifying the familiarization of the intervention. Employing the haptic modality could be a beneficial substitute for navigational purpose when vision and audio are less appropriate. Nevertheless, as much as the encouraging outcomes from the results and analysis of the assessments are valuable, the constructive reviews attained are indeed important for the future development of the device system.
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Trase, Ian, Zhe Xu, Zi Chen, Hong Tan et John X. J. Zhang. « Thin-film bidirectional transducers for haptic wearables ». Sensors and Actuators A : Physical 303 (mars 2020) : 111655. http://dx.doi.org/10.1016/j.sna.2019.111655.

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OGAWA, Hiromu, et Jian HUANG. « Torque Control of a Wearable 3’DOF Haptic Device ». Proceedings of Conference of Chugoku-Shikoku Branch 2017.55 (2017) : K1404. http://dx.doi.org/10.1299/jsmecs.2017.55.k1404.

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Jacinto-Villegas, Juan Manuel, Massimo Satler, Alessandro Filippeschi, Massimo Bergamasco, Matteo Ragaglia, Alfredo Argiolas, Marta Niccolini et Carlo Alberto Avizzano. « A Novel Wearable Haptic Controller for Teleoperating Robotic Platforms ». IEEE Robotics and Automation Letters 2, no 4 (octobre 2017) : 2072–79. http://dx.doi.org/10.1109/lra.2017.2720850.

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Carpenter, Cody W., Siew Ting Melissa Tan, Colin Keef, Kyle Skelil, Marigold Malinao, Daniel Rodriquez, Mohammad A. Alkhadra, Julian Ramírez et Darren J. Lipomi. « Healable thermoplastic for kinesthetic feedback in wearable haptic devices ». Sensors and Actuators A : Physical 288 (avril 2019) : 79–85. http://dx.doi.org/10.1016/j.sna.2019.01.032.

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Kawamura, S., K. Kanaoka, J. Jeon, Y. Nakayama et D. Fujimoto. « Improvement of Passive Laminated Elements for Wearable Haptic Devices ». Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2003 (2003) : 85. http://dx.doi.org/10.1299/jsmermd.2003.85_1.

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