2016 IEEE Virtual Reality (VR) 2016
DOI: 10.1109/vr.2016.7504686
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A lightweight electrotactile feedback device for grasp improvement in immersive virtual environments

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Cited by 31 publications
(33 citation statements)
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“…The VR teleoperation training showed comparable results to the physical training, while the users reported that the VR training was highly realistic [18]. Importantly, their results were replicated and their system further scrutinized in a user study with an adequate sample size (N = 19) [85]. In this follow-up study of Hummel et al (2016) the significant difference was that the motor movements in VR were not facilitated by bimanual robotic hands, instead, the hands of the users were tracked, hence their hand-movements were directly mirrored in VR [85].…”
Section: Teleoperation and Vrmentioning
confidence: 81%
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“…The VR teleoperation training showed comparable results to the physical training, while the users reported that the VR training was highly realistic [18]. Importantly, their results were replicated and their system further scrutinized in a user study with an adequate sample size (N = 19) [85]. In this follow-up study of Hummel et al (2016) the significant difference was that the motor movements in VR were not facilitated by bimanual robotic hands, instead, the hands of the users were tracked, hence their hand-movements were directly mirrored in VR [85].…”
Section: Teleoperation and Vrmentioning
confidence: 81%
“…In this follow-up study of Hummel et al (2016) the significant difference was that the motor movements in VR were not facilitated by bimanual robotic hands, instead, the hands of the users were tracked, hence their hand-movements were directly mirrored in VR [85]. Their user study found that the electrotactile feedback substantially improved the grasping performance of the users, while it significantly decreased their workload [85]. These results hence appear to replicate the benefits of electrotactile feedback that were seen in prostheses (e.g., improved grasping), and indicate that similar advantages can be seen in VR for computerand/or machine-human interactions.…”
Section: Teleoperation and Vrmentioning
confidence: 86%
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“…In these approaches, the feedback is determined by the tactile interaction, but cannot readily be designed to programmed to depend on the surface being touched or the state of a digital application. Other approaches to haptic virtual reality have used electronic gloves or exoskeletons [15], [16], [17], finger mounted haptic devices [18], [19], [20], [21], [22], or grasped controls [23]. Such systems have rarely integrated feedback from both real and virtual objects during free-hand interactions.…”
Section: A Backgroundmentioning
confidence: 99%