2020
DOI: 10.3389/fnint.2020.00005
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A Tactile Virtual Reality for the Study of Active Somatosensation

Abstract: Natural exploration of textures involves active sensing, i.e., voluntary movements of tactile sensors (e.g., human fingertips or rodent whiskers) across a target surface. Somatosensory input during moving tactile sensors varies according to both the movement and the surface texture. Combining motor and sensory information, the brain is capable of extracting textural features of the explored surface. Despite the ecological relevance of active sensing, psychophysical studies on active touch are largely missing. … Show more

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Cited by 5 publications
(4 citation statements)
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References 39 publications
(48 reference statements)
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“…If precise, the data would serve to assist VR therapies (such as exposure therapy) to identify which objects provide the most stimulus during intervention. A further opportunity would be to develop tactile sensors and tactile feedback for ICU staff (Bhattacharjee et al, 2020). By using tactile feedback stimulus, it could enhance the realism of the ICU to allow the staff in training to touch rather than just visualize patients.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…If precise, the data would serve to assist VR therapies (such as exposure therapy) to identify which objects provide the most stimulus during intervention. A further opportunity would be to develop tactile sensors and tactile feedback for ICU staff (Bhattacharjee et al, 2020). By using tactile feedback stimulus, it could enhance the realism of the ICU to allow the staff in training to touch rather than just visualize patients.…”
Section: Discussionmentioning
confidence: 99%
“…This technology could be particularly beneficial when practitioners are assessing a patient (e.g., breathing, etc.) or needing to respond to a patients needs with a manual technique (e.g., manual hyperinflation or bagging) (Bhattacharjee et al, 2020).…”
Section: Discussionmentioning
confidence: 99%
“…VR is widely used in many fields such as education (Lorenzo et al, 2020;McGarr, 2020;Radianti et al, 2020;Theelen et al, 2020), medicine (Bhattacharjee et al, 2020;Felipe et al, 2020;Maier et al, 2020a;Xin et al, 2020), computer games (Bapka et al, 2018;Yang et al, 2018;Allspaw et al, 2019), new motor skills acquisition (Prasertsakul et al, 2018;Ricca et al, 2018;de Moraes et al, 2020), virtual sights (Errichiello et al, 2019. VR studies in sports focused on three areas: performance analysis (Ouadahi et al, 2016;Neumann et al, 2018), simulation development (Pereira et al, 2018) andvirtual training (Adamovich et al, 2009;Calabro et al, 2017;Akbas et al, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…VR is widely used in many fields such as education (Lorenzo et al, 2020;McGarr, 2020;Radianti et al, 2020;Theelen et al, 2020), medicine (Bhattacharjee et al, 2020;Felipe et al, 2020;Maier et al, 2020a;Xin et al, 2020), computer games (Bapka et al, 2018;Yang et al, 2018;Allspaw et al, 2019), new motor skills acquisition (Prasertsakul et al, 2018;Ricca et al, 2018;de Moraes et al, 2020), virtual sights (Errichiello et al, 2019;. VR studies in sports focused on three areas: performance analysis (Ouadahi et al, 2016;Neumann et al, 2018), simulation development (Pereira et al, 2018) and virtual training (Adamovich et al, 2009;Calabro et al, 2017;Akbas et al, 2019).…”
Section: Introductionmentioning
confidence: 99%