2017 IEEE Symposium on 3D User Interfaces (3DUI) 2017
DOI: 10.1109/3dui.2017.7893325
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FlexiFingers: Multi-finger interaction in VR combining passive haptics and pseudo-haptics

Abstract: 3D interaction in virtual reality often requires to manipulate and feel virtual objects with our fingers. Although existing haptic interfaces can be used for this purpose (e.g. force-feedback exoskeleton gloves), they are still bulky and expensive. In this paper, we introduce a novel multi-finger device called "FlexiFingers" that constrains each digit individually and produces elastic forcefeedback. FlexiFingers leverages passive haptics in order to offer a lightweight, modular, and affordable alternative to a… Show more

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Cited by 33 publications
(17 citation statements)
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“…We have shown that there is a perceptual tolerance for conflicting locations of visual and tactile touch, in which the two sensory modalities are fused into a single percept despite arising from different locations (Caballero and Rombokas, 2019). Furthermore, combining multiple modalities either in the form of augmenting otherwise passive haptic sensations (Choi et al, 2020), using pseudo-haptic illusions (Achibet et al, 2017;Samad et al, 2019), or a believable simulation (Kuchenbecker et al, 2006;Chan et al, 2021), can possibly mitigate the lack of congruence between the visual and tactile sensation. We therefore extend what Ando et al (2007) has proposed to immersive virtual reality by placing the haptic device on the fingernail and finger dorsum and compensating for the distant stimulation with believable visual and haptic rendering, which leaves the fingerpads still free to interact with real-world objects.…”
Section: Introductionmentioning
confidence: 94%
“…We have shown that there is a perceptual tolerance for conflicting locations of visual and tactile touch, in which the two sensory modalities are fused into a single percept despite arising from different locations (Caballero and Rombokas, 2019). Furthermore, combining multiple modalities either in the form of augmenting otherwise passive haptic sensations (Choi et al, 2020), using pseudo-haptic illusions (Achibet et al, 2017;Samad et al, 2019), or a believable simulation (Kuchenbecker et al, 2006;Chan et al, 2021), can possibly mitigate the lack of congruence between the visual and tactile sensation. We therefore extend what Ando et al (2007) has proposed to immersive virtual reality by placing the haptic device on the fingernail and finger dorsum and compensating for the distant stimulation with believable visual and haptic rendering, which leaves the fingerpads still free to interact with real-world objects.…”
Section: Introductionmentioning
confidence: 94%
“…To satisfy the improved presence of the user in immersive VR, visual satisfaction should be preceded. For this reason, interest is growing in multimodality studies [23,24] that consider visual and auditory senses or visual and tactile senses simultaneously, and studies on pseudo-haptics that combine visual experiences and haptic systems [25,26]. As such, various approaches have been made to enhance presence sensation in immersive VR.…”
Section: Immersive Vrmentioning
confidence: 99%
“…Therefore, if varied and entertaining virtual environments can be created to attract children's attention, they can be encouraged to acquire new knowledge and thus the teaching and learning process will be more effective. [20][21][22][23][24][25].…”
Section: Introductionmentioning
confidence: 99%