2018
DOI: 10.1016/j.bushor.2018.05.009
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Cited by 264 publications
(78 citation statements)
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“…The tactile or cutaneous stimulation refers to the “sense of touch” which is facilitated by simulating receptors present in human skin. [ 1 ] The tactile senses can perceive four different kinds of stimulations; mechanical, thermal, electrical, and chemical. Kinesthetic or proprioceptive stimulation refers to the awareness of movement, velocity, force, and position, which are facilitated by simulating receptors present in human tendons and muscles.…”
Section: Augmented Reality/virtual Realitymentioning
confidence: 99%
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“…The tactile or cutaneous stimulation refers to the “sense of touch” which is facilitated by simulating receptors present in human skin. [ 1 ] The tactile senses can perceive four different kinds of stimulations; mechanical, thermal, electrical, and chemical. Kinesthetic or proprioceptive stimulation refers to the awareness of movement, velocity, force, and position, which are facilitated by simulating receptors present in human tendons and muscles.…”
Section: Augmented Reality/virtual Realitymentioning
confidence: 99%
“…utilized prop‐based haptics to simulate the structure of environments and force feedback. [ 1 ] To realize energy‐efficient haptics feedback, Lee et al. demonstrated wearable smart gloves with triboelectric bending and sliding sensors, and piezoelectric mechanical actuators.…”
Section: Augmented Reality/virtual Realitymentioning
confidence: 99%
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“…Augmented reality provides an enriched view onto the physical world, adding layers with contextually useful information, delivered visually or by stimulating other senses using wearable and hand-held devices [6]. According to Farshid et al [7], augmented reality (AR) is the combination of the real world with digital information. It makes the real time environment merged with the digital content that is being generated by computer software simultaneously.…”
Section: Augmented Realitymentioning
confidence: 99%
“…Based on the statistics from Goldman Sachs, the global VR and AR markets are expected to grow by $88 billion until 2025 from the $2.67 billion in 2015. [ 4 ] These considerable economic benefits are being ushered in by a large amount of AR/VR‐related applications that include entertainment (e.g., immersive film, games, and virtual tourism), [ 5–7 ] architecture (e.g., building design and construction), [ 8 ] business (e.g., AR advertising), [ 9 ] education, [ 10 ] healthcare, [ 11–13 ] science and engineering, [ 14 ] etc. In education and training, AR/VR technologies can be used to train and educate workers or students effectively by providing a better learning experience and reducing risks before they enter the real workplace.…”
Section: Introductionmentioning
confidence: 99%