2013
DOI: 10.1177/1541931213571216
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Virtual Exertions

Abstract: This paper introduces the concept of virtual exertions, which utilizes real-time feedback from electromyograms (EMG), combined with tracked body movements, to simulate forceful exertions (e.g. lifting, pushing, and pulling) against projections of virtual reality objects. The user acts as if there is a real object and moves and contracts the same muscles normally used for the desired activities to suggest exerting forces against virtual objects actually viewed in their own hands as they are grasped and moved. I… Show more

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Cited by 2 publications
(2 citation statements)
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“…In physical lifting task, nEMG increased as the weight of load increased, which was consistent with the literature (Chen et al, 2015;Radwin et al, 2013). As the load increased, participants needed to exhibit greater muscle contraction to yield higher EMG values.…”
Section: Discussionsupporting
confidence: 88%
See 1 more Smart Citation
“…In physical lifting task, nEMG increased as the weight of load increased, which was consistent with the literature (Chen et al, 2015;Radwin et al, 2013). As the load increased, participants needed to exhibit greater muscle contraction to yield higher EMG values.…”
Section: Discussionsupporting
confidence: 88%
“…Specifically, in the physical environment, humans interact with objects with body contact and they voluntarily contract their muscles to lift, place, and manipulate physical objects. While in VR, the interactions with virtual objects are usually achieved by input devices like controllers, which do not require forceful efforts and intense muscle contractions (Chen, Ponto, Tredinnick, & Radwin, 2015;Radwin, Chen, Ponto, & Tredinnick, 2013), therefore users may perceive less effort and lower workload.…”
Section: Introductionmentioning
confidence: 99%