ABSTRACT
Touching and felling physical objects has been an important method of understanding and communicating with others. Although most of the existing haptic devices are limited to the hand, arms are used in a daily basis to interact with other people and animals by linking, hugging or being grabbed. In attempt to realize interactions with a virtual character we propose a novel haptic device that can grab and provide pressure to the human arm. We have also created a system that utilizes two of these devices to virtually represent a bird perching on a person's arm. Unlike the approach of wearable devices [Sato et al. 2008], our system does not require attachment in advance, so as to make the experience intuitive. In addition, the users can feel different feedback according to their actions.
Supplemental Material
- Sato, K., Sato, Y., Sato, M., Fukushima, S., Okano, Y., Matsuo, K., Ooshima, S., Kojima, Y., Matsue, R., Nakata, S., Hashimoto, Y. and Kajimoto, H. 2008. Ants in the Pants. ACM SIGGRAPH 2008, New Tech Demos. Article No. 3. Google Scholar
Digital Library
Recommendations
AR-Arm: Augmented Visualization for Guiding Arm Movement in the First-Person Perspective
AH '16: Proceedings of the 7th Augmented Human International Conference 2016In many activities, such as martial arts, physical exercise, and physiotherapy, the users are asked to perform a sequence of body movements with highly accurate arm positions. Sometimes, the movements are too complicated for users to learn, even by ...
Myo arm: swinging to explore a VE
SAP '15: Proceedings of the ACM SIGGRAPH Symposium on Applied PerceptionIn this paper, we use an inexpensive wearable device called the Myo armband (199 USD) to implement a simple arm swinging algorithm that allows a user to freely explore an HMD-based virtual environment. Using a spatial orientation task we directly ...
Perch to Fly: Embodied Virtual Reality Flying Locomotion with a Flexible Perching Stance
DIS '19: Proceedings of the 2019 on Designing Interactive Systems ConferenceMany studies have proposed different ways of supporting flying in embodied virtual reality (VR) interfaces with limited success. Our research explores the usage of a user's lower body to support flying locomotion control through a novel "flexible ...




Comments