Mohan N Pujari · International Journal for Research in Applied Science and Engineering Technology · 2022
Abstract: This study gives a broad overview of haptic technologies for social touch research. In psychology and neuroscience, social contact has received a lot of attention. It is now feasible to make attending in social touch from a particular distance or with the artificial social agents, research into the technology mediated social contract has been motivated by social touch research, and the point of research has been found very effecting that are quite similar to through social touch. Haptics is the research of how to interact with computer applications through touch (tactile) sensation and control. Haptic device gives users a tactile experience in computer-generated environments, making touchable virtual objects appear real and tangible. This method applies pressures, vibrations, and/or movements to the client in order to connect them to a virtual environment through their tactile. The creation of virtual objects items that only appear in computer simulations as well as the locally and remotely control of machinery and apparatus might benefit from this mechanical stimulation
Cited by 1Open access
Bossey, Adrian · Falmouth University Research Repository (FURR) (Falmouth University) · 2024
This workshop presentation discussed accessibility for people who are d/Deaf, disabled or neurodiverse to music festivals. It introduced haptic ICT and considered activities and findings of the LAAA research projects. Finally, the presentation shared on-going research AND hopefully inspire attendees to consider programming haptic technologies at their own festivals.
Cited by 0Open access
Felix G. Hamza-Lup · 2018
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嵯峨 智 · Terrestrial Environment Research Center (University of Tsukuba) · 2014
科学研究費助成事業 研究成果報告書:若手研究(B)2012-2013 課題番号:24760194
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Lukáš Votípka · Digital Repository (National Repository of Grey Literature) · 2025
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Daniel Tran Nguyen, Alexa-Marie L Kintanar, H. John Ventura et al. · 2020
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Kouhei Ohnishi, Tomoyuki Shimono, Kenji Natori · PubMed · 2012
This paper introduces the principle of real-world haptic and its technology applied to high-grade surgery and/or welfare areas. The existing technology has depended on force sensors, which leads to a trade-off issue between stability and performance. The implementation and realization of a better system has been an unsolved problem for a long time. The authors invented a novel technology that works without force sensors. Modal decomposition and acceleration-based bilateral control(ABC method)are its key concepts. This idea has been actualized with three dof robotic forceps. Several experimental results found by the application of haptic forceps mounted on a 6 dof industrial robot are shown.
Cited by 1
Mohammad Amin Kuhail, Jose Berengueres, Fatma Taher et al. · SpringerBriefs in computer science · 2024
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Hanna Venesvirta, Mobile Contexts · 2008
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Jeha Ryu, Jae-Ha Kim, Changhoon Seo et al. · Transactions of the Korean Society of Mechanical Engineers A · 2009
Haptics technology allows one to interact with virtual environments, augmented environments, and real environments providing tactual sensory information. Science and technology of haptics can in general be classified into three groups: machine haptics, computer haptics, and human haptics. This paper surveys the state-of-the-art of haptic control technology for virtual environments and teleoperation (real environments) and then proposes possible future research directions in the following areas: haptic stability control, bilateral teleoperation control, and stability enhancement control.
Cited by 7
Alexandros Kontogeorgakopoulos · Arts · 2023
This paper presents some directions on the design, development and creative use of haptic systems for musical composition, performance and digital art creation. This research has been conducted both from an artistic and a technical point of view and its ambition, over the last decade, apart from the artistic outcome, was to introduce the field of haptics to artistic communities based on an open, do it yourself—DIY ethos. The five directions presented here are not in any sense exhaustive and are based principally on a series of collaborative works and more personal open-ended explorations with the medium of haptics and, more specifically, force-feedback interaction. They will be highlighted along with information about the interaction models and their application to artistic works created by the author and other colleagues. Those directions are (i) Haptic Algorithms and Systems; (ii) Performers Intercoupling; (iii) Haptic Interfaces as Part of the Artistic Practice; (iv) Electromechanical Sound Generation; and (v) Media Art and Art Installations. The interdisciplinary field of musical haptics still has a relatively minor position in the sound and music computing research agendas and, more importantly, its artistic dimension is very rarely discussed. The findings of this research aim to indicate and clarify potential research pathways and offer some results on the use of haptics and force-feedback systems in an artistic context.
Cited by 2Open access
Paul Oude Wesselink, Marjoke Vervoorn · European Journal Of Dental Education · 2026
The authors declare no conflicts of interest. The authors have nothing to report.
Cited by 0
Ho Yeung Brian Tse · CentAUR (University of Reading) · 2008
In the U.K., dental students require to perform training and practice on real human tissues at the very early stage of their courses. Currently, the human tissues, such as decayed teeth, are mounted in a human head like physical model. The problems with these models in teaching are; (1) every student operates on tooth, which are always unique; (2) the process cannot be recorded for examination purposes and (3) same training are not repeatable. The aim of the PHATOM Project is to develop a dental training system using Haptic technology. This paper documents the project background, specification, research and development of the first prototype system. It also discusses the research in the visual display, haptic devices and haptic rendering. This includes stereo vision, motion parallax, volumetric modelling, surface remapping algorithms as well as analysis design of the system. A new volumetric to surface model transformation algorithm is also introduced. This paper includes the future work on the system development and research.
Cited by 0
Md. Jahid Hasan Sagor · Trepo - Institutional Repository of Tampere University · 2024
Haptic feedback has become an increasingly important feature in virtual reality (VR) systems, particularly for industrial training applications that demand high levels of precision and engagement. This study explores the potential impact of haptic technology such as tactile and kinesthetic feedback in virtual training environments, focusing on a simulated industrial welding context. The research compares SenseGlove Nova, a wearable haptic enabled device, with traditional VR controllers to evaluate their impact on task performance, user engagement, and immersion. A within-subjects experimental design was employed, where participants performed identical welding tasks using both devices. Quantitative metrics, such as task completion efficiency, engagement, accuracy, were collected alongside subjective user feedback obtained through post-task questionnaires and open-ended responses. The data were analyzed using a mixed-method approach, combining statistical analysis of Likert-scale ratings with qualitative thematic analysis. The results revealed that while haptic feedback did not significantly enhance task precision, it significantly improved user engagement and immersion. Participants reported that the tactile sensations provided by SenseGlove Nova enhanced the realism of the virtual environment, creating a more engaging simulation experience. However, ergonomic limitations, such as the weight and restricted mobility of the SenseGlove Nova, emerged as barriers to extended use and fine motor precision. This study highlights the complementary roles of tactile and kinesthetic feedback in industrial training, suggesting the potential for hybrid gloves where VR controller functionalities along with haptic technology to optimize performance across diverse tasks. The findings underscore the need for ergonomic improvements and task-specific adaptations in haptic devices to maximize their utility. By bridging the gap between virtual and real-world experiences, this research contributes to advancing VR-based training solutions and informs future developments in haptic technology.
Cited by 0
Inwook Hwang, Kim Jin Ryong, Yun Sung Ryul · 2018
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Cedriss Saint-Louis, Abdelwahab Hamam · 2021
When someone thinks of gaming entertainment, they think of many gaming outlets such as PlayStation, Xbox, Nintendo, and more. All those different gaming systems accomplish one common task: to entertain the user. A particular system such as Oculus Quest or virtual reality (VR) accomplishes the goal of entertainment, and its applications are used in different fields such as the health field, the real estate market, and even the automobile industry. Virtual reality is a three-dimensional (3D) computer simulation that portrays the real world in a digital realm in which the user can interact within that virtual space. Haptic technology interface provides a sense of touch as feedback. Both virtual reality and haptic technology can enhance users' experience and enrich their source of entertainment. Virtual reality has evolved in the entertainment industry from interacting within a bulky machine to a more portable and personalized experience such as the use of a haptic suit, which provides haptic feedback and further helps the user feel more immersed. Various technologies have been used to improve or promote user inclusiveness and experience, including haptic feedback, which allows the user to feel a reaction - whether it's low haptic feedback (vibration) or high feedback (intense application of force on the user's muscles). The purpose of this paper is to survey recent and innovative applications such as haptic feedback and how it applies to various domains such as virtual reality. Another aspect that will be investigated is the specific framework that provides plausible special effects for the end-user. Result show that haptic technology enhances the virtual reality experience.
Cited by 11
Katsunari Sato · The Journal of The Institute of Image Information and Television Engineers · 2020
Cited by 1Open access
Lailu Li, Wenchao Yue, Hongliang Ren · Elsevier eBooks · 2024
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Nicola Zonta, Ian J. Grimstead, Nick J. Avis et al. · Journal of Molecular Modeling · 2008
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J. Groeneveld · 2018
The goal of this thesis is to render fabrics in order to allow retailers and designers to judge these fabrics. Haptic feedback technology seems usable to do so, since it allows for tangible interaction. However, a literature review shows it is currently not feasible to render fabrics using haptic feedback technology. A state-of-the art review shows rendering fabrics is currently not done with the use of devices. During this review also the Haptic revolver by Microsoft was explored. This device uses small pieces of fabric instead of rendering it completely without the use of actual fabric. An adapted version of this device could be able to render big sheets of fabrics with the use of just tiny pieces of fabric. Since the Revolver of Microsoft is not available to test, a controller is made with haptic wheels. These wheels hold a tiny piece of fabric on top, which, by rotating, gives the user the impression of touching a big sheet of fabric. This report describes the process of making the device, testing it, and it states possible improvements. The potential of the controller is present, however, iterations must be made in order to make the concept to a useful product.
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