Nothing Special   »   [go: up one dir, main page]

Skip to main content

Passive Haptic Feedback for More Realistic and Efficient Grasping Movements in Virtual Environments

  • Conference paper
  • First Online:
Extended Reality (XR Salento 2023)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14218))

Included in the following conference series:

Abstract

Achieving natural interaction in virtual environments is essential to create realistic simulations in various fields, including healthcare and education. The ability to interact in Virtual Reality (VR) in a natural way, through a combination of visual and physical feedback can greatly enhance the experience and effectiveness of these simulations. Recent works have shown that the lack of haptic and tactile feedback produces significant differences in grasping actions performed in immersive VR, with respect to the same actions performed in the real world. The passive haptics approach, which relies on physical proxies to introduce tactile feedback in VR, has been explored to address this issue. This work focuses on a specific interaction task that involves both hand movements and grasping: pouring coffee into a cup and mimicking the action of drinking it. We take into account three different scenarios: a traditional VR environment where virtual objects don’t have any real counterparts; an MR environment that uses an ecological object substitution technique where the user can interact with real objects that are tracked in real-time and see a virtual counterpart; and the corresponding real scenario. We compute the Minimum Jerk Cost and the Dynamic Time Warping distance between trajectories as metrics to compare movements in the different modalities in terms of their smoothness and trajectory shape, respectively. Our results show that movements in MR environments are smoother and produce more similar trajectories to real-world movements compared to classical VR environments. This indicates that MR with passive haptic feedback could produce more realistic and efficient human movements in virtual environments.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    3DF Zephyr, https://www.3dflow.net/3df-zephyr-photogrammetry-software/.

  2. 2.

    Autodesk ReCap Photo, https://www.autodesk.it/products/recap/.

References

  1. Brooke, J.: Sus: a quick and dirty usability scale. Usabil. Eval. Ind. 189 (1995)

    Google Scholar 

  2. Buckingham, G.: Hand tracking for immersive virtual reality: opportunities and challenges (2021)

    Google Scholar 

  3. Candelieri, A., Fedorov, S., Messina, V.: Efficient kernel-based subsequence search for enabling health monitoring services in IoT-based home setting. Sensors 19, 5192 (2019)

    Google Scholar 

  4. Chessa, M., Maiello, G., Klein, L.K., Paulun, V.C., Solari, F.: Grasping objects in immersive virtual reality. In: IEEE VR, pp. 1749–1754 (2019)

    Google Scholar 

  5. Clarence, A., Knibbe, J., Cordeil, M., Wybrow, M.: Investigating the effect of direction on the limits of haptic retargeting. In: 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 612–621 (2022)

    Google Scholar 

  6. Fligge, N., McIntyre, J., van der Smagt, P.: Minimum jerk for human catching movements in 3D. In: IEEE RAS and EMBS BioRob, pp. 581–586 (2012)

    Google Scholar 

  7. Gerini, L., Solari, F., Chessa, M.: A cup of coffee in mixed reality: analysis of movements’ smoothness from real to virtual. In: 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), pp. 566–569. IEEE (2022)

    Google Scholar 

  8. Ghasemloonia, A., Maddahi, Y., Zareinia, K., Lama, S., Dort, J.C., Sutherland, G.R.: Surgical skill assessment using motion quality and smoothness. J. Surg. Educ. 74(2), 295–305 (2017)

    Article  Google Scholar 

  9. Girau, E., et al.: A mixed reality system for the simulation of emergency and first-aid scenarios. In: IEEE EMBC, pp. 5690–5695 (2019)

    Google Scholar 

  10. Hoffman, H.: Physically touching virtual objects using tactile augmentation enhances the realism of virtual environments. In: Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No. 98CB3618, pp. 59–63 (1998). https://doi.org/10.1109/VRAIS.1998.658423

  11. Huard, A., Chen, M., Sra, M.: CardsVR: a two-person VR experience with passive haptic feedback from a deck of playing cards. In: 2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, October 2022

    Google Scholar 

  12. Klein, L.K., Maiello, G., Paulun, V.C., Fleming, R.W.: Predicting precision grip grasp locations on three-dimensional objects. PLoS Comput. Biol. 16(8), e1008081 (2020)

    Article  Google Scholar 

  13. Lee, H.S.: Normalization and possibility of classification analysis using the optimal warping paths of dynamic time warping in gait analysis. J. Exerc. Rehabil. 19(1), 85–91 (2023)

    Article  Google Scholar 

  14. Li, W., Luo, Z., Xi, X.: Movement trajectory recognition of sign language based on optimized dynamic time warping. Electronics 9(9) (2020)

    Google Scholar 

  15. Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Trans. Inf. Syst. 77(12), 1321–1329 (1994)

    Google Scholar 

  16. Morasso, P.: Spatial control of arm movements. Exp. Brain Res. 42(2), 223–227 (1981)

    Article  Google Scholar 

  17. Richardson, M.J., Flash, T.: Comparing smooth arm movements with the two-thirds power law and the related segmented-control hypothesis. J. Neurosci. 22(18), 8201–8211 (2002)

    Article  Google Scholar 

  18. Riofrio, S., Pozo, D., Rosero, J., Vasquez, J.: Gesture recognition using dynamic time warping and kinect: a practical approach, pp. 302–308 (11 2017). https://doi.org/10.1109/INCISCOS.2017.36

  19. Roren, A., et al.: Assessing smoothness of arm movements with jerk: a comparison of laterality, contraction mode and plane of elevation. A pilot study. Front. Bioeng. Biotechnol. 9 (2021)

    Google Scholar 

  20. Sakoe, H., Chiba, S.: Dynamic programming algorithm optimization for spoken word recognition. 26, 43–49 (1978)

    Google Scholar 

  21. Schott, D., Heinrich, F., Stallmeister, L., Hansen, C.: Exploring object and multi-target instrument tracking for AR-guided interventions. Curr. Direct. Biomed. Eng. 8(1), 74–77 (2022). https://doi.org/10.1515/cdbme-2022-0019

    Article  Google Scholar 

  22. Sirizzotti, M., Guercio, S., Lampus, F., Marti, P., Lusuardi, L., Innocenti, A.: Tangible interactions in virtual reality environments. In: ETIS (2020)

    Google Scholar 

  23. Skarbez, R., Smith, M., Whitton, M.C.: Revisiting milgram and Kishino’s reality-virtuality continuum. Front. Virtual Real. 2, 647997 (2021)

    Article  Google Scholar 

  24. Slater, M., Steed, A., McCarthy, J., Maringelli, F.: The influence of body movement on subjective presence in virtual environments. Hum. Factors 40(3), 469–477 (1998). https://doi.org/10.1518/001872098779591368, pMID: 9849105

  25. Usoh, M., et al.: Walking \(>\)walking-in-place\(>\) flying, in virtual environments. In: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques. SIGGRAPH ’99, pp. 359–364. ACM Press/Addison-Wesley Publishing Co., USA (1999)

    Google Scholar 

  26. Viglialoro, R.M., Condino, S., Turini, G., Carbone, M., Ferrari, V., Gesi, M.: Augmented reality, mixed reality, and hybrid approach in healthcare simulation: a systematic review. Appl. Sci. 11(5), 2338 (2021)

    Article  Google Scholar 

  27. Yu, D., et al.: Haptics in VR using origami-augmented drones. In: 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), pp. 905–906 (2022)

    Google Scholar 

  28. Yu, X., Xiong, S.: A dynamic time warping based algorithm to evaluate kinect-enabled home-based physical rehabilitation exercises for older people. Sensors 19(13) (2019)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lorenzo Gerini .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Gerini, L., Solari, F., Chessa, M. (2023). Passive Haptic Feedback for More Realistic and Efficient Grasping Movements in Virtual Environments. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2023. Lecture Notes in Computer Science, vol 14218. Springer, Cham. https://doi.org/10.1007/978-3-031-43401-3_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-43401-3_1

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-43400-6

  • Online ISBN: 978-3-031-43401-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics