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1.
IEEE Int Conf Rehabil Robot ; 2019: 77-82, 2019 06.
Artigo em Inglês | MEDLINE | ID: mdl-31374610

RESUMO

Autonomy and social inclusion can reveal themselves everyday challenges for people experiencing mobility impairments. These people can benefit from technical aids such as power wheelchairs to access mobility and overcome social exclusion. However, power wheelchair driving is a challenging task which requires good visual, cognitive and visuo-spatial abilities. Besides, a power wheelchair can cause material damage or represent a danger of injury for others or oneself if not operated safely. Therefore, training and repeated practice are mandatory to acquire safe driving skills to obtain power wheelchair prescription from therapists. However, conventional training programs may reveal themselves insufficient for some people with severe impairments. In this context, Virtual Reality offers the opportunity to design innovative learning and training programs while providing realistic wheelchair driving experience within a virtual environment. In line with this, we propose a user-centered design of a multisensory power wheelchair simulator. This simulator addresses classical virtual experience drawbacks such as cybersickness and sense of presence by combining 3D visual rendering, haptic feedback and motion cues. It relies on a modular and versatile workflow enabling not only easy interfacing with any virtual display, but also with any user interface such as wheelchair controllers or feedback devices. This paper presents the design of the first implementation as well as its first commissioning through pretests. The first setup achieves consistent and realistic behavior.


Assuntos
Pessoas com Deficiência/reabilitação , Navegação Espacial/fisiologia , Terapia de Exposição à Realidade Virtual/instrumentação , Simulação por Computador , Desenho de Equipamento , Humanos , Interface Usuário-Computador , Cadeiras de Rodas
2.
IEEE Trans Haptics ; 11(4): 636-645, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30004891

RESUMO

This paper studies the possibility to convey information using tactile stimulation on fingertips. We designed and evaluated three tactile alphabets which are rendered by stretching the skin of the index's fingertip: (1) a Morse-like alphabet, (2) a symbolic alphabet using two successive dashes, and (3) a display of Roman letters based on the Unistrokes alphabet. All three alphabets (26 letters each) were evaluated through a user study in terms of recognition rate, intuitiveness, and learnability. Participants were able to perceive and recognize the letters with very good results (80-97 percent recognition rates). Taken together, our results pave the way to novel kinds of communication using tactile modality.


Assuntos
Dedos/fisiologia , Comunicação não Verbal/fisiologia , Fenômenos Fisiológicos da Pele , Percepção do Tato/fisiologia , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
3.
IEEE Trans Vis Comput Graph ; 23(11): 2372-2377, 2017 11.
Artigo em Inglês | MEDLINE | ID: mdl-28809699

RESUMO

Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects). We have conducted a psychophysical experiment with 12 participants. Our results show a surprising bias in perception between the two conditions. The virtual piston is on average perceived stiffer in the VR condition compared to the AR condition. For instance, when the piston had the same stiffness in AR and VR, participants would select the VR piston as the stiffer one in 60% of cases. This suggests a psychological effect as if objects in AR would feel "softer" than in pure VR. Taken together, our results open new perspectives on perception in AR versus VR, and pave the way to future studies aiming at characterizing potential perceptual biases.


Assuntos
Gráficos por Computador , Psicofísica , Tato/fisiologia , Realidade Virtual , Adulto , Desenho de Equipamento , Feminino , Humanos , Masculino , Adulto Jovem
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