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1 – 10 of 373
Article
Publication date: 22 August 2023

Feng Shuang, Yang Du, Shaodong Li and Mingqi Chen

This study aims to introduce a multi-configuration, three-finger dexterous hand with integrated high-dimensional sensors and provides an analysis of its design, modeling and…

Abstract

Purpose

This study aims to introduce a multi-configuration, three-finger dexterous hand with integrated high-dimensional sensors and provides an analysis of its design, modeling and kinematics.

Design/methodology/approach

A mechanical design scheme of the three-finger dexterous hand with a reconfigurable palm is proposed based on the existing research on dexterous hands. The reconfigurable palm design enables the dexterous hand to achieve four grasping modes to adapt to multiple grasping tasks. To further enhance perception, two six-axis force and torque sensors are integrated into each finger. The forward and inverse kinematics equations of the dexterous hand are derived using the D-H method for kinematics modeling, thus providing a theoretical model for index analysis. The performance is evaluated using three widely applied indicators: workspace, interactivity of fingers and manipulability.

Findings

The results of kinematics analysis show that the proposed hand has excellent dexterity. Additionally, three different experiments are conducted based on the proposed hand. The performance of the dexterous hand is also verified by fingertip force, motion accuracy test, grasping and in-hand manipulation experiments based on Feix taxonomy. The results show that the dexterous hand has good grasping ability, reproducing 82% of the natural movement of the human hand in daily grasping activities and achieving in-hand manipulations such as translation and rotation.

Originality/value

A novel three-finger dexterous hand with multi-configuration and integrated high-dimensional sensors is proposed. It performs better than the previously designed dexterous hand in actual experiments and kinematic performance analysis.

Details

Industrial Robot: the international journal of robotics research and application, vol. 50 no. 6
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 13 October 2023

Gabriela Maestri, Claudia Merlini, Leonardo Mejia and Fernanda Steffens

This study aims to develop two piezoelectric textile devices formed from different weft knitted fabric rapports (Jersey and Pique) to be applied in the renewable energy’s (RE…

Abstract

Purpose

This study aims to develop two piezoelectric textile devices formed from different weft knitted fabric rapports (Jersey and Pique) to be applied in the renewable energy’s (RE) area.

Design/methodology/approach

Two different weft knitted rapports were produced with polyester (PES). The device developed has five layers: a central of poly(vinylidene fluoride) (PVDF) nonwoven, involved by two insulating layers of PES knitted fabric; and two conductive external layers, made of polypyrrole-coated PES knitted fabric. The piezoelectric textile devices were joined by sewing the five layers of the device.

Findings

The FTIR technique confirmed the β-phase in the PVDF nonwoven. This study produced and tested two different textiles devices with piezoelectric behavior, confirmed by the correlated pattern of voltage and tensile stress difference curves, showing the potential application in RE’s and sustainable energies field as smart textiles, such as devices incorporated in garments in the areas of high movement (elbow, knee, foot, fingers and hands, among others), and as an energy generator device

Originality/value

Textile materials with piezoelectric properties promise to advance RE’s developments due to their high material flexibility and sensitivity to the electrical response. The knitted fabric technology presents flexibility due to its construction process. Comparative studies analyzing the electrical response between knitted and woven fabrics have already been realized. However, there is a gap in terms of research scientific research regarding the comparison of the piezoelectric effect in a material that presents different knitted fabric rapports.

Details

Research Journal of Textile and Apparel, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1560-6074

Keywords

Abstract

Details

Press B to Belong
Type: Book
ISBN: 978-1-80455-927-7

Article
Publication date: 27 August 2024

Rob Bogue

The aim of this article is to provide details of recent technological developments in robotic teleoperation.

Abstract

Purpose

The aim of this article is to provide details of recent technological developments in robotic teleoperation.

Design/methodology/approach

Following a short introduction, the two main sections of this article provide examples of recent research involving the application of virtual reality and haptic technologies, respectively, to robotic teleoperation. Brief conclusions are drawn.

Findings

Teleoperation systems are being developed which incorporate virtual reality and haptic feedback technologies. Those using virtual reality seek to enhance the operator’s feeling of immersion in the scene and improve their situation awareness and trials involving diverse tasks illustrate that the technology can achieve these aims and overcome many limitations of traditional systems. Haptic feedback further enhances the degree of operator involvement and control and is now being adopted in commercial minimally invasive surgical systems. Systems which combine virtual reality with haptic feedback are being developed and have the potential to allow operators to conduct increasingly complex tasks.

Originality/value

Through reference to recent research, this illustrates how virtual reality and haptic technologies are enhancing the capabilities of robotic teleoperation.

Details

Industrial Robot: the international journal of robotics research and application, vol. 51 no. 5
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 6 March 2024

Xiaohui Li, Dongfang Fan, Yi Deng, Yu Lei and Owen Omalley

This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of…

Abstract

Purpose

This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of enhanced physical training. The main objective is to identify key advancements in sensor fusion technology, evaluate its application in VR systems and understand its impact on physical training.

Design/methodology/approach

The research initiates by providing context to the physical training environment in today’s technology-driven world, followed by an in-depth overview of VR. This overview includes a concise discussion on the advancements in sensor fusion technology and its application in VR systems for physical training. A systematic review of literature then follows, examining VR’s application in various facets of physical training: from exercise, skill development and technique enhancement to injury prevention, rehabilitation and psychological preparation.

Findings

Sensor fusion-based VR presents tangible advantages in the sphere of physical training, offering immersive experiences that could redefine traditional training methodologies. While the advantages are evident in domains such as exercise optimization, skill acquisition and mental preparation, challenges persist. The current research suggests there is a need for further studies to address these limitations to fully harness VR’s potential in physical training.

Originality/value

The integration of sensor fusion technology with VR in the domain of physical training remains a rapidly evolving field. Highlighting the advancements and challenges, this review makes a significant contribution by addressing gaps in knowledge and offering directions for future research.

Details

Robotic Intelligence and Automation, vol. 44 no. 1
Type: Research Article
ISSN: 2754-6969

Keywords

Article
Publication date: 4 July 2024

Patrick Hendriks, Christian M. Olt, Timo Sturm and Clara C. Moos

We aim to help better understand how organizations can develop their human capital in virtual teams through technological advances in the metaverse. To this end, we examine how…

Abstract

Purpose

We aim to help better understand how organizations can develop their human capital in virtual teams through technological advances in the metaverse. To this end, we examine how virtual team collaboration with virtual reality technologies in the metaverse compares to traditional videoconferencing. Our study demonstrates how the metaverse can facilitate collaboration in virtual teams and examines the factors that are critical to successful team collaboration in the metaverse.

Design/methodology/approach

We conduct a lab experiment comparing Meta Horizon Workrooms with Zoom. Using a between-subjects design, we observe virtual team collaboration in five teams. All teams solved the Lost on the Moon Exercise used by NASA to train teamwork. We collected data during and after the experiment to explore emerging collaborative behaviors based on audio and video recordings, a quantitative survey, and qualitative feedback.

Findings

We find higher levels of immersion, social presence, and collaboration among team members in the metaverse. We further identify new opportunities for social interaction and greater focus on team members and shared tasks. Our study suggests that the metaverse can enable effective collaboration in virtual teams and uncovers related guidance for organizations.

Originality/value

We connect the research streams on the metaverse, team collaboration, and human capital. We add empirical evidence to the largely theoretical discussion on the metaverse and explore collaboration tools for virtual teams, helping to enable effective collaboration of organizations’ virtual teams. We hope to stimulate further research to unlock the full collaborative potential of the metaverse and establish the metaverse for effective development of human capital.

Details

Journal of Intellectual Capital, vol. 25 no. 4
Type: Research Article
ISSN: 1469-1930

Keywords

Open Access
Article
Publication date: 26 January 2024

Nannan Xi, Juan Chen, Filipe Gama, Henry Korkeila and Juho Hamari

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in…

4615

Abstract

Purpose

In recent years, there has been significant interest in adopting XR (extended reality) technologies such as VR (virtual reality) and AR (augmented reality), particularly in retail. However, extending activities through reality-mediation is still mostly believed to offer an inferior experience due to their shortcomings in usability, wearability, graphical fidelity, etc. This study aims to address the research gap by experimentally examining the acceptance of metaverse shopping.

Design/methodology/approach

This study conducts a 2 (VR: with vs. without) × 2 (AR: with vs. without) between-subjects laboratory experiment involving 157 participants in simulated daily shopping environments. This study builds a physical brick-and-mortar store at the campus and stocked it with approximately 600 products with accompanying product information and pricing. The XR devices and a 3D laser scanner were used in constructing the three XR shopping conditions.

Findings

Results indicate that XR can offer an experience comparable to, or even surpassing, traditional shopping in terms of its instrumental and hedonic aspects, regardless of a slightly reduced perception of usability. AR negatively affected perceived ease of use, while VR significantly increased perceived enjoyment. It is surprising that the lower perceived ease of use appeared to be disconnected from the attitude toward metaverse shopping.

Originality/value

This study provides important experimental evidence on the acceptance of XR shopping, and the finding that low perceived ease of use may not always be detrimental adds to the theory of technology adoption as a whole. Additionally, it provides an important reference point for future randomized controlled studies exploring the effects of technology on adoption.

Details

Internet Research, vol. 34 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Case study
Publication date: 17 October 2023

Muneebah Jabeen and Virginia Bodolica

The learning outcomes of this study are to estimate the complexities associated with the management of a novel business idea in the context of emerging markets; to demonstrate an…

Abstract

Learning outcomes

The learning outcomes of this study are to estimate the complexities associated with the management of a novel business idea in the context of emerging markets; to demonstrate an understanding of entrepreneurial action and strategic adaptation under various challenges of the business world; to apply the principles of design thinking and innovation to analyze the sustainability of a social enterprise; and to evaluate the pros and cons of different strategic options and provide viable recommendations for future development.

Case overview/synopsis

Many riverine communities in Nigeria battled water hyacinth spread for decades, until Achenyo Idachaba-Obaro contributed her time, creativity and innovation to resolve the issue. She sacrificed her successful computer science career in the USA to launch her social enterprise, MitiMeth. The startup aimed to resolve the unaddressed environmental problems of her home country and to provide a decent living to the vulnerable community of indigenous artisans. This case study discusses Idachaba-Obaro’s efforts in researching the alternative usages of the water hyacinth weed under the condition of a limited availability of resources. Considering Nigeria’s creative arts culture and dismal socioeconomic conditions, she chose to weave the weed into handmade artifacts by educating herself and training local artisans to manufacture and sell handicrafts in the market. To receive financial support and attract environmentally conscious customers, Idachaba-Obaro had to participate in funding competitions, regularly attend exhibitions and partner with private entities, nongovernmental organizations (NGOs) and government authorities. This case study further elaborates on multiple hindrances associated with female entrepreneurial activities in a conservative Nigerian society characterized by marginalization, social stigma and gender-based stereotypes. Despite many challenges ensuing from a limited market access in rural areas, high unemployment rates and low levels of disposable incomes in the country, MitiMeth ambitioned to maintain its culture of creativity and innovation. The team regularly studied materials used and conducted brainstorming sessions with artisans to launch new items, improve existing products and incorporate needed alterations based on customer feedback and special demands. MitiMeth made its notable contribution toward the achievement of several sustainable development goals, while striving to continuously increase remittances to working artisans. Recently, the company was challenged by the vertiginous technological advancements of the digital era, as many businesses around the globe used machines to upscale their operations. Idachaba-Obaro pondered whether she should use technology in product manufacturing processes or focus on her commitment to provide a livelihood to local artisans and preserve the authentic look-and-feel of handmade crafts.

Complexity academic level

This case study is for an upper-level undergraduate audience.

Supplementary material

Teaching notes are available for educators only.

Subject code

CCS 3: Entrepreneurship.

Article
Publication date: 30 March 2023

Tseng-Lung Huang and Henry F.L. Chung

Drawing on embodied cognition theory, this study examined the impact of midair, gesture-based somatosensory augmented reality (AR) experience on consumer delight and stickiness…

Abstract

Purpose

Drawing on embodied cognition theory, this study examined the impact of midair, gesture-based somatosensory augmented reality (AR) experience on consumer delight and stickiness intention. The mediating effects of three psychological states for body schema (i.e. natural symbol sets, vivid memory and human touch) on the relationships between somatosensory AR and consumer delight/stickiness intention are determined. By filling gaps in the research, we hope to provide guidance on how to drive delightful somatosensory AR marketing.

Design/methodology/approach

Two experiments were conducted (Study 1 and Study 2) to test the research model and hypotheses. These experiments compared the effects of the “presence” (midair, gesture-based) and “absence” (mouse-based traditional website) conditions in somatosensory AR on consumer body schema and the creation of a delightful virtual shopping experience (i.e. consumer delight and stickiness intention).

Findings

The consumer delight and stickiness intention created in the presence condition was much higher than those in the absence condition. Consumers appeared to prefer engaging in a midair gesture-based somatosensory AR experience and exploring an augmented metaverse reality to interacting with a mouse-based traditional website. We also found that giving online consumers more somatosensory activities and kinesthetic experiences effectively inspired three psychological states of body schema in online consumers.

Originality/value

The results contribute to the AR experience and somatosensory marketing literature by revealing the role of natural symbol sets, vivid memory and the sense of human touch. This research breaks through the long-developed research paradigm on consumer delight, which has been limited to traditional entities and web contexts. We also extend embodied cognition theory to the study of somatosensory AR marketing.

Details

Journal of Research in Interactive Marketing, vol. 18 no. 1
Type: Research Article
ISSN: 2040-7122

Keywords

Open Access
Article
Publication date: 19 September 2023

Juan Chen, Nannan Xi, Vilma Pohjonen and Juho Hamari

Metaverse, that is extended reality (XR)-based technologies such as augmented reality (AR) and virtual reality (VR), are increasingly believed to facilitate fundamental human…

2256

Abstract

Purpose

Metaverse, that is extended reality (XR)-based technologies such as augmented reality (AR) and virtual reality (VR), are increasingly believed to facilitate fundamental human practice in the future. One of the vanguards of this development has been the consumption domain, where the multi-modal and multi-sensory technology-mediated immersion is expected to enrich consumers' experience. However, it remains unclear whether these expectations have been warranted in reality and whether, rather than enhancing the experience, metaverse technologies inhibit the functioning and experience, such as cognitive functioning and experience.

Design/methodology/approach

This study utilizes a 2 (VR: yes vs no) × 2 (AR: yes vs no) between-subjects laboratory experiment. A total of 159 student participants are randomly assigned to one condition — a brick-and-mortar store, a VR store, an AR store and an augmented virtuality (AV) store — to complete a typical shopping task. Four spatial attention indicators — visit shift, duration shift, visit variation and duration variation — are compared based on attention allocation data converted from head movements extracted from recorded videos during the experiments.

Findings

This study identifies three essential effects of XR technologies on consumers' spatial attention allocation: the inattention effect, acceleration effect and imbalance effect. Specifically, the inattention effect (the attentional visit shift from showcased products to the environmental periphery) appears when VR or AR technology is applied to virtualize the store and disappears when AR and VR are used together. The acceleration effect (the attentional duration shift from showcased products to the environmental periphery) exists in the VR store. Additionally, AR causes an imbalance effect (the attentional duration variation increases horizontally among the showcased products).

Originality/value

This study provides valuable empirical evidence of how VR and AR influence consumers' spatial bias in attention allocation, filling the research gap on cognitive function in the metaverse. This study also provides practical guidelines for retailers and XR designers and developers.

Details

Information Technology & People, vol. 36 no. 8
Type: Research Article
ISSN: 0959-3845

Keywords

1 – 10 of 373