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1 – 10 of 92
Article
Publication date: 22 August 2024

Yong Hu, Sui Wang, Lihang Feng, Baochang Liu, Yifang Xiang, Chunmiao Li and Dong Wang

The purpose of this study is to design a highly integrated smart glove to enable gesture acquisition and force sensory interactions, and to enhance the realism and immersion of…

Abstract

Purpose

The purpose of this study is to design a highly integrated smart glove to enable gesture acquisition and force sensory interactions, and to enhance the realism and immersion of virtual reality interaction experiences.

Design/methodology/approach

The smart glove is highly integrated with gesture sensing, force-haptic acquisition and virtual force feedback modules. Gesture sensing realizes the interactive display of hand posture. The force-haptic acquisition and virtual force feedback provide immersive force feedback to enhance the sense of presence and immersion of the virtual reality interaction.

Findings

The experimental results show that the average error of the finger bending sensor is only 0.176°, the error of the arm sensor is close to 0 and the maximum error of the force sensing is 2.08 g, which is able to accurately sense the hand posture and force-touch information. In the virtual reality interaction experiments, the force feedback has obvious level distinction, which can enhance the sense of presence and immersion during the interaction.

Originality/value

This paper innovatively proposes a highly integrated smart glove that cleverly integrates gesture acquisition, force-haptic acquisition and virtual force feedback. The glove enhances the sense of presence and immersion of virtual reality interaction through precise force feedback, which has great potential for application in virtual environment interaction in various fields.

Details

Sensor Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0260-2288

Keywords

Article
Publication date: 9 July 2024

Tiziana C. Callari, Louise Moody and Ben Horan

Virtual reality (VR) has been explored as a training and testing environment in a range of work contexts, and increasingly so in transport. There is, however, a lack of research…

Abstract

Purpose

Virtual reality (VR) has been explored as a training and testing environment in a range of work contexts, and increasingly so in transport. There is, however, a lack of research exploring the role of VR in the training of tram drivers, and in providing an environment in which advances in tram technology can be tested safely. This study aimed to test a novel haptic tram master controller within a tram-based Virtual environment (VE).

Design/methodology/approach

The master controller is the primary mechanism for operating a tram, and its effective manipulation can significantly influence the comfort and well-being of passengers, as well as the overall safety of the tram system. Here, the authors tested a haptically enhanced master controller that provides additional sensory information with 16 tram drivers. The feasibility and user acceptance of the novel technology were determined through surveys.

Findings

The results indicate that the haptic master controller is seen as beneficial to the drivers suggesting that it could enhance their driving and demonstrate good acceptance. The VE has provided a potential training environment that was accepted by the drivers and did not cause adverse effects (e.g. sickness).

Research limitations/implications

Although this study involved actual tram drivers from a local tram company, the authors acknowledge that the sample size was small, and additional research is needed to broaden perspectives and gather more user feedback. Furthermore, while this study focused on subjective feedback to gauge user acceptance of the new haptic technology, the authors agree that future evaluations should incorporate additional objective measures.

Practical implications

The insights gained from this VE-based research can contribute to future training scenarios and inform the development of technology used in real-world tram operations.

Originality/value

Through this investigation, the authors showed the broader possibilities of haptics in enhancing the functionality and user experience of various technological devices, while also contributing to the advancement of tram systems for safer and more efficient urban mobility.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

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: 31 July 2024

Sabra E. Brock, Ayushi Tandon, Yogini E Joglekar and Pia Behmuaras

This study aims to investigate and propose guidelines to enhance the accessibility of virtual reality (VR) interfaces for all users within professional learning environments…

Abstract

Purpose

This study aims to investigate and propose guidelines to enhance the accessibility of virtual reality (VR) interfaces for all users within professional learning environments. Motivated by a lack of comprehensive accessibility guidelines for VR learning, the study delves into a case study of Edstutia’s VR campus.

Design/methodology/approach

This case study examines the intersection of VR platform development and learning experience design through the lens of accessibility in human-computer interaction. It elaborates on how user experience feedback from differently-abled learners who were unable to fully participate in the VR experience due to disability shaped the 2.0 version development of a VR platform.

Findings

The outcomes of this case study are (1) a description of an inclusive and empathetic design application to increase multi-learner VR platform accessibility, (2) a sample actionable path from a design/development perspective in ensuring the accessibility design of a VR learning platform, and recommendations to facilitate the design process.

Research limitations/implications

This case is a foundation for further research on improving accessibility in VR. In future work on VR campuses, we recommend scholars undertake research with an inclusive approach that actively involves users with different abilities in shaping guidelines, particularly on how individuals with different abilities should be approached for their input during the design and development process in a sensitive manner.

Practical implications

The authors summarize the steps taken to enhance the accessible interplay between the end users and the interface of VR technology in the emergence of VR accessibility standards. Central to this case’s exploration is the integration of accessibility as a pivotal element into an academic VR campus, i.e. multilearner education platform.

Social implications

Increasing access to VR has strong social implications in a world where 17% of people report a disability.

Originality/value

This case contributes to the limited research available on increasing access to VR on campuses.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 20 August 2024

Marc Gilbey, Shea Palmer, Louise Moody, Christopher Newton, Natasha Taylor and Ksenija Maravic da Silva

This study, which is a cross-sectional survey, aims to investigate health-care academics, clinicians and students’ perspectives of health-care simulation-based learning (SBL) and…

Abstract

Purpose

This study, which is a cross-sectional survey, aims to investigate health-care academics, clinicians and students’ perspectives of health-care simulation-based learning (SBL) and extended reality (XR) haptics use within health-care education. Participants’ views regarding the application, barriers and facilitators of SBL and XR haptics were explored.

Design/methodology/approach

The authors conducted an online international cross-sectional survey of 178 participants.

Findings

The survey found high health-care SBL use (n = 97, 55.1%) but low awareness (n = 48, 27.3%) or prior use of XR haptics (n = 14, 7.9%). Participants expressed interest in XR haptic technology emphasising its potential in SBL, particularly for understanding anatomy and physiology, enhancing clinical reasoning and consultation and practical skills.

Research limitations/implications

Whilst there was interest in XR haptics, few participants described previous experience of using this technology in SBL. A large percentage of the participants were UK-based. Most participants were from a nurse or physiotherapy professional background.

Practical implications

XR haptics is a developing technology for SBL in health-care education. Whilst there was clear interest from survey participants, further research is now required to develop and evaluate the feasibility of using this technology in health-care education.

Originality/value

Health-care students, educators and clinicians views on XR haptics have not previously been explored in the development and application of this technology. The findings of this survey will inform the development of XR learning scenarios that will be evaluated for feasibility in health-care SBL.

Details

Journal of Workplace Learning, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 30 May 2024

Sin-Er Chong, Siew-Imm Ng, Norazlyn Kamal Basha and Xin-Jean Lim

By integrating the Uses and Gratifications Theory and Flow Theory, this research seeks to untwine the veiled effects of interactive commerce enhancements (ICEs), specifically…

Abstract

Purpose

By integrating the Uses and Gratifications Theory and Flow Theory, this research seeks to untwine the veiled effects of interactive commerce enhancements (ICEs), specifically haptic imagery and social presence, in promoting user immersion and sustaining social commerce (SC) users' usage intention, considering the moderating role of autotelic personality.

Design/methodology/approach

The research utilized purposive sampling of Malaysian SC app users with recent transactions. A dual-source data collection approach, encompassing offline and online channels, was employed to ensure a broad and diverse respondent pool. Partial least squares–structural equation modeling was chosen for its adeptness in analyzing complex relationships in predictive studies.

Findings

The findings revealed the significant positive effects of haptic imagery and social presence on user immersion and continuance intention within SC apps. Social presence and immersion were found to mediate the proposed paths. Additionally, autotelic personality traits were identified as moderators, influencing the strength of these relationships.

Originality/value

This research makes a unique contribution by addressing critical gaps in SC environments, extending the concept of ICEs, understanding the impacts of underlying mediators and pioneering the examination of autotelic personality traits' moderating effects. It introduces a fresh perspective on how individual differences impact user engagement. This groundbreaking study benefits social media and interactive marketing literature by comprehensively understanding how ICEs elevate SC, fostering innovation and heightened engagement.

Details

Journal of Research in Interactive Marketing, vol. 18 no. 5
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 19 September 2022

Neeraj Yadav, Neda Sadeghi and Julian Kang

Tactile communication that relies on the human sense of touch replicated using vibration motors is increasingly being explored for seamless communication on construction jobsite…

Abstract

Purpose

Tactile communication that relies on the human sense of touch replicated using vibration motors is increasingly being explored for seamless communication on construction jobsite. However, the technological efficacy cannot secure the users’ acceptability of the tactile communication devices. This study aims to assess the factors affecting the wearability of such a portable tactile device based on the responses from practicing professionals.

Design/methodology/approach

The investigation adapted a three-step phenomenological interviewing approach to seek feedback from construction personnel in Texas, the USA, regarding the viability of wearable tactile communication. The interviewees expressed various opinions about the on-body placement upon exposure to a portable tactile feedback prototype developed for this study, which was used to derive inferences regarding the factors affecting its on-field acceptability.

Findings

All the participants of the round-table study (11 out of 11) considered tactile feedback as a viable mode of communication on construction jobsite. Seven professionals supported the integration of a tactile device with the hard hat, whereas the rest preferred tactile eyeglasses. Weatherability, rechargeability, traceability, safety and social receptivity were identified as the major factors affecting the on-body placement of the wearable tactile communication device.

Originality/value

This paper presents a roadmap to gain construction industry opinion on the factors that can affect the on-body placement of a wearable tactile communication device. The five aforementioned factors impacting tactile communication acceptability were used to evaluate 10 potential on-body placements. The findings have implications for research and development of wearable tactile devices and the subsequent acceptability of such a device on the jobsite.

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: 23 May 2023

Ayoung Suh

Despite the increasing interest in the metaverse—immersive three-dimensional virtual worlds wherein personalized avatars interact with one another—little is known about how users…

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Abstract

Purpose

Despite the increasing interest in the metaverse—immersive three-dimensional virtual worlds wherein personalized avatars interact with one another—little is known about how users cognitively appraise and emotionally experience it. To fill this gap, the present study explores the emotional, behavioral and social consequences of users' cognitive appraisals, while focusing on social virtual reality (VR) as a representative entry point to the metaverse.

Design/methodology/approach

Drawing on cognitive appraisal theory against the backdrop of a framework for classifying emotions, this study develops and tests a theoretical model to account for users' continuance intention and its consequences in the social VR context based on two-wave panel survey data collected from 216 users of social VR platforms, including AltspaceVR, VRChat, Bigscreen and Rec Room.

Findings

The results of the first survey showed that perceived opportunity was more strongly influenced by technological opportunity than social opportunity, whereas perceived threat was more strongly affected by social threat than technological threat. Integrating the data collected from the first survey with those of the second survey, we also found that users' continuance intention positively influenced both their behavioral engagement and social self-efficacy.

Originality/value

By adopting a longitudinal approach, this study provides insights that may be valuable to researchers and practitioners who seek to use social VR for business purposes. This study also contributes to the metaverse literature by conceptualizing and operationalizing the opportunity and threat factors of social VR and identifying salient emotions that users experience in this context. Finally, this study has practical implications for addressing the social and technological features that may cause adverse user experiences in social VR.

Details

Information Technology & People, vol. 37 no. 4
Type: Research Article
ISSN: 0959-3845

Keywords

Content available
Article
Publication date: 24 June 2024

Raul Szekely, Oliver Mason, David M. Frohlich and Elizabeth Alexandra Barley

This study aims to pilot-test the acceptability, feasibility, preliminary efficacy and user experience of an animated virtual reality (VR) game (“Goliath: Playing with Reality”…

Abstract

Purpose

This study aims to pilot-test the acceptability, feasibility, preliminary efficacy and user experience of an animated virtual reality (VR) game (“Goliath: Playing with Reality”) aimed at reducing stigma related to psychosis and schizophrenia among health-care students and trainees.

Design/methodology/approach

A mixed-methods design was used. Sixteen trainee clinical psychologists with experience working with service users with psychosis/schizophrenia engaged with the VR game using a headset and controllers, and completed measures before and after. Quantitative measures assessing intervention acceptability, appropriateness and feasibility were collected and analysed descriptively. These were complemented by qualitative feedback on user experience, analysed through content analysis. Pre- and post-intervention mental health stigma-related measures were also collected and analysed inferentially.

Findings

Most participants found the VR game acceptable, appropriate and feasible for reducing mental health stigma. Although there were no significant changes in stigma-related measures, participants were impressed by the immersive storytelling and the symbolic portrayal of psychosis. Participants also valued the educational aspect, empathised with people living with psychosis/schizophrenia and experienced a range of emotional reactions. However, participants noted usability concerns, and suggestions for improvement were made.

Originality/value

This is one of the first studies to show the potential of “Goliath: Playing with Reality” as a mental health educational intervention for health-care students and trainees. Drawing on narrative theory and immersive-interactive storytelling techniques, the VR game provides experiences that can foster narrative engagement and emotional connection, potentially enhancing its effectiveness in mental health stigma reduction efforts.

Details

Mental Health and Digital Technologies, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2976-8756

Keywords

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