Student Innovation Challenge – Virtual Reality

The student innovation challenge invites international students to use haptic technology to develop novel and exciting virtual reality system. This year, our research theme is “Implementing Haptics in Virtual Reality Environment”. For more detail, please visit here.

Accepted Challenges

The Haptician and the Alphamonsters

Members: Forte, Maria Paola; L’Orsa, Rachael; Mohan, Mayumi; Nam, Saekwang
Affiliation:Max Planck Institute for Intelligent Systems
Abstract:

Dysgraphia is a neurological disorder characterized by writing disabilities that affects between 7% and 15% of children. It presents itself in the form of unfinished letters, letter distortion, inconsistent letter size, letter collision, etc. Traditional therapeutic exercises require continuous assistance from teachers or occupational therapists. Autonomous partial or full haptic guidance can produce positive results, but children often become bored with the repetitive nature of such activities. Conversely, virtual rehabilitation with video games represents a new frontier for occupational therapy due to its highly motivational nature. Virtual reality (VR) adds an element of novelty and entertainment to therapy, thus motivating players to perform exercises more regularly. We propose leveraging the HTC VIVE Pro and the EXOS Wrist DK2 to create an immersive spellcasting “exergame” (exercise game) that helps motivate children with dysgraphia to improve writing fluency.


Balance Haptics Framework and Applications

Members: Aimee Sousa Calepso, Gabriel de Souza Seibel, Gabriel Machado Figueiredo, Steeven Villa
Affiliation:Universidade Federal do Rio Grande do Sul
Abstract:

In VR environments, presence is influenced by several factors. One that is often neglected is the sense of balance (Vestibular sense). Previous works on balance stimulation are based on cumbersome devices to physically change the user ground support. EXOS Wrist DK2 is wearable and ungrounded, but still provides rotational stimuli around the wrist that, especially when combined with the visual information in the VE, can potentially convey a suitable model for balance stimulation. This is similar to the well-known hanger effect. Besides the potential in entertainment by embedding the concept in virtual-reality games, such a system could have impactful applications for health, with rehabilitation exercises in physiotherapy, or to improve or recover one’s sense of equilibrium. Finally, domain-specific VR simulations could benefit from the fine continuous stimuli provided by the device in general manipulation tasks associated with balance.


Boiling Wave

Members: Moe SUGAWA, Junichi NABESHIMA, Taichi FURUKAWA
Affiliation:Keio University Graduate School
Abstract:

Boiling Wave is an artwork that combines VR and Haptics technology. These technologies had often been used to create a realistic tactile sensation in the past. However, we believe that human's ability to perceive things is not limited through tactile sensory alone but as well as by reading their surroundings' atmosphere and nuance or often described as a 'sixth sense'. For instance, when we felt a presence even though we did not see anything around us. In this artwork, we wanted to create a more interesting experience of the sixth sense phenomenon by expanding the use of VR and Haptics technology. In addition, the work which emphasis on drawing feelings in VR design is still immature. Thus, we focus on being moved with nature with VR and Haptics enhance this situation. We leveraged on a concept called 'collective effervescence' which is said to be a key function to unite people and strengthen the interconnection among themselves.


“The Island” - a multi experience game featuring an exoskeleton-based controller

Members: Riccardo Galdieri, Camilla Tanca, Cristian Camardella, Michele Barsotti, Antonio Frisoli
Affiliation:Scuola Superiore Sant’Anna
Abstract:

It is our assumption that in order to increase the chances of success, every haptic device needs to be as flexible as possible, and the EXOS Wrist DK2 has the potential to be as adaptable as modern controllers. To prove this assumption, we are going to build “The Island”, a VR experience that will not only focus on the repetition of a single action over time, but that will also exploit the haptic feedback in different interaction metaphors throughout the game. Taking advantage of the many possibilities offered by the EXOS Wrist DK2, we will design a story-based game including a series of unique mini-scenarios where the haptics device will be used in different ways, proving that multi-purpose haptics have a bigger appealing on the public.


Haptic Cue: Providing Torque Response of Cue-ball Impact on the Wrist

Members: Mudassir Ibrahim Awan, Arsen Abdulali, Tatyana Ogay
Affiliation:Kyung Hee University
Abstract:

The motivation behind this project is to provide realism effect in billiard game by providing kinesthetic feedback. Besides Kinesthetic feedback video and auditory feedback without compromising the mobility of the user. Moreover, this idea is the haptic implementation in virtual environment and will require the integration of EXOS Wrist DK2, HTC Vive Pro and Unity game engine. Furthermore, the proposed haptics in billiard game will be the most suitable addition in VR Game and will attract gaming community because of its realism and mobility.