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.
The Haptician and the AlphamonstersMembers: Forte, Maria Paola; L’Orsa, Rachael; Mohan, Mayumi; Nam, Saekwang
Affiliation:Max Planck Institute for Intelligent Systems
Handwriting is a complex perceptual-motor skill that encompasses a blend of motor, sensory, perceptual, and cognitive functions. It is an important tool through which a child is expected to learn and master other skills. Children with writing disorders tend toward a low verbal IQ, lower achievement in mathematics, and increased attentional difficulties compared with control groups. Difficulties keeping up with the volume of written work required in school can influence their academic performance and decrease self-esteem. It is common to label children with poor handwriting as lazy and judge their handwriting as a reflection of their intelligence or capabilities. Indeed, studies show that children with writing disorders consistently achieve lower marks than children with legible handwriting despite similar content.
Balance Haptics Framework and ApplicationsMembers: Aimee Sousa Calepso, Gabriel de Souza Seibel, Gabriel Machado Figueiredo, Steeven Villa
Affiliation:Universidade Federal do Rio Grande do Sul
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 WaveMembers: Moe SUGAWA, Junichi NABESHIMA, Taichi FURUKAWA
Affiliation:Keio University Graduate School
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 controllerMembers: Riccardo Galdieri, Camilla Tanca, Cristian Camardella, Michele Barsotti, Antonio Frisoli
Affiliation:Scuola Superiore Sant’Anna
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 WristMembers: Mudassir Ibrahim Awan and Arsen Abdulali
Affiliation:Kyung Hee University
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.