No Arabic abstract
Haptic sensory feedback has been shown to complement the visual and auditory senses, improve user performance and provide a greater sense of togetherness in collaborative and interactive virtual environments. However, we are faced with numerous challenges when deploying these systems over the present day Internet. The most significant of these challenges are the network performance limitations of the Wide Area Networks. In this paper, we offer a structured examination of the current challenges in the deployment of haptic-based distributed systems by analyzing the recent advances in the understanding of these challenges and the progress that has been made to overcome them.
Surgeons must accomplish complex technical and intellectual tasks that can generate unexpected and serious challenges with little or no room for error. In the last decade, computer simulations have played an increasing role in surgical training, pre-operative planning, and biomedical research. Specifically, visuo-haptic simulations have been the focus of research to develop advanced e-Learning systems facilitating surgical training. The cost of haptic hardware was reduced through mass scale production and as haptics gained popularity in the gaming industry. Visuo-haptic simulations combine the tactile sense with visual information and provide training scenarios with a high degree of reality. For surgical training, such scenarios can be used as ways to gain, improve, and assess resident and expert surgeons skills and knowledge.
We propose a new approach for interaction in Virtual Reality (VR) using mobile robots as proxies for haptic feedback. This approach allows VR users to have the experience of sharing and manipulating tangible physical objects with remote collaborators. Because participants do not directly observe the robotic proxies, the mapping between them and the virtual objects is not required to be direct. In this paper, we describe our implementation, various scenarios for interaction, and a preliminary user study.
We introduce IP over Xylophone Players (IPoXP), a novel Internet protocol between two computers using xylophone-based Arduino interfaces. In our implementation, human operators are situated within the lowest layer of the network, transmitting data between computers by striking designated keys. We discuss how IPoXP inverts the traditional mode of human-computer interaction, with a computer using the human as an interface to communicate with another computer.
Autonomous Unmanned Aerial Vehicles (UAVs) have gained popularity due to their many potential application fields. Alongside sophisticated sensors, UAVs can be equipped with communication adaptors aimed for inter-UAV communication. Inter-communication of UAVs to form a UAV swarm raises questions on how to manage its communication structure and mobility. In this paper, we consider therefore the problem of establishing an efficient swarm movement model and a network topology between a collection of UAVs, which are specifically deployed for the scenario of high-quality forest-mapping. The forest environment with its highly heterogeneous distribution of trees and obstacles represents an extreme challenge for a UAV swarm. It requires the swarm to constantly avoid possible collisions with trees, to change autonomously the trajectory, which can lead to disconnection to the swarm, and to reconnect to the swarm after passing the obstacle, while continue collecting environmental data that needs to be fused and assessed efficiently. In this paper, we propose a novel solution to the formation flight problem for UAV swarms. The proposed method provides an adaptive and reliable network structure, which maintains swarm connectivity and communicability. These characteristics are needed to achieve a detailed and accurate description of the environment from the data acquired by the UAV swarm. The main characteristics of our approach are high scalability regarding the number of UAVs in the swarm and the adaptive network topology within the swarm.
Virtual Reality (VR) provides immersive experiences in the virtual world, but it may reduce users awareness of physical surroundings and cause safety concerns and psychological discomfort. Hence, there is a need of an ambient information design to increase users situational awareness (SA) of physical elements when they are immersed in VR environment. This is challenging, since there is a tradeoff between the awareness in reality and the interference with users experience in virtuality. In this paper, we design five representations (indexical, symbolic, and iconic with three emotions) based on two dimensions (vividness and emotion) to address the problem. We conduct an empirical study to evaluate participants SA, perceived breaks in presence (BIPs), and perceived engagement through VR tasks that require movement in space. Results show that designs with higher vividness evoke more SA, designs that are more consistent with the virtual environment can mitigate the BIP issue, and emotion-evoking designs are more engaging.