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In a typical mid-air haptics system, focused airborne ultrasound provides vibrotactile sensations to localized areas on a bare skin. Herein, a method for displaying thermal sensations to hands where mesh fabric gloves are worn is proposed. The gloves employed in this study are commercially available mesh fabric gloves with sound absorption characteristics, such as cotton work gloves without any additional devices such as Peltier elements. The method proposed in this study can also provide vibrotactile sensations by changing the ultrasonic irradiation pattern. In this paper, we report basic experimental investigations on the proposed method. By performing thermal measurements, we evaluate the local heat generation on the surfaces of both the glove and the skin by focused airborne ultrasound irradiation. In addition, we performed perceptual experiments, thereby confirming that the proposed method produced both thermal and vibrotactile sensations. Furthermore, these sensations were selectively provided to a certain extent by changing the ultrasonic irradiation pattern. These results validate the effectiveness of our method and its feasibility in mid-air haptics applications.
This study seeks to understand conditions under which virtual gratings produced via vibrotaction and friction modulation are perceived as similar and to find physical origins in the results. To accomplish this, we developed two single-axis devices, o
Objective: Evaluate the feasibility and potential impacts on hand function using a wearable stimulation device (the VTS Glove) which provides mechanical, vibratory input to the affected limb of chronic stroke survivors. Methods: A double-blind, ran
Recent research has proposed teleoperation of robotic and aerial vehicles using head motion tracked by a head-mounted display (HMD). First-person views of the vehicles are usually captured by onboard cameras and presented to users through the display
A brain-computer interface (BCI) based on electroencephalography (EEG) is a promising technology for enhancing virtual reality (VR) applications-in particular, for gaming. We focus on the so-called P300-BCI, a stable and accurate BCI paradigm relying
Virtual Reality (VR) headsets can open opportunities for users to accomplish complex tasks on large virtual displays, using compact setups. However, interacting with large virtual displays using existing interaction techniques might cause fatigue, es