Interactive Applications

3DUI and the Phantom Limb: multisensory experience for embodiment of amputation - IEEE VR 2020 [Contest Winner]

We propose an application to allow users to experience having an amputated arm. By providing both visual and haptic feedback, our application offers a multisensory experience to enhance the sense of embodiment. The user should still feel their real limb attached to their bodies, and yet see their virtual avatar and interact with the virtual environment according to the portrayed condition. A simple task of handling and positioning small objects in a table is proposed to the users, in order for them to experience the difficulties of having a missing arm. As most amputees have the sensation that a missing limb is still attached, our application allows users to experience the same sensation, which is known as the Phantom Limb Sensation.

Ultrahaptics Student Challenge - Eurohaptics 2018

The resolution of the actuator matrix on any haptic device is fundamental to determine the actuation area and the capabilities of the device. A small mid-air haptic device such as the ULTRAHAPTICS is enough to provide a multisensory experience in most applications, but still, it provides a small working area. We propose a device to enhance the ULTRAHAPTICS capabilities by moving the ultrasound array according to the system and the user needs. Thus, the so-called ULTRAMOTION would provide a bigger working area and new possibilities for applications and interaction approaches. The ULTRAMOTION makes the ULTRAHAPTICS more smart and dynamic. In our demo, we will demonstrate with a goalkeeper game how fun and easy it is to interact with ULTRAMOTION, and how it can expand mid-air haptic device capabilities.

3DAthlon: 3D Gestural Interfaces to Support a 3-Stage Contest in VR - 3DUI 2018

In the context of the 3DUI Contest promoted by the IEEE VR 2018, we propose 3D interaction techniques that address three distinct tasks in a virtual environment setup: climbing a ladder, controlling a quadcopter in a first-person view, and building a tower by stacking a series of objects. The interaction techniques were developed so the player, our 3D-athlete, has control over the events in each task, following metaphors that facilitate the use of the interface, and having status and spatial awareness supported by clear feedback cues. Thus, the player should be able to execute the tasks with precision and agility.

Demonstrations from Doctoral Thesis

Experiencing Guidance in 3D Spaces with a Vibrotactile Head-mounted Display - IEEE VR 2017

Vibrotactile feedback is broadly used to support different tasks in virtual and augmented reality applications, such as navigation, communication, attentional redirection, or to enhance the sense of presence in virtual environments. Thus, we aim to include the haptic component to the most popular wearable used in VR applications: the VR headset. After studying the acuity around the head for vibrating stimuli, and trying different parameters, actuators, and configurations, we developed a haptic guidance technique to be used in a vibrotactile Head-mounted Display (HMD). Our vibrotactile HMD was made to render the position of objects in a 3D space around the subject by varying both stimulus loci and vibration frequency. In this demonstration, the participants will interact with different scenarios where the mission is to select a number of predefined objects. However, instead of displaying occlusive graphical information to point to these objects, vibrotactile cues will provide guidance in the VR setup.

Tactile Treasure Map: Integrating Allocentric and Egocentric Information for Tactile Guidance - ASIAHAPTICS 2016

With interactive maps a person can manage to find the way from one point to another, using an allocentric perspective (e.g. Google Maps), but also to view a location as from the inside of the map, using an egocentric perspective (e.g. Google Street View). Such experience cannot be performed with tactile maps, mostly explored from a top-view. To solve this, we built a system with two different but complementary devices. When coupled, they can provide both allocentric and egocentric spatial information to support the exploration of interactive tactile maps. To show the potential of the system, we built a blind treasure hunt.

Do Not Guess It, Just Feel It: Experiencing Vibrotactile Guidance on a Head-mounted Display - EUROHAPTICS 2016

The skin around the head is very sensitive to mechanical stimulation. That motivates the design of tactile devices that can be worn around the head to aid locomotion, obstacle detection, and to be used as a complementary channel for communication. With the popularization of Head-mounted Displays, the tactile stimulation can also be used to enhance user experience in VR. In this demonstration, we present a searching game in which the user must find an object of interest in a virtual scene, aided by a vibrotactile headband on an HMD. The main level consists of a card guessing game, where the mission is to identify the Joker card. However, instead of guessing, our ``magician'' will be guided by the tactile headband. The participants will realize that not only it is easy to use the tactile guidance but also that it is very entertaining.

The Invisible Enemy: Playing with Vibrotactile Guidance on a Head-mounted Display - SVR 2016

The skin around the head is very sensitive to mechanical stimulation. That motivates the design of tactile devices that can be worn around the head to aid locomotion, obstacle detection, and to be used as a complementary channel for communication. With the popularization of Head-mounted Displays, the tactile stimulation can also be used to enhance user experience in VR. In this demonstration, we present a searching game in which the user must find an object of interest in a virtual scene, aided by a vibrotactile headband on an HMD.