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Virtual and Augmented Reality in Medicine
Published in John G Webster, Minimally Invasive Medical Technology, 2016
The tracking of hand movements is complicated, because the hand has more than 20 degrees of freedom. One approach for hand tracking is the use of thin gloves which directly measure hand angles with engraved optical fibers (Greenleaf 1996). The optical fibers are connected to a LED and a photodetector. The detected light attenuates with increasing flexion of the fiber. A variety of commercial products exist with varying numbers of fibers, precision and update rates. Figure 13.2(a) shows the CyberGlove® from Virtual Technologies, Inc. (Palo Alto, CA), one of the most popular models. This glove is available with 22 sensors (three flexion sensors for each finger, four abduction sensors, a palm-arch sensor, and sensors to measure wrist flexion and abduction). Alternatively, a glove with 18 sensors has open fingertips to allow better grasp and typing. The update rate for the glove is 150 records per second if all sensors are recorded. The manufacturer reports a sensor resolution of 0.5° and a 1° sensor repeatability between glove wearings. Such gloves can be equipped with spatial trackers to determine location and orientation of the hand. However, it typically requires many additional cables and can be somewhat cumbersome.
Hand Tracking with Vibrotactile Feedback Enhanced Presence, Engagement, Usability, and Performance in a Virtual Reality Rhythm Game
Published in International Journal of Human–Computer Interaction, 2023
Hye Sung Moon, Grady Orr, Myounghoon Jeon
A lesson we took from our experiment is that participants felt more presence when they were using hand tracking in a VR game than using controllers. Hand tracking provided more natural and intuitive hand manipulation since users did not need to learn how to interact with the system but simply moving their hands as they would do in the real world. In contrast, controllers need more time and effort to learn how to manipulate the virtual hands with buttons and triggers on controllers. PQ 2 (How natural did your interactions with the environment seem?) and PQ 3 (How much did your experiences in the VE seem consistent with your real world experiences?) supported that participants felt more natural, intuitive experiences as well as felt consistent with the real world on hand manipulation. Furthermore, controllers cannot implement accurate hand movements. With the controllers, fingers are bending only in one-dimensional axes corresponding to the triggers, and each joint’s movements are limited by system default values. This concurs with the hypothesis that realistically rendered hands lead to high levels of presence (Bowman et al., 2012; Schwind et al., 2017). Additionally, given the fact that task’s focus was on the hand interaction method, our observation supports the previous finding that the sense of presence was influenced by interaction mechanisms (Cummings & Bailenson, 2016).
The possibilities of illness narratives in virtual reality for bodies at the margins
Published in Digital Creativity, 2022
The unique capabilities of VR and its relationship with spatiotemporality open up new ways to think about world-building in relation to illness narratives. Where the malleability of space and time in VR seems to unlock potential avenues of accessibility, it is critical to question what other modes of accessibility may be at stake. For example, there has been recent pushback against big VR companies which some users argue are not addressing the gendered implications of VR cyber-sickness. It has been long suggested that women are more likely to experience VR-induced cybersickness (motion sickness associated with virtual reality movement) than men; however, more recent research is further complicating this claim. For example, Stanney, Fidopiastis, and Foster (2020) found that the increased cybersickness of female VR users could actually be traced to having the wrong interpupillary distance of the headset. This research suggests that some VR headsets may not have an accessible fit for female users, causing their increased cybersickness. Further, it is critical to understand the ways in which VR technology relies on normative ideas of the physical body. Many VR experiences are beginning to rely on ‘hand-tracking’ technologies to control game functions, which allows users to interact without controllers. Hand-tracking relies on sensors to capture data on the position, orientation, and velocity of a user's hands which translates this data to a virtual embodied hand. However, what assumptions of ability do technologies such as hand-tracking make? Significant barriers to access arise for users who have reduced motor control, amputation or other nonnormative embodiments.
Smart Control of Home Appliances Using Hand Gesture Recognition in an IoT-Enabled System
Published in Applied Artificial Intelligence, 2023
Cheng-Ying Yang, Yi-Nan Lin, Sheng-Kuan Wang, Victor R.L. Shen, Yi-Chih Tung, Frank H.C. Shen, Chun-Hsiang Huang
How people can easily communicate with machines is now a new trend. Many researchers have tried to find reliable and humanized methods through the recognition of hand gestures, facial expressions, and body language, among which hand gesture is the most flexible and convenient one. Nevertheless, the hand tracking and recognition subjects are challenging due to the high flexibility of the hand (Riedel, Brehm, and Pfeifroth 2021).