IEEE Trans Haptics. 2017 Oct-Dec;10(4):511-522. doi: 10.1109/TOH.2017.2691328. Epub 2017 Apr 5.
Although Augmented Reality (AR) has been around for almost five decades, only recently we have witnessed AR systems and applications entering in our everyday life. Representative examples of this technological revolution are the smartphone games "Pokémon GO" and "Ingress" or the Google Translate real-time sign interpretation app. Even if AR applications are already quite compelling and widespread, users are still not able to physically interact with the computer-generated reality. In this respect, wearable haptics can provide the compelling illusion of touching the superimposed virtual objects without constraining the motion or the workspace of the user. In this paper, we present the experimental evaluation of two wearable haptic interfaces for the fingers in three AR scenarios, enrolling 38 participants. In the first experiment, subjects were requested to write on a virtual board using a real chalk. The haptic devices provided the interaction forces between the chalk and the board. In the second experiment, subjects were asked to pick and place virtual and real objects. The haptic devices provided the interaction forces due to the weight of the virtual objects. In the third experiment, subjects were asked to balance a virtual sphere on a real cardboard. The haptic devices provided the interaction forces due to the weight of the virtual sphere rolling on the cardboard. Providing haptic feedback through the considered wearable device significantly improved the performance of all the considered tasks. Moreover, subjects significantly preferred conditions providing wearable haptic feedback.
虽然增强现实 (AR) 已经存在了将近五十年,但直到最近,我们才看到 AR 系统和应用开始进入我们的日常生活。这场技术革命的代表性例子是智能手机游戏“Pokémon GO”和“Ingress”,或者是谷歌翻译的实时标志解释应用。即使 AR 应用已经相当引人注目和广泛,用户仍然无法与计算机生成的现实进行物理交互。在这方面,可穿戴触觉技术可以提供触摸叠加虚拟物体的逼真错觉,而不会限制用户的运动或工作空间。在本文中,我们在三个 AR 场景中对两个用于手指的可穿戴触觉接口进行了实验评估,共有 38 名参与者。在第一个实验中,要求参与者使用真正的粉笔在虚拟板上书写。触觉设备提供了粉笔和黑板之间的相互作用力。在第二个实验中,要求参与者拿起和放置虚拟和真实物体。触觉设备提供了由于虚拟物体重量而产生的相互作用力。在第三个实验中,要求参与者在真实的硬纸板上平衡一个虚拟的球体。触觉设备提供了由于虚拟球体在硬纸板上滚动而产生的相互作用力。通过所考虑的可穿戴设备提供触觉反馈显著提高了所有考虑任务的性能。此外,参与者明显更喜欢提供可穿戴触觉反馈的条件。