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    New wearable device uses touch to tell you where to go

    "In the future, this technology could be directly integrated with navigational systems, so that the very textiles making up one's clothing can tell users which way to go without taxing their already overloaded visual and auditory senses—for instance by needing to consult a map or listen to a virtual assistant," says Barclay Jumet. (Credit: Getty Images)

    A new wearable, textile-based device that uses touch could help declutter, enhance—and, in the case of impairments—compensate for deficiencies in visual and auditory inputs, new research shows.

    Personal devices feed our sight and hearing virtually unlimited streams of information while leaving our sense of touch mostly untouched. The new device taps into this underused sensory resource.

    “Technology has been slow to co-opt haptics or communication based on the sense of touch,” says Barclay Jumet, a mechanical engineering PhD student at Rice University and lead author of the study published in the journal Device.

    “Of the technologies that have incorporated haptics, wearable devices often still require bulky external hardware to provide complex cues, limiting their use in day-to-day activities.”

    The new system of haptic accessories reduces the need for hardware by programming  into the textile structure of the wearables using fluidic control, building on an approach described in prior work.

    “With a traditional control system using voltage and current, you’d typically need many electronic inputs to achieve complex haptic cues,” says Daniel Preston, an assistant professor of mechanical engineering whose lab explores the intersection of energy, materials, and fluids.

    “In this device, we’ve offloaded a lot of that complexity to the fluidic controller and require only a very limited number of electronic inputs to provide sophisticated haptic stimulation.”

    Comprised of a belt and textile sleeves, the wearables rely on fluidic signals—such as pressures and flow rates—to control the delivery of complex haptic cues, including sensations like vibration, tapping, and squeezing.

    A small, lightweight carbon dioxide tank affixed to the belt feeds airtight circuits incorporated in the heat-sealable textiles, causing quarter-sized pouches—up to six on each sleeve—to inflate with varying force and frequency.

    In an experiment demonstrating the device’s utility for real-world navigation, these cues served as directions guiding a user on a mile-long route through the streets of Houston. In another experiment, a user outlined invisible Tetris pieces in a field by following the directions conveyed to them through the haptic textiles.

    “The belt incorporates a slimmed-down version of the electronic control system that might otherwise be required,” Jumet says. “In this case, we had twelve pouches across two sleeves progressively inflate to indicate one of four directions: forward, backward, left, or right. So instead of requiring twelve electronic inputs, we embed that complexity into the sleeve and are able to use only four inputs—a reduction by two-thirds.

    “In the future, this technology could be directly integrated with navigational systems, so that the very textiles making up one’s clothing can tell users which way to go without taxing their already overloaded visual and auditory senses—for instance by needing to consult a map or listen to a virtual assistant.”

    Moreover, the wearable textile device could incorporate other sensing and control mechanisms to allow users with limited vision or hearing to detect obstacles and navigate dynamic environments in real time.

    “Devices like this could, for instance, be helpful for people suffering from hearing loss,” says Marcia O’Malley, chair of the department of mechanical engineering and professor in mechanical engineering, electrical and computer engineering, bioengineering, and computer science.

    Cochlear implants can restore speech perception for people with severe hearing loss, but the literature shows that these individuals still struggle to understand speech in noisy environments and can experience difficulty locating the sources of sounds. Haptic feedback has the potential to enhance cochlear implant performance or make lip-reading easier for patients.

    “You’ll have better recognition and interpretation of the sounds processed by the cochlear implant if they’re reinforced with haptic cues conveying the same information encoded in a different way,” O’Malley says.

    Another application example is restoring the sense of touch for an amputee by embedding sensors on a prosthesis to gather data that the wearables could relay as haptic feedback elsewhere on the body.

    “The haptic feedback experienced by the user would in this case be directly correlated with the actions they’re taking,” says O’Malley, who directs the Mechatronics and Haptic Interfaces Lab at Rice.

    “One of the big advantages with using these smart textiles for haptic devices is that they bring a lot more freedom and flexibility to the design space. We’re no longer constrained by the size or geometry of components that need to be incorporated into a design.”

    The heat-sealable textiles are resilient to wear and tear, making the device suitable for intensive daily use.

    “We tested the durability of our haptic textiles by washing a device 25 times then cutting it open with a knife and ironing a textile patch over the cut,” Jumet says. “It continued to work as intended after repeated washing, cutting, and repairing.”

    Jumet expressed the hope that, in addition to serving as the basis for medically-useful applications, haptic textiles could “enable a more immersive and seamlessly-connected world.”

    “Instead of a smart watch with simple vibrational cues, we can now envision a ‘smart shirt‘ that gives the sensation of a stroking hand or a soft tap on the torso or arm,” he says. “Movies, games, and other forms of entertainment could now incorporate the sense of touch, and virtual reality can be more comfortable for longer periods of time.”

    The National Science Foundation, the Rice University Academy of Fellows, and the Gates Millennium Scholars Program funded the program.

    Source: Rice University

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    New VR tech simulates touching walls and other stuff

    A man wears a VR headset inside The 'Le Cri VR' installation of the Venice Virtual Reality At Lazzaretto Vecchio Island during the 76th Venice Film Festival at on September 04, 2019 in Venice, Italy. (Credit: Amy T. Zielinski/Getty Images)

    A new device uses multiple strings attached to the hand and fingers to simulate the feel of obstacles and heavy objects in virtual reality, researchers report.

    Today’s virtual reality systems can create immersive visual experiences, but seldom allow users to feel anything—particularly walls, appliances, and furniture.

    In comparison, the new device locks the strings when the user’s hand is near a virtual wall, for instance, to simulate the sense of touching the wall. Similarly, the string mechanism enables people to feel the contours of a virtual sculpture, sense resistance when they push on a piece of furniture, or even give a high five to a virtual character.

    Cathy Fang, who will graduate from Carnegie Mellon University next month with a joint degree in mechanical engineering and human-computer interaction, says the shoulder-mounted device takes advantage of spring-loaded strings to reduce weight, consume less battery power, and keep costs low.

    A young woman wearing a virtual reality headset and the shoulder mounted device touches a virtual lion statue
    A new device developed at Carnegie Mellon University uses multiple strings attached to the hand and fingers to simulate the feel of obstacles and heavy objects in virtual reality environments. (Credit: Carnegie Mellon)

    “Elements such as walls, furniture, and virtual characters are key to building immersive virtual worlds, and yet contemporary VR systems do little more than vibrate hand controllers,” says Chris Harrison, assistant professor in the Human-Computer Interaction Institute (HCII).

    User evaluation of the multistring device, as reported by coauthors Harrison, Fang, Robotics Institute engineer Matthew Dworman, and HCII doctoral student Yang Zhang, found it was more realistic than other haptic techniques.

    “I think the experience creates surprises, such as when you interact with a railing and can wrap your fingers around it,” Fang says. “It’s also fun to explore the feel of irregular objects, such as a statue.”

    Other researchers have used strings to create haptic feedback in virtual worlds, but typically they use motors to control the strings. Motors wouldn’t work for the researchers, who envisioned an affordable system light enough for users to wear.

    “The downside to motors is they consume a lot of power,” Fang says. “They also are heavy.”

    Instead of motors, the team used spring-loaded retractors, similar to those seen in key chains or ID badges. They added a ratchet mechanism that an electrically controlled latch can rapidly lock.  The springs, not motors, keep the strings taut. Only a small amount of electrical power is needed to engage the latch, so the system is energy efficient and operates on battery power.

    The researchers experimented with a number of different strings and string placements, eventually concluding that attaching one string to each fingertip, one to the palm, and one to the wrist provided the best experience. A Leap Motion sensor, which tracks hand and finger motions, attaches to the VR headset. When it senses that a user’s hand is in proximity to a virtual wall or other obstacle, the ratchets engage in a sequence suited to those virtual objects. The latches disengage when the person withdraws their hand.

    The entire device weighs less than 10 ounces. The researchers estimate that a mass-produced version would cost less than $50.

    Fang says the system would be suitable for VR games and experiences that involve interacting with physical obstacles and objects, such a maze. It might also be useful for visits to virtual museums. And, in a time when physically visiting retail stores is not always possible, “you might also use it to shop in a furniture store,” she adds.

    The researchers had planned to share their paper at the Conference on Human Factors in Computing Systems, now canceled due to the COVID-19 pandemic. The paper appears in the conference proceedings in the Association for Computing Machinery’s Digital Library.

    Source: Carnegie Mellon University