“HexTouch: A Wearable Haptic Robot for Complementary Interactions to Companion Agents in Virtual Reality” – ACM SIGGRAPH HISTORY ARCHIVES

“HexTouch: A Wearable Haptic Robot for Complementary Interactions to Companion Agents in Virtual Reality”

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Title:


    HexTouch: A Wearable Haptic Robot for Complementary Interactions to Companion Agents in Virtual Reality

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Description:


    HexTouch is a forearm-mounted robot that performs complementary touches in relation to the behaviors of a companion agent in VR. The robot consists of a series of tactors driven by servo motors that render specific tactile patterns to communicate emotions (fear, happiness, disgust, anger, and sympathy) and other notification cues.

References:


    [1]
    Inrak Choi, Heather Culbertson, Mark R. Miller, Alex Olwal, and Sean Follmer. 2017. Grabity: A Wearable Haptic Interface for Simulating Weight and Grasping in Virtual Reality. In Proceedings of the 30th Annual ACM Symposium on User Interface Software and Technology (Québec City, QC, Canada) (UIST ’17). Association for Computing Machinery, New York, NY, USA, 119–130. https://doi.org/10.1145/3126594.3126599
    [2]
    Katharina Emmerich, Patrizia Ring, and Maic Masuch. 2018. I’m Glad You Are on My Side: How to Design Compelling Game Companions. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (Melbourne, VIC, Australia) (CHI PLAY ’18). Association for Computing Machinery, New York, NY, USA, 141–152. https://doi.org/10.1145/3242671.3242709
    [3]
    Xiaochi Gu, Yifei Zhang, Weize Sun, Yuanzhe Bian, Dao Zhou, and Per Ola Kristensson. 2016. Dexmo: An Inexpensive and Lightweight Mechanical Exoskeleton for Motion Capture and Force Feedback in VR. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (San Jose, California, USA) (CHI ’16). Association for Computing Machinery, New York, NY, USA, 1991–1995. https://doi.org/10.1145/2858036.2858487
    [4]
    Matthew J Hertenstein, Dacher Keltner, Betsy App, Brittany A Bulleit, and Ariane R Jaskolka. 2006. Touch communicates distinct emotions.Emotion 6, 3 (2006), 528.
    [5]
    Nadine B. Jones, Lynette A.and Sarter. 2008. Tactile Displays: Guidance for Their Design and Application. Hum Factors 50, 1 (Feb 2008), 90–111. https://doi.org/10.1518/001872008X250638
    [6]
    Stefan Liszio, Katharina Emmerich, and Maic Masuch. 2017. The Influence of Social Entities in Virtual Reality Games on Player Experience and Immersion. In Proceedings of the 12th International Conference on the Foundations of Digital Games (Hyannis, Massachusetts) (FDG ’17). Association for Computing Machinery, New York, NY, USA, Article 35, 10 pages. https://doi.org/10.1145/3102071.3102086
    [7]
    Ran Zhou and Harpreet Sareen. 2020. EmotiTactor: Emotional Expression of Robotic Physical Contact. In Companion Publication of the 2020 ACM Designing Interactive Systems Conference (Eindhoven, Netherlands) (DIS’ 20 Companion). Association for Computing Machinery, New York, NY, USA, 151–156. https://doi.org/10.1145/3393914.3395891


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