Academic literature on the topic 'Haptic glove'

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Journal articles on the topic "Haptic glove"

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Shor, Daniel, Bryan Zaaijer, Laura Ahsmann, Max Weetzel, Simon Immerzeel, Daniël Eikelenboom, Jess Hartcher-O’Brien, and Doris Aschenbrenner. "Designing Haptics: Improving a Virtual Reality Glove with Respect to Realism, Performance, and Comfort." International Journal of Automation Technology 13, no. 4 (July 5, 2019): 453–63. http://dx.doi.org/10.20965/ijat.2019.p0453.

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This design paper describes the development of custom built interface between a force-replicating virtual reality (VR) haptic interface glove, and a user. The ability to convey haptic information – both kinematic and tactile – is a critical barrier in creating comprehensive simulations. Haptic interface gloves can convey haptic information, but often the haptic “signal” is diluted by sensory “noise,” miscuing the user’s brain. Our goal is to convey compelling interactions – such as grasping, squeezing, and pressing – with virtual objects by improving one such haptic interface glove, the SenseGlove, through a redesign of the user-glove interface, soft glove. The redesign revolves around three critical design factors – comfort, realism, and performance – and three critical design areas – thimble/fingertip, palm, and haptic feedback. This paper introduces the redesign method and compares the two designs with a quantitative user study. The benefit of the improved soft glove can be shown by a significant improvement of the design factors, quantified through QUESI, NASA-TLX, and comfort questionnaires.
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Pala, Ferhat Kadir, and Pınar Mıhcı Türker. "Developing a haptic glove for basic piano education." World Journal on Educational Technology: Current Issues 11, no. 1 (February 11, 2019): 38–47. http://dx.doi.org/10.18844/wjet.v11i1.4008.

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This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.Keywords: Music education, haptic glove, piano education, passive haptic learning.*
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Thilmany, Jean. "A Touching Sensation." Mechanical Engineering 125, no. 11 (November 1, 2003): 30–32. http://dx.doi.org/10.1115/1.2003-nov-1.

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This article discusses Haptics technology that is being used to train surgeons and rehabilitate patients. Haptics technology, a recent enhancement to virtual reality technology, gives users the touch and feel of simulated objects they interact with, usually through a device like a specialized mouse or a haptic glove. John Hollerbach, a computing professor and an adjunct professor of mechanical engineering at the University of Utah, says haptic devices and robotic devices share the same drawbacks, particularly involving limits to the miniaturization of motors. Haptic devices that fit the hand, like the one sold by Immersion Corp., or the force-feedback glove developed at Rutgers give the wearer a sense of touch, as if one is squeezing a ball or tracing an object. Hollerbach of the University of Utah said the future looks bright for haptics. The Rutgers ankle simulates walking over several types of terrain for patients undergoing physical therapy. Haptics can simulate assembling a part to ensure that it is designed for easy construction.
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Moriyama, Taha, and Hiroyuki Kajimoto. "HARVEST: High-Resolution Haptic Vest and Fingertip Sensing Glove That Transfers Tactile Sensation of Fingers to the Back." Applied Sciences 11, no. 3 (February 1, 2021): 1298. http://dx.doi.org/10.3390/app11031298.

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Human fingertips are densely populated with tactile receptors and are hence incredibly sensitive. However, wearing gloves on the fingers drastically reduces the tactile information available to the fingertips, such as the texture and shape of the object, and makes it difficult to perform dexterous work. As a solution, in this study, we developed a high-resolution haptic vest that transfers the tactile sensation of the fingertips to the back. The haptic vest contains 80 voice-coil type vibrators which are located at each of the two discrimination thresholds on the back and can be driven independently. The tactile sensation of the fingertips is transferred to the back using the developed haptic vest in combination with a sensing glove that can detect the pressure distribution on the finger skin at up to 100 points. Different experiments were conducted to validate the performance of the proposed haptic vest and sensing gloves. The use of the haptic vest and the sensing glove enabled the user to perceive the shape of a planar object more accurately when compared to the case where the user wore only the glove.
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Pala, Ferhat Kadir, and Pınar Mihci Turker. "Developing a haptic glove for basic piano education." World Journal on Educational Technology: Current Issues 11, no. 1 (February 6, 2019): 38–47. http://dx.doi.org/10.18844/wjet.v11i1.3985.

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This study aims at developing a glove with integrated haptic interface to facilitate the learning of those who have just started playing piano and allowing them to perform without a need for a piano during daily activities. The steps of the analysis, design, development, implementation, evaluation model were used in the research. In the analysis stage, students’ needs were analysed and problems were determined. At the design stage, practices oriented to resolving these problems were analysed and it was decided that haptic gloves might be appropriate for the solution to the problems revealed. At the development stage, evaluations were made directed to development of the product and formatting. The participants used the haptic glove for a while and have expressed their opinions, which are recorded by video camera. The recordings were analysed and it was found that the second version of the haptic glove increased the participants’ recall level of the music.
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Kopecny, Lukas. "Haptic glove with pneumatic muscle actuators." IFAC Proceedings Volumes 36, no. 17 (September 2003): 359–62. http://dx.doi.org/10.1016/s1474-6670(17)33420-1.

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Kitada, Toshio, Yasuharu Kunii, and Hideki Hashimoto. "20 DOF Five Fingered Glove Type Haptic Interface - Sensor Glove II -." Journal of Robotics and Mechatronics 9, no. 3 (June 20, 1997): 171–76. http://dx.doi.org/10.20965/jrm.1997.p0171.

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In this paper, a new haptic human interface device to communicate with a virtual world, which we named Sensor Glove II (SGII), is presented. SGII, which is drawn on the human hand, corresponds to the dexterous manipulation of human fingers and acquires angles and torque of each joint. SGII adds the reaction forces of a virtual object to the fingers. The forces are calculated in the Dynamic Force Simulator we have developed. We outline the design, characteristics and structure of SGII, and display preliminary experimental result to verify the stability and performance of SGII.
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Bullion, Conrad, and Hakan Gurocak. "Haptic Glove with MR Brakes for Distributed Finger Force Feedback." Presence: Teleoperators and Virtual Environments 18, no. 6 (December 1, 2009): 421–33. http://dx.doi.org/10.1162/pres.18.6.421.

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Most existing haptic gloves are complicated user interfaces with remotely located actuators. More compact and simpler haptic gloves would greatly increase our ability to interact with virtual worlds in a more natural way. This research explored the design of a compact force feedback glove using a new finger mechanism and magnetorheological (MR) brakes as passive actuators that oppose human finger motion. The mechanism allowed for a reduction of the number of actuators and application of distributed forces at the bottom surface of user's fingers when an object was grasped in a virtual environment. The MR brakes incorporated a serpentine flux path that led to a small brake with high torque output and the elimination of remote actuation. Force analysis of the mechanism, grasping force experiments, and virtual pick-and-place experiments were done. The glove reduced task completion time by 61% and could support up to 17 N fingertip force along with 11.9 N and 18.7 N middle and proximal digit forces.
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Hwang, Yo-Seop, and Jang-Myung Lee. "Development of Haptic Glove for Remote Control." Transactions of The Korean Institute of Electrical Engineers 60, no. 5 (May 1, 2011): 1030–35. http://dx.doi.org/10.5370/kiee.2011.60.5.1030.

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Zhu, Minglu, Zhongda Sun, Zixuan Zhang, Qiongfeng Shi, Tianyiyi He, Huicong Liu, Tao Chen, and Chengkuo Lee. "Haptic-feedback smart glove as a creative human-machine interface (HMI) for virtual/augmented reality applications." Science Advances 6, no. 19 (May 2020): eaaz8693. http://dx.doi.org/10.1126/sciadv.aaz8693.

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Human-machine interfaces (HMIs) experience increasing requirements for intuitive and effective manipulation. Current commercialized solutions of glove-based HMI are limited by either detectable motions or the huge cost on fabrication, energy, and computing power. We propose the haptic-feedback smart glove with triboelectric-based finger bending sensors, palm sliding sensor, and piezoelectric mechanical stimulators. The detection of multidirectional bending and sliding events is demonstrated in virtual space using the self-generated triboelectric signals for various degrees of freedom on human hand. We also perform haptic mechanical stimulation via piezoelectric chips to realize the augmented HMI. The smart glove achieves object recognition using machine learning technique, with an accuracy of 96%. Through the integrated demonstration of multidimensional manipulation, haptic feedback, and AI-based object recognition, our glove reveals its potential as a promising solution for low-cost and advanced human-machine interaction, which can benefit diversified areas, including entertainment, home healthcare, sports training, and medical industry.
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Dissertations / Theses on the topic "Haptic glove"

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Kryger, Graham Clark. "Characterization of a Nintendo Wii for tracking a haptic glove in 3D." Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Fall2009/g_kryger_111809.pdf.

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Thesis (M.S. in mechanical engineering)--Washington State University, December 2009.
Title from PDF title page (viewed on Jan. 11, 2010). "Department of School of Engineering and Computer Science, Vancouver." Includes bibliographical references (p. 58-59).
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Mazzoni, Antonella. "Mood Glove : enhancing mood in film music through haptic sensations for an enriched film experience." Thesis, Queen Mary, University of London, 2018. http://qmro.qmul.ac.uk/xmlui/handle/123456789/39757.

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This research explores a new way of enhancing audience experience in film entertainment, presenting the design and implementation of a wearable prototype system that uses haptic sensations to intensify moods in lm music. The aim of this work is to enrich the musical experience of film audiences and might also have implications on the hearing-impaired, providing them with a new enhanced emotional experience while watching a movie. Although there has been previous work into music displays of a visual and haptic nature, and on the importance of music in film, there is no documented research on musical enhancement experience in film entertainment. This work focuses on the mood conveyed by film music in order to understand what role it plays in creating the film experience, and also explores the possibility of enhancing those feelings through haptic sensations. Drawing on HCI and interaction design principles, the design of a piece of haptic wearable technology is proposed and used as the tool for user studies. This research contributes to the fields of: HCI, interaction design, user experience design, multimodal interaction, creative technology, wearable technology, haptics, entertainment technology and film music. This work also provides a set of design suggestions to aid future research and designers of haptic sensations for media enhancement. Proposed guidelines are based on a number of empirical findings that describe and explain aspects of audience emotional response to haptics, providing some first evidence that there is a correlation between vibrotactile stimuli (such as frequency and intensity) and perceived feelings.
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Hsu, Yi-Hsiou. "Exploring the effect of using vibrate-type haptic glove in the VR industrial training task." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280694.

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Is it a dream came true for you to experience a Virtual Reality (VR) and be able to touch virtual objects and manipulate them with your bare hands? The recent growth of the Virtual Reality market resulted in an intensification of the development of the haptics gloves technology. The newly haptics gloves, Bebop gloves launched and commercialized recently which will use for this study. Earlier research has explored a range of haptics effects mainly on VR surgery or gaming. Yet, VR industrial training has gradually received attention in recent years. Creating multiple scenarios in the virtual scene is not only cost-effective but also increases safety and reduces training time. However, not many research studies have explored using haptic gloves in the VR industrial training environment. This study tries to complement earlier research by investigating usability and user performance using bebop vibration gloves in VR industrial training. The purposes were to provide a usability review of bebop gloves and explored the effect of haptics in VR industrial training. Three different haptics settings (Non-haptics, Partial haptics, and Full-haptics) were being set up. Eighteen users were then recruited to try randomly two haptics settings. Each user had to complete a five steps VR industrial training task while “thinking aloud”, followed by questionnaires and interviews after the task. The error and time recorded for each training step. These results confirmed several conclusions drawn in earlier research about how the haptics affect user performance in the VR environment, as well as how the behavior changes when using the haptics gloves in a VR environment. Last but not least the results also pointed to the importance of vibration haptics benefits in small-scale actions and provide the user with an interpersonal confirmation.
Är det en dröm som förverkligades för dig att uppleva en virtuell verklighet (VR) och kunna röra virtuella objekt och manipulera dem med bara händer? Den senaste tillväxten av marknaden för Virtual Reality resulterade i en intensifiering av utvecklingen av haptikhandskar-tekniken. De nyligen haptiska handskarna, Bebophandskar lanserade och kommersialiserades nyligen som kommer att användas för denna studie. Tidigare forskning har undersökt en rad haptiska effekter främst på VR-kirurgi eller spel. Ändå har VR-industriell utbildning gradvis fått uppmärksamhet under de senaste åren. Att skapa flera scenarier i den virtuella scenen är inte bara kostnadseffektivt utan ökar också säkerheten och minskar tiden. Men inte många forskningsstudier har undersökt användning av haptiska handskar i VR: s industriella utbildningsmiljö. Denna studie försöker komplettera tidigare forskning genom att undersöka användbarhet och användarprestanda med hjälp av bebop-vibrationshandskar i VR-industriutbildning. Syftena var att tillhandahålla en användbarhetsgranskning av bebop-handskar och utforska effekten av haptik i VR-industriutbildningen. Tre olika haptikinställningar (Non-haptics, Partial haptics och Full-haptics) inställdes. Atten användare rekryterades sedan för att testa slumpmässigt två haptikinställningar. Varje användare måste genomföra en femstegs VR-industriell träningsuppgift medan han ”tänker högt”, följt av frågeformulär och intervjuer efter uppgiften. Felet och tiden som registrerats för varje träningssteg. Dessa resultat bekräftade flera slutsatser som dragits i tidigare forskning om hur haptiken påverkar användarnas prestanda i VR-miljön, liksom hur beteendet förändras när man använder haptikhandskarna i en VR-miljö. Sist men inte minst pekade resultaten också på vikten av fördelar med vibrationshaptik i småskaliga åtgärder och ger användaren en interpersonell bekräftelse.
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Zhu, Qi. "Teleoperated Grasping Using an Upgraded Haptic-Enabled Human-Like Robotic Hand and a CyberTouch Glove." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/41117.

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Grasping, the skill to hold objects and tools while doing in-hand manipulation, still is in many cases an unsolvable problem for robotics, but a natural act for humans. An efficient grasping requires not only human-like robotic hands with articulated fingers but also tactile, force, and kinesthetic sensors for the precise control of the forces and motions exerted during the manipulation. As a fully autonomous robotic dexterous manipulation is too difficult to develop for changing and unstructured environments, an alternative approach is to combine the low-level robot computer control with the higher-level perception and task planning abilities of a human operator equipped with an adequate human-computer interface (HCI). This thesis presents theoretical and experimental contributions to the development of an upgraded haptic-enabled anthropomorphic Ring Ada dexterous robotic hand and a biology-inspired synergistic real-time control system for teleoperated grasping of different objects using a CyberTouch HCI data glove. A fuzzy logic controller module was developed to efficiently control the underactuated Ring Ada’ robotic hand during grasping. A machine learning classification system was developed to recognize grasped objects. Experiments have convincingly demonstrated that our novel Ring Ada robotic hand equipped with kinematic position sensors and touch sensors is able to efficiently grasp different lightweight objects through teleoperation.
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Kopečný, Lukáš. "McKibbenův pneumatický sval - modelování a použití v hmatovém rozhraní." Doctoral thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-233458.

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This work describes exceptional properties of McKibben pneumatical muscle and introduces its state-of-the-art model. The mathematical model is extended especially in a field of a thermodymical behavior. A new model applies a method used for describing of a thermodynamical behavior of pneumatic cylinders until now. This method is significantly upgraded to fit a muscle behavior, particularly by considering a heat generated by a muscle internal natural friction. The model is than verified and discussed with a real system. The haptic part introduces a development and design of a haptic glove interface for the use in robotics, especially in telepresence, or in VR. The force and touch feedback is provided by Pneumatic Muscles controlled by an open loop algorithm using the introduced mathematical model. The design is light and compact.
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Guo, Hung-Chi, and 郭紘齊. "Design and Control for a Novel Multi-Tactile Position/Force Haptic Glove by Adaptive Sliding Mode Approach." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/83864083690116006636.

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碩士
國立高雄第一科技大學
系統資訊與控制研究所
100
Recently, the term "virtual reality" is more and more popular. Thus, people have higher standard for the reality of interacting with virtual environment. Nowadays, virtual force feedback gloves mostly focus on controlling the position but not on haptic feedback of fingertips. Otherwise, those globes usually could not have good performance with tracking problems of gestures and the interactive haptic feedback with virtual objects of fingertips. Our research focuses on designing new structure of force feedback glove and improving common weakness of force feedback glove. The exoskeleton construction and linear voice coil motor are used for most efficient working space and light weight respectively. The sliding resistance employed to measure the position feedback of the finger gestures with the length of voice coil motor. The winding coil as upper part and a strong magnet is attached on the pad of the fingertip for the fingertip tactile sensation. When the winding coil is excited, it forces the strong magnet to drive the pad to press the fingertip to simulate the fingertip tactile feedback when grabbing virtual object. Then, a physical glove is made as the above ideas. Otherwise, the complete system analysis of force feedback glove based on inverse kinematics to obtain the corresponding relationship of fingertip position and knuckle angle. Abort grabbing dynamic behavior has two parts: “before grabbing” and “in grabbing”. All nonlinear dynamical system obtains by Lagrangian formula and controllers were designed for efficiently work. Finally the common Computed Torque Controller(CTC), the Robustness Sliding-mode Controller(RSC) and the Adaptive Sliding-mode Controller(ASC) are proposed. In order to decrease chattering and reaching time, the New Exponential Reaching Law(NERL) approach be proposed to do synthetical imitation comparison and then choose a best combination to reach most efficiently controlling strategy. keyword: Virtual reality, Force feedback glove, Haptic, Sliding-mode control
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Book chapters on the topic "Haptic glove"

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Vanello, Nicola, Valentina Hartwig, Enzo Pasquale Scilingo, Daniela Bonino, Emiliano Ricciardi, Alessandro Tognetti, Pietro Pietrini, Danilo De Rossi, Luigi Landini, and Antonio Bicchi. "FMRI Compatible Sensing Glove for Hand Gesture Monitoring." In Springer Series on Touch and Haptic Systems, 215–28. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2754-3_12.

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Hosseini, Mohssen, Yudha Pane, Ali Sengül, Joris De Schutter, and Herman Bruyninckx. "A Novel Haptic Glove (ExoTen-Glove) Based on Twisted String Actuation (TSA) System for Virtual Reality." In Haptics: Science, Technology, and Applications, 612–22. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-93399-3_52.

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Ashimori, Kazushige, and Hiroshi Igarashi. "Development of an Individual Joint Controllable Haptic Glove (CRL-Glove) and Apply for CLASS." In Advances in Intelligent Systems and Computing, 895–901. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11051-2_137.

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Talhan, Aishwari, Hwangil Kim, Sanjeet Kumar, Ahsan Raza, and Seokhee Jeon. "Pneumatic Actuated Haptic Glove to Interact with the Virtual Human." In Lecture Notes in Electrical Engineering, 213–15. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-3194-7_48.

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Villarreal, Lenin R., Bryan J. Castro, and Jefferson A. De la Cruz. "Wireless Haptic Glove for Interpretation and Communication of Deafblind People." In Communications in Computer and Information Science, 305–14. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-66919-5_31.

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Borja, Edgar F., Daniel A. Lara, Washington X. Quevedo, and Víctor H. Andaluz. "Haptic Stimulation Glove for Fine Motor Rehabilitation in Virtual Reality Environments." In Lecture Notes in Computer Science, 211–29. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95282-6_16.

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Olsson, Pontus, Stefan Johansson, Fredrik Nysjö, and Ingrid Carlbom. "Rendering Stiffness with a Prototype Haptic Glove Actuated by an Integrated Piezoelectric Motor." In Haptics: Perception, Devices, Mobility, and Communication, 361–72. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31401-8_33.

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Seah, Sue Ann, Marianna Obrist, Anne Roudaut, and Sriram Subramanian. "Need for Touch in Human Space Exploration: Towards the Design of a Morphing Haptic Glove – ExoSkin." In Human-Computer Interaction – INTERACT 2015, 18–36. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22723-8_3.

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Sagisaka, Takashi, Yoshiyuki Ohmura, Akihiko Nagakubo, Kazuyuki Ozaki, and Yasuo Kuniyoshi. "Development and Applications of High-Density Tactile Sensing Glove." In Haptics: Perception, Devices, Mobility, and Communication, 445–56. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31401-8_40.

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Lin, Ping-Hua, and Shana Smith. "A Tactile Feedback Glove for Reproducing Realistic Surface Roughness and Continual Lateral Stroking Perception." In Haptics: Science, Technology, and Applications, 169–79. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-93399-3_16.

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Conference papers on the topic "Haptic glove"

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Bickmann, Raoul, Celine Tran, Ninja Ruesch, and Katrin Wolf. "Haptic Illusion Glove." In MuC'19: Mensch-und-Computer. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3340764.3344459.

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Hallam, James. "Haptic mirror therapy glove." In the 2015 ACM International Joint Conference. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2800835.2801648.

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Dazkir, Goktug A., and Hakan Gurocak. "Haptic Gloves With Compact Finger Mechanism Using Active and Passive Actuation." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86512.

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Most haptic gloves are complicated interfaces with many actuators. If the gloves were more compact and simpler, they would greatly increase our ability to interact with virtual worlds in a more natural way. This research explored design of force feedback gloves with a new finger mechanism. The mechanism enabled application of distributed forces at the bottom surface of the fingers while reducing the number of actuators. Most glove designs available in the literature apply a reaction force only to the fingertips. Two prototype gloves were built using (1) DC servo motors, and (2) brakes filled with magnetorheological fluid. The glove with MR-brakes is lighter and simpler than the one with motors. However, the glove with motors enabled much faster task completion times.
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Hoda, Mohamad, Basim Hafidh, and Abdulmotaleb El Saddik. "Haptic glove for finger rehabilitation." In 2015 IEEE International Conference on Multimedia & Expo Workshops (ICMEW). IEEE, 2015. http://dx.doi.org/10.1109/icmew.2015.7169803.

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Rodriguez, Natalia, Matteo Sangalli, Monika Smukowska, and Mario Covarrubias. "Haptic Feedback Glove for Arm Rehabilitation." In CAD'21. CAD Solutions LLC, 2021. http://dx.doi.org/10.14733/cadconfp.2021.303-307.

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Ma, Zhou, and Pinhas Ben-Tzvi. "An Admittance Type Haptic Device: RML Glove." In ASME 2011 International Mechanical Engineering Congress and Exposition. ASMEDC, 2011. http://dx.doi.org/10.1115/imece2011-64108.

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This paper presents the design and control of a newly developed five-fingered admittance haptic interface named RML-glove. This haptic device is a lightweight and portable actuator system that fits on a hand and adds a sense of touch to each finger of the user. With this system, the operator is able to feel the shape and size of virtual 3D objects or to control robots through force feedback. Each finger has a miniature linear actuator that can be individually controlled to provide the force feedback. An embedded lead screw mechanism makes it possible to provide force feedback from almost zero and up to 40 N to each finger. The interface consists of micro-motors, force sensitive sensors, lithium-ion battery, wireless RF module, and an ARM7 micro-controller board. Wireless communication with a robot or host PC is established via unlicensed bands of 2.4 GHz. This haptic device may be worn on the back of bare hand without any other intrusive hardware, which otherwise constrain the movement of the fingers.
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Oliveira, Francisco, and Francis Quek. "A multimodal communication with a haptic glove." In the 1st ACM international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1389586.1389630.

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Kuroda, Yoshihiro, Yu Shigeta, Masataka Imura, Yuki Uranishi, and Osamu Oshiro. "Haptic Glove Using Compression-Induced Friction Torque." In ASME 2013 Dynamic Systems and Control Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/dscc2013-3866.

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The aim of this study is to develop a compact haptic glove that can present a variety of grasping sensations. This paper proposes a mechanism of compressing a finger joint to induce friction torque between the link and joint. In order to reduce weight and produce greater force, shape memory alloys were chosen as an actuator. The result of an experiment showed a linear relationship between the compressing force of a finger joint and friction torque, and suggested the effectiveness of the proposed mechanism. The prototype system suggested the proposed device is small and lightweight compared to the conventional device.
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9

Hafidh, Basim, Hussein Al Osman, Majed Alowaidi, Abdulmotaleb El-Saddik, and Xiaoping P. Liu. "F-Glove: A glove with force-audio sensory substitution system for diabetic patients." In 2013 IEEE International Symposium on Haptic Audio Visual Environments and Games (HAVE). IEEE, 2013. http://dx.doi.org/10.1109/have.2013.6679607.

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10

Kuusisto, Jukka, Asko Ellman, Joonas Reunamo, and Joonatan Kuosa. "Manipulating Virtual Objects With a Haptic Glove Based on Soft Pneumatic Muscles." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86572.

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In mechanical engineering, hardware mock-ups are increasingly being replaced by virtual models. Virtual environments enable the testing of different designs with considerable savings on time and money. Haptic feedback helps the user in getting a realistic conception about the cabin dimensions and how different controls actually look and feel. The haptic interface must be convenient to use and give realistic feedback on the functioning of the controls. The haptic force-feedback glove “SPM Glove” with soft pneumatic muscles — SPMs for short — on the palm side has been developed at the Department of Mechanics and Design at Tampere University of Technology. The glove provides force feedback to the thumb, index, and middle fingertips. In this paper, the usability of the SPM Glove for grasping, moving, and comparing the size of virtual objects is investigated. For achieving finger position information, the SPM Glove was worn over a data glove. Hand position was tracked with a magnetic tracker. The results indicate that users find manipulating cylindrical objects easier, more comfortable, and more natural with force feedback provided by the SPM Glove than without it. Moreover, all test users managed to arrange three invisible virtual cylinders of different sizes in order of increasing thickness using the SPM Glove.
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