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Search Results (271)

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Keywords = haptic experience

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12 pages, 1774 KiB  
Article
Comparison of Adhesion of Immortalized Human Iris-Derived Cells and Fibronectin on Phakic Intraocular Lenses Made of Different Polymer Base Materials
by Kei Ichikawa, Yoshiki Tanaka, Rie Horai, Yu Kato, Kazuo Ichikawa and Naoki Yamamoto
Medicina 2025, 61(8), 1384; https://doi.org/10.3390/medicina61081384 - 30 Jul 2025
Viewed by 156
Abstract
Background and Objectives: Posterior chamber phakic implantable contact lenses (Phakic-ICL) are widely used for refractive correction due to their efficacy and safety, including minimal corneal endothelial cell loss. The Collamer-based EVO+ Visian implantable contact lens (ICL), manufactured from Collamer, which is a blend [...] Read more.
Background and Objectives: Posterior chamber phakic implantable contact lenses (Phakic-ICL) are widely used for refractive correction due to their efficacy and safety, including minimal corneal endothelial cell loss. The Collamer-based EVO+ Visian implantable contact lens (ICL), manufactured from Collamer, which is a blend of collagen and hydroxyethyl methacrylate (HEMA), has demonstrated excellent long-term biocompatibility and optical clarity. Recently, hydrophilic acrylic Phakic-ICLs, such as the Implantable Phakic Contact Lens (IPCL), have been introduced. This study investigated the material differences among Phakic-ICLs and their interaction with fibronectin (FN), which has been reported to adhere to intraocular lens (IOL) surfaces following implantation. The aim was to compare Collamer, IPCL, and LENTIS lenses (used as control) in terms of FN distribution and cell adhesion using a small number of explanted Phakic-ICLs. Materials and Methods: Three lens types were analyzed: a Collamer Phakic-ICL (EVO+ Visian ICL), a hydrophilic acrylic IPCL, and a hydrophilic acrylic phakic-IOL (LENTIS). FN distribution and cell adhesion were evaluated across different regions of each lens. An in vitro FN-coating experiment was conducted to assess its effect on cell adhesion. Results: All lenses demonstrated minimal FN deposition and cellular adhesion in the central optical zone. A thin FN film was observed on the haptics of Collamer lenses, while FN adhesion was weaker or absent on IPCL and LENTIS surfaces. Following FN coating, Collamer lenses supported more uniform FN film formation; however, this did not significantly enhance cell adhesion. Conclusions: Collamer, which contains collagen, promotes FN film formation. Although FN film formation was enhanced, the low cell-adhesive properties of HEMA resulted in minimal cell adhesion even with FN presence. This characteristic may contribute to the long-term transparency and biocompatibility observed clinically. In contrast, hydrophilic acrylic materials used in IPCL and LENTIS demonstrated limited FN interaction. These material differences may influence extracellular matrix protein deposition and biocompatibility in clinical settings, warranting further investigation. Full article
(This article belongs to the Special Issue Ophthalmology: New Diagnostic and Treatment Approaches)
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20 pages, 1012 KiB  
Article
Interaction with Tactile Paving in a Virtual Reality Environment: Simulation of an Urban Environment for People with Visual Impairments
by Nikolaos Tzimos, Iordanis Kyriazidis, George Voutsakelis, Sotirios Kontogiannis and George Kokkonis
Multimodal Technol. Interact. 2025, 9(7), 71; https://doi.org/10.3390/mti9070071 - 14 Jul 2025
Viewed by 373
Abstract
Blindness and low vision are increasing serious public health issues that affect a significant percentage of the population worldwide. Vision plays a crucial role in spatial navigation and daily activities. Its reduction or loss creates numerous challenges for an individual. Assistive technology can [...] Read more.
Blindness and low vision are increasing serious public health issues that affect a significant percentage of the population worldwide. Vision plays a crucial role in spatial navigation and daily activities. Its reduction or loss creates numerous challenges for an individual. Assistive technology can enhance mobility and navigation in outdoor environments. In the field of orientation and mobility training, technologies with haptic interaction can assist individuals with visual impairments in learning how to navigate safely and effectively using the sense of touch. This paper presents a virtual reality platform designed to support the development of navigation techniques within a safe yet realistic environment, expanding upon existing research in the field. Following extensive optimization, we present a visual representation that accurately simulates various 3D tile textures using graphics replicating real tactile surfaces. We conducted a user interaction study in a virtual environment consisting of 3D navigation tiles enhanced with tactile textures, placed appropriately for a real-world scenario, to assess user performance and experience. This study also assess the usability and user experience of the platform. We hope that the findings will contribute to the development of new universal navigation techniques for people with visual impairments. Full article
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12 pages, 8520 KiB  
Article
Integrated Haptic Feedback with Augmented Reality to Improve Pinching and Fine Moving of Objects
by Jafar Hamad, Matteo Bianchi and Vincenzo Ferrari
Appl. Sci. 2025, 15(13), 7619; https://doi.org/10.3390/app15137619 - 7 Jul 2025
Viewed by 419
Abstract
Hand gestures are essential for interaction in augmented and virtual reality (AR/VR), allowing users to intuitively manipulate virtual objects and engage with human–machine interfaces (HMIs). Accurate gesture recognition is critical for effective task execution. However, users often encounter difficulties due to the lack [...] Read more.
Hand gestures are essential for interaction in augmented and virtual reality (AR/VR), allowing users to intuitively manipulate virtual objects and engage with human–machine interfaces (HMIs). Accurate gesture recognition is critical for effective task execution. However, users often encounter difficulties due to the lack of immediate and clear feedback from head-mounted displays (HMDs). Current tracking technologies cannot always guarantee reliable recognition, leaving users uncertain about whether their gestures have been successfully detected. To address this limitation, haptic feedback can play a key role by confirming gesture recognition and compensating for discrepancies between the visual perception of fingertip contact with virtual objects and the actual system recognition. The goal of this paper is to compare a simple vibrotactile ring with a full glove device and identify their possible improvements for a fundamental gesture like pinching and fine moving of objects using Microsoft HoloLens 2. Where the pinch action is considered an essential fine motor skill, augmented reality integrated with haptic feedback can be useful to notify the user of the recognition of the gestures and compensate for misaligned visual perception between the tracked fingertip with respect to virtual objects to determine better performance in terms of spatial precision. In our experiments, the participants’ median distance error using bare hands over all axes was 10.3 mm (interquartile range [IQR] = 13.1 mm) in a median time of 10.0 s (IQR = 4.0 s). While both haptic devices demonstrated improvement in participants precision with respect to the bare-hands case, participants achieved with the full glove median errors of 2.4 mm (IQR = 5.2) in a median time of 8.0 s (IQR = 6.0 s), and with the haptic rings they achieved even better performance with median errors of 2.0 mm (IQR = 2.0 mm) in an even better median time of only 6.0 s (IQR= 5.0 s). Our outcomes suggest that simple devices like the described haptic rings can be better than glove-like devices, offering better performance in terms of accuracy, execution time, and wearability. The haptic glove probably compromises hand and finger tracking with the Microsoft HoloLens 2. Full article
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20 pages, 8948 KiB  
Article
An Architecture for Intelligent Tutoring in Virtual Reality: Integrating LLMs and Multimodal Interaction for Immersive Learning
by Mohamed El Hajji, Tarek Ait Baha, Anas Berka, Hassan Ait Nacer, Houssam El Aouifi and Youssef Es-Saady
Information 2025, 16(7), 556; https://doi.org/10.3390/info16070556 - 29 Jun 2025
Viewed by 760
Abstract
Immersive learning has been recognized as a promising paradigm for enhancing educational experiences through the integration of VR. We propose an architecture for intelligent tutoring in immersive VR environments that employs LLM-based non-playable characters. Key system capabilities are identified, including natural language understanding, [...] Read more.
Immersive learning has been recognized as a promising paradigm for enhancing educational experiences through the integration of VR. We propose an architecture for intelligent tutoring in immersive VR environments that employs LLM-based non-playable characters. Key system capabilities are identified, including natural language understanding, real-time adaptive dialogue, and multimodal interaction through hand tracking, gaze detection, and haptic feedback. The system synchronizes speech output with NPC animations, enhancing both interactional realism and cognitive immersion. This design demonstrates that AI-driven VR interactions can significantly improve learner engagement. System performance was generally stable; however, minor latency was observed during speech processing, indicating areas for technical refinement. Overall, this research highlights the transformative potential of VR in education and emphasizes the importance of ongoing optimization to maximize its effectiveness in immersive learning contexts. Full article
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27 pages, 10314 KiB  
Article
Immersive Teleoperation via Collaborative Device-Agnostic Interfaces for Smart Haptics: A Study on Operational Efficiency and Cognitive Overflow for Industrial Assistive Applications
by Fernando Hernandez-Gobertti, Ivan D. Kudyk, Raul Lozano, Giang T. Nguyen and David Gomez-Barquero
Sensors 2025, 25(13), 3993; https://doi.org/10.3390/s25133993 - 26 Jun 2025
Viewed by 464
Abstract
This study presents a novel investigation into immersive teleoperation systems using collaborative, device-agnostic interfaces for advancing smart haptics in industrial assistive applications. The research focuses on evaluating the quality of experience (QoE) of users interacting with a teleoperation system comprising a local robotic [...] Read more.
This study presents a novel investigation into immersive teleoperation systems using collaborative, device-agnostic interfaces for advancing smart haptics in industrial assistive applications. The research focuses on evaluating the quality of experience (QoE) of users interacting with a teleoperation system comprising a local robotic arm, a robot gripper, and heterogeneous remote tracking and haptic feedback devices. By employing a modular device-agnostic framework, the system supports flexible configurations, including one-user-one-equipment (1U-1E), one-user-multiple-equipment (1U-ME), and multiple-users-multiple-equipment (MU-ME) scenarios. The experimental set-up involves participants manipulating predefined objects and placing them into designated baskets by following specified 3D trajectories. Performance is measured using objective QoE metrics, including temporal efficiency (time required to complete the task) and spatial accuracy (trajectory similarity to the predefined path). In addition, subjective QoE metrics are assessed through detailed surveys, capturing user perceptions of presence, engagement, control, sensory integration, and cognitive load. To ensure flexibility and scalability, the system integrates various haptic configurations, including (1) a Touch kinaesthetic device for precision tracking and grounded haptic feedback, (2) a DualSense tactile joystick as both a tracker and mobile haptic device, (3) a bHaptics DK2 vibrotactile glove with a camera tracker, and (4) a SenseGlove Nova force-feedback glove with VIVE trackers. The modular approach enables comparative analysis of how different device configurations influence user performance and experience. The results indicate that the objective QoE metrics varied significantly across device configurations, with the Touch and SenseGlove Nova set-ups providing the highest trajectory similarity and temporal efficiency. Subjective assessments revealed a strong correlation between presence and sensory integration, with users reporting higher engagement and control in scenarios utilizing force feedback mechanisms. Cognitive load varied across the set-ups, with more complex configurations (e.g., 1U-ME) requiring longer adaptation periods. This study contributes to the field by demonstrating the feasibility of a device-agnostic teleoperation framework for immersive industrial applications. It underscores the critical interplay between objective task performance and subjective user experience, providing actionable insights into the design of next-generation teleoperation systems. Full article
(This article belongs to the Special Issue Recent Development of Flexible Tactile Sensors and Their Applications)
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21 pages, 24372 KiB  
Article
Streamlining Haptic Design with Micro-Collision Haptic Map Generated by Stable Diffusion
by Hongyu Liu and Zhenyu Gu
Appl. Sci. 2025, 15(13), 7174; https://doi.org/10.3390/app15137174 - 26 Jun 2025
Viewed by 334
Abstract
Rendering surface materials to provide realistic tactile sensations is a key focus in haptic interaction research. However, generating texture maps and designing corresponding haptic feedback often requires expert knowledge and significant effort. To simplify the workflow, we developed a micro-collision-based tactile texture dataset [...] Read more.
Rendering surface materials to provide realistic tactile sensations is a key focus in haptic interaction research. However, generating texture maps and designing corresponding haptic feedback often requires expert knowledge and significant effort. To simplify the workflow, we developed a micro-collision-based tactile texture dataset for several common materials and fine-tuned the VAE model of Stable Diffusion. Our approach allows designers to generate matching visual and haptic textures from natural language prompts and enables users to receive real-time, realistic haptic feedback when interacting with virtual surfaces. We evaluated our method through a haptic design task. Professional and non-haptic designers each created one haptic design using traditional tools and another using our approach. Participants then evaluated the four resulting designs. The results showed that our method produced haptic feedback comparable to that of professionals, though slightly lower in overall and consistency scores. Importantly, professional designers using our method required less time and fewer expert resources. Non-haptic designers also achieved better outcomes with our tool. Our generative method optimizes the haptic design workflow, lowering the expertise threshold and increasing efficiency. It has the potential to support broader adoption of haptic design in interactive media and enhance multisensory experiences. Full article
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19 pages, 6337 KiB  
Article
Designing a Smart Garment for Dynamic Sitting Reminders
by Yujie Hou, Zhaohui Wang, Huanhuan Liu, Mengxuan Xia, Xinyi Fan and Qinwen Ye
Sensors 2025, 25(11), 3359; https://doi.org/10.3390/s25113359 - 27 May 2025
Viewed by 611
Abstract
Currently, the sedentary nature of office work has led to a steady increase in the prevalence of spinal disorders, including lower back pain, back pain, and neck pain. Medical research has shown that monitoring and improving sitting posture is an important measure to [...] Read more.
Currently, the sedentary nature of office work has led to a steady increase in the prevalence of spinal disorders, including lower back pain, back pain, and neck pain. Medical research has shown that monitoring and improving sitting posture is an important measure to prevent spinal discomfort. The emergence and development of wearable technology have enabled more people to effectively monitor their health. In this study, we propose and design a textile sensor-based sitting posture correction smart garment to realize dynamic sitting reminders aimed at meeting the needs of sedentary office workers. The garment achieves real-time sitting posture recognition through integrated machine learning algorithms, with a recognition accuracy exceeding 95% using a random forest classifier. Additionally, we developed haptic vibration feedback and visual GUI feedback modes to provide sitting posture intervention and dynamic sitting reminders. To evaluate the system’s effectiveness and usability, we conducted comparative experiments analyzing sitting posture behavior before and after wearing the smart garment, along with a user satisfaction survey. The results demonstrate that the smart garment effectively helps office workers adjust their sitting posture and reduces the risk of spinal discomfort associated with prolonged sedentary work. Full article
(This article belongs to the Section Wearables)
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15 pages, 2910 KiB  
Article
Advancing Foundry Training Through Virtual Reality: A Low-Cost, Immersive Learning Environment
by Anson Fry, Ismail Fidan and Eric Wooldridge
Inventions 2025, 10(3), 38; https://doi.org/10.3390/inventions10030038 - 22 May 2025
Cited by 1 | Viewed by 573
Abstract
Metal casting foundries present hazardous working conditions, making traditional training methods costly, time-consuming, and potentially unsafe. To address these challenges, this study presents a Virtual Reality (VR) training framework developed for the Tennessee Tech University (TTU) Foundry. The objective is to enhance introductory [...] Read more.
Metal casting foundries present hazardous working conditions, making traditional training methods costly, time-consuming, and potentially unsafe. To address these challenges, this study presents a Virtual Reality (VR) training framework developed for the Tennessee Tech University (TTU) Foundry. The objective is to enhance introductory training and safety education by providing an immersive, interactive, and risk-free environment where trainees can familiarize themselves with safety protocols, equipment handling, process workflows, and machine arrangements before engaging with real-world operations. The VR foundry environment is designed using Unreal Engine, a freely available software tool, to create a high-fidelity, interactive simulation of metal casting processes. This system enables real-time user interaction, scenario-based training, and procedural guidance, ensuring an engaging and effective learning experience. Preliminary findings and prior research indicate that VR-based training enhances learning retention, improves hazard recognition, and reduces training time compared to traditional methods. While challenges such as haptic feedback limitations and initial setup costs exist, VR’s potential in engineering education and industrial training is substantial. This work-in-progress study highlights the transformative role of VR in foundry training, contributing to the development of a safer, more efficient, and scalable workforce in the metal casting industry. Full article
(This article belongs to the Section Inventions and Innovation in Advanced Manufacturing)
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15 pages, 1981 KiB  
Article
Investigation of the Clinical Value of Three-Dimensional-Printed Personalised Vascular Models for the Education and Training of Clinicians When Performing Interventional Endovascular Procedures
by Deborah L. Daring and Zhonghua Sun
Appl. Sci. 2025, 15(10), 5695; https://doi.org/10.3390/app15105695 - 20 May 2025
Cited by 1 | Viewed by 528
Abstract
This study aimed to assess the clinical value of three-dimensional printed personalised vascular models (3DPPVMs) in assisting with the pre-operative planning and simulation of endovascular interventions. CT angiographic images of four cases, namely, abdominal aorta aneurysm (AAA), carotid artery stenosis, coronary artery stenosis, [...] Read more.
This study aimed to assess the clinical value of three-dimensional printed personalised vascular models (3DPPVMs) in assisting with the pre-operative planning and simulation of endovascular interventions. CT angiographic images of four cases, namely, abdominal aorta aneurysm (AAA), carotid artery stenosis, coronary artery stenosis, and renal artery stenosis, were selected, and 3DPPVMs were obtained. A total of 21 clinicians specialising in interventional radiology and vascular surgery were invited to participate in the study, comprising 6 radiologists and 15 vascular surgeons. Of these, 66.7% had not used a 3DPPVM prior to their participation. Considering all areas of experience and all four models, it was observed that 75% of the participants gave a ranking of 7 or above out of 10 with regard to the recommendation of the use of the 3DPPVMs. The mean scores of the participants’ ranking of the models ranged from 3.2 to 4.3 out of 5. The AAA model was ranked the highest for realism (4.10 ± 0.89, p = 0.002), the planning of interventions and simulations (3.90 ± 1.12 and 4.05 ± 0.95), the development of haptic skills (3.56 ± 0.98), reducing the procedure time (3.47 ± 1.12), and clarifying the pathology to patients (4.33 ± 0.69, p all >0.05), indicating consistency amongst the participants. The carotid artery model was ranked the highest for accurately displaying anatomical structures (4.3 ± 0.73). All the 3DPPVMs enhanced the understanding of the disease demonstrated, with rankings between 3.8 and 3.95. All the models aided in elucidating the intervention procedure required and in the planning of vascular interventions, with rankings of 3.5 and 3.9. The highest rankings were given by qualified clinicians with 8 or more years of experience. This study shows the potential value of using 3D-printed vascular models in education for clinicians and patients, as well as for clinical training and the pre-surgical simulation of endovascular stent-grafting procedures. Full article
(This article belongs to the Section Additive Manufacturing Technologies)
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33 pages, 10073 KiB  
Article
A Versatile Tool for Haptic Feedback Design Towards Enhancing User Experience in Virtual Reality Applications
by Vasilije Bursać and Dragan Ivetić
Appl. Sci. 2025, 15(10), 5419; https://doi.org/10.3390/app15105419 - 13 May 2025
Viewed by 981
Abstract
The past 15 years of extensive experience teaching VR system development has taught us that haptic feedback must be more sophisticatedly integrated into VR systems, alongside the already realistic high-fidelity visual and audio feedback. The third generation of students is enhancing VR interactive [...] Read more.
The past 15 years of extensive experience teaching VR system development has taught us that haptic feedback must be more sophisticatedly integrated into VR systems, alongside the already realistic high-fidelity visual and audio feedback. The third generation of students is enhancing VR interactive experiences by incorporating haptic feedback through traditional, proven, commercially available gamepad controllers. Insights and discoveries gained through this process contributed to the development of versatile Unity custom editor tool, which is the focus of this article. The developed tool supports a wide range of use cases, enabling the visual, parametric, and descriptive creation of reusable haptic effects. To enhance productivity in commercial development, it supports the creation of haptic and haptic/audio stimulus libraries, which can be further expanded and combined based on object-oriented principles. Additionally, the tool allows for the definition of specific areas within the virtual space where these stimuli can be experienced, depending on the virtual object the avatar holds and the activities they perform. This intuitive platform allows the design of reusable haptic effects through graphical editor, audio conversion, programmatic scripting, and AI-powered guidance. The sophistication and usability of the tool have been demonstrated through several student VR projects across various application areas. Full article
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21 pages, 4279 KiB  
Article
Development and Evaluation of a Tool for Blind Users Utilizing AI Object Detection and Haptic Feedback
by Georgios Voutsakelis, Ioannis Dimkaros, Nikolaos Tzimos, George Kokkonis and Sotirios Kontogiannis
Machines 2025, 13(5), 398; https://doi.org/10.3390/machines13050398 - 10 May 2025
Cited by 1 | Viewed by 1070
Abstract
This paper presents the development and evaluation of a smartphone application designed to improve accessibility for blind users. It uses the lightweight EfficientDet-lite2 model and the comprehensive COCO dataset in order to provide real-time object detection. The novelty of the application is in [...] Read more.
This paper presents the development and evaluation of a smartphone application designed to improve accessibility for blind users. It uses the lightweight EfficientDet-lite2 model and the comprehensive COCO dataset in order to provide real-time object detection. The novelty of the application is in the integration of haptic feedback, which is activated when users touch objects that are detected on the screen, combined with audio notifications that announce the name of the detected object in multiple languages. This multimodal feedback mechanism helps blind users to recognize, explore, and move within their environment more effectively and safely. Extensive usability and user experience evaluation was conducted with blind and blindfolded users. The evaluation assessed the usability, effectiveness, accessibility, and user satisfaction and experience of the application. Additionally, a comparative analysis was performed between the use of haptic feedback and scenarios where haptic feedback was disabled. The results show a higher level of user satisfaction, greater ease of use, and significant potential for improving the independence of blind people when the haptic feedback is enabled. The findings also suggest that the inclusion of haptic feedback significantly enhances the user experience. This study underlines the importance of multimodal feedback systems in assistive technologies and the potential of mobile applications to provide accessible solutions for blind users. Full article
(This article belongs to the Special Issue Recent Developments in Machine Design, Automation and Robotics)
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41 pages, 4809 KiB  
Review
Neurocomputational Mechanisms of Sense of Agency: Literature Review for Integrating Predictive Coding and Adaptive Control in Human–Machine Interfaces
by Anirban Dutta
Brain Sci. 2025, 15(4), 396; https://doi.org/10.3390/brainsci15040396 - 14 Apr 2025
Cited by 1 | Viewed by 1570
Abstract
Background: The sense of agency (SoA)—the subjective experience of controlling one’s own actions and their consequences—is a fundamental aspect of human cognition, volition, and motor control. Understanding how the SoA arises and is disrupted in neuropsychiatric disorders has significant implications for human–machine interface [...] Read more.
Background: The sense of agency (SoA)—the subjective experience of controlling one’s own actions and their consequences—is a fundamental aspect of human cognition, volition, and motor control. Understanding how the SoA arises and is disrupted in neuropsychiatric disorders has significant implications for human–machine interface (HMI) design for neurorehabilitation. Traditional cognitive models of agency often fail to capture its full complexity, especially in dynamic and uncertain environments. Objective: This review synthesizes computational models—particularly predictive coding, Bayesian inference, and optimal control theories—to provide a unified framework for understanding the SoA in both healthy and dysfunctional brains. It aims to demonstrate how these models can inform the design of adaptive HMIs and therapeutic tools by aligning with the brain’s own inference and control mechanisms. Methods: I reviewed the foundational and contemporary literature on predictive coding, Kalman filtering, the Linear–Quadratic–Gaussian (LQG) control framework, and active inference. I explored their integration with neurophysiological mechanisms, focusing on the somato-cognitive action network (SCAN) and its role in sensorimotor integration, intention encoding, and the judgment of agency. Case studies, simulations, and XR-based rehabilitation paradigms using robotic haptics were used to illustrate theoretical concepts. Results: The SoA emerges from hierarchical inference processes that combine top–down motor intentions with bottom–up sensory feedback. Predictive coding frameworks, especially when implemented via Kalman filters and LQG control, provide a mechanistic basis for modeling motor learning, error correction, and adaptive control. Disruptions in these inference processes underlie symptoms in disorders such as functional movement disorder. XR-based interventions using robotic interfaces can restore the SoA by modulating sensory precision and motor predictions through adaptive feedback and suggestion. Computer simulations demonstrate how internal models, and hypnotic suggestions influence state estimation, motor execution, and the recovery of agency. Conclusions: Predictive coding and active inference offer a powerful computational framework for understanding and enhancing the SoA in health and disease. The SCAN system serves as a neural hub for integrating motor plans with cognitive and affective processes. Future work should explore the real-time modulation of agency via biofeedback, simulation, and SCAN-targeted non-invasive brain stimulation. Full article
(This article belongs to the Special Issue New Insights into Movement Generation: Sensorimotor Processes)
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19 pages, 1198 KiB  
Article
Assessing Vibrotactile Feedback Effects on Posture, Muscle Recruitment, and Cognitive Performance
by Demir Tuken, Ian Silva and Rachel V. Vitali
Sensors 2025, 25(8), 2416; https://doi.org/10.3390/s25082416 - 11 Apr 2025
Viewed by 1602
Abstract
Musculoskeletal disorders are prevalent among medical professionals like dentists, who often maintain prolonged, ergonomically disadvantageous postures. This study aims to evaluate the feasibility and efficacy of a wearable sensor-based monitoring and feedback system designed to improve posture and evaluate muscle recruitment. Thirty-five healthy [...] Read more.
Musculoskeletal disorders are prevalent among medical professionals like dentists, who often maintain prolonged, ergonomically disadvantageous postures. This study aims to evaluate the feasibility and efficacy of a wearable sensor-based monitoring and feedback system designed to improve posture and evaluate muscle recruitment. Thirty-five healthy adults participated in a controlled experiment, performing a typing task under various postural conditions with and without haptic feedback. Surface electromyography sensors measured muscle activity in the upper trapezius and infraspinatus muscles, while inertial measurement units tracked spine orientation. The results indicated that haptic feedback significantly influenced muscle activity and posture. Feedback reduced deviations from the desired postures but increased muscle activity in certain conditions. Cognitive performance, measured by typing speed, decreased with feedback, suggesting a trade-off between maintaining posture and the performance of the task. These findings highlight the potential of haptic feedback in ergonomic interventions to mitigate MSDs. Future research should explore the long-term effects and optimize feedback mechanisms to balance posture correction and cognitive demands. Full article
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24 pages, 1715 KiB  
Article
Multimodal Guidance for Enhancing Cyclist Road Awareness
by Gang Ren, Zhihuang Huang, Wenshuo Lin, Ning Miao, Tianyang Huang, Gang Wang and Jee-Hang Lee
Electronics 2025, 14(7), 1363; https://doi.org/10.3390/electronics14071363 - 28 Mar 2025
Cited by 2 | Viewed by 1049
Abstract
Road safety for vulnerable road users, particularly cyclists, remains a critical global issue. This study explores the potential of multimodal visual and haptic interaction technologies to improve cyclists’ perception of and responsiveness to their surroundings. Through a systematic evaluation of various visual displays [...] Read more.
Road safety for vulnerable road users, particularly cyclists, remains a critical global issue. This study explores the potential of multimodal visual and haptic interaction technologies to improve cyclists’ perception of and responsiveness to their surroundings. Through a systematic evaluation of various visual displays and Haptic Feedback mechanisms, this research aims to identify effective strategies for recognizing and localizing potential traffic hazards. Study 1 examines the design and effectiveness of Visual Feedback, focusing on factors such as feedback type, traffic scenarios, and target locations. Study 2 investigates the integration of Haptic Feedback through wearable vests to enhance cyclists’ awareness of peripheral vehicular activities. By conducting experiments in realistic traffic conditions, this research seeks to develop safety systems that are intuitive, cognitively efficient, and tailored to the needs of diverse user groups. This work advances multimodal interaction design for road safety and aims to contribute to a global reduction in traffic incidents involving vulnerable road users. The findings offer empirical insights for designing effective assistance systems for cyclists and other non-motorized vehicle users, thereby ensuring their safety within complex traffic environments. Full article
(This article belongs to the Special Issue Human-Computer Interaction in Intelligent Systems, 2nd Edition)
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30 pages, 14074 KiB  
Review
Recent Advances in Wearable Thermal Devices for Virtual and Augmented Reality
by Minsu Park
Micromachines 2025, 16(4), 383; https://doi.org/10.3390/mi16040383 - 27 Mar 2025
Cited by 1 | Viewed by 1124
Abstract
Thermal technologies that effectively deliver thermal stimulation through skin-integrated systems and enable temperature perception via the activation of cutaneous thermoreceptors are key to enhancing immersive experiences in virtual and augmented reality (VR/AR) through multisensory engagement. However, recent advancements and commercial adoption have predominantly [...] Read more.
Thermal technologies that effectively deliver thermal stimulation through skin-integrated systems and enable temperature perception via the activation of cutaneous thermoreceptors are key to enhancing immersive experiences in virtual and augmented reality (VR/AR) through multisensory engagement. However, recent advancements and commercial adoption have predominantly focused on haptic rather than thermal technology. This review provides an overview of recent advancements in wearable thermal devices (WTDs) designed to reconstruct artificial thermal sensations for VR/AR applications. It examines key thermal stimulation parameters, including stimulation area, magnitude, and duration, with a focus on thermal perception mechanisms and thermoreceptor distribution in the skin. Input power requirements for surpassing thermal perception thresholds are discussed based on analytical modeling. Material choices for WTDs, including metal nanowires, carbon nanotubes, liquid metals, thermoelectric devices, and passive cooling elements, are introduced. The functionalities, device designs, operation modes, fabrication processes, and electrical and mechanical properties of various WTDs are analyzed. Representative applications illustrate how flexible, thin WTDs enable immersive VR/AR experiences through spatiotemporal, programmable stimulation. A concluding section summarizes key challenges and future opportunities in advancing skin–integrated VR/AR systems. Full article
(This article belongs to the Section E:Engineering and Technology)
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