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Haptic Interaction for VR: Use-Cases for Learning and UX, Using the Example of the BMBF Project SmartHands

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HCI in Business, Government and Organizations (HCII 2021)

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Abstract

VR is becoming increasingly popular and is developing from a niche market to a mass market currently experiencing thriving. Highly developed technology at affordable prices and a spectrum of applications ranging from gaming to learning to e-business are shaping the VR landscape in 2021. There are attempts to address many human senses through software and hardware to make the scenarios even more realistic. The integration of haptics is becoming the focus of current trends and developments. This paper attempts to do justice to this trend and looks at haptic interaction from different angles. Besides a brief excursus to the development of haptic devices, we will also discuss physiological grounds to grasp better the possibilities offered by integrating the sense of touch. Also, practical examples from the BMBF project SmartHands will illustrate how and when haptic feedback in the form of haptic gloves can be usefully integrated into a VR learning application. We will also attempt to build a direct bridge to application-oriented e-business by outlining promising use cases to embed haptic feedback in e-commerce.

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Acknowledgments

The results of this work were supported by the Bundesministerium für Bildung und Forschung within the project “SmartHands” which was funded under the project reference 01PG20006.

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Correspondence to Oliver Gast .

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Gast, O., Makhkamova, A., Werth, D., Funk, M. (2021). Haptic Interaction for VR: Use-Cases for Learning and UX, Using the Example of the BMBF Project SmartHands. In: Nah, F.FH., Siau, K. (eds) HCI in Business, Government and Organizations. HCII 2021. Lecture Notes in Computer Science(), vol 12783. Springer, Cham. https://doi.org/10.1007/978-3-030-77750-0_36

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  • DOI: https://doi.org/10.1007/978-3-030-77750-0_36

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