{"id":381233,"date":"2017-05-04T13:49:02","date_gmt":"2017-05-04T20:49:02","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&#038;p=381233"},"modified":"2019-09-25T09:59:27","modified_gmt":"2019-09-25T16:59:27","slug":"sparse-haptic-proxy-touch-feedback-in-virtual-environments-using-a-general-passive-prop","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/sparse-haptic-proxy-touch-feedback-in-virtual-environments-using-a-general-passive-prop\/","title":{"rendered":"Sparse Haptic Proxy: Touch Feedback in Virtual Environments Using a General Passive Prop"},"content":{"rendered":"<p>We propose a class of passive haptics that we call Sparse Haptic Proxy: a set of geometric primitives that simulate touch feedback in elaborate virtual reality scenes. Unlike previous passive haptics that replicate the virtual environment in physical space, a Sparse Haptic Proxy simulates a scene&#8217;s detailed geometry by redirecting the user&#8217;s hand to a matching primitive of the proxy. To bridge the divergence of the scene from the proxy, we augment an existing Haptic Retargeting technique with an on-the-fly target remapping: We predict users&#8217; intentions during interaction in the virtual space by analyzing their gaze and hand motions, and consequently redirect their hand to a matching part of the proxy. We conducted three user studies on haptic retargeting technique and implemented a system from three main results: 1) The maximum angle participants found acceptable for retargeting their hand is 40\u00b0, with an average rating of 4.6 out of 5. 2) Tracking participants&#8217; eye gaze reliably predicts their touch intentions (97.5%), even while simultaneously manipulating the user&#8217;s hand-eye coordination for retargeting. 3) Participants preferred minimized retargeting distances over better-matching surfaces of our Sparse Haptic Proxy when receiving haptic feedback for single-finger touch input. We demonstrate our system with two virtual scenes: a flight cockpit and a room quest game. While their scene geometries differ substantially, both use the same sparse haptic proxy to provide haptic feedback to the user during task completion.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We propose a class of passive haptics that we call Sparse Haptic Proxy: a set of geometric primitives that simulate touch feedback in elaborate virtual reality scenes. Unlike previous passive haptics that replicate the virtual environment in physical space, a Sparse Haptic Proxy simulates a scene&#8217;s detailed geometry by redirecting the user&#8217;s hand to a [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"ACM","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"","msr_number":"","msr_organization":"","msr_pages_string":"","msr_page_range_start":"","msr_page_range_end":"","msr_series":"","msr_volume":"","msr_copyright":"","msr_conference_name":"CHI 2017","msr_doi":"","msr_arxiv_id":"","msr_s2_paper_id":"","msr_mag_id":"","msr_pubmed_id":"","msr_other_authors":"","msr_other_contributors":"","msr_speaker":"","msr_award":"","msr_affiliation":"","msr_institution":"","msr_host":"","msr_version":"","msr_duration":"","msr_original_fields_of_study":"","msr_release_tracker_id":"","msr_s2_match_type":"","msr_citation_count_updated":"","msr_published_date":"2017-5-4","msr_highlight_text":"","msr_notes":"","msr_longbiography":"","msr_publicationurl":"http:\/\/dl.acm.org\/citation.cfm?id=3025753","msr_external_url":"https:\/\/www.youtube.com\/watch?v=0XBe-EBrQpc","msr_secondary_video_url":"","msr_conference_url":"","msr_journal_url":"","msr_s2_pdf_url":"","msr_year":0,"msr_citation_count":0,"msr_influential_citations":0,"msr_reference_count":0,"msr_s2_match_confidence":0,"msr_microsoftintellectualproperty":true,"msr_s2_open_access":false,"msr_s2_author_ids":[],"msr_pub_ids":[],"msr_hide_image_in_river":0,"footnotes":""},"msr-research-highlight":[],"research-area":[13554],"msr-publication-type":[193716],"msr-publisher":[],"msr-focus-area":[],"msr-locale":[268875],"msr-post-option":[],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-381233","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-human-computer-interaction","msr-locale-en_us"],"msr_publishername":"ACM","msr_edition":"","msr_affiliation":"","msr_published_date":"2017-5-4","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"","msr_journal":"","msr_volume":"","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"","msr_organization":"","msr_how_published":"","msr_notes":"","msr_highlight_text":"","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"https:\/\/www.youtube.com\/watch?v=0XBe-EBrQpc","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":1,"msr_main_download":"","msr_publicationurl":"http:\/\/dl.acm.org\/citation.cfm?id=3025753","msr_doi":"","msr_publication_uploader":[{"type":"url","viewUrl":"false","id":"false","title":"http:\/\/dl.acm.org\/citation.cfm?id=3025753","label_id":"243109","label":0},{"type":"doi","viewUrl":"false","id":"false","title":"10.1145\/3025453.3025753","label_id":"243106","label":0}],"msr_related_uploader":"","msr_citation_count":0,"msr_citation_count_updated":"","msr_s2_paper_id":"","msr_influential_citations":0,"msr_reference_count":0,"msr_arxiv_id":"","msr_s2_author_ids":[],"msr_s2_open_access":false,"msr_s2_pdf_url":null,"msr_attachments":[{"id":0,"url":"http:\/\/dl.acm.org\/citation.cfm?id=3025753"}],"msr-author-ordering":[{"type":"guest","value":"lung-pan-cheng","user_id":381251,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=lung-pan-cheng"},{"type":"user_nicename","value":"Eyal Ofek","user_id":31772,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=Eyal Ofek"},{"type":"user_nicename","value":"Christian Holz","user_id":31415,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=Christian Holz"},{"type":"user_nicename","value":"Hrvoje Benko","user_id":31206,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=Hrvoje Benko"},{"type":"edited_text","value":"Andrew D. Wilson","user_id":31159,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=Andrew D. Wilson"}],"msr_impact_theme":[],"msr_research_lab":[],"msr_event":[],"msr_group":[379814],"msr_project":[491900,432870,381242,312002],"publication":[],"video":[],"msr-tool":[],"msr_publication_type":"inproceedings","related_content":{"projects":[{"ID":491900,"post_title":"Avatars","post_name":"avatar-embodiment-standard-questionnaire","post_type":"msr-project","post_date":"2018-06-20 10:36:19","post_modified":"2020-04-09 18:55:15","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/avatar-embodiment-standard-questionnaire\/","post_excerpt":"&nbsp; Inside Virtual Reality (VR), users are represented by avatars. When the avatars are collocated from in first-person perspective, users experience what is commonly known as embodiment. When doing so, participants have the feeling that the own body has been substituted by the self-avatar, and that the new body is the source of the sensations. Embodiment is complex as it includes not only body ownership over the avatar, but also agency, co-location, and external appearance.&hellip;","_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/491900"}]}},{"ID":432870,"post_title":"Haptic Controllers &amp; Rich Haptics for MR","post_name":"haptic-controllers","post_type":"msr-project","post_date":"2018-03-08 08:00:35","post_modified":"2020-12-23 06:58:19","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/haptic-controllers\/","post_excerpt":"We have been exploring a number of ways in which technology can generate a wide range of haptic sensations that may fit within held Virtual Reality controllers, not unlike the ones currently being used by consumers. Enabling users to touch and grasp virtual objects, feel the sliding of their fingertips on the surface of the objects and more. The ultimate goal: Allowing users to interact with the virtual digital world, in more natural ways than&hellip;","_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/432870"}]}},{"ID":381242,"post_title":"Sparse Haptic Proxy","post_name":"sparse-haptic-proxy","post_type":"msr-project","post_date":"2017-05-04 14:06:35","post_modified":"2019-08-19 10:01:47","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/sparse-haptic-proxy\/","post_excerpt":"\u00a0 The user of Virtual Reality, may find himself in different virtual worlds, such as a spy game (middle) or a space simulator(right) , yet they all give him tangible feedback using the same physical geometry in the real world (left). We propose a class of passive haptics that we call Sparse Haptic Proxy: a set of geometric primitives that simulate touch feedback in elaborate virtual reality scenes. Unlike previous passive haptics that replicate the&hellip;","_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/381242"}]}},{"ID":312002,"post_title":"Rich Haptic Feedback in Virtual Reality","post_name":"rich-haptic-feedback-in-virtual-reality","post_type":"msr-project","post_date":"2016-10-27 13:53:37","post_modified":"2020-12-01 18:11:13","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/rich-haptic-feedback-in-virtual-reality\/","post_excerpt":"Publications Lung-Pan Chang, Eyal Ofek, Christian Holz, Hrvoje Benko &amp; Andrew D. Wilson Sparse Haptic Proxy: Touch Feedback in Virtual Environments Using a General Passive Prop In proceedings of ACM CHI 2017 PDF \u00a0 Video &nbsp; Hrvoje Benko, Christian Holz, Mike Sinclair, and Eyal Ofek NormalTouch and TextureTouch: High-fidelity 3D Haptic Shape Rendering on Handheld Virtual Reality Controllers. In proceedings of ACM UIST 2016 PDF \u00a0 Video &nbsp; Mahdi Azmandian, Mark Hancock, Hrvoje Benko, Eyal&hellip;","_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/312002"}]}}]},"_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-research-item\/381233","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-research-item"}],"about":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/types\/msr-research-item"}],"version-history":[{"count":1,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-research-item\/381233\/revisions"}],"predecessor-version":[{"id":432828,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-research-item\/381233\/revisions\/432828"}],"wp:attachment":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/media?parent=381233"}],"wp:term":[{"taxonomy":"msr-research-highlight","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-research-highlight?post=381233"},{"taxonomy":"msr-research-area","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/research-area?post=381233"},{"taxonomy":"msr-publication-type","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-publication-type?post=381233"},{"taxonomy":"msr-publisher","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-publisher?post=381233"},{"taxonomy":"msr-focus-area","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-focus-area?post=381233"},{"taxonomy":"msr-locale","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-locale?post=381233"},{"taxonomy":"msr-post-option","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-post-option?post=381233"},{"taxonomy":"msr-field-of-study","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-field-of-study?post=381233"},{"taxonomy":"msr-conference","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-conference?post=381233"},{"taxonomy":"msr-journal","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-journal?post=381233"},{"taxonomy":"msr-impact-theme","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-impact-theme?post=381233"},{"taxonomy":"msr-pillar","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-pillar?post=381233"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}