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Impact of Sensory Haptic Vibrotactile Feedback on Manual Dexterity in Augmented Reality.

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Abstract
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The use of immersive environments is increasing, especially in rehabilitation and other areas, like sports and gaming. Tasks performed in virtual/augmented reality (VR/AR) often have poorer motor performance, in part due to reduced tactile and proprioceptive inputs. We investigated whether vibrotactile haptic feedback could enhance motor performance within AR. We used the Box and Block Test (BBT) to investigate manual dexterity, where participants moved cubes over a partition using one hand. Participants performed the task in 8 conditions: Real, AR without feedback, and AR with haptic wristband or ring vibrotactile feedback using different vibration patterns (Impulse, Continuous, Hybrid). Movement features were extracted and machine learning was used to classify the experimental conditions. Results revealed that performance was consistently lower in the AR environment compared to the physical BBT. The conditions with the haptic wristband feedback gave similar performance, compared to the AR condition without haptic feedback, in terms of number of cubes moved and successful grasp rate. Conversely, conditions using the ring showed lower performance compared to AR conditions without haptics and the wristband conditions. Motion analysis of the movement trajectory revealed that using vibrotactile devices, particularly the ring, produced slower and shorter movements, as compared to AR alone. A Gradient Boosting machine learning model did not distinguish between all conditions, showing only some accuracy between AR, wristband, and ring conditions. Our study highlights the challenges of integrating haptic sensory enhancements in AR training environments, advocating a nuanced approach to developing haptic feedback systems that complement AR technologies more effectively.

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By incorporating haptic feedback, they replicate the forces between the tool and the tissue, which directly correlate to tissue trauma. A virtual laparoscopic force model is incorporated into the simulator and used to determine the just noticeable differences of the laparoscopic grasping force. The results suggest that a simple linear model is sufficient for gripper force feedback, and a non-linear model does not affect the force perception. Expert laparoscopic surgeons agree that haptic feedback improves learning performance, and the force model improves the accuracy of object interaction during the gripping task.Innovative approaches to enhance surgical training must foster motor and sensory skills while reducing cognitive burden, lowering costs, and being conducive to faster design processes. This collection, the third on the topic of Haptic Training Simulation, underscores the potential of hapticenabled virtual reality tools in shaping the future of surgical education and improving patient outcomes.

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Automation of Box and Block Test in Virtual Reality and Augmented Reality
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This study focuses on virtual rehabilitation (VR) and augmented reality (AR). In previous study, the effect of improving the function of rehabilitation by VR has been shown. It is useful for stroke survivors as what can be done at home. This study examin usefulness of box and block test (BBT) with VR and AR. Out final goal of this study is to make it possible to do rehabilitation at the home with virtual rehabilitation test, and we create an environment where each person can maintain and improve their own performance at own home, so that rehabilitation can be continued in daily life.

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  • Research Article
  • Cite Count Icon 54
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Concurrent validity and test-retest reliability of the Virtual Peg Insertion Test to quantify upper limb function in patients with chronic stroke
  • Jan 22, 2016
  • Journal of NeuroEngineering and Rehabilitation
  • Bernadette C Tobler-Ammann + 5 more

BackgroundMeasuring arm and hand function of the affected side is vital in stroke rehabilitation. Therefore, the Virtual Peg Insertion Test (VPIT), an assessment combining virtual reality and haptic feedback during a goal-oriented task derived from the Nine Hole Peg Test (NHPT), was developed. This study aimed to evaluate (1) the concurrent validity of key outcome measures of the VPIT, namely the execution time and the number of dropped pegs, with the NHPT and Box and Block Test (BBT), and (2) the test-retest-reliability of these parameters together with the VPIT’s additional kinetic and kinematic parameters in patients with chronic stroke.The three tests were administered on 31 chronic patients with stroke in one session (concurrent validity), and the VPIT was retested in a second session 3–7 days later (test-retest reliability). Spearman rank correlation coefficients (ρ) were calculated for assessing concurrent validity, and intraclass correlation coefficients (ICCs) were used to determine relative reliability. Bland-Altman plots were drawn and the smallest detectable difference (SDD) was calculated to examine absolute reliability.ResultsFor the 31 included patients, 11 were able to perform the VPIT solely via use of their affected arm, whereas 20 patients also had to utilize support from their unaffected arm. For n = 31, the VPIT showed low correlations with the NHPT (ρ = 0.31 for time (Tex[s]); ρ = 0.21 for number of dropped pegs (Ndp)) and BBT (ρ = −0.23 for number of transported cubes (Ntc); ρ = −0.12 for number of dropped cubes (Ndc)). The test-retest reliability for the parameters Tex[s], mean grasping force (Fggo[N]), number of zero-crossings (Nzc[1/sgo/return) and mean collision force (Fcmean[N]) were good to high, with ICCs ranging from 0.83 to 0.94. Fair reliability could be found for Fgreturn (ICC = 0.75) and trajectory error (Etrajgo[cm]) (0.70). Poor reliability was measured for Etrajreturn[cm] (0.67) and Ndp (0.58). The SDDs were: Tex = 70.2 s, Ndp = 0.4 pegs; Fggo/return = 3.5/1.2 Newton; Nzc[1/s]go/return = 0.2/1.8 zero-crossings; Etrajgo/return = 0.5/0.8 cm; Fcmean = 0.7 Newton.ConclusionsThe VPIT is a promising upper limb function assessment for patients with stroke requiring other components of upper limb motor performance than the NHPT and BBT. The high intra-subject variation indicated that it is a demanding test for this stroke sample, which necessitates a thorough introduction to this assessment. Once familiar, the VPIT provides more objective and comprehensive measurements of upper limb function than conventional, non-computerized hand assessments.

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  • 10.1109/embc.2015.7318349
Robot-assisted training to improve proprioception does benefit from added vibro-tactile feedback.
  • Aug 1, 2015
  • Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference
  • A Cuppone + 3 more

Proprioception is central for motor control and its role must also be taken into account when designing motor rehabilitation training protocols. This is particularly important when dealing with motor deficits due to proprioceptive impairment such as peripheral sensory neuropathy. In these cases substituting or augmenting diminished proprioceptive sensory information might be beneficial for improving motor function. However it still remains to be understood how proprioceptive senses can be improved by training, how this would translate into motor improvement and whether additional sensory modalities during motor training contribute to the sensorimotor training process. This preliminary study investigated how proprioceptive/haptic training can be augmented by providing additional sensory information in the form of vibro-tactile feedback. We tested the acuity of the wrist proprioceptive position sense before and after robotic training in two groups of healthy subjects, one trained only with haptic feedback and one with haptic and vibro-tactile feedback. We found that only the group receiving the multimodal feedback significantly improved proprioceptive acuity. This study demonstrates that non-proprioceptive position feedback derived from another somatosensory modality is easily interpretable for humans and can contribute to an increased precision of joint position. The clinical implications of this finding will be outlined.

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Have children\u2019s manual dexterity skills changed in the past 40 years? A cross-sectional observational norm comparison study
  • Nov 17, 2025
  • Journal of hand therapy : official journal of the American Society of Hand Therapists
  • Tami L Konieczny + 5 more

Background:Norms for children aged 6–19 years were developed in 1985 for the BBT and updated in 2013 for 3–10-year-olds. Evidence suggests that past normative data may need to be updated due to changes in children’s hand use over the past 40 years.Purpose:To compare children’s performance on the BBT with existing 1985 normative data.Study Design:Secondary analysis of a cross-sectional observational study to validate the Complete Minnesota Dexterity Test (CMDT) using the Box and Block Test (BBT).Methods:All were healthy volunteers, aged 7 to 18 years, with no known physical, cognitive, or emotional conditions. Participants completed study procedures in a pediatric hospital. During data collection we noted low performance on the BBT and hypothesized a decline compared to the 1985 norms. Participants completed one trial of the BBT with each hand. We compared our sample to the normative sample using mean number of blocks placed in 60 seconds and standard error of the means using two-tailed, one sample t-tests.Results:Of 816 children screened, 181 were eligible and consented to participate. A total of 98 females and 83 males participated. Each gender-by-age group-by-hand category ranged from 4–21 participants. In each group, means were statistically significantly lower than norms, indicated by nonoverlapping 95% confidence intervals and t-test results. The difference in blocks placed in 60 seconds ranged from 9.1 to 21.1 fewer blocks.Discussion:This study suggests that children’s manual dexterity has declined over the past 40 years. Clinicians should consider this when using the BBT to evaluate performance. This study lacked enough subjects to establish new normative data but suggests the 1985 norms need to be updated.Conclusions:Our findings provide evidence of a decline in manual dexterity among children on the Box and Block Test (BBT) since 1985.

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Enhancing User Experience in Virtual Museums: Impact of Finger Vibrotactile Feedback
  • Jul 28, 2024
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Virtual reality (VR) offers immersive visual and auditory experiences, transporting users to alternate realities. However, existing VR systems lack realistic haptic feedback mechanisms, resulting in unsatisfactory immersive experiences. In this study, we developed and tested a haptic glove that simulates realistic tactile sensations, enhancing user interaction with virtual artifacts. Our research investigates the impact of finger-specific vibrotactile feedback (FSVF) on user experience in virtual museum environments. Using a mixed-methods approach, 30 participants engaged in object-manipulation tasks in three settings: no haptic feedback, standard controller feedback, and vibrotactile glove feedback. The findings demonstrate that the vibrotactile glove approach considerably improves user accuracy, efficiency, immersion, and satisfaction compared with other traditional interaction methods. Participants completed tasks more accurately and quickly with the glove, reporting high levels of engagement and immersion. The results highlight the potential of advanced haptic feedback in transforming virtual reality technology, particularly for educational and cultural applications. Further, they provide valuable insights for designing and applying future haptic technology in immersive environments.

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The Use of Vibrotactile Haptic Feedback for a Neurosurgical Virtual Reality Training System
  • Jun 1, 2024
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Virtual Reality (VR) in surgical simulation is an evolving field with the potential to overcome traditional limitations in surgical education.Depending on the curricular need, the addition of haptic feedback can improve the environment's realism.This work presents a novel haptics-enabled VR simulator designed to enhance the placement of an external ventricular drain (EVD) during neurosurgical training through the integration of haptic technology.The simulator, developed using open-source software such as Blender, GIMP, and Unreal Engine, offers high-fidelity 3D models and realistic material interactions.By leveraging the SenseGlove NOVA haptic gloves, the simulator provides force feedback and vibrotactile sensations, enhancing realism.Results demonstrated accurate simulation of the surgical procedure, with oscillating force feedback providing realistic burr hole creation, and haptic feedback providing necessary sensations throughout catheter insertion.Due to current limitations in providing solely vibrotactile feedback, future research involves seamlessly integrating kinesthetic feedback along with the vibrotactile feedback, to further enhance accuracy and realism.Although future improvements are required, this device shows that the integration of haptic feedback not only enhances the realism of surgical simulation, but also provides structured quantitative feedback, providing the potential to improve trainee proficiency.This simulator represents a significant advancement in surgical training, with the potential to revolutionize the field by bridging the gap between virtual training and immersive haptic technology.

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