2012 · 13 citations · 14 references
EducationKinesiologyGraspingMotor ControlMovement AnalysisEmbodied InteractionProprioceptionVirtual RealityVirtual WorldsEmbodiment IllusionImmersive Virtual RealityObjectsSimulated EnvironmentsUser Interface IntegrationVirtual Reality HapticsVirtual Reality InterfacesVirtual Reality Simulation
Virtual Reality environments have the ability to present users with rich visual representations of simulated environments. However, means to interact with these types of illusions are generally unnatural in the sense that they do not match the methods humans use to grasp and move objects in the physical world. We demonstrate a system that enables users to interact with virtual objects with natural body movements by combining visual information, kinesthetics and biofeedback from electromyograms (EMG). Our method allows virtual objects to be grasped, moved and dropped through muscle exertion classification based on physical world masses. We show that users can consistently reproduce these calibrated exertions, allowing them to interface with objects in a novel way.
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Enabling always-available input with muscle-computer interfaces
T. Scott Saponas, Desney Tan, Dan Morris et al. · 2009 · 322 citations