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Various vibration patterns and intensity levels are synthesized in different game scenes. These vibration actuators are triggered in accordance with the designed game scripts. Fourteen vibration actuators are embedded in the vibrotactile feedback jacket to generate immersive AR experience.
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Gamers utilize a head-mounted device and a vibrotactile feedback jacket to explore and interact with the AR serious game. In this project, a prototype of an AR serious game is developed and demonstrated. One of the successful AR applications is the immersive and interactive serious games, which can be used for education and learning purposes. In the past few years, augmented reality (AR) has rapidly advanced and has been applied in different fields. This has been the case of our proposal of virtual pressable buttons, built mimicking real buttons by using haptics, but differently interpreted by the study participants. For example, users may be expecting a tailored interface metaphor, not necessarily inspired in natural interaction. Moreover, this preliminary user study reveals some design issues when working with haptic AR. Results show that, although mobile interaction is preferred when this option is available, haptics turn out to be more meaningful in identifying shapes when compared to what users initially expect and in contributing to the execution of resizing tasks. These applications have been used to explore with nine users the efficiency, meaningfulness, and usefulness of mid-air haptics for form perception, object resizing, and push interaction tasks. The architecture applicability is demonstrated through the implementation of two applications: (a) Form Inspector and (b) Simon Game, built for HoloLens and iOS mobile phones for visualization and for UHK for mid-air haptics delivery.
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Additionally, the paper includes an analysis of practical, relevant issues that arise when setting up a system to work with specific devices like HMD (e.g., HoloLens) and mid-air haptic devices (e.g., Ultrahaptics), such as the alignment between the real world and the virtual one.
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For this reason, within the paper, it is discussed how to generate a haptic representation of a 3D digital object depending on the application and the target device. The haptic feedback may be generated through a variety of devices (e.g., wearable, graspable, or mid-air ones), and the architecture facilitates handling the specificity of each. In this direction, this paper gathers the description of a flexible architecture designed to deploy haptically enabled AR applications both for mobile and wearable visualization devices.
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In this sense, the integration of haptics within AR may help to deliver an enriched experience, while facilitating the performance of specific actions, such as repositioning or resizing tasks, that are still dependent on the user’s skills. Nowadays, Augmented-Reality (AR) head-mounted displays (HMD) deliver a more immersive visualization of virtual contents, but the available means of interaction, mainly based on gesture and/or voice, are yet limited and obviously lack realism and expressivity when compared to traditional physical means.
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