- Tactile and Sensory Interactions
- Interactive and Immersive Displays
- Virtual Reality Applications and Impacts
- Teleoperation and Haptic Systems
- Augmented Reality Applications
- Motor Control and Adaptation
- Muscle activation and electromyography studies
- Innovative Human-Technology Interaction
- Radiation Detection and Scintillator Technologies
- 3D Modeling in Geospatial Applications
- Environmental Monitoring and Data Management
- Advanced Computational Techniques and Applications
- Medical Imaging Techniques and Applications
- Gaze Tracking and Assistive Technology
- Modular Robots and Swarm Intelligence
- Scheduling and Optimization Algorithms
- Shoulder Injury and Treatment
- Systemic Sclerosis and Related Diseases
- Occupational Therapy Practice and Research
- Reflective Practices in Education
- Artificial Intelligence in Healthcare and Education
- Media Influence and Health
- Atomic and Subatomic Physics Research
- Radiation Therapy and Dosimetry
- Neurological Disorders and Treatments
Google (United States)
2023-2025
Stanford University
2016-2024
Stanford Medicine
2021
University of Florida
2016-2018
We explore interactions enabled by 2D spatial manipulation and self-actuation of a tabletop shape display. To these interactions, we developed shapeShift, compact, high-resolution (7 mm pitch), mobile shapeShift can be mounted on passive rollers allowing for bimanual interaction where the user freely manipulate system while it renders spatially relevant content. also an omnidirectional-robot to provide both vertical lateral kinesthetic feedback, display moving objects, or act as...
Encountered-type haptic devices (EHDs) face a number of challenges when physically embodying content in virtual environment, including workspace limits and device latency. To address these issues, we propose REACH+, framework for dynamic visuo-haptic redirection to improve the perceived performance EHDs during physical interaction VR. Using this approach, estimate user's arrival time their intended target redirect hand point within EHD's spatio-temporally reachable space. We present an...
Neuromuscular electrical stimulation (NMES) and Functional Electrical Stimulation (FES) are commonly prescribed rehabilitative therapies. Closed-loop NMES holds the promise to yield more accurate limb control, which could enable new procedures. However, NMES/FES can rapidly fatigue muscle, limits potential treatments presents several control challenges. Specifically, intensity-force relation changes as muscle fatigues. Additionally, delayed response between application of force production,...
X-Rings is a novel hand-mounted 360° shape display for Virtual Reality that renders objects in 3D and responds to user-applied touch grasping force. Designed as modular stack of motor-driven expandable rings (5.7-7.7 cm diameter), radially-symmetric surfaces graspable by the user's whole hand. The device strapped palm, allowing fingers freely make break contact with device. Capacitance sensors motor current sensing provide estimates finger states gripping We present results user study...
Haptic retargeting is a virtual reality (VR) interaction technique enabling objects to be "remapped" different haptic proxies by offsetting the user's hand from their physical hand. While researchers have investigated single-hand retargeting, effects of bimanual in context been less explored. In this study, we present an evaluation perceptual detection rates for VR. We tested 64 combinations simultaneous left- and right-hand ranging − 24° + offsets found that can more noticeable users when...
Illusory VR interaction techniques such as hand redirection work because humans use vision to adjust their motor commands during movement (e.g., reaching). Existing simulations of redirected reaching are limited, however, and have not yet incorporated important stochastic characteristics like sensorimotor noise, nor captured redirection's effect on duration. In this work, we propose adapting a optimal feedback control (SOFC) model normal reach simulate by augmenting sensory at run-time. We...
Tactile displays are haptic devices capable of rendering shape and texture information. Unsolved challenges in building tactile include their traditionally large form factors, low spatial resolution, high costs. Using electrostatic adhesion to individually brake each pin a single platform for global actuation, we developed prototype static refreshable display with resolution (1.7 mm pitch, 0.8 width; 4 1.6 width), resistance force (76.3 gf static-loading per width) cost ($0.11 USD raw...
shapeShift is a compact, high-resolution (7 mm pitch), mobile tabletop shape display. We explore potential interaction techniques in both passive and active scenarios. In the case, user able to freely move spin display as it renders elements. introduce use cases for rendering lateral I/O elements, exploring volumetric datasets, grasping manipulating objects. On an omnidirectional-robot platform, can moving objects provide vertical kinesthetic feedback. platform encounter-type haptic device...
Reach redirection is an illusion-based virtual reality (VR) interaction technique where a user’s hand shifted during reach in order to guide their real physical location. Prior works have not considered the underlying sensorimotor processes driving redirection. In this work, we propose adapting model for goal-directed obtain visually-redirected reach, specifically by incorporating as sensory bias state estimate used minimum jerk motion controller. We validate and then leverage develop Model...
The ability to effectively read and interpret tactile graphics charts is an essential part of a learner's path literacy, but skill that requires instruction training. Many teachers the visual impaired (TVIs) report blind visually students have trouble interpreting independently without individual instruction. We present PantoGuide, low-cost system provides audio haptic guidance, via skin-stretch feedback dorsum user's hand while user explores graphic overlaid on touchscreen. This allows...
Functional electrical stimulation (FES) can help individuals with physical disabilities by assisting limb movement; however, the change in muscle geometry associated movement may affect response to stimulation. The aim of this paper was quantify effects elbow flexion and site on torque production. Contraction about measured 12 healthy using a custom testbed transcutaneous electrode array. Stimulation delivered six distinct sites along biceps brachii over 11 angles. Flexion angle found...
Interactions with Extended Reality Head-Mounted Displays (XR HMDs) require precise, intuitive, and efficient input methods. Current approaches either rely on power-intensive sensors, such as cameras for hand tracking, or specialized hardware controllers. Previous work has explored the use of familiar, available devices smartphones smartwatches more a practical alternative. However, this approach risks interaction overload – how can one determine whether user's gestures watch phone are...
Multiuser, multi-device environments in extended realities (XR) enable synchronous social interactions. With the freedom and flexibility to choose most suitable device, we allow for inclusive where even spectators can be involved. However, existing research has mostly been conducted controlled laboratory settings, which limits applicability of findings naturalistic scenarios. We a mixed methods study with XR experts explore situated asymmetrical modalities context gaming enabling...
Virtual, Mixed, and Augmented Reality (XR) technologies hold immense potential for transforming productivity beyond PC. Therefore there is a critical need improved text input solutions XR. However, achieving efficient in these environments remains significant challenge. This paper examines the current landscape of XR techniques, focusing on importance keyboards (both physical virtual) as essential tools. We discuss unique challenges opportunities presented by XR, synthesizing key trends from...
Multi-isotope PET (MIP) can distinguish thebiodistributions of two simultaneously injected tracers, where one tracer has an isotope that is a pure positron emitter generates two-photon coincidences, and the other emits gamma ray in cascade yielding triple coincidence.1 However coincidence detection suffers from very low sensitivity. This work presents method to significantly enhance sensitivity coincidences for multi-isotope by adding extra detector dedicated third prompt with annihilation...
In this article, we investigate the effects of active transient vibration and visuo-haptic illusion to augment perceived softness haptic proxy objects. We introduce a system combining at fingertip with illusions. our hand-held device, voice coil actuator transmits vibrations index fingertip, while force sensor measures applied on passive objects create illusions in virtual reality. conducted three user studies understand both vibrotactile effect its combined A preliminary study confirmed...
We propose a new approach to calculate the Point Spread Function (PSF) for PET detectors based on probability density function (PDF) of line segment connecting two detector elements. Positron Emission Tomography (PET) events comprise detection and positioning pairs oppositely directed 511 keV photons. The most significant blurring effect in is considerable size elements, which causes uncertainty detected positions Typically this physical modeled forward direction, following photons from...
Reach redirection in virtual reality uses spatial distortion to augment interaction with passive props as well active haptic devices. For such dynamic physical systems, motion modeling is needed update the interface based on users' predicted targets & trajectories. However, it remains unclear how standard predictive models hold under redirection. In this work we evaluate one commonly used model, Minimum-Jerk (MJ) during redirected reach at various lateral offsets up 16cm. Results show that...
No abstract available.
WindowMirror <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">1</sup> toolkit provides users with a simulated, extended screen real-estate. It allows to interact multiple desktop applications in real-time within XR environment. Our architecture has two main modules: Unity package and Python backend. supports traditional interaction methods such as mouse, keyboard it features Cylindrical Window Layout, an emerging design pattern which is...
We present XDTK, an open-source Unity/Android toolkit for proto-typing multi-device interactions in extended reality (XR). With the Unity package and Android app provided data from any number of devices (phones, tablets, or wearables) can be streamed to surfaced within a Unity-based XR application. ARCore-supported device also provide self-tracked pose data. Devices on same local network are automatically discovered by server their inputs routed using custom event framework. designed XDTK...