This work explores how the availability of visual and haptic feedback affects the kinematics of reaching performance in a tabletop virtual environment. Eight subjects performed reach-to-grasp movements toward target objects of various sizes in conditions where visual and haptic feedback were either present or absent. It was found that movement time was slower when visual feedback of the moving limb was not available. Further MT varied systematically with target size when haptic feedback was available (i.e. augmented targets), and thus followed Fitts ’ law. However, movement times were constant regardless of target size when haptic feedback was removed. In depth analysis of the reaching kinematics revealed that subjects spent longer decelera...
Estimating whether an object is reachable is important if one intends to interact with the object. I...
Computer interaction via visually guided hand or finger movements is a ubiquitous part of daily comp...
Previous studies have shown that the representation of the body in action contributes and calibrates...
Virtual reality (VR) has been shown to have significant impacts on the efficacy of rehabilitation, i...
Purpose: Being able to see one's hand while reaching for an object is known to improve accuracy and ...
Virtual Reality (VR) has been shown to have significant impacts on the efficacy of rehabilitation, i...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
Abstract Background Skilled performance of reach actions includes both anticipatory planning and com...
This work explored how the presence of graphical information about self-movement affected reach-to-g...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
This paper presents a comprehensive study of the impact of visual-haptic spatial discrepancies on hu...
Vision of the hand during reaching provides dynamic feedback that can be used to control movement. W...
This thesis aims to increase our knowledge about the planning and organization of aiming and prehens...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
We conducted two experiments to compare the visual frames of reference used to scale grasping moveme...
Estimating whether an object is reachable is important if one intends to interact with the object. I...
Computer interaction via visually guided hand or finger movements is a ubiquitous part of daily comp...
Previous studies have shown that the representation of the body in action contributes and calibrates...
Virtual reality (VR) has been shown to have significant impacts on the efficacy of rehabilitation, i...
Purpose: Being able to see one's hand while reaching for an object is known to improve accuracy and ...
Virtual Reality (VR) has been shown to have significant impacts on the efficacy of rehabilitation, i...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
Abstract Background Skilled performance of reach actions includes both anticipatory planning and com...
This work explored how the presence of graphical information about self-movement affected reach-to-g...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
This paper presents a comprehensive study of the impact of visual-haptic spatial discrepancies on hu...
Vision of the hand during reaching provides dynamic feedback that can be used to control movement. W...
This thesis aims to increase our knowledge about the planning and organization of aiming and prehens...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
We conducted two experiments to compare the visual frames of reference used to scale grasping moveme...
Estimating whether an object is reachable is important if one intends to interact with the object. I...
Computer interaction via visually guided hand or finger movements is a ubiquitous part of daily comp...
Previous studies have shown that the representation of the body in action contributes and calibrates...