International audienceVirtual environments (VE) and haptic interfaces (HI) tend to be introduced as virtual prototyping tools to assess ergonomic features of workstations. These approaches are costeffective and convenient since working directly on the Digital Mock-Up in a VE is preferable to constructing a physical mockup in a Real Environment (RE). However it can be usable only if the ergonomic conclusions made from the VE are similar to the ones you would make in the real world. This study aims at evaluating the impact of visual and haptic renderings in terms of biomechanical fidelity for pick-and-place tasks. Fourteen subjects performed time-constrained pick-and-place tasks in RE and VE with a real and a virtual, haptic driven object at ...
The use of haptic devices in Virtual Reality applications makes the interaction with the digital obj...
This work presents the results of a research project that evaluated the possibility to carry out erg...
International audienceIntroduction: Since kinesthetic cues are not present in virtual environments, ...
International audienceVirtual environments (VE) and haptic interfaces (HI) tend to be introduced as ...
For the last twenty years, virtual reality (VR) and haptic interfaces (HI) have had applications in ...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
This work presents an evaluation study in which the effects of a penalty-based and a constraint-base...
Improper manipulation of real-world objects increases the risk of developing work- related back inju...
Haptic interfaces have been used as a surrogate for many real world applications such as rehabilitat...
This paper deals with haptic realism related to Kinematic capabilities of the devices used in manipu...
International audienceThis paper adresses the issue of properly designing a digital mockup (DMU) to ...
International audienceThis study aimed at understanding the ability of a VR-based assembly tasks sim...
The objective of this study was to investigate whether the appearance of virtual human models influe...
The objective of this study was to investigate whether the appearance of virtual human models influe...
Weight perception in virtual environments generally can be achieved with haptic devices. However, mo...
The use of haptic devices in Virtual Reality applications makes the interaction with the digital obj...
This work presents the results of a research project that evaluated the possibility to carry out erg...
International audienceIntroduction: Since kinesthetic cues are not present in virtual environments, ...
International audienceVirtual environments (VE) and haptic interfaces (HI) tend to be introduced as ...
For the last twenty years, virtual reality (VR) and haptic interfaces (HI) have had applications in ...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
This work presents an evaluation study in which the effects of a penalty-based and a constraint-base...
Improper manipulation of real-world objects increases the risk of developing work- related back inju...
Haptic interfaces have been used as a surrogate for many real world applications such as rehabilitat...
This paper deals with haptic realism related to Kinematic capabilities of the devices used in manipu...
International audienceThis paper adresses the issue of properly designing a digital mockup (DMU) to ...
International audienceThis study aimed at understanding the ability of a VR-based assembly tasks sim...
The objective of this study was to investigate whether the appearance of virtual human models influe...
The objective of this study was to investigate whether the appearance of virtual human models influe...
Weight perception in virtual environments generally can be achieved with haptic devices. However, mo...
The use of haptic devices in Virtual Reality applications makes the interaction with the digital obj...
This work presents the results of a research project that evaluated the possibility to carry out erg...
International audienceIntroduction: Since kinesthetic cues are not present in virtual environments, ...