In this study, we present the development of an advanced bimanual intravenous (IV) needle insertion simulation system, leveraging the capabilities of mixed reality and haptic feedback technologies. The system offers an immersive experience by simulating real-world variability in a clinic environment. Our approach involves the integration of an exoskeleton haptic glove for left-hand interaction with a virtual patient's hand and a modified stylus haptic device for performing IV needle insertion into a virtual vein, visualized through the HoloLens 2 device. Multiphase calibration process ensures precise synchronization of these devices. To assess the system's usability, we conducted an evaluation experiment involving 31 students from the Kent State University College of Nursing. The results indicate that the simulation system is immersive and acceptable for training, although improvements are needed for a more realistic grasp feeling in haptic glove-based interactions. The variabilities, such as skin color, tattoos, vein size and location, and skin and vein stiffness, effectively control difficulty levels and enhances the system's adaptability for creating a customizable clinic environment.
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http://dx.doi.org/10.1109/EMBC53108.2024.10782926 | DOI Listing |
IEEE Trans Vis Comput Graph
March 2025
Trust in agents within Virtual Reality is becoming increasingly important, as they provide advice and influence people's decision-making. However, previous studies show that encountering speech recognition errors can reduce users' trust in agents. Such errors lead users to ignore the agent's advice and make suboptimal decisions.
View Article and Find Full Text PDFWearable Technol
February 2025
Department of Information Physics and Computing, The University of Tokyo, 113-8656, Tokyo, Japan.
Machine - human interaction systems have been proposed to improve motion learning efficiency. We developed a pneumatic-driven motion teaching system that provides feedback to the learner by simultaneously presenting visual and torque information. We achieved a lightweight, soft, and user-safety haptic system using a pneumatic artificial muscle (PAM).
View Article and Find Full Text PDFFront Robot AI
February 2025
Department of Electrical and Electronics Engineering, The University of Manchester, Manchester, United Kingdom.
The history around teleoperation and deployment of robotic systems in constrained and dangerous environments such as nuclear is a long and successful one. From the 1940s, robotic manipulators have been used to manipulate dangerous substances and enable work in environments either too dangerous or impossible to be operated by human operators. Through the decades, technical and scientific advances have improved the capabilities of these devices, whilst allowing for more tasks to be performed.
View Article and Find Full Text PDFAdv Wound Care (New Rochelle)
March 2025
Division of Plastic and Reconstructive Surgery, Department of Surgery, Massachusetts General Hospital, Harvard University, Boston, MA, USA.
Peripheral nerve injuries, especially those with complete transection of major nerves, create significant morbidity including debilitating pain, loss of protective haptic feedback, and impaired volitional control of musculature. The societal burden and cost of medical care for these injuries are enormous, with estimates in the United States alone in excess of $670 million per year. In clinical scenarios with a segmental nerve gap where end-to-end coaptation without tension is not possible, a "bridge" or scaffold must be interposed to facilitate communication between the proximal and distal stumps to facilitate organized growth following Wallerian degeneration.
View Article and Find Full Text PDFPrevious works have shown the potential of immersive technologies to make physical activities a more engaging experience. With encountered-type haptic feedback, users can perceive a more realistic sensation for exertion interaction in substitutions reality. Although substitutional reality has utilized physical environments, props, and devices to provide encountered-type haptic feedback, these cannot withstand the fierce force of humans and do not give feedback when users move around simultaneously, such as in combat sports.
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