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                    <title>Universität Bremen - More than a buzz: advancing haptic feedback in virtual reality and mixed reality</title>
                    <link>https://www.uni-bremen.de/dmlab/forschung/more-than-a-buzz-advancing-haptic-feedback-in-virtual-reality-and-mixed-reality</link>
                    <description>Dissertation von Nima Zargham  mit dem Titel &quot;Expanding speech interaction for domestic activities&quot;</description>
                    <language>de</language>
                    <copyright>Universität Bremen</copyright>
                    <pubDate>Sun, 11 Oct 2026 00:21:11 +0200</pubDate>
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                            <pubDate>Wed, 01 Jul 2026 13:16:29 +0200</pubDate>
                            <title>Abstract</title>
                            <link>https://www.uni-bremen.de/dmlab/forschung/more-than-a-buzz-advancing-haptic-feedback-in-virtual-reality-and-mixed-reality#c734742</link>
                            
                            <description>&amp;lt;p&amp;gt;Touching an object elicits rich haptic sensations that reveal its physical properties to the haptic sense.&amp;lt;br /&amp;gt;For instance, when grasping a coffee cup, humans can feel its warmth and sense the coffee shifting&amp;lt;br /&amp;gt;inside. Replicating such haptic sensations is fundamental to immersive virtual reality (VR) and mixed&amp;lt;br /&amp;gt;reality (MR), as it allows users to feel virtual objects during touch interactions. While this claim for&amp;lt;br /&amp;gt;haptic richness is reflected in the theoretical definition of immersion, in practice, creating such vivid&amp;lt;br /&amp;gt;haptic sensations in digital interactions is challenging. Advances in displays and computing have&amp;lt;br /&amp;gt;made consumer VR and MR more portable and lightweight, but have also constrained their haptic&amp;lt;br /&amp;gt;capabilities. In practice, these systems are limited to vibrotactile feedback via handheld controllers or&amp;lt;br /&amp;gt;provide none at all in hand-tracking scenarios. Although prior research has proposed a range of haptic&amp;lt;br /&amp;gt;technologies to deliver richer haptic experiences, most approaches rely on specialised hardware,&amp;lt;br /&amp;gt;which creates barriers to widespread adoption. As a result, widely available consumer VR and MR&amp;lt;br /&amp;gt;systems fall short of the sensory richness that immersion strives to provide, as they offer either no&amp;lt;br /&amp;gt;haptic feedback or only a narrow range of tactile sensations, omitting kinesthetic information.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;This dissertation addresses this gap by exploring novel ways to support vivid haptic experiences of&amp;lt;br /&amp;gt;virtual objects while reducing reliance on specialised hardware. It advocates for leveraging established&amp;lt;br /&amp;gt;affordances of current and future off-the-shelf VR and MR systems, mobile phones, and everyday&amp;lt;br /&amp;gt;objects. To this end, it investigates several approaches. First, it shows how the haptic capacities of VR&amp;lt;br /&amp;gt;controllers can be enhanced through software-based pseudo-haptic illusions. Second, it demonstrates&amp;lt;br /&amp;gt;the potential to substitute specialised haptic technology with passive proxies augmented by headbased&amp;lt;br /&amp;gt;haptic actuation to convey surface sensations. Third, it examines the potential of mobile phones&amp;lt;br /&amp;gt;as a makeshift haptic interface for MR systems that often lack tangible interaction devices. This&amp;lt;br /&amp;gt;work offers a design space for using physical features for passive haptic feedback and an empirical&amp;lt;br /&amp;gt;understanding of how users hold and contact mobile phones during use. Findings offer practical&amp;lt;br /&amp;gt;implications for redesigns of future mobile phones.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;This cumulative dissertation is structured in four parts. Part I provides a synopsis, motivating the&amp;lt;br /&amp;gt;topic, presenting the research questions and methodologies, and outlining the contributions. Part II&amp;lt;br /&amp;gt;provides the theoretical foundation of haptic perception and reviews related work. Part III contains&amp;lt;br /&amp;gt;the five included publications. Part IV discusses the implications, limitations, and directions for future&amp;lt;br /&amp;gt;research for advancing haptic feedback in VR and MR.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Given the persistent gap between the specialised haptic technology proposed in prior research&amp;lt;br /&amp;gt;and the continued reliance of consumer systems on vibrotactile feedback, this dissertation uncovers&amp;lt;br /&amp;gt;new design spaces for advancing haptic feedback in VR and MR to enable richer haptic experiences.&amp;lt;br /&amp;gt;Its multi-angle approach contributes empirical findings, artefacts, methodologies, and datasets that&amp;lt;br /&amp;gt;can inform the development and evaluation of future haptic interfaces. This dissertation aims to&amp;lt;br /&amp;gt;encourage further research bridging this gap by reimagining established affordances of current and&amp;lt;br /&amp;gt;future technologies to enrich immersive haptic experience.&amp;lt;/p&amp;gt;</description>
                            
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