- 6964
6812: Are there any promising technologies for extending tactile feedback beyond the fingertips to the entire hand that create a realistic experience of grasping objects of varying sizes and shapes?
6806: What combination of vibratory elements can stimulate Pacinian corpuscles and Ruffini endings that replicate vibrations across a range of frequencies and improve skin surface topography perception? What novel technologies can replicate vibrations to effectively mimic real-world textures on the fingertips?
6809: Beyond Peltier elements, what thermoelectric or other thermal actuation technologies can be used to deliver rapid and reversible temperature changes (0-50°C) while minimizing energy consumption?6812: This research is integral to our development of the glove device, which utilizes an array of stimulating elements tailored to specific nerve fibers, including Merkel’s disks, Meissner’s corpuscles, Ruffini endings, Pacinian corpuscles, and end-bulbs of Krause. By leveraging vibrational, tactile, motor, heating, and cooling components, our device can simulate a diverse range of tactile sensations, including weak and strong direct touches, surface tension sensations, and heat and cold sensations. Specifically, the device operates within the frequency range of 30 to 40 Hz for various tactile experiences, such as strong tactile touch targeting Pacinian corpuscles (500-800 Hz) and surface tension sensations activating Merkel’s disks. The device employs innovative techniques like the Peltier effect to replicate temperature changes, utilizing Ruffini endings, end-bulbs of Krause, and other receptors.
6806: This research is integral to our development of the glove device, which utilizes an array of stimulating elements tailored to specific nerve fibers, including Merkel’s disks, Meissner’s corpuscles, Ruffini endings, Pacinian corpuscles, and end-bulbs of Krause. By leveraging vibrational, tactile, motor, heating, and cooling components, our device can simulate a diverse range of tactile sensations, including weak and strong direct touches, surface tension sensations, and heat and cold sensations. Specifically, the device operates within the frequency range of 30 to 40 Hz for various tactile experiences, such as strong tactile touch targeting Pacinian corpuscles (500-800 Hz) and surface tension sensations activating Merkel’s disks. The device employs innovative techniques like the Peltier effect to replicate temperature changes, utilizing Ruffini endings, end-bulbs of Krause, and other receptors.
6809: This research is integral to our development of the glove device, which utilizes an array of stimulating elements tailored to specific nerve fibers, including Merkel’s disks, Meissner’s corpuscles, Ruffini endings, Pacinian corpuscles, and end-bulbs of Krause. By leveraging vibrational, tactile, motor, heating, and cooling components, our device can simulate a diverse range of tactile sensations, including weak and strong direct touches, surface tension sensations, and heat and cold sensations. Specifically, the device operates within the frequency range of 30 to 40 Hz for various tactile experiences, such as strong tactile touch targeting Pacinian corpuscles (500-800 Hz) and surface tension sensations activating Merkel’s disks. The device employs innovative techniques like the Peltier effect to replicate temperature changes, utilizing Ruffini endings, end-bulbs of Krause, and other receptors.
- 6973
6802: How can businesses utilize Immersive and Interactive technologies such as AR, VR, XR in a cost effective manner to help them automate operational processes (with a focus on finance/bookkeeping/cash management operations)?
6815: In the area of financial literacy and education area, does using immersive and XR technologies lead to a greater increase in traction and financial knowledge among the younger segment comparing to the traditional methods? How will Ai converge with immersive technologies to deliver financial services to this segment?6802: We would love to hear about examples, ideas and real-world use cases of how AR/VR/XR has helped businesses automate operational finance and operational processes, and what are the pre-requisites to enable these solutions.
6815: We would love to hear about examples, ideas and real-world use cases of how AR/VR/XR has helped businesses automate operational finance and operational processes, and what are the pre-requisites to enable these solutions.
We are also interested in learning your perspectives towards the emerging trend given recent development (NVIDIA Omniverse vision for example), what can we expect to see over the next 12-24 months (opportunities and challenges), in the context of enterprises across industries. We’d love to hear about examples of financial literacy use cases/financial service delivery solutions you are working on leveraging Ai and AR/VR/XR, and possibilities. Additionally, what are tangible applications of the most value are you seeing in various sectors, particularly in financial services and how we odd to plan to harness the power of these technologies to support younger segment.
- 6779
What are the opportunities to leverage behavioral analytics (eg movement, etc) in VR and AR applications?
We are interested in the leap from traditional 2D application analytics (button presses, taps, scrolls) to full 3D analytics available from VR and AR applications.
- 6782
What are researchers and other application developers interested in learning from their VR and AR app participants?
We would love to hear about use cases, user stories, jobs to be done, and other requirements from research, enterprise, and consumer application developers that would help them better understand their participants behaviour.
- 6707
What are the research methodologies and best practices that can be used to optimize character and narrative generation for improving virtual training quality in the industry?
Imagine a training course in x (welding, fire safety, work at heights, assemble x) where there is a virtual agent guiding the user through a procedure.
- 6710
Are there research methodologies or best practices that can be implemented in differentiating between training use cases Assisted Reality and Augmented Reality?
I am defining assisted reality devices as those ‘AR’ devices that are essentially a 2D perception for the user (a mini screen in front of user face, often to the right of an eye). Augmented reality being 3D projection devices such as the hololens.
- 6784
What kind of techniques can we use to develop a gaming AI-driven personalization framework that can adaptively respond to player behaviour/preferences in real-time (adjusting content and difficulty levels)?
To develop a gaming AI-driven personalization framework that adaptively responds to player behavior/preferences in real-time, techniques such as machine learning models (e.g., neural networks) can be utilized to analyze player data and adjust game content and difficulty accordingly. Reinforcement learning can further enable the AI to learn from player interactions, optimizing personalization strategies. Adding to this, ensuring the AI operates within a framework that respects user privacy is paramount, employing techniques like federated learning to analyze data without compromising individual privacy. This approach aims to significantly enhance player engagement by offering a highly personalized gaming experience.
- 6787
How can we balance resource use and performance (graphical fidelity/gameplay responsiveness) in an optimization framework for mobile games for different devices?
To balance resource use and performance in mobile games, the optimization framework must prioritize computational efficiency and adaptive graphics settings. Techniques like dynamic resolution scaling and conditional loading of textures and assets based on the device’s hardware capabilities are essential. Additionally, leveraging cloud processing for intensive tasks and employing predictive algorithms to anticipate player actions for smoother gameplay are crucial strategies. This enriched approach ensures that all players enjoy a high-quality gaming experience, tailored to their device’s performance, without compromising the immersive qualities of the game.
- 6718
How can technology be used to extend pediatric rehab treatment into the home?
Demand for pediatric rehab significantly exceeds the available supply of treatment. Part of the reason for this mismatch of supply and demand is that treatment models have remain unchanged. For the most part, families expect that treatment is provided in centres of care in 1:1 settings with a rehab therapist. Such models of care are hard to scale. If you want to match treatment with demand, you need more therapists and more hours of therapy, both of which are fixed. At the moment, we can’t hire more SLPs, OTs, and PTs because the labour pool is empty. We can’t scale access through hiring.
We need to develop new models of care that either break the dependance on 1:1 treatment, or leverage technology in a way that allows for the prescription of treatment plans that can be executed at home without a clinician present. How might we do that using new AR and VR technologies?
By way of an example highlighted by our behaviour therapists- there is a desire for VR road safety training for autistic children. Navigating roadways and intersections, whether as a cyclist or pedestrian, is risky for children who respond atypically to social situations and signals. Curriculum exists to teach children in the form of worksheets, but the children need spaces to apply and practice those skills without the injury risks presented by actual roadways. Could we use AR or VR to create road safety simulations that can be practiced at home?
- 6737
How to build a multimodal AI-assistant that can fully generate interactive 3d worlds from a prompt and/or an image and/or a video and/or a storyboard?
The initial use case would be to build immersive training scenarios for XR applications, so that content expert could “automagically” build their own immersive environment from a text prompt or storyboard with images.
- 6742
How can we accurately identify the barriers (technical, legal, economical, psychological) for the adoption of XR technology in industry?
Although there is growth in adoption of XR, overall adoption in industry settings is comparatively low compared to other technologies. Why might this be the case?
- 6770
How do we measure outcomes and cost-effectiveness of using XR training for firefighters and emergency responders?
At XpertVR we create XR training simulations for various industries but with a focus on emergency services (https://xpertvr.ca/our_services/xpert-fire-training/). We have seen and collected a lot of qualitative data on the impact these simulations have, but there doesn’t seem to be a lot of quantitative data available. We’re interested in looking at how quantitative research could be conducted to study the effects of VR training on firefighters, the cost savings, the health effects, and other factors.