Extension of an existing VR memory training with haptic impressions due to a haptic vest
Publication date
2023-09-20
Document type
Konferenzbeitrag
Author
Organisational unit
ISSN
Conference
57th Annual Meeting of the German Society of Biomedical Engineering ; Duisburg, Germany ; September 26 – 28, 2023
Series or journal
Current Directions in Biomedical Engineering
Periodical volume
9
Periodical issue
1
Book title
Proceedings of the 57th Annual Meeting of the German Society of Biomedical Engineering (26 – 28 September 2023, Duisburg)
First page
186
Last page
189
Part of the university bibliography
✅
Keyword
Cognitive performance
Education
Haptic feedback
Memory training
Virtual reality
VR
Abstract
Cognitive performance is an important aspect of life. Not only does thinking enable us to act, there is also an interaction between cognitive performance and mental health. It is therefore increasingly important to train and practice one’s cognitive abilities and benefit from brain plasticity. According to Vester’s model of learning types visual, auditiv and haptic impression are imporant for learning. An existing memory training application, which transfers the concept of the game Pairs with personal memories into virtual reality (VR), has now been supplemented with a haptic impression. The original application already establishes the visual and auditory perception channels. With new haptic hardware constantly appearing on the market, the Tactsuit X40 haptic vest from bhaptics has now made it possible to include a third perceptual channel with a wide variation of haptic sensations on various parts of the upper body. Each playing card is associated with an individual image, a piece of music and a vibration pattern. All of which are designed to help the user remember the position of the card. Each of these aspects can be freely enabled and disabled. The result of this work is an application which aims to find if and how strongly haptic impressions influence memory performance. By taking more types of learning into account, we hope to achieve a better memory training. A study has been designed to evaluate the specific aspects of the application and is currently being carried out. In addition to the self-generated haptic patterns, it is also possible to generate haptic impulses based on audio sources. These could possibly provide further support in this application.
Description
This work is licensed under the Creative Commons Attribution 4.0 International License (CC-BY 4.0)
Cite as
Schmücker, Vanessa, Jakob, Rebekka, Grensing, Florian, Brück, Rainer and Eiler, Tanja. "Extension of an Existing VR Memory Training with Haptic Impressions due to a Haptic Vest" Current Directions in Biomedical Engineering, vol. 9, no. 1, 2023, pp. 186-189. https://doi.org/10.1515/cdbme-2023-1047
Version
Published version
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Metadata only access