In recent years, the boost in the development of hardware and software resources for building virtual reality environments has fuelled the development of tools to support training in different disciplines. The purpose of this work is to discuss a complete methodology and the supporting algorithms to develop a virtual reality environment to train the use of a sensorized upper-limb prosthesis targeted at amputees. The environment is based on the definition of a digital twin of a virtual prosthesis, able to communicate with the sensors worn by the user and reproduce its dynamic behaviour and the interaction with virtual objects. Several training tasks are developed according to standards, including the Southampton Hand Assessment Procedure, and the usability of the entire system is evaluated, too.
9 April 2025 in International Journal on Interactive Design and Manufacturing (IJIDeM)
The paper discusses an integrated methodology to implement an interactive augmented reality 3D modelling environment with natural interaction, empowered by real-time gesture recognition. The methodology is developed from a geometry-sculpting algorithm based on the use of the subdivision surfaces approach to combine the ease and versatility of interactive modelling even of complex shapes, while maintaining high geometric continuity and smoothness. The interaction with the deformable elements of the geometry’s control cage to be divided uses an optimised version of the Grasp Active Feature/Object Active Feature algorithm developed from hand tracking and gesture recognition based on zero-invasive stereo-infrared techniques. Modelling, combined with an augmented reality environment, allows the modification of geometries having real objects as a reference and, in any case, a general spatial awareness during activities. The methodology was implemented and tested using an advanced mixed-reality headset, the Varjo XR-4, with hi-resolution pass-through and a second-generation Ultraleap for accurate and precise hand tracking.
One of the most discussed topics in toothbrush design is identifying the contact force exerted by the bristles on the teeth. Each bristle must generate a contact force to ensure tooth cleaning without damaging it. Numerical simulation is a very powerful tool for understanding the influence of design parameters (bristle shape and materials). This paper proposes a flexible multibody model to efficiently simulate the 3D compliance of a toothbrush. Each bristle is modeled using a discrete, flexible approach. The contact between the bristles and the target surface is established using the penalty contact method. An experimental test bench with a Universal Robot and a flat, transparent surface is set up. Validation is provided by comparing the reaction forces of the toothbrush with the reaction forces acquired by the load cells mounted on the end effector of the Robot. The results demonstrate the accuracy of estimating normal and tangential forces in various operating situations. The discrete flexible multibody technique has also demonstrated its viability in evaluating the displacement of the bristles when the toothbrush’s base body is put through a specified motion, even when it is exposed to a sudden change in direction. As a result, the model can be effectively utilized to assess how well various brush classes remove dental plaque. Therefore, the suggested model could provide guidance for holistic modeling and advancements in toothbrush design to boost their effectiveness for thorough cleaning.
The increasing adoption of virtual reality for industrial tasks such as virtual assembly, inspection, and operator training necessitates a standardized approach for evaluating and selecting appropriate hardware. This paper addresses this need by introducing a comprehensive methodology to assess the usability of commercially widespread virtual reality headsets specifically for industrial applications with hand-held controllers. We conducted a large-scale comparative study involving five leading headsets (HTC VIVE Pro 1 and 2, HTC VIVE XR Elite, Meta Quest Pro, and Meta Quest 3) and 60 demographically balanced participants. The evaluation was based on a protocol of 15 distinct tasks designed to measure performance in near and far-field object manipulation, interaction fidelity, visual clarity, ergonomics, and long-term comfort. By combining quantitative Key Performance Indicators with subjective user feedback and rigorous inferential statistical analysis, our findings reveal significant performance disparities among the devices. The results demonstrate that, while certain headsets excel in high-precision tracking for assembly tasks, others offer superior comfort, visual quality, and ease of use for inspection and prolonged sessions. Ultimately, this study concludes that no single headset is universally superior; the optimal choice is highly task-dependent. The proposed methodology provides a robust, evidence-based framework to guide industries in making informed virtual reality hardware selections tailored to their specific needs.