Findings show that hand-anchored abstract visual cues provide a lightweight means of externalizing object tactile state, reducing information asymmetry without compromising social presence.
Abstract
In collaborative VR, asymmetric access to haptic hardware creates a critical information gap: tactile evidence remains private to the haptic user, hindering the shared understanding needed for joint decision-making. While prior work has explored crossmodal sensory cues in virtual environments, it remains unclear how such cues should be designed for asymmetric collaboration, where collaborators receive information through different modalities. In our setting, the haptic user feels roughness through fingertip vibration, whereas the non-haptic user relies on vision alone. To reduce this asymmetry, we propose externalizing an object's tactile state through a glanceable hand-outline visual proxy. Specifically, we examine whether abstract visual roughness cues based on line shape and motion can encode three discrete roughness levels for both haptic and non-haptic users. Two preliminary studies establish a shared visual semantics by identifying visually distinguishable cues for non-haptic users and validating their visuo-haptic correspondence for haptic users. In a main study of a collaborative sorting task, showing this visualization on both users'hands significantly reduced completion time relative to a no-visualization baseline. Moreover, NU-side cue visibility was associated with higher confidence and perceived contribution for the non-haptic user. These findings show that hand-anchored abstract visual cues provide a lightweight means of externalizing object tactile state, reducing information asymmetry without compromising social presence.
Understanding how our different senses interact to shape our perception is essential to design realistic and immersive virtual and augmented reality (VR/AR) experiences. The present study investigated how roughness perception can be modulated through haptic, visual, and auditory cues in AR using a vibrotactile wristban...
Sarah Bonnet, R. Ericsson, Iuliia Zhurakovskaia et al.· bioRxiv· 0 citations
Haptic feedback can convey spatial information without engaging vision or hearing, making it well suited for eyes-free and assistive applications. However, many haptic guidance systems rely on cues that require explicit cognitive interpretation, which can slow user responses and introduce ambiguity in the conveyed spat...
Tomasz P Trzpit, Gregory Reardon, Anthony Shilati et al.· IEEE Transactions on Haptics· 0 citations
Visual search is crucial in daily life, from scanning for relevant information to spotting signs of danger. When sensory channels are overloaded or degraded, cognitive tasks can be supported by crossmodal information representations through vibrotactile cues. We introduce Tactile Search, an approach that uses modulatio...
Amber Maimon, I. Wald, J. Keppel et al.· 0 citations
The objective of this research was to realize human tactile exploration in a VR environment. For example, this capability would allow users to check the surface texture of products before purchasing them through online shopping or enhance the immersion of VR experiences. Therefore, this paper proposes a device that ena...
Asahi Kurokawa, M. Shimizu, Mitsuhito Ando et al.· Journal of Robotics and Mech...· 0 citations
Hand tracking offers natural VR interaction but lacks controllers'inherent tactile feedback, while haptic feedback across input methods remains understudied. We conducted a participant study comparing vibration, impulse, and no feedback in hand- and controller-based VR interaction across grasp-, pinch-, and tap-like ge...
Natalia Ocampo, J. Gonzalez, Robert J. Teather et al.· 0 citations
Guiding user attention across multiple spatial regions is essential for safety-critical activities such as driving and cycling. While peripheral visual cues can redirect attention without disrupting central vision, their effectiveness may diminish under high visual workload or when targets fall outside the field of vie...
Students in MIT’s Concourse program delve deeply into the human condition, debate challenging questions, and learn to develop judgment about issues that can’t be quantified.
Jennifer Neville did not want to go into computer science—but that’s exactly where she landed. Neville discusses the starts and stops that led to her professional sweet spot and her work identifying “surprising failures” making it hard for AI to handle complexity. The post What AI gets wrong and what failure teaches us appeared first on Microsoft Research.
MIT News · Artificial Intelligence· news.mit.eduSep 30, 2026
Able to defeat top-ranked human players and more efficient than other models, the new system could help decision-makers in military maneuvers or business negotiations.