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HandMorph: a Passive Exoskeleton that Miniaturizes Grasp

Published: 20 October 2020 Publication History
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  • Abstract

    We engineered an exoskeleton, which we call HandMorph, that approximates the experience of having a smaller grasping range. It uses mechanical links to transmit motion from the wearer's fingers to a smaller hand with five anatomically correct fingers. The result is that HandMorph miniaturizes a wearer's grasping range while transmitting haptic feedback.
    Unlike other size-illusions based on virtual reality, HandMorph achieves this in the user's real environment, preserving the user's physical and social contexts. As such, our device can be integrated into the user's workflow, e.g., to allow product designers to momentarily change their grasping range into that of a child while evaluating a toy prototype.
    In our first user study, we found that participants perceived objects as larger when wearing HandMorph, which suggests that their size perception was successfully transformed. In our second user study, we assessed the experience of using HandMorph in designing a simple toy trumpet for children. We found that participants felt more confident in their toy design when using HandMorph to validate its ergonomics.

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      cover image ACM Conferences
      UIST '20: Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology
      October 2020
      1297 pages
      ISBN:9781450375146
      DOI:10.1145/3379337
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      Publication History

      Published: 20 October 2020

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      Author Tags

      1. embodied design
      2. exoskeleton
      3. haptics
      4. perception

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      UIST '20

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      Overall Acceptance Rate 842 of 3,967 submissions, 21%

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      • (2024)PneuMa: Designing Pneumatic Bodily Extensions for Supporting Movement in Everyday LifeProceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3623509.3633349(1-16)Online publication date: 11-Feb-2024
      • (2024)Swarm Body: Embodied Swarm RobotsProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642870(1-19)Online publication date: 11-May-2024
      • (2023)From Digital Media to Empathic Spaces: A Systematic Review of Empathy Research in Extended Reality EnvironmentsACM Computing Surveys10.1145/362651856:5(1-40)Online publication date: 25-Nov-2023
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      • (2023)Towards Designing Playful Bodily ExtensionsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581165(1-20)Online publication date: 19-Apr-2023
      • (2022)Transhumanism as a Philosophical and Cultural Framework for Extended Reality Applied to Human Augmentation13th Augmented Human International Conference10.1145/3532525.3532528(1-8)Online publication date: 26-May-2022
      • (2022)DigituSync: A Dual-User Passive Exoskeleton Glove That Adaptively Shares Hand GesturesProceedings of the 35th Annual ACM Symposium on User Interface Software and Technology10.1145/3526113.3545630(1-12)Online publication date: 29-Oct-2022
      • (2022)On Eliciting a Sense of Self when Integrating with ComputersProceedings of the Augmented Humans International Conference 202210.1145/3519391.3519414(68-81)Online publication date: 13-Mar-2022
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