
Describe a texture in words, see it as an image, and feel it as a vibration: a complete text-to-haptic pipeline (IEEE World Haptics Conference 2025).
Ongoing· 2024 to now
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Developing hardware and software frameworks for data-driven haptic content modeling based on stiffness, friction, and surface texture measurement data.
Ongoing· 2012.09–current
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Wearable pneumatic actuators provide multimodal tactile feedback including vibration, pressure, impact, and lateral force in compact wearable forms.
Ongoing· 2021–current
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Model-mediated teleoperation frameworks collect remote texture signals and render stable, low-latency haptic texture feedback at the leader side.
Ongoing· 2022–current
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Investigating vibrotactile push-latch feedback for handleless automotive doors, enabling intuitive one-touch door opening without a physical handle.
Ongoing
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A light-weight, finger-worn ring actuator based on a soft pneumatic bladder that renders both static pressure and high-frequency vibrotactile feedback up to 250 Hz through fast valve control, demonstrated in VR/AR applications.
Ongoing
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A generalized palpation training platform combining electro-pneumatic hardware, silicone-made actuators, and body mannequins to simulate diverse medical abnormalities across prostate, thyroid, and pulse palpation scenarios.
Completed
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Research on modulating real object stiffness, friction, weight, and tactile properties through haptic interfaces for palpation, training, and interactive experiences.
Completed· 2009
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An encountered-type kinesthetic haptic interface using a drone to generate controllable force feedback for stiffness and weight rendering.
Completed
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A highly flexible, programmable prostate palpation simulator using a pneumatic-driven, property-changing silicone mock-up with multi-layered bladder cells that mimic stiffness, size, and nodule changes, validated by medical professionals as more realistic than conventional simulators.
Completed
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Pure data-driven modeling and rendering of stiffness, friction, and haptic texture based on measured interaction signals, enabling realistic haptic responses without explicit physical modeling of the target object.
Completed
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A universal end-effector for encountered-type haptic interfaces whose shape and stiffness can be systematically altered, overcoming the limited generality of fixed, pre-shaped end effectors.
Completed· 2012.09
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Building a framework to make a digital copy of real objects and "beam" it to a remote site, allowing a collaborator to interact with it.
Completed· 2010–2012
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Evaluating mismatches between AR/VR/MR interfaces and their corresponding interaction objects, and seeking computational solutions to improve them.
Completed· 2006–2008
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User interaction techniques using a camera-equipped hand-held device such as a mobile phone or PDA for large shared displays.
Completed· 2005–2010
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An early telepresence racing game project exploring remote interaction and control.
Completed· 2005–2006
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A locomotion interface allowing users to run in place within a CAVE virtual reality system.
Completed· 2003–2004
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An educational tool for exploring molecular geometry within an immersive CAVE virtual reality environment.
Completed· 2003
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