<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>HaptiCylinder: Shape-Changing Proxy for VR</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Minseong Kim</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Myungho Lee</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Information Convergence Engineering, Pusan National University</institution>
          ,
          <addr-line>Busan 46241</addr-line>
          ,
          <country country="KR">Korea</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Computer Science and Engineering, Pusan National University</institution>
          ,
          <addr-line>Busan 46241</addr-line>
          ,
          <country country="KR">Korea</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We present HaptiCylinder, a lightweight gear-driven proxy that smoothly expands its graspable diameter from 50 to 80 mm while preserving consistent circular geometry. Unlike conventional adjustable props that rely on discrete parts or heavy linkages, our design achieves continuous and nearly linear expansion through a curved-slot gear and sliding arms. The result is a compact and 3D-printable device (≤ 500 g) that ensures both stability and user safety. Beyond its mechanical novelty, HaptiCylinder supports versatile VR applications: size-adaptive grasp training, multi-tool emulation without prop swaps, illusion enhancement for dynamic growth/shrink content, and psychophysics on visuo-haptic congruency. By combining lightweight construction, robust kinematics, and seamless geometric change, Hapticylinder ofers a practical pathway for integrating dynamic object resizing into immersive VR experiences.breaking immersion.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Haptics</kwd>
        <kwd>Virtual Reality</kwd>
        <kwd>Shape-Changing Proxy</kwd>
        <kwd>Gear mechanisms</kwd>
        <kwd>Visuo-haptic congruency</kwd>
        <kwd>Shape change</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Physical proxies are a simple yet powerful way to deliver haptic cues in VR: users grasp a real object
that stands in for a virtual one, gaining immediate benefits in contact geometry, friction, and timing
with almost no latency or power budget. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ][
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] However, most deployed proxies are static in
geometry. When a virtual object changes its size, a static proxy either (i) breaks visuo–haptic congruency
or (ii)[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] forces cumbersome prop swaps, which undermines immersion and experimental control.
      </p>
      <p>To address this limitation, we introduce HaptiCylinder, a shape-changing proxy that can continuously
and linearly vary its diameter, in contrast to prior devices that only allowed discrete size changes. By
enabling a single lightweight and reproducible device to represent objects of multiple sizes,
HaptiCylinder overcomes the limitations of static proxies while preserving visuo–haptic alignment. This
design provides a practical platform for controlled and repeatable studies of grasp adaptation, dynamic
object resizing, and tool–handle adjustments, thereby broadening the scope of VR scenarios that can be
explored with physical proxies. Moreover, it creates new opportunities for VR-based perception
experiments on dynamically resizing virtual objects, including investigations of visuo–haptic congruency,
tolerable mismatches, and perceptual thresholds for continuous size change.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <sec id="sec-2-1">
        <title>2.1. Active Haptics</title>
        <p>
          A large body of research has explored active haptic systems, in which actuators generate forces or
motions for the user. Motor/gear-based gloves and finger exoskeletons have been developed to render
grasp blocking or variable resistance for object contact and shape perception (e.g., Dexmo)[
          <xref ref-type="bibr" rid="ref7 ref8 ref9">7, 8, 9</xref>
          ].
Highdensity vibrotactile arrays encode contact events and 3D directional cues at the fingertips[
          <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
          ], while
mid-air ultrasound focuses energy on the skin for touch-in-air interactions without encumbrance[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
Soft pneumatic devices modulate pressure or compliance with lightweight bladders, supporting
longwear scenarios and rehabilitation[
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Smart-material solutions (piezo, SMA) target high-frequency
textures or slow shape changes, and can be combined with thermal elements for richer cues[
          <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15,
16</xref>
          ]. Although these systems provide precise and realistic forces, they often increase mass, power
consumption, cost, and integration complexity, which limits their use in room-scale VR.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Passive Haptics and Visuo–Haptic Illusions</title>
        <p>
          A substantial body of work has examined passive haptics, in which static physical props are aligned
with virtual objects to provide tactile realism. Such approaches allow a physical proxy to deliver real
geometry and friction at low latency and low cost, and they are frequently augmented by illusion
techniques. For example, pseudo-haptics alters visual gain or response mapping to evoke forces or
weight without physical actuation[
          <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
          ]. Remapping methods enable a single prop to stand in for
many virtual objects[
          <xref ref-type="bibr" rid="ref17">17, 18</xref>
          ], and visual size manipulations bias users’ judgments of object size or
weight[
          <xref ref-type="bibr" rid="ref3">3, 19</xref>
          ]. Texture and material cues have also been varied using 3D-printed skins or hair-like
structures[20, 21]. Compared to active devices, these strategies are simple and easily deployable, but
purely visual remapping continues to struggle with large or time-varying geometric changes.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Reconfigurable and Deformable Props</title>
        <p>
          To balance expressiveness and simplicity, a growing body of research has explored reconfigurable
tangibles and shape displays. Hand-mounted or wearable shape displays modulate local contact
geometry around the hand[
          <xref ref-type="bibr" rid="ref2 ref6">2, 6</xref>
          ], weight-shifting devices alter perceived mass or inertia[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], and deformable
tangibles change form under user input or modest actuation[22]. While these approaches are promising,
many platforms primarily target desktop use, emphasize local bumps rather than global size changes,
or remain too bulky for free-hand VR.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Gap and Motivation</title>
        <p>Despite extensive work on active, passive, and reconfigurable haptics, two key challenges remain for VR
scenarios in which the same object changes size over time. First, fixed proxies or purely visual illusions
cannot maintain visuo–haptic congruency during continuous growth or shrinkage. Second, active
rigs that could address this problem are often too heavy or complex for routine use. These limitations
motivate the development of HaptiCylinder, a compact and 3D-printable proxy that can physically vary
its diameter within a controlled range. Such a design enables realistic transitions, supports perceptual
studies on size change, and allows a single proxy to be reused across multiple virtual object sizes without
prop swapping.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Proposed Device: HaptiCylinder</title>
      <sec id="sec-3-1">
        <title>3.1. Design Goals</title>
        <p>The ideal proxy should realistically render changes in object size while remaining lightweight, safe, and
practical for VR studies. Based on these considerations, we established the following design goals:
1. The device should allow continuous variation of grasping diameter to support multiple grasp
configurations.
2. It must resist typical hand grip forces while remaining compliant enough to backdrive, ensuring
interactivity and safety.
3. The device should enable measurement of touch and grip forces applied to the rendered surfaces.
4. Users must encounter the rendered surface without obstruction from embedded actuation
components.
5. All actuation and transformation mechanisms should fit within a radius small enough to be
comfortably enclosed by the hand.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Overview</title>
        <p>The HaptiCylinder prototype implements these goals in a compact gear–slot mechanism that
continuously varies its contact diameter from 50 mm to 80 mm (radial stroke 15 mm) while remaining
lightweight (≤ 500 g), 3D–printable, and safe for repeated use. Unlike prior proxies with discrete size
changes, it provides smooth, repeatable diameter variation suitable for tasks such as grasp
adaptation, growth/shrink scenarios, and tool–handle adjustments without requiring bulky force–feedback
hardware.</p>
        <p>The assembly consists of a ring frame holding a 30–tooth central gear and a variable–geometry
plate with spiral slots that guide five radial sliders. A 10–tooth pinion on the actuator counter–rotates
the main gear with a 3:1 reduction. As the plate turns, slider pins follow the spiral slots, extending
or retracting the radial bars to linearly change the efective contact diameter (50 mm → 80 mm), as
illustrated in Figure 1 and Figure 2.</p>
        <p>(a) Assembly overview
(b) 10T–30T spur gear pair
(3:1)
(c) Before expansion
(∼ 50 mm)
(d) After expansion
(∼ 80 mm)</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Mechanism Design</title>
        <p>
          To realize a variable–aperture grasping device while preserving circular symmetry, we designed the
mechanism to span diameters of  = 50–80 mm, covering the most common range of hand–object
interactions[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. This range ensures ergonomic comfort and direct applicability to VR grasp training.
Gear Train and Transmission. The driving stage employs a spur–gear pair with a 10–tooth pinion
and a 30–tooth gear, yielding a transmission ratio of
where 1, 2 are the respective tooth counts. The cam plate displacement is thus
with  motor denoting the motor shaft rotation. This ratio reduces the required motor travel while
amplifying output torque:
        </p>
        <p>slotgear =  ·   motor,
where  ≈ 0.9 is the gear eficiency.</p>
        <p>Slot–Slider Actuation. Each blade is guided by a pin–in–slot constraint, with slot geometry following
an Archimedean spiral:</p>
        <p>( blade) =  +  slotgear.</p>
        <p>To expand the aperture from 50 to 80 mm, the required stroke is ∆  = 15 mm. With  = 0.25 mm/deg,
this corresponds to a cam plate rotation of ∆  slotgear ≈ 60∘ , or a motor shaft rotation of ∆  motor ≈ 180∘ ,
which lies well within the encoder’s measurable range.</p>
        <p>Torque Requirement. The dominant load arises from the sliders’ weight. For  ≤ 0.5 kg at a lever
arm of  = 40 mm, the required torque is
The SE–DM185 geared motor provides  ≥ 0.08 N m at the shaft. After reduction and eficiency,
req ≈  = 0.5 × 9.81 × 0.04 ≈ 0.20 N m.</p>
        <p>slotgear ≈ 3.0 × 0.9 × 0.08 ≈ 0.216 N m,
which slightly exceeds the requirement, ensuring reliable actuation. The integrated encoder further
supports closed–loop feedback near the limits of travel.</p>
        <p>Fabrication and Integration. Structural parts are 3D–printed (PLA+, 0.2 mm layer height, ≥ 3
perimeters). Contact surfaces are polished to minimize friction, and hard end–stops are embedded to
protect against overload. The compact assembly integrates easily with VR haptic setups. By balancing
slot geometry, gear ratio, and torque margin, the design achieves reliable aperture expansion (50–80
mm) while maintaining ergonomic usability and robustness for VR interaction.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Operation Pipeline</title>
        <p>We summarize the end-to-end chain from a motor command to a change of contact diameter. Let the
pinion (10T) angular position be  pinion and the main gear (30T) be  slotgear. With the 3:1 transmission,
 slotgear =  pinion/3. The plate–slot map provides the radius ( slotgear) and the contact diameter is
 = 2 (50–80 mm in our prototype).</p>
        <p>(a) Top view: before actuation</p>
        <p>(b) Top view: after actuation
(c) Slot pushes slider
(d) Side view: before
(e) Side view: after
1. Motor command. The controller issues a position/velocity command for the pinion motor (e.g.,</p>
        <p>PWM 500–2500  s), producing  ̇ pinion.
2. Pinion → main gear. The 10T pinion drives the 30T gear (3:1), so the plate rotates at  ̇ slotgear =
 ̇ pinion/3.
3. Plate → sliders (slot guidance). Spiral slots constrain the slider pins; a plate rotation ∆  
produces a radial change ∆  ≈ (/ slotgear) ∆  slotgear.
4. Sliders → contact. Sliders push the arcuate bars outward/inward; the efective cylinder diameter
updates as  = 2 (here, 50 → 80 mm).
5. VR congruency. The VR application renders the same diameter  (optionally with a small visual
gain) to preserve visuo–haptic congruency.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Functionality</title>
        <p>
          The device reliably modulates its contact diameter from 50 mm to 80 mm within 200 ms, ensuring that
haptic changes remain synchronized with VR visuals. This speed, faster than the typical human reaction
time (250–300 ms)[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] allows seamless visuo–haptic congruency during dynamic interactions.
        </p>
        <p>At maximum extension ( ≈ 40 mm), the torque requirement is about 0.20 N·m, which is marginally
exceeded by the geared SE–DM185 motor. Thus, the mechanism can withstand typical grasping forces
without stalling.</p>
        <p>The integrated encoder provides position and current feedback, enabling force estimation and event
triggering (e.g., object breakage or deformation). For safety, the system incorporates three layers of
protection: (i) automatic homing at startup, (ii) overcurrent shutdown above 0.5 A, and (iii) compliance
of the gear–slot linkage to absorb excessive loads. These features ensure robust and repeatable operation
in VR scenarios.</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.6. Final 3D-Printed HaptiCylinder</title>
        <p>In the final design iteration, several hardware modifications were implemented to improve usability
and safety. First, we combined an identical mechanism in the opposite direction at the top of the
device to extend the handle length. This allows users with diferent hand sizes to securely grip the
proxy without discomfort. Second, the structure was redesigned into a closed form, which significantly
reduced unwanted wobbling when users held the blade tips during expansion and contraction. This
change ensured greater structural stability under repeated actuation cycles. Third, we added a snap
band to cover the handle region. This addition provides two key benefits: (i) a smooth tactile surface
that improves grip comfort and (ii) efective prevention of finger entrapment that might otherwise
occur when the blades contract. Finally, the complete proxy shown in Figure 4 is fully 3D-printable
with a simplified assembly process, enabling rapid and low-cost prototyping.</p>
      </sec>
      <sec id="sec-3-7">
        <title>3.7. Applications and Use-Case Scenarios</title>
        <p>This work is currently at a work-in-progress stage. We have designed and fabricated the proposed
device, and are in the process of developing VR applications and perception studies around it. Since user
studies have not yet been conducted, we instead outline several envisioned use-case scenarios where
the device can be applied. These examples illustrate the potential range of applications and provide a
foundation for future experimental validation. Figure 5 demonstrates example illustrations of the four
application scenarios that will be described in the following section.</p>
      </sec>
      <sec id="sec-3-8">
        <title>Size-adaptive grasp training (rehabilitation). The gear–slot mechanism allows the proxy diameter</title>
        <p>to expand from 50 mm to 80 mm within 200 ms, closely synchronized with visual rendering in VR. This
enables patients to perform graded grasp training in which their hand opening is gradually widened
while receiving concurrent haptic feedback. As a result, rehabilitation protocols can provide more
natural sensorimotor engagement, improving training adherence and recovery outcomes[23].
Force-sensitive object manipulation. The integrated encoder and motor current sensing allow the
system to estimate user-applied grip force in real time. When the applied force surpasses a programmable
threshold, VR events such as object breaking, deformation, or resistance feedback are triggered. This
functionality supports fine-grained force control training, encourages careful motor execution, and
enhances realism in tasks that demand delicate manipulation.</p>
        <p>Inflatable object immersion. Instead of abstract resistance efects, the device can emulate the
physical sensation of an expanding object—similar to a balloon inflating or a crumpled plastic bottle
iflling with water and regaining its shape. The proxy’s fast aperture modulation synchronizes with the
(a) HaptiCylinder with 5 cm handle diameter
(b) HaptiCylinder with 8 cm handle diameter
(c) 5 cm handle with snap band
(d) 8 cm handle with snap band
visual expansion in VR, so users feel the object pressing outward against their grip. This natural
visuohaptic coupling provides a more intuitive metaphor for growth and resistance, enhancing immersion
and enabling novel interactive experiences[24].</p>
        <p>Versatile virtual object representation. By varying only its aperture size, a single proxy can
emulate grips of diverse virtual objects, ranging from small water bottles to larger sports equipment
handles (e.g., baseball bats). This versatility reduces the need for multiple haptic devices, simplifies VR
setups, and ensures consistent tactile realism across applications such as training, sports simulation, or
daily activity rehearsal[25].</p>
        <p>(a) Size-adaptive (b) Force-sensitive (c) Inflatable object</p>
        <p>rehabilitation manipulation immersion
Figure 5: Illustrative applications and envisioned use-case scenarios of the proposed device.
(d) Versatile object
representation</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Limitations and Future Work</title>
      <p>This work remains at a work-in-progress stage, and its most significant limitation is the absence of
user study data to validate the proposed device and envisioned applications. While the current
prototype demonstrates technical feasibility, empirical evaluation is essential to substantiate its perceptual
efectiveness and practical utility.</p>
      <p>Beyond this, the present design primarily afords a cylindrical contact with a single dominant degree
of freedom—its aperture diameter. Such a configuration is well-suited for simulating uniform grasping
but cannot directly represent non-circular contours, spatially varying compliance, or sharp local features,
and its gear-driven actuation may introduce noise or backlash during reversals.</p>
      <p>
        Moving forward, meaningful advances lie in hardware extensions and material innovation. One
direction is to generalize the proxy’s geometry beyond cylinders, for instance adapting mechanisms
similar to XRing[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] to render rectangular, elliptical, or more complex cross-sections, thereby
approximating a broader class of virtual objects. Material design also presents opportunities: by embedding
3D-printed microstructures such as hair-like lattices[20] or metareality textures [21], surface roughness
and compliance could be encoded into the proxy, extending its expressivity beyond geometry.
      </p>
      <p>
        Finally, future iterations may integrate sensing and actuation, enabling the device not only to passively
respond to grasping but also to autonomously reconfigure in space, supported by modular control
architectures that reduce backlash and improve responsiveness. In parallel, small-scale pilot studies
should examine perceptual mismatches that may arise when the proxy remains cylindrical while virtual
objects undergo dynamic shape transformations. While prior work such as Feick et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] explored
grip style and weight perception, the impact of large size or shape changes has yet to be systematically
studied. Addressing these scenarios would provide valuable empirical evidence to complement our
technical contributions.
      </p>
      <p>Together, these directions provide a path toward expanding the realism, versatility, and empirical
grounding of the Hapticylinder.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>We presented a shape-changing proxy that physically alters its contact geometry to convey virtual object
size and form. The device employs a gear-driven mechanism with spiral slots to expand and contract
a cylindrical surface, enabling real-time coupling between virtual commands and haptic feedback.
Preliminary observations suggest that even with a single dominant degree of freedom, the proxy can
elicit convincing perceptual illusions of object resizing and enhance immersion in VR interaction tasks.</p>
      <p>Although the current prototype is restricted to cylindrical grasps, the underlying architecture suggests
a scalable pathway toward more expressive haptic devices. By rethinking both geometry and material
properties, such proxies could evolve into versatile physical surrogates capable of rendering not only size
changes but also diverse shapes, textures, and compliance. In the longer term, integrating autonomous
actuation and sensing may bridge passive proxies with active agents, enabling embodied, context-aware
interaction with virtual environments.</p>
      <p>
        In summary, this work demonstrates the feasibility of mechanically shape-shifting proxies for VR
and highlights their potential as a unifying hardware platform for multimodal haptic rendering. As a
next step, we plan to conduct a perception study on dynamically reconfigurable proxies—building on
the resized grasping paradigm [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]—to investigate how users perceive and adapt to continuous shape
changes during interaction.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This work was supported by the Institute of Information &amp; communications Technology Planning &amp;
Evaluation (IITP) under the Artificial Intelligence Convergence Innovation Human Resources Development
(IITP-2025-RS-2023-00254177) grant funded by the Korea government(MSIT)</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the author(s) used GPT-5 in order to: Grammar and spelling
check. Further, the author(s) used GPT-5 for Figure 5 in order to: Generate images. After using these
tool(s)/service(s), the author(s) reviewed and edited the content as needed and take(s) full responsibility
for the publication’s content.
Exploration of grasp, movement trajectory and object mass, in: Proceedings of the ACM Conference
on Human Factors in Computing Systems (CHI), 2022.
[18] E. J. Gonzalez, P. Abtahi, S. Follmer, Reach+: Extending the reachability of encountered-type
haptics devices through dynamic redirection in vr, in: Proceedings of the ACM Symposium on
User Interface Software and Technology (UIST), 2020.
[19] M. J. Kim, E. Ofek, M. Pahud, M. Sinclair, A. Bianchi, Big or small, it’s all in your head: Visuo-haptic
illusion of size-change using finger-repositioning, in: Proceedings of the ACM Conference on
Human Factors in Computing Systems (CHI), 2024.
[20] D. Degraen, A. Zenner, A. Krüger, Enhancing texture perception in virtual reality using 3d-printed
hair structures, in: Proceedings of the ACM Conference on Human Factors in Computing Systems
(CHI), 2019.
[21] M. Feick, D. Degraen, F. Hupperich, A. Krüger, Metareality: Enhancing tactile experiences using
actuated 3d-printed metamaterials in virtual reality, Frontiers in Virtual Reality 4 (2023).
[22] C. Ando, G. Lopes, S. You, P. Baudisch, When tangibles become deformable: Design and perception,
in: Proceedings of the IEEE Haptics Symposium, 2023.
[23] J. C. McClelland, R. J. Teather, A. Girouard, Haptobend: Shape-deforming passive proxy for grasp
interaction in vr, in: Proceedings of the ACM Conference on Human Factors in Computing Systems
(CHI), 2022.
[24] F. W. Liu, M. Manetta, P. Borkar, B. Lahey, A. Kidane, R. LiKamWa, Pneutouch: Exploring the
afordances and interactions of haptic inflatables through a wrist-worn interface, arXiv preprint,
2025.
[25] J. F. Gonzalez, J. C. McClelland, R. J. Teather, P. Figueroa, A. Girouard, Adaptic: A shape changing
prop with haptic retargeting, in: Proceedings of the ACM Symposium on Spatial User Interaction
(SUI), 2021.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>M.</given-names>
            <surname>Zenner</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Borchers</surname>
          </string-name>
          ,
          <article-title>Shifty: A weight-shifting dynamic passive haptic proxy to enhance object perception in vr</article-title>
          ,
          <source>in: Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI)</source>
          ,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>S.</given-names>
            <surname>Yoshida</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Sun</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            <surname>Kuzuoka</surname>
          </string-name>
          ,
          <article-title>Pocopo: A pin-based shape display for vr</article-title>
          ,
          <source>in: Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI)</source>
          ,
          <year>2021</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>B.</given-names>
            <surname>Bolte</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Steinicke</surname>
          </string-name>
          ,
          <article-title>Resized grasping in vr: Estimating thresholds for object discrimination</article-title>
          ,
          <source>in: Proceedings of the ACM Symposium on Spatial User Interaction (SUI)</source>
          ,
          <year>2016</year>
          , pp.
          <fpage>27</fpage>
          -
          <lpage>34</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>P.</given-names>
            <surname>Issartel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Guéniat</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Coquillart</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ammi</surname>
          </string-name>
          ,
          <article-title>Perceiving mass in mixed reality through pseudohaptic rendering of newton's third law</article-title>
          ,
          <source>in: Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI)</source>
          ,
          <year>2018</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>A.</given-names>
            <surname>Lécuyer</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Coquillart</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Kheddar</surname>
          </string-name>
          , P. Richard, P. Coifet,
          <article-title>Pseudo-haptics: From theory to applications in virtual reality</article-title>
          ,
          <source>Virtual Reality</source>
          <volume>13</volume>
          (
          <year>2009</year>
          )
          <fpage>131</fpage>
          -
          <lpage>145</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>E. J.</given-names>
            <surname>Gonzalez</surname>
          </string-name>
          , E. Ofek,
          <string-name>
            <given-names>M.</given-names>
            <surname>González-Franco</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Sinclair</surname>
          </string-name>
          ,
          <article-title>X-rings: A hand-mounted 360° shape display for grasping in virtual reality</article-title>
          ,
          <source>in: Adjunct Proceedings of the 34th ACM Symposium on User Interface Software and Technology (UIST '21 Adjunct)</source>
          , Bend,
          <string-name>
            <surname>OR</surname>
          </string-name>
          , USA,
          <year>2021</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>D.</given-names>
            <surname>Robotics</surname>
          </string-name>
          , Dexmo:
          <article-title>Lightweight wireless dual-hand force-feedback glove for vr</article-title>
          ,
          <source>Product description whitepaper</source>
          ,
          <year>2019</year>
          -
          <fpage>2020</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>M.</given-names>
            <surname>Feick</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Zenner</surname>
          </string-name>
          ,
          <string-name>
            <given-names>O.</given-names>
            <surname>Ariza</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Krüger</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Biyikli</surname>
          </string-name>
          ,
          <string-name>
            <surname>Turn-</surname>
          </string-name>
          it-up:
          <article-title>Rendering resistance for knobs in virtual reality through undetectable pseudo-haptics</article-title>
          ,
          <source>in: Proceedings of the ACM Symposium on User Interface Software and Technology (UIST)</source>
          ,
          <year>2023</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>I.</given-names>
            <surname>Lacote</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Pacchierotti</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Babel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Gueorguiev</surname>
          </string-name>
          ,
          <string-name>
            <surname>M.</surname>
          </string-name>
          <article-title>Marchal, Investigating the haptic perception of directional information within a handle</article-title>
          ,
          <source>IEEE Transactions on Haptics</source>
          <volume>16</volume>
          (
          <year>2023</year>
          )
          <fpage>680</fpage>
          -
          <lpage>686</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>M.</given-names>
            <surname>Pascher</surname>
          </string-name>
          ,
          <string-name>
            <given-names>T.</given-names>
            <surname>Franzen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Kronhardt</surname>
          </string-name>
          ,
          <string-name>
            <given-names>U.</given-names>
            <surname>Gruenefeld</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Schneegass</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Gerken</surname>
          </string-name>
          , Haptix:
          <article-title>Vibrotactile haptic feedback for communication of 3d directional cues</article-title>
          ,
          <source>in: Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI)</source>
          ,
          <year>2023</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>H.</given-names>
            <surname>Fujita</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Hosoi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Ban</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Shimizu</surname>
          </string-name>
          ,
          <article-title>Presenting tingling afterefects using vibro-thermal feedback to enhance impact sensation in virtual reality</article-title>
          ,
          <source>in: Proceedings of IEEE Virtual Reality (VR)</source>
          ,
          <year>2025</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <given-names>H.</given-names>
            <surname>Seifi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Chew</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A. J.</given-names>
            <surname>Nascè</surname>
          </string-name>
          ,
          <string-name>
            <given-names>W. E.</given-names>
            <surname>Lowther</surname>
          </string-name>
          ,
          <string-name>
            <given-names>W.</given-names>
            <surname>Frier</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Hornbaek</surname>
          </string-name>
          ,
          <article-title>Feellustrator: A design tool for ultrasound mid-air haptics</article-title>
          ,
          <source>in: Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI)</source>
          ,
          <year>2023</year>
          . Article 266.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>J. J.</given-names>
            <surname>Fleck</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Z. A.</given-names>
            <surname>Zook</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J. P.</given-names>
            <surname>Clark</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D. J.</given-names>
            <surname>Preston</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D. J.</given-names>
            <surname>Lipomi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Pacchierotti</surname>
          </string-name>
          , et al.,
          <article-title>Wearable multi-sensory haptic devices: A survey</article-title>
          ,
          <source>Nature Reviews Bioengineering</source>
          <volume>3</volume>
          (
          <year>2025</year>
          )
          <fpage>288</fpage>
          -
          <lpage>302</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>S.</given-names>
            <surname>Muthukumarana</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D. S.</given-names>
            <surname>Elvitigala</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J. P. F.</given-names>
            <surname>Cortés</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D. J. C.</given-names>
            <surname>Matthies</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S. C.</given-names>
            <surname>Nanayakkara</surname>
          </string-name>
          ,
          <article-title>Touch me gently: Recreating the perception of touch using a shape-memory alloy matrix</article-title>
          ,
          <source>in: Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI)</source>
          ,
          <year>2020</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>Y.</given-names>
            <surname>Liu</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Nishikawa</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y. A.</given-names>
            <surname>Seong</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Y.</given-names>
            <surname>Kuniyoshi</surname>
          </string-name>
          ,
          <article-title>Thermocaress: A wearable haptic device with illusory moving thermal stimulation</article-title>
          ,
          <source>in: Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI)</source>
          ,
          <year>2021</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>H.</given-names>
            <surname>Son</surname>
          </string-name>
          , et al.,
          <article-title>Thermal illusions for vr</article-title>
          ,
          <source>in: Proceedings of the IEEE World Haptics Conference</source>
          ,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <given-names>M.</given-names>
            <surname>Feick</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Kora</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Tang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Krüger</surname>
          </string-name>
          ,
          <article-title>Designing visuo-haptic illusions with physical proxies:</article-title>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>