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Swagata Das

dblp:78/9587 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0002-3429-7442ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 50% Accessibility and assistive technology · 50%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › haptics
force feedback
0.412019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Virtual and augmented reality › virtual environment
immersive virtual environments
0.412019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Haptics and multimodal interaction › haptic interface
force display
0.412019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Accessibility and assistive technology
soft exoskeleton
0.412019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Virtual and augmented reality › virtual reality
VR game
0.112019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019

Methods — techniques the papers use, named apart from their topics

questionnaire · 0.8biosensors · 0.8anxiety measurement · 0.8
YearPublicationVenuePosition
2020 Creating illusive perceived assistive force using visual feedback
abstract
This paper ponders the effects of introducing an assistive force visual display on a subject's force perception. Correct and incorrect displays were tested and were found to significantly affect the subject's force perception as compared to no visual feedback case. The elbow joint was considered for this study and assisted with four wearable artificial muscles called pneumatic gel muscles (PGMs). It was observed that subjects tend to underestimate the assistive force. The introduction of a visual display could significantly reduce this force underestimation. Moreover, the level of force underestimation was higher in case of higher force values. In other words, the higher the actual force provided, the higher the level of force underestimation in all three conditions: correct, incorrect and no visual feedback. It was also observed that the perceived error (perceived force - actual force) was directly in proportion with the visual error (visual force - actual force).
Swagata Das, Velika Wongchadakul, Ramin Tadayon, Yuichi Kurita
SMC1
2019 Muscleblazer: Force-Feedback Suit for Immersive Experience
abstract
The increasing use of virtual reality (VR) and augmented reality (AR) systems has opened the possibility of providing immersive experiences to the general population around the world. However, most of the existing systems do not provide highly effective force-feedback experiences to the user. To provide such augmented systems in combination with force-feedback, novel ideas must be introduced that can be easily integrated with the existing VR and AR technologies. This work proposes a first-person VR game integrated with a soft exoskeleton that enhances the quality of interaction between the subject and the virtual environment (VE) through an additional force-feedback element. The effect of introducing the force-feedback element on the user is analyzed by using biosensors and questionnaire feedback. The biosensors are used to measure the level of anxiety induced in the subject during interaction with the virtual environment. Conditions in which this interaction occurs with and without force-feedback are compared. The questionnaire analyzes the perceived change in emotions of users as a result of the introduction of the force-feedback element. This game can be played by most individuals, regardless of age and physical fitness.
Yusuke Kishishita, Swagata Das, Antonio Vega Ramirez, Chetan Thakur, Ramin Tadayon, Yuichi Kurita
VR2