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1 – 3 of 3Federico Barbagli, Kenneth Salisbury and Roman Devengenzo
This paper describes a series of kinematic and haptic analyses which lead to the design of a particularly simple, yet useful multi‐hand, multi‐finger haptic interface. The…
Abstract
This paper describes a series of kinematic and haptic analyses which lead to the design of a particularly simple, yet useful multi‐hand, multi‐finger haptic interface. The proposed device is desktop‐based and has been built with maximizing transparency in mind. By interacting with virtual environments, using two fingers per hand, users are able to grasp and manipulate virtual objects, something that current state‐of‐the‐art commercial desktop haptic devices do not allow. These additional capabilities lend themselves to more complex virtual reality and teleoperation applications such as surgical training, hand rehabilitation and nanomanipulation.
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The Italian sociological scientific community has shown a limited interest in issues related to bisexuality. The purpose of this paper is to fill the knowledge gap on the subject…
Abstract
Purpose
The Italian sociological scientific community has shown a limited interest in issues related to bisexuality. The purpose of this paper is to fill the knowledge gap on the subject, showing data of an empirical research conducted online on the Italian bisexual community.
Design/methodology/approach
The article is based on a mixed methods online survey on Italian bisexual people, which included 218 interviews. The questionnaire was made up of closed and open-ended questions, to investigate their behaviours, habits and lifestyles.
Findings
Social pressure and lack of understanding by others sometimes make difficult for bisexual people to show themselves openly for what they are, especially in some contexts, such as the word of work. From a sociological point of view, one can argue that one of the tools when bisexual people face the stigma related to bisexuality is to control, often in an obsessive way, the information they provide about themselves, carefully evaluating the contexts in which they can free themselves and the time when they must expose themselves in line with the expectations of the heteronormative society.
Research limitations/implications
The non-probabilistic sample limits the external validity of the findings. There are also critical elements that characterise social research when transposed online: first, the profiles of the respondents not always are verifiable; second, the digital divide excludes some groups that cannot access the web or involves an over-representation of those who are more familiar with technologies.
Originality/value
The work presented is the first Italian sociological study aimed at deepening the “invisible B” phenomenon of the LGBT acronym in a systematic way. Nowadays bisexuality remains under-researched in social sciences and overall in sociology. Putting “bisexuality” at the centre of the sociological attention appears important to provide serious and scientifically valid data and information useful both to develop the knowledge on this identity category and to contain forms of discrimination and prejudice.
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Minh Nguyen, Mohammed Melaisi, Brent Cowan, Alvaro Joffre Uribe Quevedo and Bill Kapralos
The purpose of this paper is to examine the application of low-end, low-fidelity (gaming/consumer-level) haptic devices for medical-based, surgical skills development (surgical…
Abstract
Purpose
The purpose of this paper is to examine the application of low-end, low-fidelity (gaming/consumer-level) haptic devices for medical-based, surgical skills development (surgical bone-based drilling in particular) with serious games and virtual simulations as an affordable training solution with the potential of complementing current and traditional training methods.
Design/methodology/approach
The authors present the adaptation of two low-end haptic devices (Novint Falcon and Geomagic 3D Touch) to simulate a surgical drill drilling through bone for a serious game developed for total knee arthroplasty training. The implementation was possible through the analysis of the bone drilling mechanics. The authors provide a quantitative comparison of both haptic devices with respect to forces, movements, and development.
Findings
Although further testing is required, the initial results demonstrate that the low-end, consumer-level haptic devices can be incorporated into virtual environments/serious games to allow for the simulation of surgical drilling. The authors also believe that the results will generalize and allow these devices to be used to simulate a variety of technical-based medical procedures.
Originality/value
In contrast to previous work where the focus is placed on cost-prohibitive haptic devices, this approach considers affordable consumer-level solutions that can be easily incorporated into a variety of serious games and virtual simulations. This holds promise that haptic-based virtual simulation and serious games become more widespread, ultimately ensuring that medical trainees are better prepared before exposure to live patients.
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