Skip to main content
. 2024 Oct 18;10(42):eadq9575. doi: 10.1126/sciadv.adq9575

Fig. 5. Applications of FIBHT in VR.

Fig. 5.

(A) Capture of VR scenario where the player is recognizing the Mahjong tile using the thumb without flipping it. (B) Five different Mahjong tiles and the corresponding feedback patterns. (C) Confusion matrix of identifying these Mahjong tiles (four volunteers, each tile for five times). (D to G) VR scenarios of a tennis game, corresponding temporal dynamic feedback and the current distributions, including gripping the tennis racket (D), slow speed received (E), mid speed received (F), and high speed received (G). (H to I) Comparison of working electrodes distributions between wearing silicone-HI (H) and FIBHT (I), both after wearing for 30 min.