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  1. Free, publicly-accessible full text available October 21, 2025
  2. You can print anything... or can you? 3D printing is an exciting new technology that promises to very quickly create anything people can design. Scientists who want to make soft robots, like Baymax from Big Hero 6TM, are excited about 3D printers. Our team uses 3D printing to make molds to produce soft robots. Molding is like using a muffin tin to make cupcakes. But can you make anything with 3D printing or are there times when 3D-printed molds do not work? Just like a cupcake liner, 3D-printed molds leave ridges, like a Ruffles potato chip, in soft robots. These ridges are a weak point where cracks can form, causing the robot to pop like a balloon. To prevent this, we sometimes need to make our robots using very smooth molds made from metal. This article talks about when and how 3D printing is useful in making soft robots.

     
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    Free, publicly-accessible full text available August 29, 2025
  3. Social virtual reality platforms present new opportunities for embodied de- sign processes. This paper illustrates a range of embodied design techniques made possible through social engagement with VR/XR technology. Drawing from a case study involving the prototyping of a conversation visualization system for VR meetings, we present several novel embodied design methods in VR (also applicable to XR). These include: new techniques for supporting embodied ideation; new ways of acting out and improvising scenarios together; and new opportunities for preparing and ma- nipulating assets, environments, and low fidelity interactions for embodied design pro- cesses. These novel techniques and approaches point to exciting new opportunities for expanding the repertoire of embodied design practice more broadly. 
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    Free, publicly-accessible full text available June 24, 2025
  4. This study investigates how individual predispositions toward Virtual Reality (VR) affect user experiences in collaborative VR environments, particularly in workplace settings. By adapting the Video Game Pursuit Scale to measure VR predisposition, we aim to establish the reliability and validity of this adapted measure in assessing how personal characteristics influence engagement and interaction in VR. Two studies, the first correlational and the second quasi-experimental, were conducted to examine the impact of environmental features, specifically the differences between static and mobile VR platforms, on participants’ perceptions of time, presence, and task motivation. The findings indicate that individual differences in VR predisposition significantly influence user experiences in virtual environments with important implications for enhancing VR applications in training and team collaboration. This research contributes to the understanding of human–computer interaction in VR and offers valuable insights for organizations aiming to implement VR technologies effectively. The results highlight the importance of considering psychological factors in the design and deployment of VR systems, paving the way for future research in this rapidly evolving field. 
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    Free, publicly-accessible full text available October 10, 2025
  5. Free, publicly-accessible full text available April 14, 2025
  6. Optical waveguide deformation sensors are created for less than 15 US Dollars each and evaluated for their usefulness in detecting the severity of wrinkles in a thin-walled soft robot. This severity is quantified by the bend angle produced in the robot. The sensors are integrated into the skin of the robot and tests are performed to determine their usefulness. The sensors prove to be able to accurately track the bend angle of the robotic arm as a wrinkle is induced in a sudden load drop test, a sudden pressure loss test, an incremented load test, and an incremented pressure test. The drop test, specifically, tracked bend angle through many rapid undulations. 
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  7. This paper describes a series of endurance and material property tests conducted on a pneumatic, fabric-reinforced inflatable soft actuator made of Dragon Skin 30 silicone, which exhibited performance variations during operation. It is important to understand the level of variation over time and how it affects the motions of the soft actuators. The tests were designed to investigate the repeatability and durability of the actuator by measuring changes in its trajectories after long working periods, determining its failure pressure, and examining its elasticity through tensile tests. The experiments were performed on multiple soft actuators, and the results show pertinent information about the variation in their motion and how it relates to the material behavior of the silicone. This information enhances our understanding of the real-world behavior of silicone soft actuators and enables us to better control their performance in our applications.

     
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  8. This paper proposes a new method to measure the pose and localize the contacts with the surrounding environment for an inflatable soft robot by using optical sensors (photocells), inertial measurement units (IMUs), and a pressure sensor. These affordable sensors reside entirely aboard the robot and will be effective in environments where external sensors, such as motion capture, are not feasible to use. The entire bore of the robot is used as a waveguide to transfer the light. When the robot is working, the photocell signals vary with the current shape of the robot and the IMUs measure the orientation of its tip. Analytical functions are developed to relate the photocell signals and the robot pose. Since the soft robot is deformable, the occurrence of contact at any location on its body will modify the sensor signals. This simple measurement approach generates enough information to allow contact events to be detected and classified with high precision using a machine learning algorithm. 
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  9. In the 21st century workplace (especially in COVID times), much human social interaction occurs during virtual meetings. Unlike traditional screen-based remote meetings, VR meetings promise a more richly embodied form of communication. This paper maps the experiential terrain of seven commercial VR meeting applications, with a particular focus on the range of shared social experiences and collaborative abilities these applications may enable or constrain. We examine a range of applications including Spatial, Glue VR, MeetinVR, Mozilla Hubs, VRChat, AltspaceVR, and Rec Room. We analyze and map avatar system strategies, meeting environments and in-world cues, meeting invitation model, and different models of participation. In addition, we argue that commercial applications for meeting in VR that cater to workplace contexts might benefit from borrowing some of the strategies used in more leisure-focused environments for supporting social interaction. 
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