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  1. Free, publicly-accessible full text available April 7, 2025
  2. Group formation is fundamental for 3D displays that use Flying Light Specks, FLSs, to illuminate shapes and provide haptic interactions. An FLS is a drone with light sources that illuminates a shape. Groups of G FLSs may implement reliability techniques to tolerate FLS failures, provide kinesthetic haptic feedback in response to a user’s touch, and facilitate a divide and conquer approach to challenges such as localizing FLSs to render a shape. This paper evaluates four decentralized techniques to form groups. An FLS implements a technique autonomously using asynchronous communication and without a global clock. We evaluate these techniques using synthetic point clouds with known optimal solutions and real point clouds. Obtained results show a technique named Random Subset (RS) is superior when constructing small groups (G ≤ 5) while a different technique named Closest Available Neighbor First (CANF) is superior when constructing large groups (G ≥ 10). 
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  3. Hu Min-Chun ; Liu Jiaying ; Kim Munchurl ; Zhang Wei (Ed.)
    Group formation is fundamental for 3D displays that use Flying Light Specks, FLSs, to illuminate shapes and provide haptic interactions. An FLS is a drone with light sources that illuminates a shape. Groups of $G$ FLSs may implement reliability techniques to tolerate FLS failures, provide kinesthetic haptic feedback in response to a user's touch, and facilitate a divide and conquer approach to challenges such as localizing FLSs to render a shape. This paper evaluates four decentralized techniques to form groups. An FLS implements a technique autonomously using asynchronous communication and without a global clock. We evaluate these techniques using synthetic point clouds with known optimal solutions and real point clouds. Obtained results show a technique named Random Subset (RS) is superior when constructing small groups (G$\leq$5) while a different technique named Closest Available Neighbor First (CANF) is superior when constructing large groups (G$\geq$10). 
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  4. Awaysheh Feras ; Srivastava Gautam ; Wu Jun ; Aloqaily Moayad (Ed.)
    This study evaluates the accuracy of three different types of time-of-flight sensors to measure distance. We envision the possible use of these sensors to localize swarms of flying light specks (FLSs) to illuminate objects and avatars of a metaverse. An FLS is a miniature-sized drone configured with RGB light sources. It is unable to illuminate a point cloud by itself. However, the inter-FLS relationship effect of an organizational framework will compensate for the simplicity of each individual FLS, enabling a swarm of cooperating FLSs to illuminate complex shapes and render haptic interactions. Distance between FLSs is an important criterion of the inter-FLS relationship. We consider sensors that use radio frequency (UWB), infrared light (IR), and sound (ultrasonic) to quantify this metric. Obtained results show only one sensor is able to measure distances as small as 1 cm with a high accuracy. A sensor may require a calibration process that impacts its accuracy in measuring distance. 
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  5. Free, publicly-accessible full text available September 10, 2024
  6. Touch as a modality in social communication has been getting more attention with recent developments in wearable technology and an increase in awareness of how limited physical contact can lead to touch starvation and feelings of depression. Although several mediated touch methods have been developed for conveying emotional support, the transfer of emotion through mediated touch has not been widely studied. This work addresses this need by exploring emotional communication through a novel wearable haptic system. The system records physical touch patterns through an array of force sensors, processes the recordings using novel gesture-based algorithms to create actuator control signals, and generates mediated social touch through an array of voice coil actuators. We conducted a human subject study ( N = 20) to understand the perception and emotional components of this mediated social touch for common social touch gestures, including poking, patting, massaging, squeezing, and stroking. Our results show that the speed of the virtual gesture significantly alters the participants' ratings of valence, arousal, realism, and comfort of these gestures with increased speed producing negative emotions and decreased realism. The findings from the study will allow us to better recognize generic patterns from human mediated touch perception and determine how mediated social touch can be used to convey emotion. Our system design, signal processing methods, and results can provide guidance in future mediated social touch design. 
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  7. Due to the COVID-19 crisis, social distancing has been a necessary and effective means of reducing disease through decreased close human contact. However, there has been a corresponding increase in touch starvation due to limited physical contact. Our research seeks to create a solution for allowing individuals to safely communicate through touch over a distance. Our system consists of wearable sensors to measure the social touch gesture, which is then processed and sent to an array of voice coils in an actuator device. 
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