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Search Results (864)

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40 pages, 11569 KB  
Review
MEC and SDN Enabling Technologies, Design Challenges, and Future Directions of Tactile Internet and Immersive Communications
by Shahd Thabet, Abdelhamied A. Ateya, Mohammed ElAffendi and Mohammed Abo-Zahhad
Future Internet 2025, 17(11), 494; https://doi.org/10.3390/fi17110494 - 28 Oct 2025
Viewed by 645
Abstract
Tactile Internet (TI) is an innovative paradigm for emerging generations of communication systems that support ultra-low latency and highly robust transmission of haptics, actuation, and immersive communication in real time. It is considered a critical facilitator for remote surgery, industrial automation, and extended [...] Read more.
Tactile Internet (TI) is an innovative paradigm for emerging generations of communication systems that support ultra-low latency and highly robust transmission of haptics, actuation, and immersive communication in real time. It is considered a critical facilitator for remote surgery, industrial automation, and extended reality (XR). Originally intended as a flagship application for the fifth-generation (5G) networks, their strict constraints, especially the one-millisecond end-to-end latency, ultra-high reliability, and seamless adaptation, present formidable challenges. These challenges are the bottleneck for evolution to sixth-generation (6G) networks; thus, new architects and technologies are urgently required. This survey systematically discusses the most important underlying technologies for TI and immersive communications. It especially highlights using software-defined networking (SDN) and edge intelligence (EI) as enabling technologies. SDN improves the programmability, adaptability, and dynamic control of network infrastructures. In contrast, EI exploits intelligence-based artificial intelligence (AI)-driven decision-making at the network edge for latency optimization, resource usage, and service offering. Moreover, this work describes other enabling technologies, including network function virtualization (NFV), digital twin, quantum computing, and blockchain. Furthermore, the work investigates the recent achievements and studies in which SDN and EI are combined in TI and presents their effect on latency reduction, optimum network utilization, and service stability. A comparison of several State-of-the-Art methods is performed to determine present limitations and gaps. Finally, the work provides open research problems and future trends, focusing on the importance of intelligent, autonomous, and scalable network topologies for defining the paradigm of TI and immersive communication systems. Full article
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22 pages, 4342 KB  
Article
Cloud-Based Personalized sEMG Classification Using Lightweight CNNs for Long-Term Haptic Communication in Deaf-Blind Individuals
by Kaavya Tatavarty, Maxwell Johnson and Boris Rubinsky
Bioengineering 2025, 12(11), 1167; https://doi.org/10.3390/bioengineering12111167 - 27 Oct 2025
Viewed by 377
Abstract
Deaf-blindness, particularly in progressive conditions such as Usher syndrome, presents profound challenges to communication, independence, and access to information. Existing tactile communication technologies for individuals with Usher syndrome are often limited by the need for close physical proximity to trained interpreters, typically requiring [...] Read more.
Deaf-blindness, particularly in progressive conditions such as Usher syndrome, presents profound challenges to communication, independence, and access to information. Existing tactile communication technologies for individuals with Usher syndrome are often limited by the need for close physical proximity to trained interpreters, typically requiring hand-to-hand contact. In this study, we introduce a novel, cloud-based, AI-assisted gesture recognition and haptic communication system designed for long-term use by individuals with Usher syndrome, whose auditory and visual abilities deteriorate with age. Central to our approach is a wearable haptic interface that relocates tactile input and output from the hands to an arm-mounted sleeve, thereby preserving manual dexterity and enabling continuous, bidirectional tactile interaction. The system uses surface electromyography (sEMG) to capture user-specific muscle activations in the hand and forearm and employs lightweight, personalized convolutional neural networks (CNNs), hosted on a centralized server, to perform real-time gesture classification. A key innovation of the system is its ability to adapt over time to each user’s evolving physiological condition, including the progressive loss of vision and hearing. Experimental validation using a public dataset, along with real-time testing involving seven participants, demonstrates that personalized models consistently outperform cross-user models in terms of accuracy, adaptability, and usability. This platform offers a scalable, longitudinally adaptable solution for non-visual communication and holds significant promise for advancing assistive technologies for the deaf-blind community. Full article
(This article belongs to the Section Biosignal Processing)
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25 pages, 6797 KB  
Review
Robotic-Assisted Vascular Surgery: Current Landscape, Challenges, and Future Directions
by Yaman Alsabbagh, Young Erben, Adeeb Jlilati, Joaquin Sarmiento, Christopher Jacobs, Enrique F. Elli and Houssam Farres
J. Clin. Med. 2025, 14(20), 7353; https://doi.org/10.3390/jcm14207353 - 17 Oct 2025
Viewed by 656
Abstract
Vascular surgery has evolved from durable yet invasive open reconstructions to less traumatic endovascular techniques. While endovascular repair reduces perioperative morbidity, it introduces durability challenges and the need for lifelong surveillance. Laparoscopic surgery bridged some gaps but was hindered by steep learning curves [...] Read more.
Vascular surgery has evolved from durable yet invasive open reconstructions to less traumatic endovascular techniques. While endovascular repair reduces perioperative morbidity, it introduces durability challenges and the need for lifelong surveillance. Laparoscopic surgery bridged some gaps but was hindered by steep learning curves and technical limitations. Robotic-assisted surgery represents a “third revolution”, combining the durability of open repair with the recovery and ergonomic benefits of minimally invasive approaches through enhanced 3D visualization, wristed instrumentation, and tremor filtration. This review synthesizes current evidence on robotic applications in vascular surgery, including aortic, visceral, venous, and endovascular interventions. Feasibility of robotic vascular surgery has been demonstrated in over 1500 patients across aortic, visceral, venous, and decompression procedures. Reported outcomes include pooled conversion rates of ~5%, 30-day mortality of 1–3%, and long-term patency rates exceeding 90% in aortoiliac occlusive disease. Similarly favorable outcomes have been observed in AAA repair, visceral artery aneurysm repair, IVC reconstructions, renal vein transpositions, and minimally invasive decompression procedures such as median arcuate ligament and thoracic outlet syndromes. Endovascular robotics enhances catheter navigation precision and reduces operator radiation exposure by 85–95%, with multiple series demonstrating consistent benefit compared to manual techniques. Despite these advantages, adoption is limited by high costs, lack of dedicated vascular instruments, absent haptic feedback on most platforms, and the need for standardized training. Most available evidence is observational and from high-volume centers, highlighting the need for multicenter randomized trials. Future directions include AI-enabled planning and augmented-reality navigation, which are the most feasible near-term technologies since they rely largely on software integration with existing systems. Other advances such as microsurgical robotics, soft-robotic platforms, and telesurgery remain longer-term developments requiring new hardware and regulatory pathways. Overcoming barriers through collaborative innovation, structured training, and robust evidence generation is essential for robotics to become a new standard in vascular care. Full article
(This article belongs to the Special Issue Vascular Surgery: Current Status and Future Perspectives)
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21 pages, 1893 KB  
Article
Multimodal Interaction with Haptic Interfaces on 3D Objects in Virtual Reality
by Nikolaos Tzimos, Elias Parafestas, George Voutsakelis, Sotirios Kontogiannis and George Kokkonis
Electronics 2025, 14(20), 4035; https://doi.org/10.3390/electronics14204035 - 14 Oct 2025
Viewed by 243
Abstract
This paper presents the development and evaluation of a method for rendering realistic haptic textures in virtual environments, with the goal of enhancing immersion and surface recognizability. By using Blender for the creation of geometric models, Unity for real-time interaction, and integration with [...] Read more.
This paper presents the development and evaluation of a method for rendering realistic haptic textures in virtual environments, with the goal of enhancing immersion and surface recognizability. By using Blender for the creation of geometric models, Unity for real-time interaction, and integration with the Touch haptic device from 3D Systems, virtual surfaces were developed with parameterizable characteristics of friction, stiffness, and relief, simulating different physical textures. The methodology was assessed through two experimental phases involving a total of 47 participants, examining both tactile recognition accuracy and the perceived realism of the textures. Results demonstrated improved overall performance and reduced variability between textures, suggesting that the approach can provide convincing haptic experiences. The proposed method has potential applications across a wide range of domains, including education, medical simulation, cartography, e-commerce, entertainment, and artistic creation. The main contribution of this research lies in the introduction of a simple yet effective methodology for haptic texture rendering, which is based on the flexible adjustment of key parameters and iterative optimization through human feedback. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented and Mixed Reality)
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19 pages, 1142 KB  
Review
Virtual Reality Exergaming in Outpatient Stroke Rehabilitation: A Scoping Review and Clinician Roadmap
by Błażej Cieślik
J. Clin. Med. 2025, 14(20), 7227; https://doi.org/10.3390/jcm14207227 - 13 Oct 2025
Viewed by 969
Abstract
Background/Objectives: Outpatient stroke rehabilitation is expanding as inpatient episodes shorten. Virtual reality (VR) exergaming can extend practice and standardize progression, but setting-specific effectiveness and implementation factors remain unclear. This scoping review mapped VR exergaming in outpatient stroke care and identified technology typologies and [...] Read more.
Background/Objectives: Outpatient stroke rehabilitation is expanding as inpatient episodes shorten. Virtual reality (VR) exergaming can extend practice and standardize progression, but setting-specific effectiveness and implementation factors remain unclear. This scoping review mapped VR exergaming in outpatient stroke care and identified technology typologies and functional outcomes. Methods: Guided by the JBI Manual and PRISMA-ScR, searches of MEDLINE, Embase, CENTRAL, Scopus, and Web of Science were conducted in April 2025. The study included adults post-stroke undergoing VR exergaming programs with movement tracking delivered in clinic-based outpatient or home-based outpatient settings. Interventions focused on functional rehabilitation using interactive VR. Results: Sixty-six studies met the criteria, forty-four clinic-based and twenty-two home-based. Serious games accounted for 65% of interventions and commercial exergames for 35%. Superiority on a prespecified functional endpoint was reported in 41% of trials, 29% showed within-group improvement only, and 30% found no between-group difference; effects were more consistent in supervised clinic programs than in home-based implementations. Signals were most consistent for commercial off-the-shelf and camera-based systems. Gloves or haptics and locomotor platforms were promising but less studied. Head-mounted display interventions showed mixed findings. Adherence was generally high, and adverse events were infrequent and mild. Conclusions: VR exergaming appears clinically viable for outpatient stroke rehabilitation, with the most consistent gains in supervised clinic-based programs; home-based effects are more variable and sensitive to dose and supervision. Future work should compare platform types by therapeutic goal; embed mechanistic measures; strengthen home delivery with dose control and remote supervision; and standardize the reporting of fidelity, adherence, and cost. Full article
(This article belongs to the Special Issue Chronic Disease Management and Rehabilitation in Older Adults)
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26 pages, 5077 KB  
Article
Prototype Development of a Haptic Virtual Reality SMAW Simulator for the Mechanical Engineer of the Future
by Tomas Mancisidor, Mario Covarrubias, Maria Elena Fernandez, Nicolás Norambuena, Cristóbal Galleguillos and José Luis Valin
Appl. Sci. 2025, 15(20), 10873; https://doi.org/10.3390/app152010873 - 10 Oct 2025
Viewed by 402
Abstract
This paper presents the design, development, and preliminary validation of a haptic virtual reality simulator for Shielded Metal Arc Welding (SMAW) at the Pontificia Universidad Católica de Valparaíso, Chile, aimed at enhancing psychomotor training for mechanical engineering students in line with Industry 4.0 [...] Read more.
This paper presents the design, development, and preliminary validation of a haptic virtual reality simulator for Shielded Metal Arc Welding (SMAW) at the Pontificia Universidad Católica de Valparaíso, Chile, aimed at enhancing psychomotor training for mechanical engineering students in line with Industry 4.0 demands. The system integrates Unity 3D, a commercial haptic device, and a custom 3D-printed electrode holder replicating the welding booth, enabling interaction through visual, auditory, and tactile feedback. Thirty students with minimal welding experience and seven experts participated in usability and realism assessments. The results showed that 80% of students perceived motor skill improvement, 60% rated realism as adequate, and 90% preferred hybrid training (simulator + workshop). The prototype was practically implemented at the mechanical engineering school, requiring only a mid-range workstation, the Touch haptic device, and the developed software, demonstrating feasibility in real academic settings. The findings indicate potential to build confidence, support motor coordination, and provide a safe, resource-efficient training environment, while experts emphasized the need for automated feedback and improved haptic fidelity. The modular architecture allows scalability, extension to other welding processes, and adaptation for inclusive education. This prototype demonstrates how locally developed immersive technologies can modernize technical education while promoting sustainability, accessibility, and skill readiness. Full article
(This article belongs to the Special Issue The Application of Digital Technology in Education)
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24 pages, 2134 KB  
Article
Smart Risk Assessment and Adaptive Control Strategy Selection for Human–Robot Collaboration in Industry 5.0: An Intelligent Multi-Criteria Decision-Making Approach
by Ertugrul Ayyildiz, Tolga Kudret Karaca, Melike Cari, Bahar Yalcin Kavus and Nezir Aydin
Processes 2025, 13(10), 3206; https://doi.org/10.3390/pr13103206 - 9 Oct 2025
Viewed by 699
Abstract
The emergence of Industry 5.0 brings a paradigm shift towards collaborative environments where humans and intelligent robots work side-by-side, enabling personalized, flexible, and resilient manufacturing. However, integrating humans and robots introduces new operational and safety risks that require proactive and adaptive control strategies. [...] Read more.
The emergence of Industry 5.0 brings a paradigm shift towards collaborative environments where humans and intelligent robots work side-by-side, enabling personalized, flexible, and resilient manufacturing. However, integrating humans and robots introduces new operational and safety risks that require proactive and adaptive control strategies. This study proposes an intelligent multi-criteria decision-making framework for smart risk assessment and the selection of optimal adaptive control strategies in human–robot collaborative manufacturing settings. The proposed framework integrates advanced risk analytics, real-time data processing, and expert knowledge to evaluate alternative control strategies, such as real-time wearable sensor integration, vision-based dynamic safety zones, AI-driven behavior prediction models, haptic feedback, and self-learning adaptive robot algorithms. A cross-disciplinary panel of ten experts structures six main and eighteen sub-criteria spanning safety, adaptability, ergonomics, reliability, performance, and cost, with response time and implementation/maintenance costs modeled as cost types. Safety receives the most significant weight; the most influential sub-criteria are collision avoidance efficiency, return on investment (ROI), and emergency response capability. The framework preserves linguistic semantics from elicitation to aggregation and provides a transparent, uncertainty-aware tool for selecting and phasing adaptive control strategies in Industry 5.0 collaborative cells. Full article
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22 pages, 2739 KB  
Article
An Evaluation of VR Games and Haptic Feedback for Upper Limb Rehabilitation for Individuals with Parkinson’s Disease
by Meldin Bektic, Brittany E. Smith, Angela L. Ridgel and Kwangtaek Kim
Machines 2025, 13(10), 930; https://doi.org/10.3390/machines13100930 - 9 Oct 2025
Viewed by 488
Abstract
Three-dimensional virtual reality (VR) games incorporating haptic feedback were developed to support upper-limb rehabilitation in individuals with Parkinson’s disease (PD). Three interactive games: fishing, archery, and mining, were designed to simulate resistance, tension, and vibration using a haptic device, thereby encouraging motor tasks [...] Read more.
Three-dimensional virtual reality (VR) games incorporating haptic feedback were developed to support upper-limb rehabilitation in individuals with Parkinson’s disease (PD). Three interactive games: fishing, archery, and mining, were designed to simulate resistance, tension, and vibration using a haptic device, thereby encouraging motor tasks such as pulling, lifting, and lateral maneuvers. Both individuals with PD and healthy participants completed structured sessions, with performance measured through task completion time, scores, and movement trajectories, alongside perceived workload via the NASA-TLX. Results showed that higher haptic resistance levels reduced tremor amplitude by up to 10.55% in participants with PD and improved task completion efficiency by an average of 12.4% across games. These findings demonstrate the potential of personalized haptic feedback to stabilize motor control and enhance performance in VR-based rehabilitation. Importantly, individuals with PD demonstrated improved motor control under moderate haptic resistance, indicating the potential of adjustable haptic feedback for tailoring rehabilitation. These findings underscore the value of VR-haptic games as engaging and adaptable rehabilitation tools, supporting personalized interventions for individuals with PD. Full article
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19 pages, 5137 KB  
Article
An Accessible AI-Assisted Rehabilitation System for Guided Upper Limb Therapy
by Kevin Hou, Md Mahafuzur Rahaman Khan and Mohammad H. Rahman
Sensors 2025, 25(19), 6239; https://doi.org/10.3390/s25196239 - 8 Oct 2025
Viewed by 793
Abstract
Conventional upper limb rehabilitation methods often encounter significant obstacles, including high costs, limited accessibility, and reduced patient adherence. Emerging technological solutions, such as telerehabilitation, virtual reality (VR), and wearable sensor-based systems, address some of these challenges but still face issues concerning supervision quality, [...] Read more.
Conventional upper limb rehabilitation methods often encounter significant obstacles, including high costs, limited accessibility, and reduced patient adherence. Emerging technological solutions, such as telerehabilitation, virtual reality (VR), and wearable sensor-based systems, address some of these challenges but still face issues concerning supervision quality, affordability, and usability. To overcome these limitations, this study presents an innovative and cost-effective rehabilitation system based on advanced computer vision techniques and artificial intelligence (AI). Developed using Python (3.11.5), the proposed system utilizes a standard webcam in conjunction with robust pose estimation algorithms to provide real-time analysis of patient movements during guided upper limb exercises. Instructional exercise videos featuring an NAO robot facilitate patient engagement and consistency in practice. The system generates instant quantitative feedback on movement precision, repetition accuracy, and exercise phase completion. The core advantages of the proposed approach include minimal equipment requirements, affordability, ease of setup, and enhanced interactive guidance compared to traditional telerehabilitation methods. By reducing the complexity and expense associated with many VR and wearable-sensor solutions, while acknowledging that some lower-cost and haptic-enabled VR options exist, this single-webcam approach aims to broaden access to guided home rehabilitation without specialized hardware. Full article
(This article belongs to the Section Biomedical Sensors)
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27 pages, 10581 KB  
Article
Maintaining Dynamic Symmetry in VR Locomotion: A Novel Control Architecture for a Dual Cooperative Five-Bar Mechanism-Based ODT
by Halit Hülako
Symmetry 2025, 17(10), 1620; https://doi.org/10.3390/sym17101620 - 1 Oct 2025
Viewed by 344
Abstract
Natural and unconstrained locomotion remains a fundamental challenge in creating truly immersive virtual reality (VR) experiences. This paper presents the design and control of a novel robotic omnidirectional treadmill (ODT) based on the bilateral symmetry of two cooperative five-bar planar mechanisms designed to [...] Read more.
Natural and unconstrained locomotion remains a fundamental challenge in creating truly immersive virtual reality (VR) experiences. This paper presents the design and control of a novel robotic omnidirectional treadmill (ODT) based on the bilateral symmetry of two cooperative five-bar planar mechanisms designed to replicate realistic walking mechanics. The central contribution is a human in the loop control strategy designed to achieve stable walking in place. This framework employs a specific control strategy that actively repositions the footplates along a dynamically defined ‘Line of Movement’ (LoM), compensating for the user’s motion to ensure the midpoint between the feet remains stabilized and symmetrical at the platform’s geometric center. A comprehensive dynamic model of both the ODT and a coupled humanoid robot was developed to validate the system. Numerical simulations demonstrate robust performance across various gaits, including turning and catwalks, maintaining the user’s locomotion center with a maximum resultant drift error of 11.65 cm, a peak value that occurred momentarily during a turning motion and remained well within the ODT’s safe operational boundaries, with peak errors along any single axis remaining below 9 cm. The system operated with notable efficiency, requiring RMS torques below 22 Nm for the primary actuators. This work establishes a viable dynamic and control architecture for foot-tracking ODTs, paving the way for future enhancements such as haptic terrain feedback and elevation simulation. Full article
(This article belongs to the Special Issue Applications Based on Symmetry/Asymmetry in Control Engineering)
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20 pages, 3191 KB  
Article
Visuomotor Control Accuracy of Circular Tracking Movement According to Visual Information in Virtual Space
by Jihyoung Lee, Kwangyong Han, Woong Choi and Jaehyo Kim
Sensors 2025, 25(19), 5998; https://doi.org/10.3390/s25195998 - 29 Sep 2025
Viewed by 780
Abstract
The VR-based circular tracking movement evaluation system (CES) was developed to quantitatively assess visuomotor control. The virtual stick, a component of the CES, provides visual cues in the virtual environment and haptic feedback when holding the controller. This study examined the effects of [...] Read more.
The VR-based circular tracking movement evaluation system (CES) was developed to quantitatively assess visuomotor control. The virtual stick, a component of the CES, provides visual cues in the virtual environment and haptic feedback when holding the controller. This study examined the effects of stick presence and presentation order on control accuracy for distance, angle, and angular velocity. Twenty-seven participants (12 females; mean age 23.3 ± 2.3 years) performed tasks in the frontal plane followed by the sagittal plane. In each plane, the stick was visible for the first 1–3 revolutions and invisible for the subsequent 4–6 revolutions in the invisible condition, with the reverse order in the visible condition. In the invisible condition, control accuracy with the stick was 1.10 times higher for distance only in the sagittal plane, and 1.13 and 1.09 times higher for angle and angular velocity in the frontal plane, and 1.11 and 1.08 times higher in the sagittal plane. No significant differences were observed in the visible condition. The improved control accuracy when the stick was visible is likely due to enhanced precision in constructing the reference frame, internal models, body coordinates, and effective multisensory integration of visual and haptic information. Such visual information may enable fine control in virtual environment-based applications, including games and surgical simulations. Full article
(This article belongs to the Special Issue Sensors Technologies for Measurements and Signal Processing)
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16 pages, 1756 KB  
Article
The Effects of Vibrotactile Stimulation of the Upper Extremity on Sensation and Perception: A Study for Enhanced Ergonomic Design
by Abeer Abdel Khaleq, Yash More, Brody Skaufel and Mazen Al Borno
Theor. Appl. Ergon. 2025, 1(2), 8; https://doi.org/10.3390/tae1020008 - 29 Sep 2025
Viewed by 515
Abstract
Vibrotactile stimulation has applications in a variety of fields, including medicine, virtual reality, and human–computer interaction. Eccentric Rotating Mass (ERM) vibrating motors are widely used in wearable haptic devices owing to their small size, low cost, and low-energy features. User experience with vibrotactile [...] Read more.
Vibrotactile stimulation has applications in a variety of fields, including medicine, virtual reality, and human–computer interaction. Eccentric Rotating Mass (ERM) vibrating motors are widely used in wearable haptic devices owing to their small size, low cost, and low-energy features. User experience with vibrotactile stimulation is an important factor in ergonomic design for these applications. The effects of ERM motor vibrations on upper-extremity sensation and perception, which are important in the design of better wearable haptic devices, have not been thoroughly studied previously. Our study focuses on the relationship between user sensation and perception and on different vibration parameters, including frequency, location, and number of motors. We conducted experiments with vibrotactile stimulation on 15 healthy participants while the subjects were both at rest and in motion to capture different use cases of haptic devices. Eight motors were placed on a consistent set of muscles in the subjects’ upper extremities, and one motor was placed on their index fingers. We found a significant correlation between voltage and sensation intensity (r = 0.39). This finding is important in the design and safety of customized haptic devices. However, we did not find a significant aggregate-level correlation with the perceived pleasantness of the simulation. The sensation intensity varied based on the location of the vibration on the upper extremities (with the lowest intensities on the triceps brachii and brachialis) and slightly decreased (5.9 ± 2.9%) when the participants performed reaching movements. When a single motor was vibrating, the participants’ accuracy in identifying the motor without visual feedback increased as the voltage increased, reaching up to 81.4 ± 14.2%. When we stimulated three muscles simultaneously, we found that most participants were able to identify only two out of three vibrating motors (41.7 ± 32.3%). Our findings can help identify stimulation parameters for the ergonomic design of haptic devices. Full article
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68 pages, 8643 KB  
Article
From Sensors to Insights: Interpretable Audio-Based Machine Learning for Real-Time Vehicle Fault and Emergency Sound Classification
by Mahmoud Badawy, Amr Rashed, Amna Bamaqa, Hanaa A. Sayed, Rasha Elagamy, Malik Almaliki, Tamer Ahmed Farrag and Mostafa A. Elhosseini
Machines 2025, 13(10), 888; https://doi.org/10.3390/machines13100888 - 28 Sep 2025
Viewed by 819
Abstract
Unrecognized mechanical faults and emergency sounds in vehicles can compromise safety, particularly for individuals with hearing impairments and in sound-insulated or autonomous driving environments. As intelligent transportation systems (ITSs) evolve, there is a growing need for inclusive, non-intrusive, and real-time diagnostic solutions that [...] Read more.
Unrecognized mechanical faults and emergency sounds in vehicles can compromise safety, particularly for individuals with hearing impairments and in sound-insulated or autonomous driving environments. As intelligent transportation systems (ITSs) evolve, there is a growing need for inclusive, non-intrusive, and real-time diagnostic solutions that enhance situational awareness and accessibility. This study introduces an interpretable, sound-based machine learning framework to detect vehicle faults and emergency sound events using acoustic signals as a scalable diagnostic source. Three purpose-built datasets were developed: one for vehicular fault detection, another for emergency and environmental sounds, and a third integrating both to reflect real-world ITS acoustic scenarios. Audio data were preprocessed through normalization, resampling, and segmentation and transformed into numerical vectors using Mel-Frequency Cepstral Coefficients (MFCCs), Mel spectrograms, and Chroma features. To ensure performance and interpretability, feature selection was conducted using SHAP (explainability), Boruta (relevance), and ANOVA (statistical significance). A two-phase experimental workflow was implemented: Phase 1 evaluated 15 classical models, identifying ensemble classifiers and multi-layer perceptrons (MLPs) as top performers; Phase 2 applied advanced feature selection to refine model accuracy and transparency. Ensemble models such as Extra Trees, LightGBM, and XGBoost achieved over 91% accuracy and AUC scores exceeding 0.99. SHAP provided model transparency without performance loss, while ANOVA achieved high accuracy with fewer features. The proposed framework enhances accessibility by translating auditory alarms into visual/haptic alerts for hearing-impaired drivers and can be integrated into smart city ITS platforms via roadside monitoring systems. Full article
(This article belongs to the Section Vehicle Engineering)
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22 pages, 2042 KB  
Article
Virtual Environment for Rehabilitation of Upper Distal Limb Using a Haptic Device with Adaptive Impedance Control and Neural Compensation: A Preliminary Proposal
by Yahel Cortés-García, Yukio Rosales-Luengas, Saul J. Rangel-Popoca, Sergio Salazar, Xiaoou Li and Rogelio Lozano
Sensors 2025, 25(19), 5964; https://doi.org/10.3390/s25195964 - 25 Sep 2025
Viewed by 429
Abstract
This research presents a preliminary proposal for a rehabilitation exercise aimed at patients with muscle weakness in the distal upper limb. A virtual environment was developed, where the user engages in a rehabilitation activity focused on rehabilitating the pinch grip. The goal is [...] Read more.
This research presents a preliminary proposal for a rehabilitation exercise aimed at patients with muscle weakness in the distal upper limb. A virtual environment was developed, where the user engages in a rehabilitation activity focused on rehabilitating the pinch grip. The goal is to strengthen the patient’s grasp and reduce muscle weakness. The virtual environment was designed as a video game in order to generate greater interest and encourage patients to adhere to their rehabilitation activities. This virtual game utilizes the haptic device Novint Falcon for the interaction with the environment. This preliminary work implements an impedance control with neural compensation; the control strategy produces signals to adapt the force exerted by the patient, with the goal that the device can give a force of the same magnitude but in the opposite direction. Consequently, regardless of the patient’s initial strength, the device will always deliver an assistive force to guide the patient along a desired trajectory. Initial experimental results with the proposed virtual-haptic rehabilitation system are presented, indicating the feasibility of the approach; however, further studies are required to validate its clinical effectiveness. Full article
(This article belongs to the Special Issue Recent Advances in Sensor Technology and Robotics Integration)
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19 pages, 312 KB  
Review
Beyond Da Vinci: Comparative Review of Next-Generation Robotic Platforms in Urologic Surgery
by Stamatios Katsimperis, Lazaros Tzelves, Georgios Feretzakis, Themistoklis Bellos, Panagiotis Triantafyllou, Polyvios Arseniou and Andreas Skolarikos
J. Clin. Med. 2025, 14(19), 6775; https://doi.org/10.3390/jcm14196775 - 25 Sep 2025
Viewed by 1076
Abstract
Robotic surgery has become a cornerstone of modern urologic practice, with the da Vinci system maintaining dominance for over two decades. In recent years, however, a new generation of robotic platforms has emerged, introducing greater competition and innovation into the field. These systems [...] Read more.
Robotic surgery has become a cornerstone of modern urologic practice, with the da Vinci system maintaining dominance for over two decades. In recent years, however, a new generation of robotic platforms has emerged, introducing greater competition and innovation into the field. These systems aim to address unmet needs through features such as modular architectures, enhanced ergonomics, haptic feedback, and cost-containment strategies. Several platforms—including Hugo™ RAS, Versius™, Avatera™, REVO-I, Hinotori™, Senhance™, KangDuo, MicroHand S, Dexter™, and Toumai®—have entered clinical use with early results demonstrating perioperative and short-term oncologic outcomes broadly comparable to those of established systems, particularly in procedures such as radical prostatectomy, partial nephrectomy, and radical cystectomy. At the same time, they introduce unique advantages in workflow flexibility, portability, and economic feasibility. Nevertheless, important challenges remain, including the need for rigorous comparative trials, standardized training curricula, and long-term cost-effectiveness analyses. The integration of artificial intelligence, augmented reality, and telesurgery holds the potential to further expand the role of robotics in urology, offering opportunities to enhance precision, improve accessibility, and redefine perioperative care models. This review summarizes the evolving landscape of robotic platforms in urology, highlights their clinical applications and limitations, and outlines future directions for research, training, and global implementation. Full article
(This article belongs to the Special Issue The Current State of Robotic Surgery in Urology)
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