Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2–3, 2016, Proceedings

Research Article

Towards a Wearable Interface for Immersive Telepresence in Robotics

  • @INPROCEEDINGS{10.1007/978-3-319-55834-9_8,
        author={Uriel Martinez-Hernandez and Michael Szollosy and Luke Boorman and Hamideh Kerdegari and Tony Prescott},
        title={Towards a Wearable Interface for Immersive Telepresence in Robotics},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2--3, 2016, Proceedings},
        proceedings_a={ARTSIT AND DLI},
        year={2017},
        month={3},
        keywords={Telepresence Immersion Wearable computing Human-robot interaction Virtual reality},
        doi={10.1007/978-3-319-55834-9_8}
    }
    
  • Uriel Martinez-Hernandez
    Michael Szollosy
    Luke Boorman
    Hamideh Kerdegari
    Tony Prescott
    Year: 2017
    Towards a Wearable Interface for Immersive Telepresence in Robotics
    ARTSIT AND DLI
    Springer
    DOI: 10.1007/978-3-319-55834-9_8
Uriel Martinez-Hernandez,*, Michael Szollosy1, Luke Boorman1, Hamideh Kerdegari1, Tony Prescott1
  • 1: University of Sheffield
*Contact email: u.martinez@leeds.ac.uk

Abstract

In this paper we present an architecture for the study of telepresence, immersion and human-robot interaction. The architecture is built around a wearable interface that provides the human user with visual, audio and tactile feedback from a remote location. We have chosen to interface the system with the iCub humanoid robot, as it mimics many human sensory modalities, including vision (with gaze control) and tactile feedback, which offers a richly immersive experience for the human user. Our wearable interface allows human participants to observe and explore a remote location, while also being able to communicate verbally with others located in the remote environment. Our approach has been tested from a variety of distances, including university and business premises, and using wired, wireless and Internet based connections, using data compression to maintain the quality of the experience for the user. Initial testing has shown the wearable interface to be a robust system of immersive teleoperation, with a myriad of potential applications, particularly in social networking, gaming and entertainment.