ETHOS: A Robotic Encountered-Type Haptic Display for Social Interaction in Virtual Reality

Electrical and Computer Engineering, Queen's Unviersity
In Review
Teaser figure showing both physical and virtual interactions for each interaction

ETHOS (Encountered-Type Haptics for On-demand Social interaction) enables corresponding virtual and physical renderings of dynamic interpersonal interactions, demonstrated here with an object handover (left), fist bump (centre), and high five (right).

Abstract

We present ETHOS (Encountered-Type Haptics for On-demand Social interaction), a dynamic encountered-type haptic display (ETHD) that enables natural physical contact in virtual reality (VR) during social interactions such as handovers, fist bumps, and high-fives. The system integrates a torque-controlled robotic manipulator with interchangeable passive props (silicone hand replicas and a baton), marker-based physical-virtual registration via a ChArUco board, and a safety monitor that gates motion based on the user’s head and hand pose. We introduce two control strategies: (i) a static mode that presents a stationary prop aligned with its virtual counterpart, consistent with prior ETHD baselines, and (ii) a dynamic mode that continuously updates prop position by exponentially blending an initial mid-point trajectory with real-time hand tracking, generating a unique contact point for each interaction.

System

ETHOS integrates robotic manipulator and virtual reality subsystems through a fiducial-based registration process to coordinate interaction between physical and virtual worlds. Custom physical props were also developed to recreate life-like interaction contact experiences.

Interpersonal Interaction Development

The developed system is first applied to the recreation of physical interpersonal interactions with a virtual avatar - specifically, an object handover, fist bump, and high five. Such interactions are well-suited for dynamic encountered-type haptics, as they require the real-time coordination of two entities with short-duration intermittent contact. These interactions will also be easily recognizable and carry familiar social context for the user to enhance the naturalness of their experience. Two interaction control strategies were developed: the static strategy presents a stationary object for the user to interact with whereas the dynamic strategy leverages online pose tracking of the user’s hands to continuously update a target contact point, a weighted average of an initial trajectory and the user’s current hand position, creating a unique contact point for each interaction.

Static Interaction

Static interaction control strategy creating stationary alignment between the virtual avatar and the physical prop for the object handover.

Dynamic Interaction

Dynamic interaction control strategy adapting to online user hand-tracking for the fist bump.

Static vs. Dynamic

Comparison between static and dynamic interaction control strategies.

Performance Evaluation

To evaluate the colocation between the virtual and physical interactions, two metrics were evaluated. The first, spatial alignment, evaluates the performance of our fiducial-based registration approach by comparing the stationary virtual-physical alignment to a ground-truth motion capture system. The second metric, interaction latency, characterizes the time difference between a physical and corresponding virtual event to evaluate the impact of delay on interaction efficacy.

Spatial Alignment

Spatial alignment between virtual and physical worlds was determined to be 5.09 ± 0.94 mm, below discernible thresholds.

Interaction Latency

Interaction latency between virtual and physical contact was determined to be on average 28.58 ± 31.21 ms, remaining below perceptual thresholds.

Conclusion

In this work, we introduced ETHOS (Encountered-Type Haptics for On-demand Social interaction), extending the capabilities of ETHDs beyond static props toward dynamic, socially meaningful contact in VR. By equipping a torque-controlled manipulator with customized physical props, we realized novel interpersonal interactions—handover, fist bump, and high five—that are intuitive, repeatable, and grounded in everyday social behaviour. The results in this work provide the first quantitative evidence that high-fidelity interpersonal interactions are feasible in VR through an ETHD framework.