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Multipoint electrotactile fingertip stimulation for grasping force feedback in virtual reality

Published online by Cambridge University Press:  22 October 2026

Eleonora Vendrame
Affiliation:
Health Science and Technology, Aalborg University , Denmark
Martin Alexander Garenfeld
Affiliation:
Health Science and Technology, Aalborg University , Denmark
Peter Guld Leth
Affiliation:
Architecture, Design and Media Technology, Aalborg University , Denmark
Erik Hernández
Affiliation:
TECNALIA, Basque Research and Technology Alliance (BRTA) , Spain
Matija Strbac
Affiliation:
Tecnalia Serbia Ltd , Serbia
Christian Cipriani
Affiliation:
The Biorobotics Institute, Scuola Superiore Sant’Anna , Italy
Hendrik Knoche
Affiliation:
Architecture, Design and Media Technology, Aalborg University , Denmark
Strahinja Dosen*
Affiliation:
Health Science and Technology, Aalborg University , Denmark
*
Corresponding author: Strahinja Dosen; Email: sdosen@hst.aau.dk

Abstract

Immersive virtual reality systems often lack realistic tactile feedback, preventing the closure of the sensorimotor loop that is essential for fine and dexterous object manipulation. In this study, we compared different encoding strategies for delivering multipoint electrotactile feedback at the fingertips during virtual hand–object interaction. A wearable interface embedding a 2 × 3 matrix of pads on each fingertip was used to provide grasp force feedback during a force-control pick-and-place task within a virtual environment. The grasp force was discretized into six levels and conveyed using three encoding schemes: temporal modulation via stimulation frequency, spatial modulation via the number of active pads, and a mixed approach combining both. Twelve participants performed the task under each feedback condition to evaluate which encoding strategy was the most effective. The results demonstrated the beneficial effects of electrotactile feedback compared to no feedback as reflected by increased accuracy and reduced deviation from the target force, yet at the expense of increased task completion time. Among the encoding strategies, the mixed and spatial modulation outperformed the frequency encoding, and the mixed scheme yielded the best overall performance and user experience, suggesting that integrating spatial and temporal cues enhances the perceptual resolution of electrotactile feedback. Overall, these findings show that the design of the encoding strategy strongly influences feedback effectiveness, demonstrating the potential of wearable electrotactile interfaces to augment VR performance and overall user experience.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press
Figure 0

Figure 1. The experimental setup included the headset and the electrotactile system, comprising the multichannel stimulator and the flexible electrodes for thumb and index fingertips. Each electrode integrated a 3 × 2 matrix arrangement of active pads enclosed by an H-shaped reference pad.Figure 1. long description.

Figure 1

Figure 2. (a) The virtual reality task involves reaching, grasping, and moving a virtual cube while applying a target level of force. The target force is indicated both by a background legend and by the color of the static reference cube marking the target position. (b) The grasping force is computed as the distance between the thumb and index fingertips with respect to the cube side length. (c) The grasping force is discretized into six levels, separated by defined thresholds (0.10, 0.23, 0.36, 0.49, 0.62, and 0.75). These thresholds are adjusted online to balance hand-tracking performance and control stability by widening the force level range when the applied force matches the target level. The force estimated from the fingertip distance (raw grip force) is shown as the orange line, whereas the blue line indicates the discrete level. Thin grey lines are the thresholds defining the levels. Note that when the estimated force crosses the threshold for level 2, the level width (shaded region) becomes temporarily wider. Task progress (top panel in c) is the normalized distance to the target point.

Figure 2

Figure 3. Active pads and stimulation frequency associated with each force level across the different encoding schemes. Higher forces are conveyed by (1) increasing the frequency of the two middle pads (left), (2) activating more pads (middle), and (3) by combining the two previous approaches.

Figure 3

Figure 4. Pipeline of the experimental protocol. After calibrating the intensity of electrotactile stimulation, the participants performed the task without tactile feedback (pre-block), with tactile feedback using three encoding methods in pseudo-random order, and one more time with the feedback deactivated (post block). For each feedback method, the participants performed a tactile feedback discrimination test before proceeding to the task. After each block except the last one (post feedback), they were asked to answer the questionnaire.

Figure 4

Figure 5. Representative examples of a single trial are shown for two conditions: with tactile feedback using mixed modulation (left) and without tactile feedback (right, pre-no-feedback test). “Raw force” refers to the distance between the thumb and index fingertips, from which the current level of force is estimated. “Task progress” represents the movement trajectory toward the target. When the feedback is available (left), the participant gradually increases the force in the safe zone and then maintains it within the correct level during movement by noticing and correcting deviations when necessary.

Figure 5

Figure 6. (a) Success rate of the electrotactile feedback discrimination test; (b) accuracy in matching the target force level; (c) success rate upon exiting the safe zone; and (d) deviation from the target force level. Spatial and mixed encoding were easier to discriminate compared to frequency modulation without any training. The feedback increased the performance of the VR force control task, especially when using spatial and mixed encoding methods.

Figure 6

Figure 7. (a) Time spent in the safe zone during the task. (b) Time spent moving toward the target (moving time). The feedback increased the time to perform the task, but only during safe zone adjustments.

Figure 7

Figure 8. Subjective metrics. Answers from the questionnaire were divided into four categories: (a) presence, (b) embodiment, (c) tactile sensation, and (d) ranking of the conditions (1 – best, 4 – worst). Mixed encoding increased the feeling of embodiment. All feedback conditions were preferred by the participants compared to no feedback, and spatial and mixed encoding were ranked better than frequency modulation.Figure 8. long description.

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