HumanoidTurk: Expanding VR Haptics with Humanoids for Driving Simulations
DaeHo Lee, Ryo Suzuki, Jin-Hyuk Hong
TL;DR
HumanoidTurk investigates using a general-purpose humanoid robot as a whole-body haptic medium for VR driving. The approach translates in-game g-forces into synchronized chair motion via a two-path synthesis pipeline and evaluates real-time performance and user experience through pilot and main studies. Results show humanoid feedback enhances immersion, realism, and enjoyment relative to no feedback or controller vibrations, but can increase simulator sickness and affect comfort; human-delivered feedback remains subtly more adaptable. The work identifies fidelity, adaptability, and versatility as core themes and argues for humanoids as a promising, versatile modality for future VR haptics, with opportunities spanning training, rehabilitation, and entertainment.
Abstract
We explore how humanoid robots can be repurposed as haptic media, extending beyond their conventional role as social, assistive, collaborative agents. To illustrate this approach, we implemented HumanoidTurk, taking a first step toward a humanoid-based haptic system that translates in-game g-force signals into synchronized motion feedback in VR driving. A pilot study involving six participants compared two synthesis methods, leading us to adopt a filter-based approach for smoother and more realistic feedback. A subsequent study with sixteen participants evaluated four conditions: no-feedback, controller, humanoid+controller, and human+controller. Results showed that humanoid feedback enhanced immersion, realism, and enjoyment, while introducing moderate costs in terms of comfort and simulation sickness. Interviews further highlighted the robot's consistency and predictability in contrast to the adaptability of human feedback. From these findings, we identify fidelity, adaptability, and versatility as emerging themes, positioning humanoids as a distinct haptic modality for immersive VR.
