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Vibrohaptic Design for Simulating High-Five Interactions at Virtual Talent Fan Meetings
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As the market for virtual talents (e.g., VTubers) continues to expand, fan meetings have emerged as crucial events for strengthening the connection between talents and their fans. However, the limited interaction time per fan presents a challenge, making it difficult to create a highly satisfying experience through conversation alone. To enhance engagement, non-verbal interactions such as high-fives are considered effective in creating emotional impact and improving fan satisfaction. This paper presents a systematic evaluation of vibrohaptic feedback strategies for simulating a high-five interaction with a virtual avatar, targeting real-world applications such as virtual talent fan meetings. We conducted a user study comparing multiple vibrotactile stimuli, namely standard vibrotactile feedback, asymmetric vibration intended to induce a pulling illusion, and tendon vibration intended to induce a kinesthetic illusion, along with variations in stimulation placement.This paper presents a novel method to simulate a high-five from an avatar using vibrohaptic feedback. We conducted a user study to evaluate the impact of various stimuli-including asymmetric vibration for a pulling illusion and tendon vibration for a kinesthetic illusion-and the specific location of their application. Results indicate that the mere presence of vibrotactile feedback is more crucial for enhancing the experience than the specific stimulation type used. Furthermore, applying feedback to the palm, either solely or in combination with the wrist, proved most effective. These findings offer valuable insights for designing haptic physical interaction with virtual talents, thereby enhancing social engagement and fan satisfaction in virtual talent fan meeting events.
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