| Qualification Type: | PhD |
|---|---|
| Location: | Devon, Exeter |
| Funding for: | UK Students, EU Students, International Students, Self-funded Students |
| Funding amount: | Full tuition fees, stipend of £21,805 per annum travel funds of up to £15,000, and RTSG of £10,715 are available over the 3.5 year studentship |
| Hours: | Full Time |
| Placed On: | 31st March 2026 |
|---|---|
| Closes: | 24th April 2026 |
| Reference: | 5838 |
Research Problem and Significance
Virtual Reality (VR) represents a disruptive shift in the modern training ecosystem, increasingly adopted across healthcare, defence, and manufacturing. However, a critical human-centred design challenge emerges: users typically interact with these virtual environments through controller-based interaction, which is largely devoid of the haptic (touch-based) cues that are a core part of real world interactions. The consequences for embodied learning without haptic feedback in digital environments remain largely unknown. As VR training proliferates across sectors, establishing evidence-based principles for haptic design is paramount for responsible innovation.
Relatedly, literature in motor control suggests that proprioception is a primary driver of skill acquisition. Seminal work by Wong and Gribble (2012) demonstrated that passive proprioceptive training—where the limb is moved by a robot—can induce significant improvements in active motor performance. This implies that "feeling" the correct movement can be a mechanism to improve skill learning, akin to the far larger body of work on observational learning in surgery (e.g., Lebel, Haverstock, Cristancho, van Eimeren, & Buckingham, 2018).
Research Aims and Objectives
Proposed Research Approach and Methods
At Exeter, the candidate first will conduct a series of experimental tasks using 3D Systems Phantom Touch devices (robotic arms which provide force feedback of simulated physical contact while measuring movement kinematics and force output). These will be integrated with bespoke VR simulations of surgical tasks developed in collaboration with our industry partner, FundamentalXR, adapted to be delivered with and without haptic cues. Then, at UQ the candidate will work with computer scientists to design paradigms that compare "active" learning (standard VR) against "proprioceptive" learning (haptically guided movement), measuring outcomes such as path efficiency, force consistency, and transfer of training to novel tasks.
Originality and Innovation
This project is highly innovative in applying fundamental theories of human motor control to address a critical gap in immersive training design. It moves beyond the current standard of visual-dominant VR to a multisensory approach that respects the physicality of surgical practice, enabled by an interdisciplinary team combining Experimental Psychology, Computer Science, and Clinical Surgery.
Deliverables and Contribution to Knowledge
The outcomes will serve as a roadmap for the next generation of how haptic feedback can underpin VR in surgery and beyond. We expect this work to yield high-impact publications and support follow-on funding applications to the EPSRC or Innovate UK regarding haptic technologies in healthcare and wider tele-robotics.
Contact
Questions about this project should be directed to Associate Professor Gavin Buckingham at G.Buckingham@exeter.ac.uk
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