Ball-type Haptic Interface to Present Impact Points with Vibrations for Televised Ball-based Sporting Event

Takuya Handa, Makiko Azuma, Toshihiro Shimizu, Satoru Kondo, M. Fujiwara, Yasutoshi Makino, H. Shinoda
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Abstract

We propose a ball-type haptic interface that presents both impact vibration and impact points to reproduce the impact between the ball and hitting object (e.g. racket, bat, hand, or foot) in a ball game. Impact vibration is presented using one vibro-transducer, and the points are presented by simply denting one of the eight points of a Polyurethane ball surface using four servo motors. An experiment was conducted to clarify the perceptual characteristics when a dent point was presented along with intense vibration of three different frequencies (30, 80, and 250 Hz). Most participants could detect the dented points in the case along with 250 Hz vibration. The mean correct answer rate decreased approximately 40 percent with 30 Hz vibration compared to 250 Hz, especially with three different areas on the palm. The results suggest that there is a significant masking effect between vibration and pressure sensation on the palm. Finally, some applications and design improvements are discussed to present impact points with impact vibrations for televised ball-based sporting events.
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球型触觉界面,显示冲击点与振动电视球为基础的体育赛事
我们提出了一种球型触觉界面,可以同时呈现冲击振动和冲击点,以再现球类比赛中球与击球物体(如球拍、球拍、手或脚)之间的冲击。冲击振动是通过一个振动传感器来呈现的,而点是通过四个伺服电机简单地凹痕聚氨酯球表面的八个点之一来呈现的。我们进行了一项实验,以澄清当凹痕点与三种不同频率(30、80和250 Hz)的强烈振动同时出现时的感知特征。大多数参与者可以在250赫兹的振动中检测到凹痕点。与250赫兹的振动相比,30赫兹的振动平均正确率下降了大约40%,尤其是手掌上的三个不同区域。结果表明,手掌的振动和压力感觉之间存在明显的掩蔽效应。最后,讨论了一些应用和设计改进,以便在电视转播的球类体育赛事中呈现具有冲击振动的冲击点。
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