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Investigating the Kappa Effect Elicited Through Concurrent Visual and Tactile Stimulation. 研究通过同时视觉和触觉刺激引发的卡帕效应
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-10-17 DOI: 10.1109/TOH.2024.3482570
Yuri De Pra, Vincenzo Catrambone, Virginie van Wassenhove, Alessandro Moscatelli, Gaetano Valenza, Matteo Bianchi

The experience of time and space in subjective perception is closely connected. The Kappa effect refers to the phenomenon where the perceived duration of the time interval between stimuli is influenced by the spatial distance between them. In this study, we aimed to explore the Kappa effect from a psychophysical perspective. We investigated participants' perception of temporal duration in the sub-second range by delivering visual and tactile inputs through wearable devices placed on both the palm and the forearm. We compared the impact of unimodal sensory stimulation, involving either visual or tactile stimuli, with different bimodal stimulation conditions. Our results revealed that the illusory effect on inter-stimulus duration perception can be observed in both unimodal conditions, although the distortions were significantly more pronounced in vision. In the multimodal stimulation condition, where visual stimuli were presented at non-equidistant spatial locations, the integration of tactile input did not reduce the Kappa effect, regardless of the spatial location of the tactile stimuli. However, when the visual stimuli were equidistant in space, regardless of the spatial location of the tactile stimuli, the Kappa effect disappeared. These results can shed light on the effect played by multimodality on the perception of space and time.

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引用次数: 0
Two rapid alternatives compared to the staircase method for the estimation of the vibrotactile perception threshold. 与阶梯法相比,有两种快速方法可用于估算振动触觉阈值。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-10-14 DOI: 10.1109/TOH.2024.3479950
Arthur Pate, Nathan Ouvrai, Quentin Consigny, Claudia Fritz

Wearable vibrotactile devices seem now mature for entering the daily lives and practices of more and more users. However, vibrotactile perception can greatly differ between individuals, in terms of psychophysics and physiology, not to mention higher levels (cognitive or affective for example). Broadly-distributed and affordable vibrotactile devices hence must be adapted to each user's own perception, first of all by delivering intensity levels that are in the perceptible range of the user. This implies determining the user's own thresholds of perception, and then adapting the devices' output levels. Classical methods for the estimation of thresholds elicit too long procedures, and little is known about the reliability of other methods in the vibrotactile domain. This article focuses on two alternative methods for the estimation of amplitude thresholds in the vibrotactile modality ("increasing-intensity" and "decreasing-intensity" methods), and compares their estimations to the estimations from a staircase method. Both rapid methods result in much shorter test durations, and are found less stressful and tiring than the classic method, while showing threshold estimations that are never found to differ by more than 1.5 JND from the estimations by the classic method.

现在,可穿戴振动触觉设备似乎已经成熟,可以进入越来越多用户的日常生活和实践中。然而,不同个体对振动触觉的感知在心理物理学和生理学方面可能存在很大差异,更不用说更高层次的差异(例如认知或情感方面的差异)。因此,分布广泛、价格合理的振动触觉设备必须适应每个用户的感知,首先是提供用户可感知范围内的强度水平。这意味着要确定用户自身的感知阈值,然后调整设备的输出水平。估算阈值的经典方法需要耗费太长的时间,而振动触觉领域的其他方法的可靠性也鲜为人知。本文重点介绍了振动触觉模式中估算振幅阈值的两种替代方法("强度递增法 "和 "强度递减法"),并将它们的估算结果与阶梯法的估算结果进行了比较。与传统方法相比,这两种快速方法的测试时间更短,压力和疲劳感更小,而且阈值估计值与传统方法的估计值相差从未超过 1.5 JND。
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引用次数: 0
Multichannel Vibrotactile Glove: Validation of a new device designed to sense vibrations. 多通道振动触觉手套:验证设计用于感应振动的新设备。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-10-07 DOI: 10.1109/TOH.2024.3475740
Loonan Chauvette, Eliane Leprohon, Louis-Philippe Perron-Houle, Valentin Pintat, Aidin Delnavaz, Jeremie Voix, Andreanne Sharp

There is a growing interest in using the tactile modality as a compensation or sensory augmentation tool in various fields. The Multichannel Vibrotactile Glove was designed to meet the needs of these diverse disciplines and overcome the limitations of current sound-to-touch technologies. Using 12 independent haptic exciters on each finger's back and on the palm, the device can convey acoustic information to cutaneous vibrotactile receptors with precise control of the location, frequency, timing, and intensity. A staircase method was used to model vibration detection thresholds at six frequencies (100, 200, 250, 500, 800, 1000 Hertz) for each actuator position (All, Thumb, Index, Major, Middle, Pinky, Palm) and both hands (Right, Left). No between hand difference was observed and all finger actuators provided consistent thresholds, except for the Palm which exhibited higher thresholds. Spatial summation effects were observed when all actuators were activated simultaneously. Detection thresholds significantly increased at 100 Hertz and above 500 Hertz. These findings confirm that the system provides uniform stimulation across hands and actuators. Overall, the Multichannel Vibrotactile Glove provides the freedom to send various acoustic features to individual actuators, providing a versatile tool for research and a potential technology to substitute, compensate, or extend sensory perception.

在各个领域,人们对使用触觉模式作为补偿或增强感觉的工具越来越感兴趣。多通道振动触觉手套的设计旨在满足这些不同学科的需求,并克服当前声-触技术的局限性。通过在每个手指的指背和手掌上使用 12 个独立的触觉激励器,该装置可以将声音信息传递给皮肤振动触觉受体,并对位置、频率、时间和强度进行精确控制。我们采用阶梯法来模拟每个致动器位置(全部、拇指、食指、大拇指、中指、小指、手掌)和双手(右手、左手)在六种频率(100、200、250、500、800、1000 赫兹)下的振动检测阈值。除手掌的阈值较高外,所有手指致动器的阈值均一致,未发现手与手之间的差异。当同时激活所有致动器时,可观察到空间求和效应。检测阈值在 100 赫兹和 500 赫兹以上时明显增加。这些研究结果证实,该系统能为双手和致动器提供均匀的刺激。总之,多通道振动触觉手套可以自由地将各种声学特征发送到单个致动器,为研究提供了一种多功能工具,也是一种替代、补偿或扩展感官知觉的潜在技术。
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引用次数: 0
Passive Realizations of Series Elastic Actuation: Effects of Plant and Controller Dynamics on Haptic Rendering Performance. 串联弹性执行的被动实现:设备和控制器动力学对触觉渲染性能的影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-27 DOI: 10.1109/TOH.2024.3470236
Celal Umut Kenanoglu, Volkan Patoglu

We introduce minimal passive physical realizations of series (damped) elastic actuation (S(D)EA) under closed-loop control to determine the effect of different plant parameters and controller gains on the closed-loop performance of the system and to establish an intuitive understanding of the passivity bounds. Furthermore, we explicitly derive the feasibility conditions for these passive physical equivalents and compare them to the necessary and sufficient conditions for the passivity of S(D)EA under velocity-sourced impedance control (VSIC) to establish their relationship. Through the passive physical equivalents, we rigorously compare the effect of different plant dynamics (e.g., SEA and SDEA) on the system performance. We demonstrate that passive physical equivalents make the effect of controller gains explicit and establish a natural means for effective impedance analysis. We also show that passive physical equivalents promote co-design thinking by enforcing simultaneous and unbiased consideration of (possibly negative) controller gains and plant parameters. We demonstrate the usefulness of negative controller gains when coupled with properly designed plant dynamics. Finally, we provide experimental validations of our theoretical passivity results and comprehensive characterizations of the haptic rendering performance of S(D)EA under VSIC.

我们引入了闭环控制下串联(阻尼)弹性致动(S(D)EA)的最小被动物理现象,以确定不同工厂参数和控制器增益对系统闭环性能的影响,并建立对被动性边界的直观理解。此外,我们还明确推导出了这些被动物理等价物的可行性条件,并将其与速度源阻抗控制(VSIC)下 S(D)EA 被动性的必要条件和充分条件进行比较,以建立两者之间的关系。通过被动物理等价物,我们严格比较了不同工厂动力学(如 SEA 和 SDEA)对系统性能的影响。我们证明,被动物理等价物明确了控制器增益的影响,并为有效的阻抗分析提供了一种自然手段。我们还证明,无源物理等效物通过强制同时且无偏见地考虑(可能为负)控制器增益和工厂参数,促进了协同设计思维。我们展示了负控制器增益与适当设计的工厂动力学相结合的实用性。最后,我们对理论上的被动结果进行了实验验证,并全面描述了 S(D)EA 在 VSIC 下的触觉渲染性能。
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引用次数: 0
VT-SGN:Spiking Graph Neural Network for Neuromorphic Visual-Tactile Fusion. VT-SGN:用于神经形态视觉-触觉融合的尖峰图神经网络。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-27 DOI: 10.1109/TOH.2024.3449411
Peiliang Wu, Haozhe Zhang, Yao Li, Wenbai Chen, Guowei Gao

Current issues with neuromorphic visual-tactile perception include limited training network representation and inadequate cross-modal fusion. To address these two issues, we proposed a dual network called visual-tactile spiking graph neural network (VT-SGN) that combines graph neural networks and spiking neural networks to jointly utilize the neuromorphic visual and tactile source data. First, the neuromorphic visual-tactile data were expanded spatiotemporally to create a taxel-based tactile graph in the spatial domain, enabling the complete exploitation of the irregular spatial structure properties of tactile information. Subsequently, a method for converting images into graph structures was proposed, allowing the vision to be trained alongside graph neural networks and extracting graph-level features from the vision for fusion with tactile data. Finally, the data were expanded into the time domain using a spiking neural network to train the model and propagate it backwards. This framework effectively utilizes the structural differences between sample instances in the spatial dimension to improve the representational power of spiking neurons, while preserving the biodynamic mechanism of the spiking neural network. Additionally, it effectively solves the morphological variance between the two perceptions and further uses complementary data between visual and tactile. To demonstrate that our approach can improve the learning of neuromorphic perceptual information, we conducted comprehensive comparative experiments on three datasets to validate the benefits of the proposed VT-SGN framework by comparing it with state-of-the-art studies.

神经形态视觉-触觉感知目前存在的问题包括训练网络代表性有限和跨模态融合不足。为了解决这两个问题,我们提出了一种名为视觉-触觉尖峰图神经网络(VT-SGN)的双重网络,它结合了图神经网络和尖峰神经网络,共同利用神经形态视觉和触觉源数据。首先,对神经形态视觉-触觉数据进行时空扩展,在空间域创建基于分类单元的触觉图,从而完全利用触觉信息的不规则空间结构特性。随后,提出了一种将图像转换为图结构的方法,从而可以在训练视觉的同时训练图神经网络,并从视觉中提取图级特征与触觉数据进行融合。最后,利用尖峰神经网络将数据扩展到时域,以训练模型并向后传播。该框架有效利用了样本实例在空间维度上的结构差异,提高了尖峰神经元的表征能力,同时保留了尖峰神经网络的生物动力学机制。此外,它还有效地解决了两种感知之间的形态差异,并进一步利用了视觉和触觉之间的互补数据。为了证明我们的方法可以改善神经形态感知信息的学习,我们在三个数据集上进行了全面的对比实验,通过与最先进的研究进行比较,验证了所提出的 VT-SGN 框架的优势。
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引用次数: 0
Design and Characterisation of Multi-cavity, Fluidic Haptic Feedback System for Mechano-tactile Feedback. 用于机械触觉反馈的多腔流体触觉反馈系统的设计与特性分析
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-03 DOI: 10.1109/TOH.2024.3454179
Ge Shi, Jialei Shi, Azadeh Shariati, Kamyar Motaghedolhagh, Shervanthi Homer-Vanniasinkam, Helge Wurdemann

Numerous studies have indicated that the use of a closed-loop haptic feedback system, which offers various mechano-tactile stimuli patterns with different actuation methods, can improve the performance and grasp control of prosthetic hands. Purely mechanical-driven feedback approaches for various mechano-tactile stimuli patterns, however, have not been explored. In this paper, a multi-cavity fluidic haptic feedback system is introduced with details of design, fabrication, and validation. The multi-cavity haptic feedback system can detect the physical touch with direction at the fingertip sensor. The direction of the force is reflected in the form of pressure deviation in the multi-cavity fingertip sensor. The feedback actuator generates various mechano-tactile stimuli patterns according to the pressure deviation from the fingertip sensor. Hence, users can identify the force with direction according to the stimuli patterns. The haptic feedback system is validated through two experiments. The initial experiment characterises the system and establishes the relationship between the fingertip sensor and feedback actuator. The subsequent experiment, a human interaction test, confirms the system's capability to detect force with directions and generate corresponding tactile stimuli in the feedback actuator. The outcomes corroborate the idea that participants are generally capable of discerning changes in angle.

大量研究表明,使用闭环触觉反馈系统,通过不同的驱动方法提供各种机械触觉刺激模式,可以提高假手的性能和抓握控制能力。然而,针对各种机械触觉刺激模式的纯机械驱动反馈方法尚未得到探索。本文介绍了一种多腔流体触觉反馈系统的设计、制造和验证细节。多腔触觉反馈系统可以在指尖传感器上检测到带有方向的物理触摸。力的方向以压力偏差的形式反映在多腔指尖传感器上。反馈执行器根据指尖传感器的压力偏差产生各种机械触觉刺激模式。因此,用户可以根据刺激模式识别力的方向。触觉反馈系统通过两个实验进行了验证。最初的实验描述了系统的特征,并确定了指尖传感器和反馈执行器之间的关系。随后的实验,即人机交互测试,确认了系统检测力的方向并在反馈执行器中产生相应触觉刺激的能力。实验结果证实,参与者一般都能辨别角度的变化。
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引用次数: 0
Tactile Weight Rendering: A Review for Researchers and Developers. 触觉重量渲染:研究人员和开发人员综述
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-03 DOI: 10.1109/TOH.2024.3453894
Ruben Martin-Rodriguez, Alexandre L Ratschat, Laura Marchal-Crespo, Yasemin Vardar

Haptic rendering of weight plays an essential role in naturalistic object interaction in virtual environments. While kinesthetic devices have traditionally been used for this aim by applying forces on the limbs, tactile interfaces acting on the skin have recently offered potential solutions to enhance or substitute kinesthetic ones. Here, we aim to provide an in-depth overview and comparison of existing tactile weight rendering approaches. We categorized these approaches based on their type of stimulation into asymmetric vibration and skin stretch, further divided according to the working mechanism of the devices. Then, we compared these approaches using various criteria, including physical, mechanical, and perceptual characteristics of the reported devices. We found that asymmetric vibration devices have the smallest form factor, while skin stretch devices relying on the motion of flat surfaces, belts, or tactors present numerous mechanical and perceptual advantages for scenarios requiring more accurate weight rendering. Finally, we discussed the selection of the proposed categorization of devices together with the limitations and opportunities for future research. We hope this study guides the development and use of tactile interfaces to achieve a more naturalistic object interaction and manipulation in virtual environments.

在虚拟环境中进行自然物体交互时,重量的触觉渲染起着至关重要的作用。传统上,动觉设备通过对肢体施力来实现这一目的,而最近作用于皮肤的触觉界面则为增强或替代动觉设备提供了潜在的解决方案。在此,我们旨在深入概述和比较现有的触觉重量渲染方法。我们根据刺激类型将这些方法分为非对称振动和皮肤拉伸,并根据设备的工作机制进一步划分。然后,我们使用各种标准对这些方法进行了比较,包括所报告设备的物理、机械和感知特性。我们发现,非对称振动装置的外形尺寸最小,而皮肤拉伸装置则依赖于平面、皮带或触手的运动,在需要更精确重量呈现的场景中具有机械和感知方面的诸多优势。最后,我们讨论了所建议的设备分类的选择以及未来研究的局限性和机遇。我们希望这项研究能为触觉界面的开发和使用提供指导,从而在虚拟环境中实现更自然的物体交互和操作。
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引用次数: 0
Perceiving Synchrony: Determining Thermal-tactile Simultaneity Windows. 感知同步:确定热触觉同步窗口
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-03 DOI: 10.1109/TOH.2024.3452102
Takuya Jodai, Lynette A Jones, Masahiko Terao, Hsin-Ni Ho

In cutaneous displays in which both tactile and thermal signals are presented, it is important to understand the temporal requirements associated with presenting these signals so that they are perceptually synchronous. Such synchrony is important to provide realistic touch experiences in applications involving object recognition and social touch interactions. In the present experiment the temporal window within which tactile and warm thermal stimuli are perceived to occur at the same time was determined. A Simultaneity Judgment Task was used in which pairs of tactile and thermal stimuli were presented on the hand at varying stimulus onset asynchronies, and participants determined whether the stimuli were simultaneous or not. The results indicated that the average simultaneity window width was 1041 ms. The average point of subjective simultaneity (PSS) was -569 ms, indicating that participants perceived simultaneity best when the warm thermal stimulus preceded the tactile stimulus by 569 ms. These findings indicate that thermal and tactile stimuli do not need to be displayed simultaneously for the two stimuli to be perceived as being synchronous and therefore the timing of such stimuli can be adjusted to maximize the likelihood that they will both be perceived.

在同时呈现触觉信号和热信号的皮肤显示屏中,了解与呈现这些信号相关的时间要求非常重要,这样才能使它们在感知上同步。这种同步性对于在涉及物体识别和社交触摸互动的应用中提供逼真的触摸体验非常重要。本实验确定了触觉刺激和温热刺激同时出现的时间窗口。实验中使用了同时性判断任务,在不同的刺激开始时间不同步的情况下,手部会出现成对的触觉刺激和热刺激,参与者会判断刺激是否同时发生。结果表明,同时性窗口的平均宽度为 1041 毫秒。主观同时点(PSS)的平均值为-569 毫秒,表明当温暖的热刺激比触觉刺激早 569 毫秒时,参与者对同时性的感知最佳。这些研究结果表明,热刺激和触觉刺激并不需要同时显示才能被认为是同步的,因此可以调整这些刺激的时间,以最大限度地提高它们同时被感知的可能性。
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引用次数: 0
Effect of Finger Moisture on Tactile Perception of Electroadhesion. 手指湿度对电泳触觉的影响
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-15 DOI: 10.1109/TOH.2024.3441670
Easa AliAbbasi, Muhammad Muzammil, Omer Sirin, Philippe Lefevre, Orjan Grottem Martinsen, Cagatay Basdogan

We investigate the effect of finger moisture on the tactile perception of electroadhesion with 10 participants. Participants with moist fingers exhibited markedly higher threshold levels. Our electrical impedance measurements show a substantial reduction in impedance magnitude when sweat is present at the finger-touchscreen interface, indicating increased conductivity. Supporting this, our mechanical friction measurements show that the relative increase in electrostatic force due to electroadhesion is lower for a moist finger.

我们在 10 名参与者中研究了手指湿度对电泳触觉的影响。手指潮湿的参与者表现出明显较高的阈值水平。我们的电阻抗测量结果表明,当手指触摸屏界面上有汗液时,阻抗幅度会大幅降低,这表明导电性增强。与此相印证的是,我们的机械摩擦测量结果表明,湿润手指的静电力相对增幅较低。
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引用次数: 0
Optimized Sandwich and Topological Structures for Enhanced Haptic Transparency. 优化夹层和拓扑结构,增强触觉透明度。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-15 DOI: 10.1109/TOH.2024.3444491
Thomas Daunizeau, Sinan Haliyo, Vincent Hayward

Humans rely on multimodal perception to form representations of the world. This implies that environmental stimuli must remain consistent and predictable throughout their journey to our sensory organs. When it comes to vision, electromagnetic waves are minimally affected when passing through air or glass treated for chromatic aberrations. Similar conclusions can be drawn for hearing and acoustic waves. However, tools that propagate elastic waves to our cutaneous afferents tend to color tactual perception due to parasitic mechanical attributes such as resonances and inertia. These issues are often overlooked, despite their critical importance for haptic devices that aim to faithfully render or record tactile interactions. Here, we investigate how to optimize this mechanical transmission with sandwich structures made from rigid, lightweight carbon fiber sheets arranged around a 3D-printed lattice core. Through a comprehensive parametric evaluation, we demonstrate how this design paradigm provides superior haptic transparency, regardless of the lattice types. Drawing an analogy with topology optimization, our solution approaches a foreseeable technological limit. It offers a practical way to create high-fidelity haptic interfaces, opening new avenues for research on tool-mediated interactions.

人类依靠多模态感知来形成对世界的表征。这意味着环境刺激在到达我们感觉器官的整个过程中必须保持一致和可预测。就视觉而言,电磁波在通过空气或经过色差处理的玻璃时,受到的影响微乎其微。听觉和声波也可以得出类似的结论。然而,由于共振和惯性等寄生机械属性,向我们的皮肤传入器官传播弹性波的工具往往会影响触觉感知。尽管这些问题对于旨在忠实呈现或记录触觉互动的触觉设备至关重要,但却经常被忽视。在这里,我们研究了如何利用由围绕 3D 打印晶格核心排列的刚性轻质碳纤维片制成的三明治结构来优化这种机械传动。通过全面的参数评估,我们展示了这种设计范式如何提供卓越的触觉透明度,而不受晶格类型的影响。类比拓扑优化,我们的解决方案接近可预见的技术极限。它为创建高保真触觉界面提供了一种切实可行的方法,为以工具为媒介的交互研究开辟了新的途径。
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引用次数: 0
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IEEE Transactions on Haptics
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