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Perceptual Constancy in the Speed Dependence of Friction During Active Tactile Exploration. 主动触觉探索过程中摩擦速度依赖性的感知恒定性
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-11-07 DOI: 10.1109/TOH.2024.3493421
Maja Fehlberg, Eva Monfort, Sairam Saikumar, Knut Drewing, Roland Bennewitz

Fingertip friction is a key component of tactile perception. In active tactile exploration, friction forces depend on the applied normal force and on the sliding speed chosen. We have investigated whether humans perceive the speed dependence of friction for textured surfaces of materials, which show either increase or decrease of the friction coefficient with speed. Participants perceived the decrease or increase when the relative difference in friction coefficient between fast and slow sliding speed was more than 20 %. The fraction of comparison judgments which were in agreement with the measured difference in friction coefficient did not depend on variations in the applied normal force. The results indicate a perceptual constancy for fingertip friction with respect to self-generated variations of sliding speed and applied normal force.

指尖摩擦力是触觉感知的关键组成部分。在主动触觉探索中,摩擦力取决于施加的法向力和选择的滑动速度。我们研究了人类是否能感知材料纹理表面摩擦力的速度依赖性,这些材料的摩擦系数会随着速度的增加或减少而增加或减少。当快速和慢速滑动之间摩擦系数的相对差值超过 20% 时,受试者会感知到摩擦系数的减小或增大。与测得的摩擦系数差值一致的对比判断部分与施加的法向力的变化无关。结果表明,在滑动速度和外加法向力自发变化的情况下,指尖摩擦的知觉恒定不变。
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引用次数: 0
HM-Array: A Novel Haptic Magnetism-based Leader-follower Platform for Minimally Invasive Robotic Surgery. HM-Array:用于微创机器人手术的基于触觉磁力的新型领导者-追随者平台。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-11-07 DOI: 10.1109/TOH.2024.3493629
Wenda Zhao, Yuanrui Huang, Xionghuan Luo, Hongbin Liu

Ensuring the safety and authenticity of haptic feed2 back is crucial in the domain of surgical operations, particularly in procedures like Natural Orifice Transluminal Endoscopic Surgery (NOTES) and Minimally Invasive Robotic Surgery (MIRS). To enhance the control efficiency of the robotic operating console, we propose a haptic magnetism-based array (HM7 Array). This system employs a solenoid array and a detection stylus to achieve controller localization without the need for additional sensors, while simultaneously generating haptic effects. The device effectively controls the surgical robot's pose through a localization-haptic combined loopback. The entire system is scheduled on a finite state machine (FSM), seamlessly fusing localization and haptic generation. Psychometric evaluations con14 ducted through user studies have demonstrated the device's pre15 cision and accuracy. Teleoperation experimental results further confirm its potential value in surgical treatments and broader medical haptic applications.

在外科手术领域,尤其是在自然腔道内窥镜手术(NOTES)和微创机器人手术(MIRS)中,确保触觉反馈2 的安全性和真实性至关重要。为了提高机器人手术控制台的控制效率,我们提出了一种基于磁性的触觉阵列(HM7 阵列)。该系统采用电磁线圈阵列和探测触针,无需额外传感器即可实现控制器定位,同时产生触觉效果。该装置通过定位-触觉组合环回有效控制手术机器人的姿势。整个系统通过有限状态机(FSM)进行调度,将定位和触觉效果完美融合。通过用户研究得出的心理测量评估结果证明了该设备的精确性和准确性。远程操作实验结果进一步证实了它在外科治疗和更广泛的医疗触觉应用中的潜在价值。
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引用次数: 0
A Novel Ungrounded Haptic Device for Generation and Orientation of Force and Torque Feedbacks. 用于产生力和扭矩反馈并确定其方向的新型非接地触觉装置
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-11-07 DOI: 10.1109/TOH.2024.3493377
Keyvan Arezoo, Bahram Tarvirdizadeh, Khalil Alipour, Alireza Hadi, Jamal Arezoo

To provide deeper immersion for the user in the virtual environments, both force and torque feedbacks are required rather than the mere use of visual and auditory ones. In this paper, we develop a novel propeller-based Ungrounded Handheld Haptic Device (UHHD) that delivers both force and torque feedbacks in one device to help the user experience a realistic sensation of immersion in a three-dimensional (3D) space. The proposed UHHD uses only a pair of propellers and a set of sliders to continuously generate the desired force and torque feedbacks up to 15N and 1N.m in magnitude in less than 370ms, respectively. The produced force and torque feedbacks are oriented in a desired direction using a gimbal mechanism where the propellers are mounted inside in such a way that a simple structure is obtained. These features facilitate the control of the proposed UHHD and enhance its practicality in various applications. To prove the capability of the system, we model it and elaborate on the force and torque analyses. Next, we develop a robust parallel force/position controller to tackle the structured and unstructured uncertainties. Finally, a measurement setup is manufactured to experimentally evaluate the performance of the UHHD and the controller. The implementation of the controller on the developed UHHD prototype shows that a satisfactory control performance is achievable in terms of offering the desired force and torque feedbacks.

为了让用户在虚拟环境中获得更深的沉浸感,需要同时提供力和扭矩反馈,而不仅仅是视觉和听觉反馈。在本文中,我们开发了一种基于螺旋桨的新型非接地手持触觉设备(UHHD),它能在一个设备中同时提供力和扭矩反馈,帮助用户在三维(3D)空间中体验逼真的沉浸感。拟议的 UHHD 仅使用一对螺旋桨和一组滑块,就能在不到 370 毫秒的时间内连续产生所需的力和扭矩反馈,反馈幅度分别高达 15N 和 1N.m。产生的力和力矩反馈通过万向节机构定向到所需方向,螺旋桨安装在万向节内部,结构简单。这些特点有助于对所提出的 UHHD 进行控制,并提高其在各种应用中的实用性。为了证明该系统的能力,我们对其进行了建模,并详细阐述了力和扭矩分析。接下来,我们开发了一种鲁棒性并行力/位置控制器,以解决结构化和非结构化不确定性问题。最后,我们制造了一个测量装置,用于实验评估 UHHD 和控制器的性能。在所开发的 UHHD 原型上实施控制器的结果表明,在提供所需的力和扭矩反馈方面,可以实现令人满意的控制性能。
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引用次数: 0
A Visuo-Haptic System for Nodule Detection Training: Insights from EEG and behavioral analysis. 用于结节检测训练的视觉-触觉系统:脑电图和行为分析的启示。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-11-05 DOI: 10.1109/TOH.2024.3487522
Serena Ricci, Daniele Torrigino, Michele Minuto, Maura Casadio

Medical palpation is a key skill for clinicians. It is typically trained using animal and synthetic models, which however raise ethical concerns and produce high volumes of consumables. An alternative could be visuo-haptic simulations, despite their training efficacy has not been proved yet. The assessment of palpatory skills requires objective methods, that can be achieved by combining performance metrics with electroencephalography (EEG). The goals of this study were to: (i) develop a visuo-haptic system to train nodule detection, combining a Geomagic Touch haptic device with a visuo-haptic simulation of a skin patch and a nodule, implemented using SOFA framework; (ii) assess whether this system could be used for training and evaluation. To do so, we collected performance and EEG data of 19 subjects performing multiple repetitions of a nodule detection task. Results revealed that participants could be divided in low and high performers; the former applied a greater pressure when looking for the nodule and showed a higher EEG alpha (8.5 - 13 Hz) peak at rest; The latter explored the skin remaining on its surface and were characterized by low alpha power. Furthermore, alpha power positively correlated with error and negatively with palpation depth. Altogether, these results suggest that alpha power might be an indicator of performance, denoting an increase in vigilance, attention, information processing, cognitive processes, and engagement, ultimately affecting strategy and performance. Also, the combination of EEG with performance data can provide an objective measure of the user's palpation ability.

医学触诊是临床医生的一项关键技能。通常使用动物模型和合成模型进行训练,但这些模型会引发伦理问题,并产生大量消耗品。视觉触觉模拟是一种替代方法,尽管其训练效果尚未得到证实。触诊技能的评估需要客观的方法,这可以通过将性能指标与脑电图(EEG)相结合来实现。本研究的目标是(i) 结合 Geomagic Touch 触觉设备和皮肤斑块与结节的视觉触觉模拟,开发一套视觉触觉系统来训练结节检测,该系统使用 SOFA 框架实现;(ii) 评估该系统是否可用于训练和评估。为此,我们收集了 19 名受试者在多次重复执行结节检测任务时的表现和脑电图数据。结果显示,受试者可分为表现较差和表现较好的两类;前者在寻找结节时会施加较大的压力,并在休息时显示出较高的脑电图α(8.5 - 13 Hz)峰值;后者则会在皮肤表面进行探索,并表现出较低的α功率。此外,α功率与误差呈正相关,与触诊深度呈负相关。总之,这些结果表明,α 功率可能是成绩的一个指标,表示警惕性、注意力、信息处理、认知过程和参与度的提高,最终影响策略和成绩。此外,将脑电图与成绩数据相结合,可以客观地衡量用户的触诊能力。
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引用次数: 0
A Generalized Tracking Wall Approach to the Haptic Simulation of Tip Forces During Needle Insertion. 针头插入过程中针尖力触觉模拟的广义跟踪壁方法。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-11-05 DOI: 10.1109/TOH.2024.3487000
Benjamin Delbos, Remi Chalard, Arnaud Leleve, Richard Moreau

Haptic simulation of needle insertion requires both a needle-tissue interaction model and a method to render the outputs of this model into real-time force feedback for the user. In comparison with interaction models, rendering methods in the literature have seen little development and are either oversimplified or too computationally complex. Therefore, this study introduces the Generalized Tracking Wall (GTW) approach, a haptic rendering method inspired by the proxy approach. It aims to accurately simulate the interaction between a needle tip and soft tissues without the complex calculations of tissue deformations. The essence of the proposed method is that it associates an algorithm based on the energetic analysis of cutting with a contact model capable of simulating viscoelasticity and nonlinearity. This association proved to be a potent tool to faithfully replicate the different phases of needle insertion while adhering to underlying physics. Multi-layered-tissue insertions are also considered. The performance and generecity of the GTW are first evaluated through simulations. Then, the GTW is experimentally compared to empirical methods inspired by the literature.

针插入的触觉模拟既需要针与组织的交互模型,也需要将该模型的输出结果渲染成实时力反馈给用户的方法。与交互模型相比,文献中的渲染方法鲜有发展,要么过于简化,要么计算过于复杂。因此,本研究引入了广义跟踪墙(GTW)方法,这是一种受代理方法启发的触觉渲染方法。该方法旨在精确模拟针尖与软组织之间的相互作用,而无需复杂的组织变形计算。该方法的精髓在于将基于切割能量分析的算法与能够模拟粘弹性和非线性的接触模型相结合。事实证明,这种关联是一种有效的工具,可忠实地复制针插入的不同阶段,同时遵循基本的物理学原理。此外,还考虑了多层组织的插入。首先通过模拟评估了 GTW 的性能和遗传性。然后,在实验中将 GTW 与文献中的经验方法进行比较。
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引用次数: 0
Neuromuscular Interfacing for Advancing Kinesthetic and Teleoperated Programming by Demonstration of Collaborative Robots. 通过演示协作机器人,建立神经肌肉接口,促进运动学和远程操作编程。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-10-21 DOI: 10.1109/TOH.2024.3484373
Roberto Meattini, Armando Ameri, Alessandra Bernardini, Javier Gonzalez-Huarte, Aitor Ibarguren, Claudio Melchiorri, Gianluca Palli

This study addresses the challenges of Programming by Demonstration (PbD) in the context of collaborative robots, focusing on the need to provide additional degrees of programming without hindering the user's ability to demonstrate trajectories. PbD enables an intuitive programming of robots through demonstrations, allowing non-expert users to teach robot skills without coding. The two main PbD modalities, observational and kinesthetic, have limitations when it comes to programming the diverse functionalities offered by modern collaborative robots. To overcome these limitations, the study proposes the use of a wearable human-robot interface based on surface Electromyography (sEMG) to measure the forearm's muscle co-contraction level, enabling additional programming inputs through hand stiffening level modulations without interfering with voluntary movements. Vibrotactile feedback enhances the operator's understanding of the additional programming inputs during PbD tasks. The proposed approach is demonstrated through experiments involving a collaborative robot performing an industrial wiring task. The results showcase the effectiveness and intuitiveness of the interface, allowing simultaneous programming of robot compliance and gripper grasping. The framework, applicable to both teleoperation and kinesthetic teaching, demonstrated effectively in an industrial wiring task with a 100% success rate over the group of subjects. Furthermore, the presence of vibortactile feedback showed an average decrease of programming errors of 33%, and statistical analyses confirmed the subjects' ability to correctly modulate co-contraction levels. This innovative framework augments programming by demonstration by integrating neuromuscular interfacing and introducing structured programming logics, providing an intuitive human-robot interaction for programming both gripper and compliance in teleoperation and kinesthetic teaching.

本研究探讨了协作机器人中演示编程(PbD)所面临的挑战,重点是在不妨碍用户演示轨迹的情况下提供额外编程度的必要性。PbD 可通过演示对机器人进行直观编程,让非专业用户无需编码即可教授机器人技能。在对现代协作机器人提供的各种功能进行编程时,两种主要的 PbD 模式(观察式和运动式)存在局限性。为了克服这些局限性,该研究建议使用基于表面肌电图(sEMG)的可穿戴式人机界面来测量前臂肌肉的协同收缩水平,从而在不干扰自主运动的情况下,通过调节手部僵硬程度来实现额外的编程输入。振动反馈增强了操作员对 PbD 任务中额外编程输入的理解。我们通过实验演示了所提出的方法,实验涉及执行工业布线任务的协作机器人。实验结果展示了界面的有效性和直观性,允许同时进行机器人顺应性和抓手抓取编程。该框架既适用于远程操作,也适用于运动学教学,在工业布线任务中发挥了有效作用,受试者的成功率达到 100%。此外,振动触觉反馈的存在使编程错误平均减少了 33%,统计分析证实了受试者正确调节协同收缩水平的能力。这一创新框架通过整合神经肌肉接口和引入结构化编程逻辑来增强示范编程,为远程操作和运动学教学中的抓手和顺应性编程提供了直观的人机交互方式。
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引用次数: 0
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.

主观感知中对时间和空间的体验是紧密相连的。卡帕效应(Kappa effect)指的是刺激物之间的时间间隔长短受刺激物之间空间距离影响的现象。在本研究中,我们旨在从心理物理学的角度探讨卡帕效应。我们通过放置在手掌和前臂上的可穿戴设备提供视觉和触觉输入,调查了参与者对亚秒级时间长度的感知。我们比较了单模态感官刺激(包括视觉或触觉刺激)与不同双模态刺激条件的影响。我们的结果表明,在两种单模态刺激条件下都能观察到对刺激间持续时间感知的幻觉效应,但视觉刺激的失真明显更明显。在多模态刺激条件下,视觉刺激呈现在非相距较远的空间位置,无论触觉刺激的空间位置如何,触觉输入的整合都不会降低卡帕效应。然而,当视觉刺激在空间上距离相等时,无论触觉刺激的空间位置如何,卡帕效应都消失了。这些结果可以说明多模态对空间和时间感知的影响。
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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
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IEEE Transactions on Haptics
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