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The Snail: A Wearable Actuated Prop to Simulate Grasp of Rigid and Soft Objects in Virtual Reality 蜗牛在虚拟现实中模拟抓取软硬物体的可穿戴驱动道具。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-05 DOI: 10.1109/TOH.2025.3548478
Justine Saint-Aubert
The Snail is a wearable haptic interface that enables users to experience force feedback when grasping objects in Virtual Reality. It consists of a 3D-printed prop attached to the tip of the thumb that can rotate thanks to a small actuator. The prop is shaped like a snail to display different grasping sizes, ranging from $ 1.5,text{cm}$ to $ 7,text{cm}$, according to its orientation. The prop displays the force feedback, so forces over $ 100,text{N}$ can be displayed between fingers using small and low-power actuation. Very rigid objects can be rendered when the prop remains static, but rotations when the users grasp the prop also allow for the simulation of soft objects. The Snail is portable, low-cost, and easy to reproduce because it is made of 3D-printed parts. The design and performance of the device were evaluated through technical evaluations and 3 user experiments. They show that participants can discriminate different grasping sizes and levels of softness with the interface. The Snail also enhances user experience and performances in Virtual Reality compared to standard vibration feedback.
蜗牛 "是一种可穿戴的触觉界面,能让用户在虚拟现实中抓取物体时体验力反馈。它由一个 3D 打印的道具组成,该道具连接在拇指尖上,通过一个小型致动器可以旋转。该道具的形状像一只蜗牛,可根据方向显示不同的抓取大小,从到 ,不等。该道具可以显示力反馈,因此可以使用小巧、低功耗的致动器显示手指间的力。当道具保持静止时,可以呈现非常坚硬的物体,但当用户抓握道具时发生旋转,也可以模拟柔软的物体。蜗牛由三维打印部件制成,便于携带,成本低,易于复制。该装置的设计和性能通过技术评估和 3 个用户实验进行了评估。实验结果表明,参与者可以通过界面分辨不同的抓握尺寸和柔软度。与标准振动反馈相比,蜗牛还增强了虚拟现实中的用户体验和性能。
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引用次数: 0
LARIAT: Predictive Haptic Feedback to Improve Semi-Autonomous UGV Safety in a Case Study 预测触觉反馈提高半自动UGV安全性的案例研究
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-03 DOI: 10.1109/TOH.2025.3546979
Chandler Stubbs;Kathleen Steadman;David M. Bevly;Chad G. Rose
While much work is being done to advance autonomous capabilities of mobile robotics, specifically unmanned ground vehicles (UGVs), some applications might currently be too complex or undesirable for full autonomy. Maintaining a human in the loop has proven to be a reliable strategy in these applications, yet there are currently limitations to the efficacy of human operators. Haptic feedback has been proposed as a method of addressing these limitations, and aiding UGV operators in safe and effective operation. This manuscript presents the experimental validation of LARIAT (Lowering Attention Requirements in semi-Autonomous Teleoperation), a portable haptic device for teleoperated semi-autonomous UGVs. This device utilizes an adapted predictive form of the Zero-Moment Point (ZMP) rollover index to inform haptic squeeze cues provided to the UGV operator for human-on-the-loop notifications. First, a brief design overview of LARIAT, implemented haptic control, and the ZMP index are presented. In addition to experimental device characterization of the just noticeable difference, we present a case study that demonstrates LARIAT's abilities to improve teleoperation performance. In an experiment involving a simulation of walking behind a semi-autonomous UGV, LARIAT reduced the number of UGV rollovers by up to 50%, with comparable or increased performance in a concurrent secondary tasks.
虽然人们已经做了很多工作来提高移动机器人的自主能力,特别是无人地面车辆(ugv),但目前一些应用可能过于复杂或不适合完全自主。在这些应用中,在循环中保持人员已被证明是一种可靠的策略,但目前人类操作员的效率受到限制。触觉反馈被认为是解决这些限制的一种方法,可以帮助UGV操作员安全有效地操作。本文介绍了用于遥控半自主ugv的便携式触觉装置LARIAT(降低注意力要求)的实验验证。该设备利用零力矩点(ZMP)翻转索引的适应性预测形式,将触觉挤压提示提供给UGV操作员,以发出人类在环通知。首先,简要介绍了LARIAT的设计概况,实现了触觉控制,以及ZMP指数。除了实验设备表征的只是明显的差异,我们提出了一个案例研究,证明LARIAT的能力,以提高远程操作性能。在一项模拟行走在半自动UGV后面的实验中,LARIAT将UGV的侧翻次数减少了50%,在并发的次要任务中具有相当或更高的性能。
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引用次数: 0
Teleoperator Coupling Dynamics Impact Human Motor Control Across Pursuit Tracking Speeds 遥控操作者耦合动力学影响人的运动控制跨越跟踪速度。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-02-27 DOI: 10.1109/TOH.2025.3546522
Jacob D. Carducci;Noah J. Cowan;Jeremy D. Brown
Robotic teleoperators introduce novel electromechanical dynamics between the user and the environment. While considerable effort has focused on minimizing these dynamics, we lack a robust understanding of their impact on user task performance across the range of human motor control ability. Here, we utilize a 1-DoF teleoperator testbed with interchangeable mechanical and electromechanical couplings between the leader and follower to investigate to what extent, if any, the dynamics of the teleoperator influence performance in a visual-motor pursuit tracking task. We recruited N = 30 participants to perform the task at frequencies ranging from 0.55–2.35 Hz, with the testbed configured into Mechanical, Unilateral, and Bilateral configurations. Results demonstrate that tracking performance at the follower was similar across configurations. However, participants' adjustment at the leader differed between Mechanical, Unilateral, and Bilateral configurations. In addition, participants applied different grip forces between the Mechanical and Unilateral configurations. Finally, participants' ability to compensate for coupling dynamics diminished significantly as execution speed increased. Overall, these findings support the argument that humans are capable of incorporating teleoperator dynamics into their motor control scheme and producing compensatory control strategies to account for these dynamics; however, this compensation is significantly affected by the leader-follower coupling dynamics and the speed of task execution.
机器人远程操作者在用户和环境之间引入了新颖的机电动力学。虽然相当大的努力集中在最小化这些动态,但我们缺乏对它们在人类运动控制能力范围内对用户任务性能的影响的强有力的理解。在这里,我们利用一个1自由度遥操作测试平台,在领导者和追随者之间具有可互换的机械和机电耦合,以研究遥操作的动力学在多大程度上影响视觉-运动追踪任务中的性能。我们招募了N = 30名参与者,在0.55 - 2.35 Hz的频率范围内执行任务,试验台配置为机械、单边和双边配置。结果表明,不同配置的跟踪性能相似。然而,参与者在领导者处的调整在机械、单边和双边配置之间存在差异。此外,参与者在机械和单边配置之间应用不同的握持力。最后,参与者补偿耦合动力学的能力随着执行速度的增加而显著降低。总的来说,这些发现支持这样一种观点,即人类能够将远程操作动力学纳入他们的运动控制方案,并产生补偿控制策略来解释这些动力学;然而,这种补偿受到领导-随从耦合动力学和任务执行速度的显著影响。
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引用次数: 0
Measurement of Airborne Ultrasound Focus on Skin Surface Using Thermal Imaging 利用热成像技术测量机载超声在皮肤表面的聚焦。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-02-26 DOI: 10.1109/TOH.2025.3546270
Ryoya Onishi;Sota Iwabuchi;Shun Suzuki;Takaaki Kamigaki;Yasutoshi Makino;Hiroyuki Shinoda
In recent years, tactile presentation technology using airborne ultrasound has attracted attention. To achieve an ideal tactile presentation using ultrasound, the acoustic field on the user's skin surface must be determined, particularly the location of the focal point. Previous studies have suggested that thermal images can be used to immediately visualize sound pressure patterns on finger surfaces. In this study, we comprehensively investigated the performance of thermal imaging for measuring the ultrasound focus on the skin. First, we confirmed that the sound pressure peak at the focus and the temperature change peak were matched using silicone that mimicked the skin. In addition, we confirmed that when human skin was irradiated, a temperature increase was observed at above 4.0 kPa in 9 out of 10 participants. Moreover, a 5.5 kPa focus could be employed to track the focal position. if the moving velocity was less than 100 mm/s and to detect the orbit if the velocity was less than 2000 mm/s. These results clarify the situation in which the focus can be measured by using thermal images and provide guidelines for practical use.
近年来,基于机载超声的触觉呈现技术引起了人们的关注。为了使用超声波实现理想的触觉呈现,必须确定用户皮肤表面的声场,特别是焦点的位置。先前的研究表明,热成像可以用来立即可视化手指表面的声压模式。在本研究中,我们全面研究了热成像测量皮肤超声聚焦的性能。首先,我们用模拟皮肤的硅胶确认了焦点处的声压峰值和温度变化峰值是匹配的。此外,我们证实,当人体皮肤受到辐射时,10名参与者中有9人的温度升高超过4.0 kPa。此外,当移动速度小于100 mm/s时,可以使用5.5 kPa的焦点跟踪焦点位置,当移动速度小于2000 mm/s时,可以使用5.5 kPa的焦点检测轨道。这些结果阐明了利用热像测量焦点的情况,并为实际应用提供了指导。
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引用次数: 0
Stretching Time With Velvet: How Affective Materials Shape Our Perception of Time 用天鹅绒拉长时间:情感材料如何塑造我们对时间的感知。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-02-25 DOI: 10.1109/TOH.2025.3545473
Müge Cavdan;Knut Drewing
Research has shown that affective visual and auditory events (e.g., a crying baby) are perceived as lasting longer compared to neutral ones. However, the impact of affective haptic experiences on time perception has hardly been studied. This study investigates the influence of interacting with affective materials on time perception. We selected three materials that are known to evoke pleasant (velvet), unpleasant (sandpaper), and neutral (paper) affective responses. Participants completed a temporal bisection task to assess how each material influenced their perception of time. The task involved presenting the materials in time intervals from 1000 to 2200 ms in 200 ms increments. In each trial, a participant stroked one of the materials, with the duration being limited by two vibrotactile feedback, and judged whether the duration felt closer to a previously learned short or long interval. Expectedly, velvet yielded lower bisection points than paper. Contrary to expectations, bisection points for sandpaper – despite being an unpleasant material – did not significantly differ from that for the control material, paper. These findings suggest that while pleasant haptic material experiences can extend perceived time, unpleasant materials may not have an effect. This effect is partially consistent with the observed time lengthening during affective auditory and visual events.
研究表明,与中性事件相比,情感视觉和听觉事件(例如,婴儿哭泣)被认为持续时间更长。然而,情感触觉体验对时间感知的影响却鲜有研究。本研究探讨情感材料互动对时间知觉的影响。我们选择了三种已知能引起愉快(天鹅绒)、不愉快(砂纸)和中性(纸)情感反应的材料。参与者完成了一项时间平分任务,以评估每种材料如何影响他们的时间感知。这项任务包括在1000到2200毫秒的时间间隔内以200毫秒的增量呈现材料。在每次试验中,参与者都要触摸其中一种材料,持续时间受到两个振动触觉反馈的限制,并判断持续时间是更接近于之前学习的短间隔还是长间隔。意料之中的是,天鹅绒产生的平分点比纸低。与预期相反,砂纸的平分点-尽管是一种令人不愉快的材料-与对照材料纸的平分点没有显着差异。这些发现表明,虽然愉快的触觉材料体验可以延长感知时间,但不愉快的材料可能没有影响。这种效应部分与观察到的听觉和视觉情感事件的时间延长一致。
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引用次数: 0
Closed-Loop Manual Control With Tactile or Visual Feedback Under Wireless Link Impairments 无线链路损伤下触觉或视觉反馈的闭环手动控制。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-02-20 DOI: 10.1109/TOH.2025.3544134
Suraj Suman;Pranav Mamidanna;Jimmy Jessen Nielsen;Federico Chiariotti;Čedomir Stefanović;Strahinja Došen;Petar Popovski
The emergence of low-latency wireless connectivity has opened significant new possibilities for closed-loop human-machine interaction (HMI) systems. However, data transmission, particularly over wireless links, suffers from impairments, such as random latency fluctuations and packet loss, affecting the overall control performance of HMI systems. In this study, we have evaluated the impact of wireless impairments for a closed-loop joystick-controlled trajectory tracking task. This has been done with two different types of feedback, visual and tactile, respectively. Wireless links were used both in the uplink transmission of command signal and the downlink transmission of feedback signal. The effects of wireless impairments were incorporated by artificially introducing latency, jitter, and packet loss recorded in real-life deployment scenarios, both in the uplink and the downlink. The results obtained across 12 healthy participants showed that the tracking performance was better with visual feedback than with tactile feedback across all impairment conditions. The average latency significantly affected performance, while random latency fluctuations did not. Interestingly, the performance degradation due to increasing impairments in case of tactile feedback was similar to the one observed for visual feedback. One of the main novelties brought by this study is the quantification of the impact of wireless impairments on closed-loop teleoperation tasks with tactile feedback. The results provide valuable insights for designing wireless infrastructure for tactile internet applications.
低延迟无线连接的出现为闭环人机交互(HMI)系统开辟了重要的新可能性。但是,数据传输,特别是无线链路上的数据传输,会受到干扰,例如随机延迟波动和数据包丢失,从而影响人机界面系统的整体控制性能。在这项研究中,我们评估了无线损伤对闭环操纵杆控制的轨迹跟踪任务的影响。这是通过两种不同类型的反馈完成的,分别是视觉和触觉。命令信号的上行传输和反馈信号的下行传输均采用无线链路。通过在上行链路和下行链路中人为引入实际部署场景中记录的延迟、抖动和数据包丢失,将无线损害的影响纳入其中。在12名健全参与者中获得的结果表明,在所有损伤条件下,视觉反馈比触觉反馈的跟踪性能更好。平均延迟会显著影响性能,而随机延迟波动则不会。有趣的是,在触觉反馈的情况下,由于损伤增加而导致的性能下降与视觉反馈的情况相似。本研究的主要创新之一是量化无线损伤对触觉反馈闭环遥操作任务的影响。研究结果为触觉互联网应用的无线基础设施设计提供了有价值的见解。
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引用次数: 0
Stiffness Perception With Delayed Visual Feedback During Unimanual and Bimanual Interactions 单手和双手交互过程中延迟视觉反馈的刚度感知。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-02-17 DOI: 10.1109/TOH.2025.3542471
Ido Gurevich;Shani Arusi;Ilana Nisky
During interactions with elastic objects, we integrate haptic and visual information to create stiffness perception. In many practical applications, either haptic or visual feedback may be delayed. Previous studies have investigated stiffness perception with delayed force or visual feedback in vertical interactions using the right hand. However, most daily interactions entail bimanual interactions that may be performed horizontally. Here, we studied the effect of visual delay sizes on stiffness perception during horizontal right-hand unimanual and bimanual interactions. We designed two forced-choice paradigm experiments. We asked right-handed participants to interact with pairs of elastic objects with either their right hand or both hands and determine which object felt stiffer. We delayed the visual information of one of the objects. In right-hand unimanual and bimanual interactions, consistent with previous studies, visual delay caused an overestimation of stiffness that increased with delay size. Interestingly, the participants' sensitivity to small differences in stiffness deteriorated due to delay only in right-hand unimanual and not bimanual interactions. The advantage in sensitivity of bimanual interactions compared to right-hand unimanual interactions could be considered in designing visual-haptic interfaces with delayed feedback. However, future studies are needed to determine the sensory mechanism that is responsible for this result.
在与弹性物体的交互过程中,我们整合触觉和视觉信息来产生刚度感知。在许多实际应用中,触觉或视觉反馈都可能延迟。先前的研究已经调查了僵硬感与延迟的力量或视觉反馈在垂直互动中使用右手。然而,大多数日常交互都需要横向执行的手工交互。在此,我们研究了在水平右手单手和双手交互中视觉延迟大小对刚度感知的影响。我们设计了两个强迫选择范例实验。我们要求惯用右手的参与者用他们的右手或双手与成对的弹性物体互动,并确定哪个物体感觉更硬。我们延迟了其中一个物体的视觉信息。在右手单手和双手的相互作用中,与先前的研究一致,视觉延迟导致刚度的高估,随着延迟的大小而增加。有趣的是,参与者对刚度微小差异的敏感性仅在右手单手交互中因延迟而恶化,而不是双手交互。在设计具有延迟反馈的视-触觉界面时,可以考虑到双手交互相对于右手单手交互在灵敏度上的优势。然而,需要进一步的研究来确定导致这一结果的感觉机制。
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引用次数: 0
Vibrotactile Phantom Sensations in Haptic Wrist Rotation Guidance 触觉手腕旋转引导中的振动触觉幻感。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-02-17 DOI: 10.1109/TOH.2025.3542604
Niklas Schäfer;Julian Seiler;Bastian Latsch;Mario Kupnik;Philipp Beckerle
Haptic motion guidance has the potential to advance assistive technologies that support humans in movement tasks. This study systematically evaluates wrist rotation guidance methods in a 2 × 2 repeated measures design using a wearable vibrotactile feedback device. In two tasks, we investigate the benefits of encoding the current target distance in the cue strength and conveying additional information about the target location by incorporating a tactile illusion known as phantom sensation. For a directional response task, we analyze reaction times and error rates, and for an angle targeting task, we examine rise time, settling time, and maximum overshoot of the normalized step responses. These objective criteria are complemented by subjective user ratings that assess the intuitiveness and ease of interpreting the vibrotactile cues. Feedback methods incorporating an adaptive amplitude perform significantly better in the angle targeting task compared to those using a constant amplitude. Additional improvements can be achieved by combining the adaptive amplitude with phantom sensations, including an average additional 24.3% reduction in rise time. Furthermore, more than half of the participants rate this combination as their favorite method. Altogether, the results underline the potential of incorporating phantom sensations in vibrotactile wrist guidance, thereby contributing to the advancement of wearable haptics in assistive applications.
触觉运动指导有潜力推进辅助技术,支持人类的运动任务。本研究系统地评估了2×2重复测量设计中使用可穿戴振动触觉反馈装置的手腕旋转引导方法。在两个任务中,我们研究了在提示强度中编码当前目标距离和通过结合被称为幻像的触觉错觉来传递关于目标位置的附加信息的好处。对于定向响应任务,我们分析了反应时间和错误率,对于角度瞄准任务,我们检查了标准化阶跃响应的上升时间、稳定时间和最大超调。这些客观的标准是由主观的用户评分来补充的,这些评分评估了解释振动触觉提示的直观性和便利性。结合自适应幅度的反馈方法在角度瞄准任务中的表现明显优于使用恒定幅度的反馈方法。通过将自适应振幅与幻影感觉相结合,可以实现额外的改进,包括平均额外减少24.3%的上升时间。此外,超过一半的参与者认为这种组合是他们最喜欢的方法。总之,研究结果强调了在振动触觉手腕引导中结合幻感的潜力,从而促进了可穿戴触觉在辅助应用中的发展。
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引用次数: 0
TexSenseGAN: A User-Guided System for Optimizing Texture-Related Vibrotactile Feedback Using Generative Adversarial Network TexSenseGAN:一个使用生成对抗网络优化纹理相关振动触觉反馈的用户导向系统。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-02-17 DOI: 10.1109/TOH.2025.3542424
Mingxin Zhang;Shun Terui;Yasutoshi Makino;Hiroyuki Shinoda
Vibration rendering is essential for creating realistic tactile experiences in human-virtual object interactions, such as in video game controllers and VR devices. By dynamically adjusting vibration parameters based on user actions, these systems can convey spatial features and contribute to texture representation. However, generating arbitrary vibrations to replicate real-world material textures is challenging due to the large parameter space. This study proposes a human-in-the-loop vibration generation model based on user preferences. To enable users to easily control the generation of vibration samples with large parameter spaces, we introduced an optimization model based on Differential Subspace Search (DSS) and Generative Adversarial Network (GAN). With DSS, users can employ a one-dimensional slider to easily modify the high-dimensional latent space to ensure that the GAN can generate desired vibrations. We trained the generative model using an open dataset of tactile vibration data and selected five types of vibrations as target samples for the generation experiment. Extensive user experiments were conducted using the generated and real samples. The results indicated that our system could generate distinguishable samples that matched the target characteristics. Moreover, we established a correlation between subjects' ability to distinguish real samples and their ability to distinguish generated samples.
振动渲染对于在人-虚拟物体交互中创造逼真的触觉体验至关重要,例如在视频游戏控制器和VR设备中。通过根据用户动作动态调整振动参数,这些系统可以传递空间特征并有助于纹理表示。然而,由于参数空间大,产生任意振动来复制真实世界的材料纹理是具有挑战性的。本文提出了一种基于用户偏好的人在环振动生成模型。为了使用户能够轻松控制具有大参数空间的振动样本的生成,我们引入了一种基于微分子空间搜索(DSS)和生成对抗网络(GAN)的优化模型。使用DSS,用户可以使用一维滑块轻松修改高维潜在空间,以确保GAN可以产生所需的振动。我们使用一个开放的触觉振动数据集训练生成模型,并选择了五种类型的振动作为生成实验的目标样本。使用生成的和真实的样本进行了大量的用户实验。结果表明,该系统能够生成与目标特征相匹配的可识别样本。此外,我们建立了受试者区分真实样本的能力与他们区分生成样本的能力之间的相关性。
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引用次数: 0
Adding Touch to Immersive Media: An Overview of the MPEG Haptics Coding Standard 将触摸添加到沉浸式媒体:MPEG触觉编码标准概述。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-02-05 DOI: 10.1109/TOH.2025.3539026
Philippe Guillotel;Yeshwant Muthusamy;Quentin Galvane;Eric Vezzoli;Lars Nockenberg;Iraj Sodagar;Henry Da Costa;Alexandre Hulsken;Gurvan Lecuyer;Matthieu Perreira Da Silva;François Bouffard;Heather Culbertson;Sandeep Kollannur;David Gueorguiev
In May 2021, MPEG issued a call for proposals for the specification of a new coding format for haptic data. Following this call, a baseline reference design and associated software implementation were defined for the representation and coding of haptic data. It resulted in a standard that defines a complete generic framework for the delivery of haptic signals, allowing the development of current and future haptic applications in the mobile, gaming, and virtual reality domains. This paper introduces the results of the first phase of the MPEG haptics coding standard. It includes the description of the codec architecture, the current performances in terms of compression efficiency, and the plans for the coding representation and distribution of haptics. The publication of the final ISO international standard is expected in 2024.
2021年5月,MPEG发布了一项关于触觉数据新编码格式规范的提案征集。在此号召之后,为触觉数据的表示和编码定义了基准参考设计和相关软件实现。它产生了一个标准,定义了触觉信号传递的完整通用框架,允许在移动,游戏和虚拟现实领域开发当前和未来的触觉应用。本文介绍了MPEG触觉编码标准第一阶段的工作成果。它包括编解码器体系结构的描述,当前在压缩效率方面的性能,以及编码表示和触觉分布的计划。最终的ISO国际标准预计将于2024年发布。
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引用次数: 0
期刊
IEEE Transactions on Haptics
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