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Can a Machine Feel Vibrations?: Predicting Roughness and Emotional Responses to Vibration Tactons via a Neural Network 机器能感觉到振动吗?通过神经网络预测振动的粗糙度和情绪反应。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-09 DOI: 10.1109/TOH.2025.3568804
Chungman Lim;Gyeongdeok Kim;Su-Yeon Kang;Hasti Seifi;Gunhyuk Park
Vibrotactile signals offer new possibilities for conveying sensations and emotions in various applications. Yet, designing vibrotactile tactile icons (i.e., Tactons) to evoke specific feelings often requires a trial-and-error process and user studies. To support haptic design, we propose a framework for predicting roughness and emotional ratings from vibration signals. We created 154 Tactons and conducted a study to collect acceleration data from smartphones and roughness, valence, and arousal user ratings (n = 36).We converted the Tacton signals into two-channel spectrograms reflecting the spectral sensitivities of mechanoreceptors, then input them into VibNet, our dual-stream neural network. The first stream captures sequential features using recurrent networks, while the second captures temporal-spectral features using 2D convolutional networks. VibNet outperformed baseline models, with 82% of its predictions falling within the standard deviations of ground truth user ratings for two new Tacton sets. We discuss the efficacy of our mechanoreceptive processing and dual-stream neural network and present future research directions.
振动触觉信号在各种应用中为传递感觉和情感提供了新的可能性。然而,设计振动触觉图标(如Tactons)来唤起特定的感觉通常需要一个反复试验的过程和用户研究。为了支持触觉设计,我们提出了一个从振动信号预测粗糙度和情绪评级的框架。我们创建了154个tacton,并进行了一项研究,收集来自智能手机的加速度数据以及粗糙度、价态和唤醒用户评分(n=36)。我们将Tacton信号转换成反映机械感受器光谱灵敏度的双通道频谱图,然后将其输入到我们的双流神经网络VibNet中。第一个流使用循环网络捕获序列特征,而第二个流使用二维卷积网络捕获时间谱特征。VibNet优于基线模型,其82%的预测落在两个新的Tacton集的地面真实用户评级的标准偏差之内。我们讨论了我们的机械感受加工和双流神经网络的功效,并提出了未来的研究方向。
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引用次数: 0
The CHAT System: A Wearable Haptic System for Facilitating Tactile Communication CHAT系统:促进触觉交流的可穿戴触觉系统。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-07 DOI: 10.1109/TOH.2025.3549036
Bryan A. MacGavin;Jennifer L. Tennison;Terra Edwards;Jenna L. Gorlewicz
Despite the richness of the human tactile capacity, remote communication practices often lack touch-based interactions. This leads to overtaxing our visual and auditory channels, a lack of connection and engagement, and inaccessibility for diverse sensory groups. In this paper, we learn from haptic intuitions of the blind and low vision (BLV) and the Protactile DeafBlind (PT-DB) community to investigate how core functions of communication can be routed through tactile channels. We investigate this re-routing by designing the Conversational Haptic Technology (CHAT) system, a wearable haptic system to explore the feasibility of language recreation through core functions of communication and emotional expression via touch. We contribute the design evolution of an input (sensing) pad and an output (actuation) pad, which enable a bidirectional, wireless system to support remote, touch-based communication. These systems were iteratively evaluated through a series of user studies with sighted-hearing (N=20), BLV (N=4), and PT-DB (N=7) participants to uncover touch profiles for relaying specific communication functions and emotional responses. Results indicate trends and similarities in the touch-based cues organically employed across the diverse groups and provide an initial framework for demonstrating the feasibility of communicating core functions through touch in a wearable form factor.
尽管人类丰富的触觉能力,远程通信实践往往缺乏基于触摸的互动。这导致我们的视觉和听觉渠道负担过重,缺乏联系和参与,无法接触到不同的感官群体。在本文中,我们从盲人和低视力(BLV)和Protactile聋哑人(PT-DB)社区的触觉直觉中学习,研究如何通过触觉通道路由通信的核心功能。我们通过设计会话触觉技术(CHAT)系统来研究这种重新路由,这是一种可穿戴的触觉系统,通过触摸的交流和情感表达的核心功能来探索语言娱乐的可行性。我们贡献了输入(传感)垫和输出(驱动)垫的设计演变,使双向无线系统能够支持远程,基于触摸的通信。这些系统通过对视觉听觉(N=20)、BLV (N=4)和PT-DB (N=7)参与者的一系列用户研究进行迭代评估,以揭示传递特定沟通功能和情绪反应的触摸特征。结果显示了不同群体有机使用的基于触摸的线索的趋势和相似性,并提供了一个初步框架,用于演示通过可穿戴形式的触摸交流核心功能的可行性。
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引用次数: 0
Reconfigurable Flexible Haptic Interface Using Localized Friction Modulation 使用局部摩擦调制的可重构柔性触觉界面。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-07 DOI: 10.1109/TOH.2025.3548880
Romain Le Magueresse;Fabrice Casset;Frédéric Giraud;Munique Kazar Mendes;Daniel Mermin;Rémi Franiatte;Anis Kaci;Mikael Colin
Current flexible haptic technologies struggle to render textures as effectively as rigid surfaces with friction reduction due to poor propagation of elastic waves in flexible substrates. Alternative solutions using different actuators have been explored, but their low density hampers fine renderings, and so texture rendering. To overcome these limits, we propose in this paper the development, the characterization, and the evaluation of an innovative haptic solution enabling localized or continuous texture rendering on a flexible surface. On the basis of previous work, the developed surface is composed of several haptic resonators vibrating at an ultrasonic frequency, driven by piezoelectric actuators, and associated with a polymer matrix. The solution combines the advantages of a rigid haptic surface, implementing friction modulation to obtain texture stimulation, and the conformability of a 75 $mathrm{mu }$m thick polymer sheet. By powering or not the actuators, it is possible to display simple tactile shapes. Tribological measurements confirm that the friction reduction matches the desired shape. Two studies demonstrated the device's effectiveness: participants identified simple geometric shapes with a 96$%$ success rate and 14 s detection time, and two users simultaneously recognized independent tactile patterns, achieving 89$%$ accuracy. This flexible device supports simple geometric shape display with texture rendering, multi-touch and multi-user interaction, offering potential for various applications.
由于弹性波在柔性基材中的传播不良,目前的柔性触觉技术很难像减少摩擦的刚性表面那样有效地呈现纹理。已经探索了使用不同致动器的替代解决方案,但它们的低密度阻碍了精细渲染,因此纹理渲染。为了克服这些限制,我们在本文中提出了一种创新的触觉解决方案的开发、表征和评估,该解决方案能够在柔性表面上实现局部或连续的纹理渲染。在先前工作的基础上,开发的表面由几个以超声波频率振动的触觉谐振器组成,由压电致动器驱动,并与聚合物基体相关联。该解决方案结合了刚性触觉表面的优点,实现摩擦调制以获得纹理刺激,以及75米厚聚合物片的一致性。通过驱动或关闭驱动器,可以显示简单的触觉形状。摩擦学测量证实,摩擦减少符合所需的形状。两项研究证明了该设备的有效性:参与者识别简单几何形状的成功率为96,检测时间为14秒,两名用户同时识别独立的触觉模式,准确率达到89。这种灵活的设备支持简单的几何形状显示,具有纹理渲染,多点触摸和多用户交互,为各种应用提供了潜力。
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引用次数: 0
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
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IEEE Transactions on Haptics
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