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Dual-Modality Haptic Feedback Improves Dexterous Task Execution With Virtual EMG-Controlled Gripper 双模态触觉反馈通过虚拟EMG控制的抓握器提高了任务执行的灵活性。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-30 DOI: 10.1109/TOH.2023.3328256
Kezi Li;Jeremy D. Brown
Individuals with upper-extremity limb difference who use myoelectric prostheses currently lack the haptic sensory information needed to perform dexterous activities of daily living. While considerable research has focused on restoring this haptic information, these approaches often rely on single-modality feedback schemes which are necessary but insufficient for the feedforward and feedback control strategies employed by the central nervous system. Multi-modality feedback approaches have been gaining attention in several application domains, however, the utility for myoelectric prosthesis use remains unclear. In this study, we investigated the utility of dual-modality haptic feedback in a virtual EMG-controlled grasp-and-hold task with a brittle object and variable load force. We recruited N = 20 participants without limb difference to perform the task in four conditions: no feedback, vibration feedback of incipient slip, squeezing feedback of grip force, and dual (vibration + squeezing) feedback of incipient slip and grip force. Results suggest that receiving any haptic feedback is better than receiving none, however, dual-modality feedback is far superior to either single-modality feedback approach in terms of preventing the object from breaking or dropping. Control with dual-modality feedback was also seen as more intuitive than with either of the single-modality feedback approaches.
使用肌电假肢的上肢肢体有差异的个体目前缺乏进行日常生活中灵巧活动所需的触觉感觉信息。虽然相当多的研究集中在恢复这种触觉信息上,但这些方法通常依赖于单模态反馈方案,这对于中枢神经系统所采用的前馈和反馈控制策略是必要的,但并不充分。多模态反馈方法在多个应用领域得到了关注,然而,肌电假体的实用性尚不清楚。在这项研究中,我们研究了双模态触觉反馈在具有脆性物体和可变负载力的虚拟EMG控制的抓握任务中的效用。我们招募了N=20名没有肢体差异的参与者,在四种条件下执行任务:无反馈、初滑的振动反馈、握力的挤压反馈以及初滑和握力的双重(振动+挤压)反馈。结果表明,接收任何触觉反馈都比不接收要好,然而,在防止物体破碎或掉落方面,双模态反馈远优于单模态反馈方法。双模态反馈的控制也被认为比单模态反馈方法更直观。
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引用次数: 0
Exploring Perceptual Intensity Properties Using Electrotactile Stimulation on Fingertips 利用指尖的电触觉刺激探索感知强度特性。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-30 DOI: 10.1109/TOH.2023.3327765
Ziliang Zhou;Xiaoxin Wang;Yicheng Yang;Jia Zeng;Honghai Liu
Understanding electrotactile parametric properties is a crucial milestone in achieving intuitive haptics. Perceptual intensity is a primary property, but its exploration remains challenging due to subjectivity. To address this problem, this study conducted two experiments on fingertips and proposed two metrics based on significant findings. Experiment 1 found a significant linear relationship (R$^{2}$ = 0.981) between pulse amplitude (PA) and pulse width (PW) in the logarithmic plane, and proposed a metric of parameter intensity (PI) to estimate the intensity of parameters. In Experiment 2, subjective intensity (SI) was defined and measured using a scale of 0 to 10. A metric model of SI (SI model) was derived based on the linear relationship (R$^{2}>$0.78) between PI and measured SI. A calibration method was proposed and its prediction accuracy has been verified. An average RMSE of 11.2$%$ indicated an accuracy close to the subjective judgment error of 8.7$%$. Results are consistent across subjects and four different electrode-skin conditions (ESC). The findings of this study provide theoretical support for SI prediction and regulation, which is significant for electrotactile feedback.
理解电活动参数特性是实现直观触觉的重要里程碑。感知强度是一种主要性质,但由于主观性,其探索仍然具有挑战性。为了解决这个问题,本研究在指尖上进行了两次实验,并根据重要发现提出了两个指标。实验1发现脉冲幅度(PA)和脉冲宽度(PW)在对数平面上存在显著的线性关系(R2=0.981),并提出了参数强度(PI)的度量来估计参数的强度。在实验2中,使用0至10的量表来定义和测量主观强度(SI)。基于PI与实测SI之间的线性关系(RR2>0.78),推导了SI的度量模型(SI模型),提出了一种校准方法,并验证了其预测精度。11.2%的平均RMSE表明准确率接近8.7%的主观判断误差。受试者和四种不同电极皮肤状况(ESC)的结果一致。该研究结果为SI的预测和调节提供了理论支持,对电活动反馈具有重要意义。
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引用次数: 0
Mediated Social Touch With Mobile Devices: A Review of Designs and Evaluations 移动设备的媒介社交接触:设计和评估综述。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.1109/TOH.2023.3327506
Qianhui Wei;Min Li;Jun Hu
Background: Mediated social touch has been widely studied for remote affective communication in the field of human-computer interaction. Goal: We conducted this literature review to comprehensively understand the state of the art of the designs and evaluations of mediated social touch for mobile devices. Method: We selected 52 articles based on related keywords from four main digital libraries, i.e., ACM, IEEE, Springer, and Scopus. Results: We summarized from these articles how mediated social touch signal is designed, prototyped, and evaluated, and what the main research findings are. Based on the analysis, we identified opportunities for later work.
背景:在人机交互领域,中介社交触摸已被广泛研究用于远程情感交流。目标:我们进行了这篇文献综述,以全面了解移动设备中介社交触摸的设计和评估的最新技术。方法:我们从ACM、IEEE、Springer和Scopus四个主要数字图书馆中根据相关关键词选择了52篇文章。结果:我们从这些文章中总结了中介社交触摸信号是如何设计、原型化和评估的,以及主要的研究结果。根据分析,我们确定了以后工作的机会。
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引用次数: 0
Interpersonal Transmission of Vibrotactile Feedback via Smart Bracelets: Mechanics and Perception 通过智能手环的可控振动反馈的人际传递:力学和感知。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-10-25 DOI: 10.1109/TOH.2023.3327394
Taku Hachisu;Gregory Reardon;Yitian Shao;Kenji Suzuki;Yon Visell
The importance of interpersonal touch for social well-being is widely recognized, and haptic technology offers a promising avenue for augmenting these interactions. We presented smart bracelets that use vibrotactile feedback to augment social interactions, such as handshakes, by transmitting vibrations between two people. This work conducts mechanical and perceptual experiments to investigate key factors affecting the delivery of interpersonal vibrotactile feedback via bracelets. Our results show that low-frequency vibrations elicited through tangential actuation are efficiently transmitted from the wrist to the hand, with amplitude varying based on distance, frequency, and actuation direction. We also found that vibrations transmitted to different locations on the hand can be felt by a second person, with perceptual intensity correlated with oscillation magnitude at the touched location. Additionally, we demonstrate how wrist-interfaced devices can elicit spatial vibration patterns throughout the hand surface, which can be manipulated by the frequency and direction of actuation at the wrist. Our experiments provide important insights into the human factors associated with interpersonal vibrotactile feedback and have significant implications for the design of technologies that promote social well-being.
人际接触对社会幸福的重要性得到了广泛认可,触觉技术为增强这些互动提供了一条很有前途的途径。我们展示了一种智能手环,它使用振动触觉反馈,通过在两个人之间传递振动来增强社交互动,比如握手。这项工作进行了机械和感知实验,以研究影响通过手镯传递人际振动触觉反馈的关键因素。我们的研究结果表明,通过切向驱动引起的低频振动可以有效地从手腕传递到手部,振幅根据距离、频率和驱动方向而变化。我们还发现,传递到手上不同位置的振动可以被第二个人感觉到,感知强度与触摸位置的振荡幅度相关。此外,我们还演示了手腕接口设备如何在整个手表面引发空间振动模式,这可以通过手腕处的驱动频率和方向来操纵。我们的实验为与人际振动触觉反馈相关的人类因素提供了重要的见解,并对促进社会福祉的技术设计具有重要意义。
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引用次数: 0
Integration of Independent Heat Transfer Mechanisms for Non-Contact Cold Sensation Presentation With Low Residual Heat 集成独立的热传递机制,实现低余热的非接触式冷感觉呈现。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-16 DOI: 10.1109/TOH.2023.3324754
Jiayi Xu;Shoichi Hasegawa;Kiyoshi Kiyokawa;Naoto Ienaga;Yoshihiro Kuroda
Thermal sensation is crucial to enhancing our comprehension of the world and enhancing our ability to interact with it. Therefore, the development of thermal sensation presentation technologies holds significant potential, providing a novel method of interaction. Traditional technologies often leave residual heat in the system or the skin, affecting subsequent presentations. Our study focuses on presenting thermal sensations with low residual heat, especially cold sensations. To mitigate the impact of residual heat in the presentation system, we opted for a non-contact method, and to address the influence of residual heat on the skin, we present thermal sensations without significantly altering skin temperature. Specifically, we integrated two highly responsive and independent heat transfer mechanisms: convection via cold air and radiation via visible light, providing non-contact thermal stimuli. By rapidly alternating between perceptible decreases and imperceptible increases in temperature on the same skin area, we maintained near-constant skin temperature while presenting continuous cold sensations. In our experiments involving 15 participants, we observed that when the cooling rate was $-$0.2 to $-$0.24 $^circ$C/s and the cooling time ratio was 30 to 50%, more than 86.67% of the participants perceived only persistent cold without any warmth.
热感对于增强我们对世界的理解和与世界互动的能力至关重要。因此,热感呈现技术的发展具有巨大的潜力,为互动提供了一种新的方法。传统技术往往会在系统或皮肤中留下余热,影响后续演示。我们的研究重点是呈现低热的热感觉,尤其是冷感觉。为了减轻演示系统中余热的影响,我们选择了非接触式方法,并为了解决余热对皮肤的影响,在不显著改变皮肤温度的情况下呈现热感觉。具体而言,我们集成了两种高度响应和独立的传热机制:通过冷空气的对流和通过可见光的辐射,提供非接触式热刺激。通过在同一皮肤区域的可感知温度下降和不可感知温度上升之间快速交替,我们保持了接近恒定的皮肤温度,同时呈现出持续的寒冷感。在我们涉及15名参与者的实验中,我们观察到,当冷却速度为-0.2至-0.24°C/s,冷却时间比为30%至50%时,超过86.67%的参与者只感觉到持续的寒冷而没有任何温暖。
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引用次数: 0
It Sounds Cool: Exploring Sonification of Mid-Air Haptic Textures Exploration on Texture Judgments, Body Perception, and Motor Behaviour 听起来很酷:探索半空中触觉纹理的声音化探索纹理判断、身体感知和运动行为。
IF 2.4 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-13 DOI: 10.1109/TOH.2023.3320492
Roberto Montano-Murillo;Dario Pittera;William Frier;Orestis Georgiou;Marianna Obrist;Patricia Cornelio
Ultrasonic mid-air haptic technology allows for the perceptual rendering of textured surfaces onto the user's hand. Unlike real textured surfaces, however, mid-air haptic feedback lacks implicit multisensory cues needed to reliably infer a texture's attributes (e.g., its roughness). In this article, we combined mid-air haptic textures with congruent sound feedback to investigate how sonification could influence people's 1) explicit judgment of the texture attributes, 2) explicit sensations of their own hand, and 3) implicit motor behavior during haptic exploration. Our results showed that audio cues (presented solely or combined with haptics) influenced participants' judgment of the texture attributes (roughness, hardness, moisture and viscosity), produced some hand sensations (the feeling of having a hand smoother, softer, looser, more flexible, colder, wetter and more natural), and changed participants' speed (moving faster or slower) while exploring the texture. We then conducted a principal component analysis to better understand and visualize the found results and conclude with a short discussion on how audio-haptic associations can be used to create embodied experiences in emerging application scenarios in the metaverse.
超声波半空中触觉技术允许将纹理表面感知呈现到用户的手上。然而,与真实的纹理表面不同,半空中触觉反馈缺乏可靠推断纹理属性(例如粗糙度)所需的隐含多感官线索。在本文中,我们将半空中触觉纹理与一致的声音反馈相结合,以研究声音处理如何影响人们(1)对纹理属性的明确判断,(2)对自己手的明确感觉,以及(3)触觉探索过程中的隐含运动行为。我们的研究结果表明,音频提示(单独或与触觉相结合)影响了参与者对纹理属性(粗糙度、硬度、水分和粘度)的判断,产生了一些手的感觉(手更光滑、更柔软、更松、更灵活、更冷、更湿、更自然的感觉),并在探索纹理时改变参与者的速度(移动得更快或更慢)。然后,我们进行了主成分分析,以更好地理解和可视化所发现的结果,并就如何在元宇宙中的新兴应用场景中使用音频触觉关联来创建具体体验进行了简短讨论。
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引用次数: 0
Novel Electrode Designs for Electrotactile Stimulation of the Finger: A Comparative Assessment 用于手指电触觉刺激的新型电极设计:比较评估。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-06 DOI: 10.1109/TOH.2023.3321925
Martin A. Garenfeld;Mauricio Carlos Henrich;Milica Isaković;Jovana Malešević;Matija Štrbac;Strahinja Došen
Electrotactile stimulation can be an attractive technology to restore tactile feedback in different application scenarios (e.g., virtual and augmented reality, tele-manipulation). This technology allows designing compact solutions with no mechanical elements that can integrate a high-density matrix of stimulation points. The present study introduced four novel multi-pad finger-electrode designs with different arrangements (two matrix and two circular) and shapes of active pads (producing sensation) and reference pads (ideally, no sensation produced below the pad). The electrodes were used to investigate the subjects’ ability to spatially discriminate active pads within phalanges individually (6–9 pads) as well as across the full finger (18–19 pads). The tests were conducted in 12 subjects and the results showed that all designs led to high success rates when applied to the fingertip (70–81%). When tested on the full finger, the matrix and circular designs were characterized with similar performance (54–57%), and when the phalanges were analyzed individually, the spatial discrimination was best at the fingertip. Additionally, new approaches for faster amplitude calibration were proposed and tested, demonstrating that calibration duration can be reduced by approximately 40% compared to the standard approach of calibrating single pads individually. Finally, discrimination tests of dynamic tactile patterns were conducted using circular and matrix designs on the fingertip and full finger, respectively. The tests showed that the different patterns generated by the two arrangements could be clearly discriminated, especially in the case of full-finger matrix-style patterns. The present study, therefore, provides several important insights that are relevant when delivering tactile feedback to the finger using an electrotactile interface.
电触觉刺激是一种在不同应用场景(例如,虚拟和增强现实、远程操作)中恢复触觉反馈的有吸引力的技术。该技术允许设计紧凑的解决方案,无需机械元件,即可集成刺激点的高密度矩阵。本研究介绍了四种新颖的多垫手指电极设计,它们具有不同的排列(两个矩阵和两个圆形)和形状的有源垫(产生感觉)和参考垫(理想情况下,在垫下不会产生感觉)。电极用于研究受试者在空间上区分指骨内的活动垫(6-9个垫)以及整个手指(18-19个垫)的能力。对12名受试者进行了测试,结果显示,当应用于指尖时,所有设计的成功率都很高(70-81%)。当在全指上进行测试时,矩阵和圆形设计具有相似的性能(54-57%),当单独分析指骨时,指尖的空间辨别能力最好。此外,还提出并测试了用于更快振幅校准的新方法,表明与单独校准单个焊盘的标准方法相比,校准持续时间可以缩短约40%。最后,分别在指尖和全指上使用圆形和矩阵设计进行了动态触觉模式的辨别测试。测试表明,两种排列产生的不同图案可以清楚地区分,尤其是在全手指矩阵式图案的情况下。因此,本研究提供了一些重要的见解,这些见解在使用电活动界面向手指提供触觉反馈时是相关的。
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引用次数: 0
On the Correlation Between Tactile Stimulation and Pleasantness 触觉刺激与愉悦感的相关性研究。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-06 DOI: 10.1109/TOH.2023.3322557
Nicole D'Aurizio;Teresa Ramundo;Tommaso Lisini Baldi;Alessandro Moscatelli;Domenico Prattichizzo
Several studies in the affective haptics research field showed the potential of using haptic technology to convey emotions in remote communications. In this context, it is of interest to simplify the haptic feedback without altering the informative content of the stimulus, with a two-fold advantage. On one side, it would allow the development of affective haptic devices whose technological complexity is limited, hence more compatible with wearability and portability requirements. On the other side, having a simplified set of stimuli would decrease the amount of data to be transmitted, thus improving the overall quality of remote haptic interactions. In this work, we investigated the correlation between the parameters regulating a caress-like stimulation and the perceived pleasantness. This was done by means of two experiments, in which we asked subjects to adjust the temperature and the motion velocity of a set of stimuli in order to find the most pleasant combination. Results indicated that subjects preferred different values of temperature and velocity of the stimulus depending on the proposed tactile stimulation. A small difference in the pleasantness ratings was observed between caresses provided with linear movements and those given as discrete sequences of taps. In particular, participants preferred linear movements set at $34.5 ,^{circ }mathrm{C}$ and $3.4 ,mathrm{c}mathrm{m}mathrm{s}^{-1}$. As regards caress-like stimuli provided with discrete sequences of taps, the preferred temperature and velocity were $33.2 ,mathrm{^{circ }C}$ and $2.9 ,mathrm{c}mathrm{m}mathrm{s}^{-1}$, respectively. The presence of vibration had a little effect on the perceived pleasantness.
情感触觉研究领域的几项研究表明,使用触觉技术在远程通信中传达情感具有潜力。在这种情况下,有兴趣在不改变刺激的信息内容的情况下简化触觉反馈,这具有双重优势。一方面,它将允许开发技术复杂性有限的情感触觉设备,因此更符合可穿戴性和便携性要求。另一方面,具有一组简化的刺激将减少要传输的数据量,从而提高远程触觉交互的整体质量。在这项工作中,我们研究了调节爱抚样刺激的参数与感知愉悦感之间的相关性。这是通过两个实验完成的,在这两个实验中,我们要求受试者调整一组刺激的温度和运动速度,以找到最令人愉快的组合。结果表明,受试者根据所提出的触觉刺激偏好不同的刺激温度和速度值。在以线性动作提供的爱抚和以离散的轻拍序列提供的爱抚之间,观察到愉悦度评级的微小差异。特别是,参与者更喜欢34.5°C和3.4 cm-1的线性运动。对于由离散敲击序列提供的类似爱抚的刺激,优选的温度和速度分别为33.2°C和2.9 cm-1。振动的存在对感知到的愉悦感影响不大。
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引用次数: 0
Tactile Feedback in Upper Limb Prosthetics: A Pilot Study on Trans-Radial Amputees Comparing Different Haptic Modalities 上肢修复术中的触觉反馈:跨桡骨截肢不同触觉模式比较的初步研究。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-06 DOI: 10.1109/TOH.2023.3322559
Federica Barontini;Alina Obermeier;Manuel Giuseppe Catalano;Simone Fani;Giorgio Grioli;Matteo Bianchi;Antonio Bicchi;Eike Jakubowitz
Despite technological advancements, upper limb prostheses still face high abandonment/rejection rates due to limitations in control interfaces and the absence of force/tactile feedback. Improving these aspects is crucial for enhancing user acceptance and optimizing functional performance. This pilot study, therefore, aims to understand which sensory feedback in combination with a soft robotic prosthetic hand could provide advantages for amputees, including performing everyday tasks. Tactile cues provided are contact information, grasping force, degree of hand opening, and combinations of this information. To transfer such feedback, different wearable systems are used, based on either vibrotactile or force stimulation in a non-invasive modality matching approach. Five volunteers with a trans-radial amputation controlling the new prosthetic hand SoftHand Pro performed a study protocol including everyday tasks. The results indicate the preference of amputees for a single, i.e. non-combined, feedback modality. The choice of appropriate haptic feedback seems to be subject and task-specific. Furthermore, in alignment with the participants' feedback, force feedback, with adequate granularity and clarity, could potentially be the most valuable feedback among those presented. Finally, the study suggests that prosthetic solutions should be preferred where amputees are able to choose their feedback system.
尽管技术进步,但由于控制界面的限制和缺乏力/触觉反馈,上肢假体仍面临较高的废弃率/排斥率。改进这些方面对于提高用户接受度和优化功能性能至关重要。因此,这项试点研究旨在了解哪种感觉反馈与柔软的机器人假手相结合可以为截肢者提供优势,包括执行日常任务。所提供的触觉提示是接触信息、抓握力、手张开的程度以及这些信息的组合。为了传递这种反馈,使用了不同的可穿戴系统,基于非侵入模态匹配方法中的振动触觉或力刺激。五名接受经桡侧截肢手术的志愿者控制着新的假手SoftHand Pro,执行了一项包括日常任务在内的研究方案。结果表明截肢者更喜欢单一的,即非组合的反馈方式。适当的触觉反馈的选择似乎是特定于主题和任务的。此外,与参与者的反馈一致,具有足够粒度和清晰度的力量反馈可能是提出的反馈中最有价值的反馈。最后,该研究表明,在截肢者能够选择反馈系统的情况下,假肢解决方案应该是首选。
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引用次数: 0
Perception of Soft Objects in Virtual Environments Under Conflicting Visual and Haptic Cues 在视觉和触觉线索冲突的情况下对虚拟环境中软物体的感知。
IF 2.4 3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-05 DOI: 10.1109/TOH.2023.3322189
Cagatay Basdogan;Berke Ataseven;Mandayam A. Srinivasan
In virtual/augmented/mixed reality (VR/AR/MR) applications, rendering soft virtual objects using a hand-held haptic device is challenging due to the anatomical restrictions of the hand and the ungrounded nature of the design, which affect the selection of actuators and sensors and hence limit the resolution and range of forces displayed by the device. We developed a cable-driven haptic device for rendering the net forces involved in grasping and squeezing 3D virtual compliant (soft) objects being held between the index finger and thumb only. Using the proposed device, we investigate the perception of soft objects in virtual environments. We show that the range of object stiffness that can be effectively conveyed to a user in virtual environments (VEs) can be significantly expanded by controlling the relationship between the visual and haptic cues. We propose that a single variable, named Apparent Stiffness Difference, can predict the pattern of human stiffness perception under manipulated conflict, which can be used for rendering a range of soft objects in VEs larger than what is achievable by a haptic device alone due to its physical limits.
在虚拟/增强/混合现实(VR/AR/MR)应用中,由于手的解剖限制和设计的不接地性质,使用手持触觉设备渲染软虚拟对象是具有挑战性的,这影响了致动器和传感器的选择,从而限制了设备显示的力的分辨率和范围。我们开发了一种电缆驱动的触觉设备,用于呈现抓取和挤压仅夹在食指和拇指之间的3D虚拟柔顺(软)物体所涉及的净力。使用所提出的设备,我们研究了虚拟环境中软对象的感知。我们表明,通过控制视觉线索和触觉线索之间的关系,可以显著扩大在虚拟环境(VEs)中可以有效传达给用户的对象刚度范围。我们提出,一个名为“表观刚度差异”的单一变量可以预测人类在操纵冲突下的刚度感知模式,由于其物理限制,该变量可用于渲染视觉中的一系列软对象,这些软对象比单独使用触觉设备所能实现的要大。
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引用次数: 0
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IEEE Transactions on Haptics
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