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Haptic Virtual Fixtures for Telemanipulation using Control Barrier Functions. 基于控制屏障功能的远程操作触觉虚拟夹具。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-19 DOI: 10.1109/TOH.2026.3655615
Robert Bloom, Dylan Hirsch, Sylvia Herbert, Tania K Morimoto

Teleoperating mobile manipulators can be cognitively demanding due to a lack of depth perception and situational awareness. While virtual fixture constraints can be used to improve teleoperation performance, it is critical to ensure safety of these fixtures in order to enable their use in physical human-robot-interaction (pHRI) tasks. In this work, we propose to use control barrier functions (CBF) to design a virtual fixture architecture that allows us to tune the tradeoff between performance and safety. We design the architecture to ensure tracking performance between the user and robot is maintained outside of virtual fixture violations, and to simultaneously ensure that the robot cannot overshoot into a constraint. We conducted an analysis to investigate the relationship between tracking and safety, and present results which indicate that the ratio between the control gain used for tracking and the safety decay rate determine when the CBF filter and CBF-based force feedback become active. Finally, we implemented our proposed virtual fixture architecture on a mobile manipulator platform to investigate its effects on user's performance as they performed a simulated temperature scanning task. Overall, this work highlights the potential benefits of using CBF-based haptic virtual fixtures for conducting pHRI tasks.

由于缺乏深度感知和情境意识,远程操作移动机械手可能对认知要求很高。虽然虚拟夹具约束可用于提高远程操作性能,但确保这些夹具的安全性至关重要,以使其能够在物理人机交互(pHRI)任务中使用。在这项工作中,我们建议使用控制屏障函数(CBF)来设计一个虚拟夹具架构,使我们能够在性能和安全性之间进行权衡。我们设计的架构确保用户和机器人之间的跟踪性能保持在虚拟夹具冲突之外,同时确保机器人不会超调到约束中。我们对跟踪与安全之间的关系进行了分析,得出的结果表明,用于跟踪的控制增益与安全衰减率之间的比率决定了CBF滤波器和基于CBF的力反馈何时有效。最后,我们在移动机械手平台上实现了我们提出的虚拟夹具架构,以研究其在用户执行模拟温度扫描任务时对用户性能的影响。总的来说,这项工作强调了使用基于cbf的触觉虚拟夹具进行pHRI任务的潜在好处。
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引用次数: 0
Illusory Pulling Sensation in Older Adults Is Associated with Cognitive Function Beyond Somatosensory Sensitivity. 老年人的虚幻拉扯感与躯体感觉敏感性以外的认知功能有关。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-16 DOI: 10.1109/TOH.2026.3655079
Takeshi Tanabe, Hidekazu Kaneko

Illusory pulling sensations, induced by asymmetric vibrations applied to the fingertips, have attracted attention as a means to investigate sensorimotor processing and develop haptic interfaces. In addition, sensitivity to the illusory pulling sensation tended to decline in some older female participants, suggesting that factors related to aging and/or gender difference may be involved in this phenomenon. In this study, we aimed to clarify the contribution of somatosensory and cognitive functions to the illusory pulling sensation, focusing on aging and gender difference to examine these contributions. Sixty older participants aged 63 to 80 years (30 males, 30 females) completed seven assessments, covering sensitivity to the illusory pulling sensation and a range of somatosensory and cognitive functions from vibration detection thresholds to general cognitive ability assessed by the Mini-Mental State Examination (MMSE). Consistent with prior findings, older females exhibited significantly lower sensitivity to the illusion. Interestingly, although gender differences were observed in some of the assessment items, such as hand length and performance on the parallel-setting task, none of these factors mediated the gender effect on the illusion. While age itself did not have a direct effect on the illusion, an indirect effect was observed through general cognitive function as assessed by the MMSE. These findings suggest that the illusory pulling sensation tends to weaken not only with aging, but also particularly when aging is accompanied by cognitive decline. Overall, gender and cognitive function may play key roles in individual differences in the illusory pulling sensation.

由施加于指尖的不对称振动引起的虚幻牵拉感觉作为研究感觉运动加工和开发触觉界面的一种手段引起了人们的关注。此外,一些年龄较大的女性参与者对虚幻牵拉感的敏感性倾向于下降,这表明与年龄和/或性别差异有关的因素可能涉及这一现象。在本研究中,我们旨在阐明体感和认知功能对虚幻牵拉感的贡献,并着重于年龄和性别差异来研究这些贡献。60名年龄在63至80岁之间的老年参与者(30名男性,30名女性)完成了7项评估,包括对虚幻牵拉感觉的敏感性,以及从振动检测阈值到通过迷你精神状态检查(MMSE)评估的一般认知能力的一系列体感和认知功能。与先前的研究结果一致,老年女性对错觉的敏感度明显较低。有趣的是,尽管在一些评估项目中观察到性别差异,比如手的长度和在平行设置任务中的表现,但这些因素都没有介导性别对错觉的影响。虽然年龄本身对错觉没有直接影响,但通过MMSE评估的一般认知功能观察到间接影响。这些发现表明,幻觉牵拉感不仅随着年龄的增长而减弱,而且当衰老伴随着认知能力下降时,这种感觉也会减弱。总的来说,性别和认知功能可能在虚幻拉扯感觉的个体差异中起关键作用。
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引用次数: 0
Haptic Acuity during Shared Grasp Experiences in Virtual Reality. 虚拟现实中共享抓取体验中的触觉敏锐度。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-15 DOI: 10.1109/TOH.2026.3654548
Pijuan Yu, Gwilym Couch, Thomas K Ferris, M Cynthia Hipwell, Rebecca F Friesen

Wearable haptic gloves have the potential to greatly enhance active touch experiences in virtual reality (VR). However, it remains unclear how well people can interpret glove-enabled virtual touch experiences when experienced passively (for example, when they passively view a virtual hand perform autonomous actions while also feeling what the virtual hand feels via a haptic glove). Such a "haptic replay" scenario could enable people to share, revisit, or demonstrate touch-critical experiences, including medical palpation or fine manipulation of tools. This study explores a virtual user's ability to interpret one tactile feature, object size, when receiving touch feedback from a commercial haptic glove during either an active or passive grasp interaction. Although passive conditions resulted in poorer size acuity than during active touch, passive performance improved when participants mimicked the motion of the virtual hand, underscoring the role of proprioceptive feedback in grasp interpretation. Additionally, gender differences in performance suggest potential influences of glove ergonomics and size congruency between the real and virtual hand. Future research should investigate these variables and strive for balanced gender representation to assess generalization across VR applications.

可穿戴触觉手套有可能极大地增强虚拟现实(VR)中的主动触摸体验。然而,当人们被动地体验虚拟触摸体验时(例如,当他们被动地观看虚拟手执行自主动作时,同时也通过触觉手套感受虚拟手的感觉),人们对虚拟触摸体验的理解程度仍不清楚。这种“触觉回放”场景可以让人们分享、重访或展示触摸关键体验,包括医疗触诊或工具的精细操作。本研究探讨了虚拟用户在主动或被动抓取交互过程中,从商业触觉手套接收触摸反馈时,解释一个触觉特征(物体大小)的能力。虽然被动条件导致的尺寸敏锐度比主动触摸时差,但当参与者模仿虚拟手的运动时,被动表现得到改善,强调了本体感觉反馈在抓握解释中的作用。此外,表现的性别差异表明手套的人体工程学和真实手和虚拟手之间的大小一致性的潜在影响。未来的研究应该调查这些变量,并努力平衡性别代表性,以评估VR应用的泛化。
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引用次数: 0
Correction to “Cognitive and Physical Activities Impair Perception of Smartphone Vibrations” 更正“认知和身体活动损害智能手机振动的感知”。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-12 DOI: 10.1109/TOH.2025.3640484
K. T. Yoshida;J. X. Kiernan;R. A. G. Adenekan;S. H. Trinh;A. J. Lowber;A. M. Okamura;C. M. Nunez
In [1], Figs. 4, 5, 6, and 7 were incorrectly published. Below are the correct figures and their corresponding captions:
在2010年,图4、5、6和7发表错误。以下是正确的数字和相应的说明。
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引用次数: 0
A Modular Haptic Display with Reconfigurable Signals for Personalized Information Transfer. 一种具有可重构信号的模块化触觉显示器,用于个性化信息传输。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-05 DOI: 10.1109/TOH.2026.3650759
Antonio Alvarez Valdivia, Benjamin A Christie, Dylan P Losey, Laura H Blumenschein

We present a customizable soft haptic system that integrates modular hardware with an information-theoretic algorithm to personalize feedback for different users and tasks. Our platform features modular, multi-degree-of-freedom pneumatic displays, where different signal types - such as pressure, frequency, and contact area - can be activated or combined using fluidic logic circuits. These circuits simplify control by reducing reliance on specialized electronics and enabling coordinated actuation of multiple haptic elements through a compact set of inputs. Our approach allows rapid reconfiguration of haptic signal rendering through hardware-level logic switching, without rewriting code. Personalization of the haptic interface is achieved through the combination of modular hardware and software-driven signal selection. To determine which display configurations will be most effective, we model haptic communication as a signal transmission problem, where an agent must convey latent information to the user. We formulate the optimization problem to identify the haptic hardware setup that maximizes the information transfer between the intended message and the user's interpretation, accounting for individual differences in sensitivity, preferences, and perceptual salience. We evaluate this framework through user studies where participants interact with reconfigurable displays under different signal combinations. Our findings support the role of modularity and personalization in creating multimodal haptic interfaces and advance the development of reconfigurable systems that adapt with users in dynamic human-machine interaction contexts.

我们提出了一个可定制的软触觉系统,该系统集成了模块化硬件和信息论算法,可以针对不同的用户和任务进行个性化反馈。我们的平台具有模块化,多自由度气动显示器,其中不同的信号类型-如压力,频率和接触面积-可以激活或使用流体逻辑电路组合。这些电路通过减少对专用电子设备的依赖,并通过一组紧凑的输入实现多个触觉元件的协调驱动,从而简化了控制。我们的方法允许通过硬件级逻辑切换快速重新配置触觉信号渲染,而无需重写代码。通过模块化硬件和软件驱动信号选择相结合,实现了触觉界面的个性化。为了确定哪种显示配置最有效,我们将触觉通信建模为信号传输问题,其中代理必须向用户传递潜在信息。我们制定了优化问题,以确定在预期信息和用户解释之间最大限度地传递信息的触觉硬件设置,考虑到敏感性、偏好和感知显著性的个体差异。我们通过用户研究来评估这个框架,参与者在不同的信号组合下与可重构的显示器进行交互。我们的研究结果支持模块化和个性化在创建多模态触觉界面中的作用,并推动了可重构系统的发展,以适应动态人机交互环境中的用户。
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引用次数: 0
Perceived Intensity of Pneumatic Vibrotactile Stimuli: Effects of Pressure, Frequency, and Stiffness. 气动振动触觉刺激的感知强度:压力、频率和刚度的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-25 DOI: 10.1109/TOH.2025.3648538
Krishna Dheeraj Kommuri, Femke E van Beek, Irene A Kuling

Vibrotactile actuators are used in many different haptic devices, e.g. game controllers and smartphones. These vibrotactile actuators are typically made of rigid materials. In this paper, we use soft pneumatic actuators known as Pneumatic Unit Cell (PUC) to characterize the perceived intensity of vibrotactile stimuli when presented at the tip of the index finger. This study investigates how three parameters-stimulus pressure (4 to 30 kPa), inflation-deflation frequency (20 to 100 Hz), and actuator stiffness (determined by top layer thicknesses of 0.9 mm and 1.2 mm)-influence the perceptual intensity of the stimuli. Psychophysical experiments involving 16 participants were conducted using the AEPsych toolbox. These reveal that all the three parameters - pressure, frequency, and actuator stiffness significantly affect perceptual intensity. The findings indicate that both pressure and frequency exhibit a positive main effect and a positive interaction effect on perceived vibrotactile intensity. Additionally, the results show that, for a given frequency, pressure variations produce more perceptually distinct stimuli than frequency variations for a given pressure. Finally, presenting vibrotactile stimuli on a less stiff PUC actuator was perceived as being less intense than when the same stimulus was presented on a stiffer PUC actuator. Overall, this study provides key insights into the combined influence of pressure, frequency and actuator stiffness on the perceived vibrotactile intensity.

振动触觉驱动器用于许多不同的触觉设备,例如游戏控制器和智能手机。这些振动触觉驱动器通常由刚性材料制成。在本文中,我们使用被称为气动单元(PUC)的软气动执行器来表征在食指指尖呈现的振动触觉刺激的感知强度。本研究探讨了三个参数——刺激压力(4至30千帕)、充气式-充气式频率(20至100赫兹)和致动器刚度(由0.9毫米和1.2毫米的顶层厚度决定)如何影响刺激的感知强度。采用AEPsych工具箱对16名被试进行心理物理实验。这些表明,所有三个参数-压力,频率和执行器刚度显著影响感知强度。结果表明,压力和频率对感知振动触觉强度均表现出正向的主效应和正向的交互效应。此外,结果表明,对于给定的频率,压力变化比给定压力的频率变化产生更明显的感知刺激。最后,在较硬的PUC驱动器上呈现振动触觉刺激被认为比在较硬的PUC驱动器上呈现相同刺激时更弱。总的来说,这项研究为压力、频率和致动器刚度对感知振动触觉强度的综合影响提供了关键见解。
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引用次数: 0
Affective Touch with Mid-Air Ultrasound: A Psychophysical Comparison with Real Materials. 空中超声的情感触摸:与真实材料的心理物理比较。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-23 DOI: 10.1109/TOH.2025.3647066
Rika Oya, Ryoya Onishi, Soichiro Matsumura, Zen Somei, Shun Suzuki, Hiroyuki Shinoda, Ryo Kitada

Affective touch has attracted significant interest due to its positive effects on child development and adult well-being. Studies showed that light and slow stroke of soft brush on hairy skin elicits affective sensation by activating C-Tactile fibers. Mid-air haptics, which uses focused ultrasound to create tactile sensations in free space, offers a promising method for eliciting affective changes. However, it remains poorly understood to what extent mid-air haptics can produce the perception similar to a brush stroke on hairy skin. Here, we conducted a psychophysical study comparing the tactile perception of mid-air ultrasound stimulation with that of real materials (sandpaper, aluminum resin, urethane rubber, cloth, and soft brush). Participants rated each stimulation on the dorsum of hand along three affective touch dimensions (pleasantness, surprise, ticklishness) and three discriminative touch dimensions (smoothness, softness, warmness). Univariate analyses revealed that ultrasound stimuli differed from aluminum resin, sandpaper, and urethane rubber in one or more dimensions of discriminative touch. Ultrasound stimulation with 10 Hz amplitude modulation significantly felt more pleasant than sandpaper, while no consistent differences between ultrasound and real textures ratings was observed in surprise and ticklishness. Multivariate analyses showed that ultrasound stimuli with amplitude modulation at 10 Hz and 100 Hz were significantly closer to real textures than unmodulated ultrasound. Questionnaires showed that over half of the participants identified ultrasound stimulation as a brush or cotton. These findings suggest that mid-air haptics can evoke perceptual attributes overlapping with those of real textures, including soft brushes, on hairy skin. Moreover, amplitude modulation may enhance the perceptual resemblance to realistic textures.

情感触摸由于其对儿童发展和成人健康的积极影响而引起了人们的极大兴趣。研究表明,软毛刷在多毛皮肤上轻而慢的笔触通过激活c -触觉纤维引起情感感觉。空中触觉是一种利用聚焦超声在自由空间中产生触觉的技术,它为引发情感变化提供了一种很有前途的方法。然而,人们对空中触觉在多大程度上能产生类似于毛毛皮肤上的笔触的感觉仍然知之甚少。在此,我们进行了一项心理物理研究,比较了空中超声刺激与真实材料(砂纸、铝树脂、聚氨酯橡胶、布和软刷)的触觉感知。参与者根据三个情感触摸维度(愉悦、惊讶、痒痒)和三个判别触摸维度(平滑、柔软、温暖)对手背上的每种刺激进行打分。单变量分析显示,超声刺激与铝树脂、砂纸和聚氨酯橡胶在辨别触摸的一个或多个维度上存在差异。10 Hz振幅调制的超声波刺激明显比砂纸刺激更令人愉快,而超声波和真实纹理评分在惊讶和瘙痒方面没有一致的差异。多变量分析表明,10 Hz和100 Hz振幅调制的超声刺激比未调制的超声刺激更接近真实纹理。调查问卷显示,超过一半的参与者认为超声波刺激是刷子或棉花。这些发现表明,空中触觉可以唤起与真实纹理重叠的感知属性,包括毛茸茸的皮肤上的软刷。此外,调幅可以增强对真实纹理的感知相似性。
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引用次数: 0
Evaluating the Physics and Repeatability of Human Brushers in Delivering Affective Touch. 评估人类刷在传递情感触摸中的物理和可重复性。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-22 DOI: 10.1109/TOH.2025.3647371
Zackary T Landsman, Matthew Clark, Seongkook Heo, Afsaneh Doryab, Gregory J Gerling

Research in affective touch often utilizes a pleasant stroking paradigm, with touch typically delivered at velocities between 0.3-30 cm/s and forces about 0.4 N. These values are derived from perceptual and physiological responses of touch receivers rather than natural behaviors of touchers. Herein, we observe untrained touchers in delivering pleasant touch as gentle strokes to a receiver's forearm through high-resolution force and position measurement using an instrumented brush. Twenty participants delivered about eleven strokes in each of five trials, yielding data on stroke velocity, force, duration, and length. The cohort deployed forces (0.37 N ± 0.24, 2 SD) near 0.4 N, but stroking velocities (13.7 cm/s ± 8.8, 2 SD) slightly higher than typically considered "optimal" (1-10 cm/s). We observed no correlation between stroke force and velocity, which led us to consider these factors jointly in characterizing an individual's brushing strategy. Moreover, while the cohort of participants exhibited a compact range of forces and velocities, individuals tended to occupy only subsets of this range with high repeatability across trials. Altogether, the findings suggest a need to further evaluate the velocity range between 10-30 cm/s and to jointly consider force, velocity, and consistency in characterizing an individual's brushing strategy.

情感触摸的研究通常采用愉快的抚摸范式,触摸的速度通常在0.3-30厘米/秒之间,力约为0.4牛顿。这些值来自触摸接受者的感知和生理反应,而不是触摸者的自然行为。在此,我们观察未经训练的触摸者通过使用仪器刷进行高分辨率的力和位置测量,向接收者的前臂提供愉快的触摸。20名参与者在5次试验中每次进行约11次划水,得出关于划水速度、力度、持续时间和长度的数据。该队列部署的力(0.37 N±0.24,2 SD)接近0.4 N,但划水速度(13.7 cm/s±8.8,2 SD)略高于通常认为的“最佳”(1-10 cm/s)。我们观察到笔力和速度之间没有相关性,这使我们在描述一个人的刷牙策略时将这些因素联合起来考虑。此外,虽然参与者的队列表现出一个紧凑的力和速度范围,但个体倾向于只占据这个范围的子集,在试验中具有高重复性。总之,研究结果表明,需要进一步评估10-30厘米/秒之间的速度范围,并在确定个人刷牙策略时综合考虑力度、速度和一致性。
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引用次数: 0
Comparative Evaluation of Production Techniques for Tactile Map Rendering. 触觉地图渲染制作技术的比较评价。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-22 DOI: 10.1109/TOH.2025.3647374
Jakub Wabinski, Albina Moscicka, Emilia Smiechowska-Petrovskij

Rapid advances in engineering and materials science have introduced new possibilities for fabricating passive haptic interfaces such as tactile maps. This study proposes a dual-aspect evaluation methodology-based on user experience and production efficiency-to assess 12 tactile map production techniques, including additive manufacturing methods (e.g., SLA, UV printing), casting (epoxy resin, silicone), CNC milling, and paper-based techniques (e.g., swell-paper, TIGER). The user experience aspect includes spatial localization tasks, semantic differential ratings, and user rankings conducted with 21 people with visual impairments. It captures tactile comfort, symbol legibility, and perceptual clarity during 90-minute sessions using custom-designed pseudomaps. The production efficiency aspect considers cost, complexity, durability (including weather resistance), and versatility in reproducing hybrid - tactile and graphic content. Results showed that paper-based techniques offered high tactile comfort but lower spatial accuracy, legibility, and durability. In contrast, PolyJet and UV printing scored highest overall by balancing perceptual performance and practical production attributes. Several techniques-including UV printing and PolyJet-were evaluated for tactile map production for the first time. Our methodology is modular and adaptable: weights can be adjusted to prioritize specific application needs, such as cost-efficiency or outdoor durability. A case study involving tactile maps of historic gardens demonstrates the framework's utility in real-world use cases. This work contributes to the design and evaluation of passive haptic interfaces by providing a replicable tool for comparing tactile rendering methods across diverse material and perceptual dimensions.

工程和材料科学的快速发展为制造被动触觉界面(如触觉地图)提供了新的可能性。本研究提出了一种基于用户体验和生产效率的双重评估方法,以评估12种触觉地图生产技术,包括增材制造方法(如SLA、UV打印)、铸造(环氧树脂、硅树脂)、数控铣床和纸质技术(如膨胀纸、TIGER)。用户体验方面包括空间定位任务、语义差异评级和对21名视觉障碍患者进行的用户排名。在90分钟的会话中,它使用定制设计的伪地图捕捉触觉舒适度、符号易读性和感知清晰度。生产效率方面考虑成本,复杂性,耐久性(包括耐候性),以及在复制混合-触觉和图形内容的多功能性。结果表明,纸质技术提供了较高的触觉舒适度,但空间精度、易读性和耐用性较低。相比之下,PolyJet和UV打印在平衡感知性能和实际生产属性方面得分最高。首次对几种技术进行了评估,包括UV印刷和polyjet。我们的方法是模块化的,适应性强:重量可以调整,以优先考虑特定的应用需求,如成本效益或户外耐用性。一个涉及历史花园触觉地图的案例研究展示了该框架在实际用例中的实用性。这项工作通过提供一个可复制的工具来比较不同材料和感知维度的触觉渲染方法,有助于被动触觉界面的设计和评估。
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引用次数: 0
Effect of Virtual Mass and Time Delay on the Stability of Haptic Rendering. 虚拟质量和延时对触觉渲染稳定性的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-12 DOI: 10.1109/TOH.2025.3642614
Ahmad Mashayekhi, Mehdi Shakeri, Amin Khorasani, Tom Verstraten

Virtual mass simulation is one of the recent topics in the field of haptic devices (HDs), which can alter the apparent mass of the HD. Simulating negative values of virtual mass leads to a decrease in the apparent effective mass, improving transparency but weakening stability. Positive virtual mass rendering increases the apparent mass, reduces transparency, and enhances stability. This paper analyzes the stability of a haptic device while simulating a virtual environment consisting of a mass, spring, and damper in the presence of a constant time delay. The results are closed-form equations that can predict the stability boundary for small and even large values of virtual damping and time delay. These closed-form equations demonstrate that the maximum renderable virtual mass is twice the physical mass of the HD, and the minimum value equals its negative; both occur in the case of zero time delay. Increasing the time delay reduces both the minimum and maximum values of the renderable virtual mass. The study also shows that using virtual mass can improve the maximum value of a renderable virtual spring. The equations show that, in the absence of delay, properly tuning the virtual mass and virtual damping can enlarge the maximum renderable stiffness by up to 5.8 times in theory. In the experiments under time delay, the stiffness increased by a factor of 3.5, compared to the theoretical prediction of 4.1 times. The results further reveal situations where a nonzero minimum stiffness is required for stability. All findings are validated via simulations and experiments on a dedicated test bed.

虚拟质量仿真是当前触觉设备领域的研究热点之一,它可以改变触觉设备的视质量。模拟虚质量的负值会导致表观有效质量的降低,提高了透明度,但降低了稳定性。正的虚拟质量渲染增加了表观质量,降低了透明度,增强了稳定性。本文在模拟由质量、弹簧和阻尼器组成的虚拟环境时,分析了触觉装置在恒定时间延迟下的稳定性。计算结果为封闭形式的方程,可以预测小甚至大的虚拟阻尼和时滞值的稳定性边界。这些封闭式方程表明,可渲染的最大虚拟质量是HD物理质量的两倍,最小值等于其负值;两者都发生在零时延的情况下。增加时间延迟会降低可渲染虚拟质量的最小值和最大值。研究还表明,使用虚拟质量可以提高可渲染虚拟弹簧的最大值。方程表明,在没有延迟的情况下,适当调整虚拟质量和虚拟阻尼,理论上可以将最大可渲染刚度提高5.8倍。在时滞下的实验中,刚度比理论预测的4.1倍增加了3.5倍。结果进一步揭示了稳定性需要非零最小刚度的情况。所有的发现都是通过模拟和实验在一个专门的测试平台上进行验证的。
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IEEE Transactions on Haptics
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