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Validation of Snaptics: A Modular Approach to Low-Cost Wearable Multi-Sensory Haptics. 验证 Snaptics:低成本可穿戴多感官触觉模块化方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-02 DOI: 10.1109/TOH.2024.3437766
Zane A Zook, Odnan Galvan, Ozioma Ozor-Ilo, Emre Selcuk, Marcia K O'Malley

Wearable haptic devices provide touch feedback to users for applications including virtual reality, prosthetics, and navigation. When these devices are designed for experimental validation in research settings, they are often highly specialized and customized to the specific application being studied. As such, it can be difficult to replicate device hardware due to the associated high costs of customized components and the complexity of their design and construction. In this work, we present Snaptics, a simple and modular platform designed for rapid prototyping of fully wearable multi-sensory haptic devices using 3D-printed modules and inexpensive off-the-shelf components accessible to the average hobbyist. We demonstrate the versatility of the modular system and the salience of haptic cues produced by wearables constructed with Snaptics modules in two human subject experiments. First, we report on the identification accuracy of multi-sensory haptic cues delivered by a Snaptics device. Second, we compare the effectiveness of the Snaptics Vibrotactile Bracelet to the Syntacts Bracelet, a high-fidelity wearable vibration feedback bracelet, in assisting participants with a virtual reality sorting task. Results indicate that participant performance was comparable in perceiving cue sets and in completing tasks when interacting with low-cost Snaptics devices as compared to a similar research-grade haptic wearables.

可穿戴触觉设备为用户提供触觉反馈,应用领域包括虚拟现实、假肢和导航。当这些设备被设计用于研究环境中的实验验证时,它们通常高度专业化,并根据研究的特定应用进行定制。因此,由于定制组件的相关成本较高,而且设计和构造复杂,很难复制设备硬件。在这项工作中,我们介绍了 Snaptics,这是一个简单的模块化平台,设计用于使用 3D 打印模块和普通爱好者可以获得的廉价现成组件快速制作完全可穿戴的多感官触觉设备原型。我们在两个人体实验中展示了模块化系统的多功能性以及使用 Snaptics 模块制造的可穿戴设备所产生的触觉提示的显著性。首先,我们报告了 Snaptics 设备提供的多感官触觉提示的识别准确性。其次,我们比较了 Snaptics 振动触觉手镯和 Syntacts 手镯(一种高保真可穿戴振动反馈手镯)在协助参与者完成虚拟现实分类任务方面的效果。结果表明,与类似的研究级触觉可穿戴设备相比,在与低成本 Snaptics 设备互动时,参与者在感知提示集和完成任务方面的表现相当。
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引用次数: 0
Tactile Perception in Upper Limb Prostheses: Mechanical Characterization, Human Experiments, and Computational Findings. 上肢假肢的触觉感知:机械特性、人体实验和计算结果。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-02 DOI: 10.1109/TOH.2024.3436827
Alessia S Ivani, Manuel G Catalano, Giorgio Grioli, Matteo Bianchi, Yon Visell, Antonio Bicchi

Tactile feedback is essential for upper-limb prostheses functionality and embodiment, yet its practical implementation presents challenges. Users must adapt to non-physiological signals, increasing cognitive load. However, some prosthetic devices transmit tactile information through socket vibrations, even to untrained individuals. Our experiments validated this observation, demonstrating a user's surprising ability to identify contacted fingers with a purely passive, cosmetic hand. Further experiments with advanced soft articulated hands revealed decreased performance in tactile information relayed by socket vibrations as hand complexity increased. To understand the underlying mechanisms, we conducted numerical and mechanical vibration tests on four prostheses of varying complexity. Additionally, a machine-learning classifier identified the contacted finger based on measured socket signals. Quantitative results confirmed that rigid hands facilitated contact discrimination, achieving 83% accuracy in distinguishing index finger contacts from others. While human discrimination decreased with advanced hands, machine learning surpassed human performance. These findings suggest that rigid prostheses provide natural vibration transmission, potentially reducing the need for tactile feedback devices, which advanced hands may require. Nonetheless, the possibility of machine learning algorithms outperforming human discrimination indicates potential to enhance socket vibrations through active sensing and actuation, bridging the gap in vibration-transmitted tactile discrimination between rigid and advanced hands.

触觉反馈对上肢假肢的功能和体现至关重要,但其实际应用却面临挑战。使用者必须适应非生理信号,从而增加了认知负荷。然而,一些假肢设备通过插座振动来传递触觉信息,即使是未经训练的人也能做到。我们的实验验证了这一观察结果,证明用户在使用纯被动的外观手时,竟然能够识别接触到的手指。使用高级软关节手进行的进一步实验表明,随着手部复杂程度的增加,插座振动传递触觉信息的性能也在下降。为了了解其基本机制,我们对四种不同复杂程度的假手进行了数值和机械振动测试。此外,机器学习分类器还根据测量到的插座信号识别出接触的手指。定量结果证实,刚性假手有助于识别接触,在区分食指和其他手指接触方面达到了 83% 的准确率。虽然人的辨别能力随着机器手的进步而下降,但机器学习却超越了人的表现。这些研究结果表明,刚性假手可以提供自然的振动传递,从而减少对触觉反馈设备的需求,而高级假手可能需要这种设备。尽管如此,机器学习算法超过人类辨别能力的可能性表明,通过主动感应和驱动来增强插座振动的潜力巨大,从而缩小了刚性假手和高级假手在振动传递触觉辨别方面的差距。
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引用次数: 0
Characterization, Experimental Validation and Pilot User Study of the Vibro-Inertial Bionic Enhancement System (VIBES). 振动惯性仿生增强系统(VIBES)的特征描述、实验验证和试点用户研究。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-30 DOI: 10.1109/TOH.2024.3435588
Alessia Silvia Ivani, Federica Barontini, Manuel G Catalano, Giorgio Grioli, Matteo Bianchi, Antonio Bicchi

This study presents the characterization and validation of the VIBES, a wearable vibrotactile device that provides high-frequency tactile information embedded in a prosthetic socket. A psychophysical characterization involving ten able-bodied participants is performed to compute the Just Noticeable Difference (JND) related to the discrimination of vibrotactile cues delivered on the skin in two forearm positions, with the goal of optimising vibrotactile actuator position to maximise perceptual response. Furthermore, system performance is validated and tested both with ten able-bodied participants and one prosthesis user considering three tasks. More specifically, in the Active Texture Identification, Slippage and Fragile Object Experiments, we investigate if the VIBES could enhance users' roughness discrimination and manual usability and dexterity. Finally, we test the effect of the vibrotactile system on prosthetic embodiment in a Rubber Hand Illusion (RHI) task. Results show the system's effectiveness in conveying contact and texture cues, making it a potential tool to restore sensory feedback and enhance the embodiment in prosthetic users.

本研究介绍了 VIBES 的特性和验证,这是一种可穿戴的振动触觉装置,可提供嵌入假肢插座的高频触觉信息。研究人员对十名健全参与者进行了心理物理特性分析,计算了与分辨前臂两个位置皮肤上的振动触觉线索有关的 "刚注意到的差异"(JND),目的是优化振动触觉致动器的位置,以最大限度地提高感知反应。此外,还对系统性能进行了验证,并在十名健全参与者和一名假肢使用者身上测试了三项任务。更具体地说,在 "主动纹理识别"、"滑动 "和 "易碎物体 "实验中,我们研究了振动触觉执行器是否能提高用户的粗糙度辨别能力、手动可用性和灵巧性。最后,我们测试了振动触觉系统在橡胶手幻觉(RHI)任务中对假肢体现的影响。结果表明,该系统在传递接触和纹理线索方面非常有效,因此有可能成为恢复感官反馈和增强假肢使用者体感的工具。
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引用次数: 0
Effects of Wall and Freespace Damping Levels on Virtual Wall Stiffness Classification. 墙体和自由空间阻尼水平对虚拟墙体刚度分类的影响。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-29 DOI: 10.1109/TOH.2024.3434975
Emma Treadway, Kristian Journet, Andrew Deering, Cora Lewis, Noelle Poquiz

Virtual damping is often employed to improve stability in virtual environments, but it has previously been found to bias perception of stiffness, with its effects differing when it is introduced locally within a wall/object or globally in both the wall and in freespace. Since many potential applications of haptic rendering involve not only comparisons between two environments, but also the ability to recognize rendered environments as belonging to different categories, it is important to understand the perceptual impacts of freespace and wall damping on stiffness classification ability. This study explores the effects of varying levels of freespace and wall damping on users' ability to classify virtual walls by their stiffness. Results indicate that freespace damping improves wall classification if the walls are damped, but will impair classification of undamped walls. These findings suggest that, in situations where users are expected to recognize and classify various stiffnesses, freespace damping can be a factor in narrowing or widening gaps in extended rate-hardness between softer and stiffer walls.

虚拟阻尼经常被用来提高虚拟环境的稳定性,但以前曾发现它对刚度的感知会产生偏差,当在墙壁/物体的局部或在墙壁和自由空间的全局引入虚拟阻尼时,其效果会有所不同。由于触觉渲染的许多潜在应用不仅涉及两个环境之间的比较,还涉及识别渲染环境属于不同类别的能力,因此了解自由空间和墙壁阻尼对刚度分类能力的感知影响非常重要。本研究探讨了不同程度的自由空间和墙壁阻尼对用户根据刚度对虚拟墙壁进行分类的能力的影响。结果表明,如果墙体有阻尼,自由空间阻尼会提高墙体分类能力,但会影响无阻尼墙体的分类能力。这些研究结果表明,在用户需要识别各种刚度并对其进行分类的情况下,自由空间阻尼可能是缩小或扩大较软墙体和较硬墙体之间扩展速率-硬度差距的一个因素。
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引用次数: 0
3D-Printed Models for Optimizing Tactile Braille & Shape Display. 优化触觉盲文和形状显示的 3D 打印模型。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-25 DOI: 10.1109/TOH.2024.3433582
Maryam Etezad, Rajeev Joshi, Robert Alexander, Franceli L Cibrian

Existing market-available refreshable Braille displays (RBDs) offer limited functionality at a high cost, hindering accessibility for individuals with blindness and visual impairment for teaching and learning purposes. This motivates us to develop a multi-functional, compact, and affordable RBD tailored for educational institutes to enhance teaching and learning experiences. We propose the development of BLISS (Braille Letters and Interactive Shape Screen), a novel RBD, that BLISS presents a unique configuration arrangement of Braille cells that accommodates up to six letters at a time and shapes by reusing the Braille pins. To determine the optimal specifications, including size, Braille cell spacing, and pin configuration, we fabricated and evaluated 3D-printed sets, mimicking how BLISS would display letters and shapes. We tested 36 variants of 3D-printed sets with 8 individuals with blindness and visual impairment and found that conventional Braille spacing is insufficient for accurately representing shapes. Hence, BLISS will introduce a novel design that uses a pin configuration to raise the extra pins to present shapes and lower them for Braille letters, providing dual-mode operation. Our findings show the potential of BLISS to display both Braille letters and shapes on the same refreshable display, offering a novel, compact, and cost-effective solution.

市场上现有的可刷新盲文显示器(RBD)功能有限,价格昂贵,阻碍了盲人和视障人士在教学中的使用。这促使我们为教育机构开发一种多功能、结构紧凑、价格低廉的可刷新盲文显示器,以提升教学和学习体验。我们建议开发 BLISS(盲文字母和交互式形状屏幕),这是一种新型的点字显示器,BLISS 采用独特的盲文单元配置排列,一次最多可容纳六个字母,并通过重复使用盲文针来容纳形状。为了确定最佳规格,包括尺寸、盲文单元间距和针脚配置,我们制作并评估了 3D 打印套件,模拟 BLISS 如何显示字母和形状。我们与 8 名盲人和视力受损者测试了 36 种不同的 3D 打印套件,发现传统盲文间距不足以准确显示形状。因此,BLISS 将采用一种新颖的设计,利用针脚配置,将额外的针脚升高以显示形状,将其降低以显示盲文字母,从而提供双模式操作。我们的研究结果表明,BLISS 具有在同一刷新显示器上同时显示盲文字母和形状的潜力,提供了一种新颖、紧凑和经济高效的解决方案。
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引用次数: 0
Enhance Kinesthetic Experience in Perceptual Learning for Welding Motor Skill Acquisition with Virtual Reality and Robot-based Haptic Guidance. 利用虚拟现实和基于机器人的触觉引导,在焊接运动技能学习的感知学习中增强运动体验。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-23 DOI: 10.1109/TOH.2024.3432835
Yang Ye, Pengxiang Xia, Fang Xu, Jing Du

Welding is an important operation in many industries, including construction and manufacturing, which requires extensive training and practices. Although welding simulators have been used to accommodate welding training, it is still challenging to enable novice trainees to effectively understand the kinesthetic experience of the expert in an egocentric manner, such as the proper way of force exertion in complex welding operations. This study implements a robot-assisted perceptual learning system to transfer the expert welders' experience to trainees, including both the positional and force control actions. A human-subject experiment (N = 30) was performed to understand the motor skill acquisition process. Three conditions (control, robotic positional guidance with force visualization, and force perceptual learning with position visualization) were tested to evaluate the role of robotic guidance in welding motion control and force exertion. The results indicated various benefits related to task completion time and force control accuracy under the robotic guidance. The findings can inspire the design of future welding training systems enabled by external robotic systems.

焊接是许多行业(包括建筑业和制造业)的一项重要操作,需要大量的培训和实践。虽然焊接模拟器已被用于适应焊接培训,但要让新手学员以自我为中心的方式有效理解专家的动觉体验,例如在复杂的焊接操作中正确的用力方式,仍然具有挑战性。本研究采用机器人辅助感知学习系统,将焊接专家的经验传授给学员,包括位置和力度控制动作。为了解运动技能的习得过程,我们进行了一项人类-受试者实验(N = 30)。实验测试了三种情况(对照组、带有力可视化功能的机器人位置引导组和带有位置可视化功能的力感知学习组),以评估机器人引导在焊接动作控制和用力方面的作用。结果表明,在机器人引导下,任务完成时间和力控制精度都有不同程度的提高。这些发现可为未来设计由外部机器人系统支持的焊接培训系统提供启发。
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引用次数: 0
Low-frequency Motor Cortex EEG Predicts Four Rates of Force Development. 低频运动皮层脑电图预测四种力量发展速度
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-15 DOI: 10.1109/TOH.2024.3428308
Rory O'Keeffe, Seyed Yahya Shirazi, Alessandro Del Vecchio, Jaime Ibanez, Natalie Mrachacz-Kersting, Ramin Bighamian, John-Ross Rizzo, Dario Farina, S Farokh Atashzar

The movement-related cortical potential (MRCP) is a low-frequency component of the electroencephalography (EEG) signal that originates from the motor cortex and surrounding cortical regions. As the MRCP reflects both the intention and execution of motor control, it has the potential to serve as a communication interface between patients and neurorehabilitation robots. In this study, we investigated the EEG signal recorded centered at the Cz electrode with the aim of decoding four rates of force development (RFD) during isometric contractions of the tibialis anterior muscle. The four levels of RFD were defined with respect to the maximum voluntary contraction (MVC) of the muscle as follows: Slow (20% MVC/s), Medium (30% MVC/s), Fast (60% MVC/s), and Ballistic (120% MVC/s). Three feature sets were assessed for describing the EEG traces in the classification process. These included: (i) MRCP Morphological Characteristics in the δ-band, such as timing and amplitude; (ii) MRCP Statistical Characteristics in the δ-band, such as standard deviation, mean, and kurtosis; and (iii) Wideband Time-frequency Features in the 0.1-90 Hz range. The four levels of RFD were accurately classified using a support vector machine. When utilizing the Wideband Time-frequency Features, the accuracy was 83% ± 9% (mean ± SD). Meanwhile, when using the MRCP Statistical Characteristics, the accuracy was 78% ± 12% (mean ± SD). The analysis of the MRCP waveform revealed that it contains highly informative data on the planning, execution, completion, and duration of the isometric dorsiflexion task. The temporal analysis emphasized the importance of the δ-band in translating to motor command, and this has promising implications for the field of neural engineering systems.

运动相关皮质电位(MRCP)是脑电图(EEG)信号的低频成分,源自运动皮质和周围皮质区域。由于 MRCP 反映了运动控制的意图和执行情况,因此有可能成为患者与神经康复机器人之间的交流界面。在这项研究中,我们研究了以 Cz 电极为中心记录的脑电信号,目的是解码胫骨前肌等长收缩时的四种力量发展速率(RFD)。相对于肌肉的最大自主收缩(MVC),RFD 的四个级别定义如下:慢速(20% MVC/s)、中速(30% MVC/s)、快速(60% MVC/s)和弹道(120% MVC/s)。在分类过程中,对描述脑电图踪迹的三个特征集进行了评估。其中包括(i) δ 波段的 MRCP 形态特征,如时间和振幅;(ii) δ 波段的 MRCP 统计特征,如标准偏差、平均值和峰度;以及 (iii) 0.1-90 Hz 范围内的宽带时频特征。利用支持向量机对 RFD 的四个级别进行了准确分类。使用宽带时频特征时,准确率为 83% ± 9%(平均值 ± SD)。同时,使用 MRCP 统计特征时,准确率为 78%±12%(平均值±标度)。对 MRCP 波形的分析表明,它包含了有关计划、执行、完成和持续时间的信息量很大的数据。时间分析强调了δ波段在转化为运动指令方面的重要性,这对神经工程系统领域具有广阔的前景。
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引用次数: 0
Spatiotemporal congruency modulates weighting of visuotactile information in displacement judgments. 时空一致性会调节位移判断中视觉触觉信息的权重。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-09 DOI: 10.1109/TOH.2024.3421953
Nedim Goktepe, Knut Drewing, Alexander C Schutz

Combining or integrating information from multiple senses often provides richer and more reliable estimates for the perception of objects and events. In daily life, sensory information from the same source often is in close spatiotemporal proximity. This can be an important determinant of whether and how multisensory signals are combined. The introduction of advanced technical display systems allows to present multisensory information in virtual environments. However, technical displays can lack the spatiotemporal fidelity of the real world due the rendering delays. Thus, any spatiotemporal incongruency could alter how information is combined. In the current study we tested this by investigating if and how spatially and temporally discrepant tactile displacement cues can supplement imprecise visual displacement cues. Participants performed a visual displacement task with visual and tactile displacement cues under spatial and temporal incongruency conditions. We modelled how participants combined visual and tactile information in visuotactile condition using their performance in visual only condition. We found that temporal incongruency lead to an increase in tactile weights although they were correlated with the congruency condition. In contrast, the spatial incongruency led to individual differences altering cue combination strategies. Our results illustrate the importance of spatiotemporal congruency for combining tactile and visual cues when making visual displacement judgments. Given the altered cue combination strategies and individual differences, we recommend developers to adopt individual spatiotemporal calibration procedures to improve the efficiency of the sensory augmentation.

结合或整合多种感官的信息往往能为感知物体和事件提供更丰富、更可靠的估计。在日常生活中,来自同一来源的感官信息往往在时空上非常接近。这可能是决定多感官信号是否结合以及如何结合的重要因素。先进技术显示系统的引入可以在虚拟环境中呈现多感官信息。然而,由于渲染延迟,技术显示系统可能缺乏真实世界的时空保真度。因此,任何时空不协调都可能改变信息的组合方式。在本研究中,我们通过研究空间和时间上不一致的触觉位移线索是否以及如何补充不精确的视觉位移线索来测试这一点。受试者在空间和时间不一致的条件下,利用视觉和触觉位移线索完成视觉位移任务。我们利用受试者在视觉触觉条件下的表现,模拟了受试者在视觉触觉条件下如何结合视觉和触觉信息。我们发现,时间不一致会导致触觉权重增加,尽管它们与一致条件相关。与此相反,空间不一致会导致个体差异改变线索组合策略。我们的研究结果表明,在进行视觉位移判断时,时空一致性对于结合触觉和视觉线索非常重要。鉴于线索组合策略的改变和个体差异,我们建议开发人员采用个体时空校准程序来提高感官增强的效率。
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引用次数: 0
Modulating the fidelity and spatial extent of electrotactile stimulation to elicit the embodiment of a virtual hand. 调节电触觉刺激的保真度和空间范围,诱发虚拟手的体现。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-05 DOI: 10.1109/TOH.2024.3424298
Martin A Garenfeld, Alba Jimenez-Diaz, Victor Navarro-Moreno, Mario Tormo, Matija Trbac, Erik Hernandez, Rosa M Banos, Rocio Herrero, Strahinja Dosen

Restoring tactile feedback in virtual reality can improve user experience and facilitate the feeling of embodiment. Electrotactile stimulation can be an attractive technology in this context as it is compact and allows for high-resolution spatially distributed stimulation. In the present study, a 32-channel tactile glove worn on the fingertips was used to provide tactile sensations during a virtual version of a rubber hand illusion experiment. To assess the benefits of multichannel stimulation, we modulated the spatial extent of feedback and its fidelity. Thirty-six participants performed the experiment in two conditions, in which stimulation was delivered to a single finger or all fingers, and three tactile stimulation types within each condition: no tactile feedback, simple single-point stimulation, and complex sliding stimulation mimicking the movements of the brush. Following each trial, the participants answered a multi-item embodiment questionnaire and reported the proprioceptive drift. The results confirmed that modulating the spatial extent of stimulation, from a single finger to all fingers, was indeed a successful strategy. When stimulating all fingers, tactile stimulation significantly improved all subjective measures compared to receiving no tactile stimulation. However, unexpectedly, the second strategy, that of modulating the fidelity of feedback, was not successful since there was no difference between the simple and complex tactile feedback in any of the measures. The results, therefore, imply that the effects of tactile feedback are better expressed in a more dynamic scenario (i.e., making/breaking contact and delivering stimulation to different body locations), while it still needs to be investigated if further improvements of the complex feedback can make it more effective compared to the simple approach.

在虚拟现实中恢复触觉反馈可以改善用户体验,促进身临其境的感觉。在这种情况下,电触觉刺激是一种很有吸引力的技术,因为它结构紧凑,可以进行高分辨率的空间分布式刺激。在本研究中,在虚拟版橡胶手幻觉实验中,指尖佩戴的 32 通道触觉手套提供了触觉感受。为了评估多通道刺激的益处,我们调节了反馈的空间范围及其保真度。36 名参与者在两种条件下进行了实验,即对单个手指或所有手指进行刺激,每种条件下有三种触觉刺激类型:无触觉反馈、简单的单点刺激和模仿刷子运动的复杂滑动刺激。每次试验后,参与者都要回答一份多项目体现问卷,并报告本体感觉漂移情况。结果证实,调节刺激的空间范围(从单个手指到所有手指)确实是一种成功的策略。当刺激所有手指时,与不接受触觉刺激相比,触觉刺激明显改善了所有主观测量。然而,出乎意料的是,第二种策略,即调节反馈的保真度,并不成功,因为简单和复杂的触觉反馈在所有测量中都没有差异。因此,这些结果表明,触觉反馈的效果在更动态的场景中(即进行/中断接触以及向身体不同位置提供刺激)得到了更好的体现,而复杂反馈的进一步改进是否能使其比简单反馈更有效,仍有待研究。
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引用次数: 0
Guest Editorial Haptics in the Metaverse: Haptic Feedback for Virtual, Augmented, Mixed, and eXtended Realities 特邀编辑 《元宇宙中的触觉技术》:虚拟现实、增强现实、混合现实和扩展现实的触觉反馈
IF 2.4 3区 计算机科学 Q2 Computer Science Pub Date : 2024-06-20 DOI: 10.1109/TOH.2024.3369192
Claudio Pacchierotti;Francesco Chinello;Konstantinos Koumaditis;Massimiliano Di Luca;Eyal Ofek;Orestis Georgiou
In The last few years, we have witnessed the rapid development of many innovative devices and original techniques for providing haptic sensations, e.g., using force feedback, mid-air interfaces [1], [2], props and encounter-type devices [3], [4], or exploiting perceptual phenomena with cross-modal effects such as pseudo-haptics [5]. While increasingly immersive and realistic experiences have developed at a fast pace, the emergence of a “metaverse” proposes new use cases where prolonged utilisation and social interactions become more frequent and widespread [6]. The metaverse definition is continuously evolving, however, for now it can been seen as a collective virtual shared space, created by the convergence of the physical and digital worlds, where users interact, socialize, and engage with each other through digital representations of themselves. This new direction in social interactions presents the haptics community with new challenges and opportunities. Indeed, as eXtended Reality (XR)1
在过去的几年中,我们见证了许多创新设备和原创技术的快速发展,例如,使用力反馈、半空界面[1]、[2]、道具和遭遇型设备[3]、[4],或利用具有跨模态效应的感知现象(如伪触觉[5])来提供触觉感受。在越来越多的沉浸式逼真体验快速发展的同时,"元宇宙 "的出现提出了新的使用案例,在这些案例中,长时间使用和社交互动变得更加频繁和普遍[6]。元宇宙的定义在不断演变,但目前可以将其视为由物理世界和数字世界融合而成的集体虚拟共享空间,用户在其中通过自己的数字表现形式进行互动、社交和参与。这种社会互动的新方向为触觉学界带来了新的挑战和机遇。事实上,随着扩展现实(XR)1
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引用次数: 0
期刊
IEEE Transactions on Haptics
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