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Local Area Tactile Stimulation Using Interference of Multi-Frequency Airborne Ultrasound. 利用多频机载超声波干扰进行局部触觉刺激
IF 2.4 3区 计算机科学 Q2 Computer Science Pub Date : 2024-06-18 DOI: 10.1109/TOH.2024.3416333
Saya Mizutani, Shun Suzuki, Atsushi Matsubayashi, Masahiro Fujiwara, Yasutoshi Makino, Hiroyuki Shinoda

In spatiotemporal modulation (STM) and lateral modulation (LM) used in conventional mid-air ultrasound tactile stimulation, single or multiple focuses are moved by switching the ultrasound transducer phases. A problem with the phase switching method is the limitation of the focus motion speed due to rapid phase switching that causes sound pressure fluctuations. This paper proposes an LM method using multiple-frequency ultrasound to shift the ultrasound focal point without switching the phase. This method can demonstrate a continuous and stable moving stimulus with high-frequency components, without producing unnecessary audible noise. Using the proposed broadband LM covering up to 400 Hz, we found that a high-frequency 400 Hz LM applied at a finger pad can display a stimulation area with the diameters comparable to or less than the half wavelength of 40 kHz ultrasound, where the perceptual size was evaluated as 4. 2 mm for the long axis diameter and 3. 4 mm for the short axis diameter.

在传统的中空超声触觉刺激中使用的时空调制(STM)和横向调制(LM)中,通过切换超声换能器的相位来移动单个或多个病灶。相位切换法的一个问题是,由于快速的相位切换会导致声压波动,从而限制了病灶的移动速度。本文提出了一种使用多频超声波的 LM 方法,可在不切换相位的情况下移动超声波焦点。这种方法能显示出具有高频成分的连续稳定的移动刺激,而不会产生不必要的可听噪音。我们发现,在指垫上应用高频 400 Hz LM,可显示出直径与 40 kHz 超声波半波长相当或更小的刺激区域。4 毫米。
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引用次数: 0
Collagen Induces Anisotropy in Fingertip Subcutaneous Tissues During Contact. 胶原蛋白在接触过程中诱导指尖皮下组织的各向异性
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-28 DOI: 10.1109/TOH.2024.3406251
Guillaume H C Duprez, Benoit P Delhaye, Laurent Delannay

The subcutaneous mechanical response of the fingertip is highly anisotropic due to the presence of a network of collagen fibers linking the outer skin layer to the bone. The impact of this anisotropy on the fingerpad deformation, which had not been studied until now, is here demonstrated using a two-dimensional finite element model of a transverse section of the finger. Different distributions of fiber orientations are considered: radial (physiologic), circumferential, and random (isotropic). The three variants of the model are assessed using experimental observations of a finger pressed on a flat surface. Predictions relying on the physiological orientation of fibers best reproduce experimental trends. Our results show that the orientation of fibers significantly influences the distribution of internal strains and stresses. This leads to a sudden change in the profile of contact pressure when transitioning from sticking to slipping. Interpreted in terms of tactile perception or sensation, these variations might represent important sensory cues for partial slip detection. This is also valuable information for the development of haptic devices.

由于存在连接皮肤外层和骨骼的胶原纤维网络,指尖皮下机械响应具有高度各向异性。这种各向异性对指垫变形的影响到目前为止还没有被研究过,本文使用手指横截面的二维有限元模型来证明这种影响。模型考虑了不同的纤维方向分布:径向(生理)、周向和随机(各向同性)。通过对手指按压在平面上的实验观察,对模型的三种变体进行了评估。根据纤维的生理取向进行的预测最好地再现了实验趋势。我们的结果表明,纤维的取向极大地影响了内部应变和应力的分布。这导致接触压力在从粘滞过渡到滑动时发生突然变化。从触觉或感觉的角度解释,这些变化可能代表了部分滑移检测的重要感觉线索。这也是开发触觉设备的宝贵信息。
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引用次数: 0
Hardness Perceived When Sliding Over Roughened Surfaces. 在粗糙表面上滑动时感受到的硬度
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-05-27 DOI: 10.1109/TOH.2024.3405728
Qingyu Sun, Shogo Okamoto, Hongbo Wang

The objective of this study was to investigate the influence of roughened surface features on the perceived hardness of various materials. Thirteen participants used a visual analog scale to evaluate the hardness of ten 3D-printed specimens by sliding a fingertip on them. The specimens had two types of surface features: flat and smooth, or with microscopic rectangular gratings. They were fabricated from two types of plastic with different Young's moduli-2.46 and 9.35 MPa. We found that both surface pattern and mechanical hardness significantly contributed to the perceived hardness of a material individually and without interaction. The roughened surfaces with rectangular gratings were judged to be harder than the flat and smooth surfaces of the same material. Among the parameters of the rectangular gratings, the groove width or periodic surface wavelength significantly contributed to the perceived hardness. Although the root cause of this phenomenon is unknown, friction caused by surface roughness is considered a potential mediator that influences the perceived hardness. The findings of this study can facilitate the manipulation of softness perception through surface design.

本研究旨在调查粗糙表面特征对各种材料感知硬度的影响。13 名参与者用指尖在 10 个 3D 打印试样上滑动,使用视觉模拟量表来评估其硬度。这些试样有两种表面特征:平整光滑或带有微小矩形光栅。它们由两种不同杨氏模量(2.46 和 9.35 兆帕)的塑料制成。我们发现,表面纹路和机械硬度都会对材料的感知硬度产生显著影响,但两者不会相互影响。带有矩形光栅的粗糙表面比相同材料的平滑表面更坚硬。在矩形光栅的参数中,凹槽宽度或周期性表面波长对感知硬度有显著影响。虽然这一现象的根本原因尚不清楚,但表面粗糙度引起的摩擦被认为是影响感知硬度的潜在媒介。本研究的发现有助于通过表面设计来操控软硬度感知。
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引用次数: 0
Hands-Free Haptic Navigation Devices for Actual Walking. 用于实际行走的免提触觉导航设备
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-05-27 DOI: 10.1109/TOH.2024.3405551
Astrid M L Kappers, Raymond J Holt, Tessa J W Junggeburth, Max Fa Si Oen, Bart J T van de Wetering, Myrthe A Plaisier

In this survey, we give an overview of hands-free haptic devices specifically designed for navigation guidance while walking. We present and discuss the devices by body part, namely devices for the arm, foot and leg, back, belly and shoulders, waist and finally the head. Although the majority of the experimental tests were successful in terms of reaching the target while being guided by the device, the experimental requirements were wide-ranging. The distances to be covered ranged from just a few meters to more than a kilometer, and while some of the devices worked autonomously, others required the experimenter to act as Wizard of Oz. To compare the usefulness and potential of these devices, we created a table in which we rated several relevant aspects such as autonomy, conspicuity and compactness. Major conclusions are that outdoor devices have the highest technology readiness level, because these allow autonomous navigation through GPS, and that the most compact devices still require the action of an experimenter. Unfortunately, none of the hands-free devices are at a level of readiness where they could be useful to people with visual impairments. The most important factor that should be improved is localization accuracy, which should be high and available at all times.

在这份调查报告中,我们概述了专为步行导航而设计的免提触觉设备。我们按身体部位介绍和讨论了这些设备,即用于手臂、脚和腿、背部、腹部和肩膀、腰部以及头部的设备。虽然大多数实验测试都能在设备的引导下成功到达目标,但实验要求的范围很广。需要覆盖的距离从几米到一公里多不等,有些装置可以自主工作,有些则需要实验者充当绿野仙踪。为了比较这些设备的实用性和潜力,我们制作了一个表格,对自主性、显眼性和紧凑性等几个相关方面进行了评分。主要结论是,户外设备的技术就绪程度最高,因为这些设备可以通过全球定位系统自主导航,而最小巧的设备仍然需要实验者的操作。遗憾的是,所有免提设备都没有达到对视障人士有用的就绪水平。需要改进的最重要因素是定位精度,定位精度应该很高,并且随时可用。
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引用次数: 0
Pressure Stimuli and Spatiotemporal Illusions on the Forearm. 前臂的压力刺激和时空错觉
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-05-10 DOI: 10.1109/TOH.2024.3399394
Elisabet Henell, Judith Weda, Sophia Cedermalm, Linnea Eklov, Marta Hakansson, Jesper Nordstrom, Marit Reibring, Jonas Stalhand, Nils-Krister Persson, Angelika Mader, Jan B F van Erp, Edwin W H Jager

To design complex wearable haptic interfaces using pressure, we have to explore how we can use pressure stimuli to their full potential. Haptic illusions, such as apparent motion and apparent location, can be a part of this. If these illusions can be evoked with pressure, haptic patterns can increase in complexity without increasing the number of actuators or combining different types of actuators. We did two psychophysical experiments with pressure stimuli on the forearm using a pneumatic sleeve with multiple, individually controlled McKibben actuators. In Experiment 1, we found that spatial integration of two simultaneously presented stimuli occurred for distances up to 61 mm. In Experiment 2, we found that apparent motion can be elicited with distinct pressure stimuli over a range of temporal parameters. These results clearly show spatio-temporal integration in the somatosensory system for pressure stimuli. We discuss these findings in relation to effects found for vibration and the mechanoreceptors in the glabrous skin.

要利用压力设计复杂的可穿戴触觉界面,我们必须探索如何充分发挥压力刺激的潜力。触觉错觉,如明显的运动和明显的位置,可以是其中的一部分。如果这些幻觉可以通过压力诱发,那么触觉模式的复杂性就会增加,而无需增加致动器的数量或组合不同类型的致动器。我们使用一个带有多个单独控制的麦基本致动器的气动套筒,对前臂的压力刺激进行了两次心理物理实验。在实验 1 中,我们发现两个同时呈现的刺激物在距离达 61 毫米时会发生空间整合。在实验 2 中,我们发现在一定的时间参数范围内,不同的压力刺激可以引起明显的运动。这些结果清楚地显示了压力刺激在体感系统中的时空整合。我们将结合振动和无毛皮肤机械感受器的效应来讨论这些发现。
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引用次数: 0
Acceptance and Usability of a Soft Robotic, Haptic Feedback Seat for Autonomy Level Transitions in Highly Automated Vehicles. 用于高度自动驾驶车辆自主级别转换的软机器人触觉反馈座椅的接受度和可用性。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-04-25 DOI: 10.1109/TOH.2024.3392473
Jan Peters, Bani Anvari, Johann Licher, M. Wiese, Annika Raatz, H. Wurdemann
Fully autonomous vehicles, capable of completing entire end-to-end journeys without the interference of a human driver, will be one of the biggest transforming technologies of the next decades. As the journey towards fully autonomous vehicles progresses, there will be an increase in the number of highly automated vehicles on the roads, requiring the human driver to take back control in situations, which cannot be handled by the vehicle autonomously. These human-robot take-over requests can lead to safety risks, in particular in scenarios when the driver fails to understand the take-over request and, hence, lacks situational awareness. This paper presents the acceptance and usability assessment of a haptic feedback driver seat capable of informing the driver of a take-over request through static mechano-tactile haptic feedback. The seat is equipped with an embedded array of soft pneumatic actuators, that have been fully modelled and characterised. The evaluation process of the haptic feedback seat engaged 21 participants who experienced both auditory and haptic feedback from the seat in a number of simulation experiments within a driving simulator. The vehicular technology was assessed through well-established methods to understand the acceptance (usefulness and satisfaction) and usability of the haptic feedback driver seat.
完全自动驾驶汽车能够在没有人类驾驶员干预的情况下完成整个端到端旅程,这将是未来几十年最大的变革技术之一。随着全自动驾驶汽车进程的推进,道路上高度自动驾驶汽车的数量将不断增加,这就要求人类驾驶员在车辆无法自动处理的情况下重新控制车辆。这些人类-机器人接管请求可能会导致安全风险,尤其是在驾驶员无法理解接管请求,因而缺乏态势感知的情况下。本文介绍了对触觉反馈驾驶员座椅的接受度和可用性评估,该座椅能够通过静态机械触觉触觉反馈告知驾驶员接管请求。该座椅配备了嵌入式软气动致动器阵列,并对其进行了全面建模和表征。在触觉反馈座椅的评估过程中,21 名参与者在驾驶模拟器中进行了一系列模拟实验,体验了座椅带来的听觉和触觉反馈。通过成熟的方法对车辆技术进行了评估,以了解触觉反馈驾驶座椅的接受度(有用性和满意度)和可用性。
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引用次数: 0
Influence of Back Length on Vibrotactile Acuity in Vertical Direction 背部长度对垂直方向振动触觉敏锐度的影响
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-04-08 DOI: 10.1109/toh.2024.3385294
Astrid M. L. Kappers, Marloes P. A. van der Burgt, Savannah M. Nowak, Fabiènne P. van der Weide, Wouter K. Vos, Myrthe A. Plaisier
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引用次数: 0
Synergistic Illusions: Enhancing Perceptual Effects of Pseudo-Attraction Force by Kinesthetic Illusory Hand Movement 协同幻觉:通过动觉幻觉手部运动增强伪牵引力的感知效果
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-04-08 DOI: 10.1109/toh.2024.3386199
Takuya Noto, Takuto Nakamura, Tomohiro Amemiya
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引用次数: 0
Leveraging Haptic Feedback to Improve Data Quality and Quantity for Deep Imitation Learning Models 利用触觉反馈提高深度模仿学习模型的数据质量和数量
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-04-03 DOI: 10.1109/toh.2024.3384482
Catie Cuan, Allison Okamura, Mohi Khansari
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引用次数: 0
Development and Evaluation of a Learning-based Model for Real-time Haptic Texture Rendering. 开发和评估基于学习的实时触觉纹理渲染模型
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-03-27 DOI: 10.1109/TOH.2024.3382258
Negin Heravi, Heather Culbertson, Allison M Okamura, Jeannette Bohg

Current Virtual Reality (VR) environments lack the haptic signals that humans experience during real-life interactions, such as the sensation of texture during lateral movement on a surface. Adding realistic haptic textures to VR environments requires a model that generalizes to variations of a user's interaction and to the wide variety of existing textures in the world. Current methodologies for haptic texture rendering exist, but they usually develop one model per texture, resulting in low scalability. We present a deep learning-based action-conditional model for haptic texture rendering and evaluate its perceptual performance in rendering realistic texture vibrations through a multi-part human user study. This model is unified over all materials and uses data from a vision-based tactile sensor (GelSight) to render the appropriate surface conditioned on the user's action in real-time. For rendering texture, we use a high-bandwidth vibrotactile transducer attached to a 3D Systems Touch device. The results of our user study shows that our learning-based method creates high-frequency texture renderings with comparable or better quality than state-of-the-art methods without the need to learn a separate model per texture. Furthermore, we show that the method is capable of rendering previously unseen textures using a single GelSight image of their surface.

当前的虚拟现实(VR)环境缺乏人类在现实生活交互过程中体验到的触觉信号,例如在表面上横向移动时的纹理感。要在 VR 环境中添加逼真的触觉纹理,就需要建立一个模型,以适应用户交互的各种变化和世界上现有的各种纹理。目前已有用于触觉纹理渲染的方法,但它们通常为每种纹理开发一个模型,导致可扩展性较低。我们为触觉纹理渲染提出了一种基于深度学习的动作条件模型,并通过多部分人类用户研究评估了该模型在渲染逼真纹理振动时的感知性能。该模型对所有材料进行了统一,并使用来自视觉触觉传感器(GelSight)的数据,根据用户的动作实时渲染适当的表面。为了渲染纹理,我们使用了一个连接在 3D Systems Touch 设备上的高带宽振动触觉传感器。用户研究结果表明,我们基于学习的方法创建的高频纹理渲染质量可与最先进的方法媲美,甚至更好,而无需为每种纹理学习单独的模型。此外,我们还展示了该方法能够使用单一的 GelSight 纹理表面图像渲染以前未见过的纹理。
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引用次数: 0
期刊
IEEE Transactions on Haptics
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