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Correction to “Effects of Wall and Freespace Damping Levels on Virtual Wall Stiffness Classification” 修正“墙体和自由空间阻尼等级对虚拟墙体刚度分级的影响”
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-19 DOI: 10.1109/TOH.2025.3585659
Emma Treadway;Kristian Journet;Andrew Deering;Cora Lewis;Noelle Poquiz
In [1], Fig. 5 shows that the code was inadvertently plotted IT on the graphs labeled Percent Correct and vice-versa (with IT multiplied by 100 rather than the fraction of correct responses) for subplots (b)–(d). None of the statistics or other analyses were affected. It was simply a transcription error in generating the plots for this specific figure, with incorrect data assigned to each plot window in MATLAB. In the figure, you will note that effectively the top and bottom data in each subplot are swapped as shown.
在[1]中,图5显示,对于子图(b) - (d),代码无意中将IT绘制在标记为Percent Correct的图上,反之亦然(将IT乘以100而不是正确回答的百分比)。没有统计数据或其他分析受到影响。这只是在为这个特定的图形生成图时的一个转录错误,在MATLAB中将错误的数据分配给每个图窗口。在图中,您将注意到每个子图中的顶部和底部数据实际上是交换的,如图所示。
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引用次数: 0
Twenty Years of World Haptics: Retrospective and Future Directions 世界触觉学二十年:回顾与未来方向
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-19 DOI: 10.1109/TOH.2025.3605032
J. Edward Colgate;Lynette A. Jones;Hong Z. Tan
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引用次数: 0
Drawing the Line: Wearable Linear Haptics Motivated by Guided Breathing 划清界限:引导呼吸的可穿戴线性触觉。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-15 DOI: 10.1109/TOH.2025.3609959
Jake D. Little;Jennifer L. Tennison;Jenna L. Gorlewicz
Haptic wearables provide an intuitive human-machine interface to convey information through the sense of touch, which may have promising applications in guided breathing. In this paper, we detail the design and evaluation of three wearable prototypes (Vibration, Skin Drag, and Tapping) capable of administering discrete (individual, separate pulses and stimuli). and continuous (overlapping or uninterrupted stimuli) forms of linear haptic cycles with inspiration from slow, deep guided breathing. Characterization was performed to quantify and validate the performance of six haptic stimuli (discrete/continuous vibration, skin drag, and tapping). Devices were quantified with key metrics that described the applied stimuli and the dynamics of the wearable. A human subjects study (N = 25), composed of two-cycle tracking tasks, was conducted to determine device performance and user aptitude. Results indicated consistent directional recognition across all six stimuli, but discrete stimuli performed better in spatial localization tasks. Although outperformed in tracking/localization tasks, continuous stimuli, especially skin drag, were described as the most apt and intuitive pairing to guided breathing. Findings highlight the potential of these linear haptic stimuli in a number of applications, including guided breathing, navigation, virtual immersion, and communication.
触觉可穿戴设备提供直观的人机界面,通过触觉传递信息,这在引导呼吸方面可能有很好的应用前景。在本文中,我们详细介绍了三种可穿戴原型(振动,皮肤拖动和敲击)的设计和评估,这些原型能够管理离散(单独,单独的脉冲和刺激)和连续(重叠或不间断的刺激)形式的线性触觉循环,灵感来自缓慢,深度引导呼吸。进行表征以量化和验证六种触觉刺激(离散/连续振动、皮肤拖动和敲击)的性能。通过描述应用刺激和可穿戴设备动态的关键指标对设备进行量化。一项人类受试者研究(N=25),由两个周期跟踪任务组成,以确定设备性能和用户能力。结果表明,在所有六种刺激中,方向识别是一致的,但离散刺激在空间定位任务中表现更好。尽管在跟踪/定位任务中表现较好,但持续刺激,特别是皮肤阻力,被描述为引导呼吸的最合适和最直观的配对。研究结果强调了这些线性触觉刺激在许多应用中的潜力,包括引导呼吸、导航、虚拟沉浸和通信。
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引用次数: 0
Haptics of Pulse Palpation: Simulation and Validation Through Novel Sensor-Actuator System 脉搏触诊触觉:基于新型传感器-执行器系统的仿真与验证。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-29 DOI: 10.1109/TOH.2025.3604476
Debadutta Subudhi;K. K. Deepak;Manivannan Muniyandi
Palpation of arteries holds significant physiological importance. Existing pulse actuator designs intended to replicate the haptic sensations of palpation primarily focus on normal force interactions, often overlooking the shear forces generated by oscillations of the arterial wall during blood flow. This study aims to evaluate the normal, longitudinal, and transverse forces exerted by arteries through both theoretical and experimental analyses during palpation. The experimental validation features a pulse actuator-sensor system. The actuator component is a hydroelectromagnetic actuator, while the haptic sensing is performed by the Subblescope. The Subblescope measures arterial force feedback from both soft and hard artery models, as well as from the radial pulse in 18 human subjects. Mathematical analysis establishes the operational range of the sensor-actuator system as 0.005 N to 2.5 N. The force feedback from the simulation has been used for designing the total force generation by the actuator. The reactive force along the Z-axis varies between 19.3 mN to 500 mN, while the transverse and longitudinal forces along the Y and X axes range from 6.9 mN to 88.01 mN and 5.46 mN to 87.85 mN, respectively. The pulse-force map of the hard artery reveals higher three-dimensional force interactions compared to the soft artery. The hydroelectromagnetic actuator effectively generates both normal and shear forces during pulsatile flow. Future work will focus on developing training modules that replicate pulse haptics associated with various physiological conditions such as diabetes.
触诊动脉具有重要的生理意义。现有的脉冲致动器设计旨在复制触诊的触觉感觉,主要集中在法向力的相互作用上,往往忽略了血流过程中动脉壁振荡产生的剪切力。本研究旨在通过理论和实验分析来评估触诊时动脉施加的正常、纵向和横向力。实验验证采用脉冲致动器-传感器系统。执行器组件是一个水电磁执行器,而触觉传感由Subblescope执行。Subblescope测量了18名受试者的动脉力反馈,包括软动脉和硬动脉模型,以及桡动脉脉冲。数学分析确定了传感器-作动器系统的工作范围为0.005 N ~ 2.5 N,仿真得到的力反馈用于设计作动器产生的总力。沿z轴的反作用力在19.3 mN ~ 500 mN之间,沿Y轴和X轴的横向和纵向作用力分别在6.9 mN ~ 88.01 mN和5.46 mN ~ 87.85 mN之间。与软动脉相比,硬动脉的脉搏力图显示出更高的三维力相互作用。在脉动流动中,水电磁执行器能有效地产生法向力和剪切力。未来的工作将集中于开发训练模块,以复制与各种生理状况(如糖尿病)相关的脉冲触觉。
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引用次数: 0
HapticGiant: A Novel Very Large Kinesthetic Haptic Interface With Hierarchical Force Control HapticGiant:一种具有层次力控制的新型超大动觉触觉界面。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-14 DOI: 10.1109/TOH.2025.3598859
Michael Fennel;Markus Walker;Dominik Pikos;Uwe D. Hanebeck
Research in virtual reality and haptic technologies has consistently aimed to enhance immersion. While advanced head-mounted displays are now commercially available, kinesthetic haptic interfaces still face challenges such as limited workspaces, insufficient degrees of freedom, and kinematics not matching the human arm. In this paper, we present HapticGiant, a novel large-scale kinesthetic haptic interface designed to match the properties of the human arm as closely as possible and to facilitate natural user locomotion while providing full haptic feedback. The interface incorporates a novel admittance-type force control scheme, leveraging hierarchical optimization to render both arbitrary serial kinematic chains and Cartesian admittances. Notably, the proposed control scheme natively accounts for system limitations, including joint and Cartesian constraints, as well as singularities. Experimental results demonstrate the effectiveness of HapticGiant and its control scheme, paving the way for highly immersive virtual reality applications.
虚拟现实和触觉技术的研究一直致力于增强沉浸感。虽然先进的头戴式显示器现在已经商业化,但动觉触觉界面仍然面临着诸如有限的工作空间、自由度不足以及与人类手臂不匹配的运动学等挑战。在本文中,我们提出了HapticGiant,这是一种新型的大规模动觉触觉界面,旨在尽可能地匹配人类手臂的特性,并在提供完整触觉反馈的同时促进用户的自然运动。该接口采用了一种新颖的导纳式力控制方案,利用分层优化来呈现任意序列运动链和笛卡尔导纳。值得注意的是,所提出的控制方案原生地考虑了系统限制,包括关节和笛卡尔约束,以及奇点。实验结果证明了HapticGiant及其控制方案的有效性,为高度沉浸式虚拟现实应用铺平了道路。
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引用次数: 0
Towards Tactile Communication of English Language: A Visual Handbook Enhances Letter Learning 英语语言触觉交流:视觉手册促进字母学习。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-12 DOI: 10.1109/TOH.2025.3596843
Tawanda Denzel Nyasulu;Shengzhi Du;Nico Steyn;Qingxue Liu;Syeda Nadiah Fatima Nahri;Hui Yu
The haptic communication of languages by engaging wearable displays has recently attracted much attention because of the continuous technological improvements (e.g., miniaturized hardware, and software). Currently, one of the primary research goals towards the haptic communication of language is to develop training protocols that reduce the time of learning by making the learning experience less cumbersome. This study provides a novel training protocol by separating learning into two sections, that is, offline, and online training. During offline training, the technique is based on visual learning, i.e., the spatial-temporal information of the haptic patterns is obtained by sight without stimulating the skin. During online training, the technique is based on kinesthetic learning, i.e., the knowledge of the patterns is obtained by hands-on experience. The learning of English letters is used to illustrate the proposed technique. The results show that the proposed two-section protocol lowers the time of online learning in the state-of-the-art methods.
由于技术的不断进步(如硬件和软件的小型化),通过可穿戴显示器进行语言的触觉交流最近引起了人们的广泛关注。目前,语言触觉交流的主要研究目标之一是制定训练方案,通过减少学习经验的繁琐来减少学习时间。本研究通过将学习分为离线和在线两部分,提供了一种新的训练协议。在离线训练中,该技术基于视觉学习,即在不刺激皮肤的情况下,通过视觉获得触觉模式的时空信息。在在线培训中,该技术基于动觉学习,即通过实践经验获得模式知识。以英语字母的学习为例,说明了所提出的方法。结果表明,所提出的两段协议在最先进的方法中降低了在线学习的时间。
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引用次数: 0
PCB-Based Miniature Vibro-Tactile Display for the Visually Impaired 用于视障人士的基于pcb的微型振动触觉显示器。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-08 DOI: 10.1109/TOH.2025.3597265
Maijie Xiang;Jonathan J. Bernstein;David B. Miller;Robert D. White
Current Braille readers are costly, limited to one or two rows of text, and there are no affordable tactile displays for images. To address this, we have developed a low-cost, electronically refreshable vibrotactile display prototype inspired by capacitive micromachined ultrasound transducers (CMUT). The design utilizes a printed circuit board (PCB) as the substrate and bottom electrode array, combined with a metalized Kapton film as the vibrating membrane and punched foam tape as a spacer. The current prototype demonstrates a 2x3 array of tactels (a tactile pixel) with 3.0 mm spacing. The system was modeled using finite element analysis (FEA) and characterized using laser vibrometry. Vibration amplitudes of 1.0 μm to 7.0 μm peak-to-peak were achieved using a peak-to-peak drive voltage of 600V at 200 to 300 Hz. Distinct patterns in the shape of Braille characters have been generated. A human subject study was conducted with 10 unskilled participants each conducting 20 trials on a discrimination task. Eight of the ten participants achieved an accuracy greater than 70% indicating that the patterns can be discriminated (N = 200, p = 0.0027). The prototype demonstrates the feasibility of this approach and is scalable to large area displays at low cost.
目前的盲文阅读器价格昂贵,只能显示一到两行文字,也没有价格合理的图像触觉显示器。为了解决这个问题,我们开发了一种低成本,电子可刷新的振动触觉显示原型,灵感来自电容式微机械超声换能器(CMUT)。该设计利用印刷电路板(PCB)作为衬底和底部电极阵列,结合金属化卡普顿薄膜作为振动膜,穿孔泡沫胶带作为间隔。目前的原型展示了一个2 × 3的触觉像素阵列,间距为3.0毫米。采用有限元分析(FEA)对系统进行了建模,并用激光振动仪对系统进行了表征。当驱动电压为600V,频率为200 ~ 300 Hz时,振动幅值在1.0 ~ 7.0 μm之间。盲文字符形状的独特模式已经产生。研究人员对10名不熟练的参与者进行了一项人体实验,每个人在一个歧视任务上进行了20次试验。10名参与者中有8人的准确率超过70%,表明可以区分模式(N = 200, p = 0.0027)。该原型证明了这种方法的可行性,并且可以以低成本扩展到大面积显示器。
{"title":"PCB-Based Miniature Vibro-Tactile Display for the Visually Impaired","authors":"Maijie Xiang;Jonathan J. Bernstein;David B. Miller;Robert D. White","doi":"10.1109/TOH.2025.3597265","DOIUrl":"10.1109/TOH.2025.3597265","url":null,"abstract":"Current Braille readers are costly, limited to one or two rows of text, and there are no affordable tactile displays for images. To address this, we have developed a low-cost, electronically refreshable vibrotactile display prototype inspired by capacitive micromachined ultrasound transducers (CMUT). The design utilizes a printed circuit board (PCB) as the substrate and bottom electrode array, combined with a metalized Kapton film as the vibrating membrane and punched foam tape as a spacer. The current prototype demonstrates a 2x3 array of tactels (a tactile pixel) with 3.0 mm spacing. The system was modeled using finite element analysis (FEA) and characterized using laser vibrometry. Vibration amplitudes of 1.0 μm to 7.0 μm peak-to-peak were achieved using a peak-to-peak drive voltage of 600V at 200 to 300 Hz. Distinct patterns in the shape of Braille characters have been generated. A human subject study was conducted with 10 unskilled participants each conducting 20 trials on a discrimination task. Eight of the ten participants achieved an accuracy greater than 70% indicating that the patterns can be discriminated (N = 200, p = 0.0027). The prototype demonstrates the feasibility of this approach and is scalable to large area displays at low cost.","PeriodicalId":13215,"journal":{"name":"IEEE Transactions on Haptics","volume":"18 3","pages":"742-750"},"PeriodicalIF":2.8,"publicationDate":"2025-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144803994","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Survey on Tactile Change Blindness 触觉变化盲的研究概况。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-08 DOI: 10.1109/TOH.2025.3597076
Lauren E. Horde;Logan D. Clark;Sara L. Riggs
While vibrotactile displays continue to gain popularity, it remains that the phenomenon of tactile change blindness negatively impacts the human ability to detect changes between and within tactile signals. This paper surveys the research literature on tactile change detection and blindness under various parameters, including the number of tactors used, the intensity and length of the stimulus, and whether distractors between stimuli (i.e., transients) were used during experimentation, among others. The goal of this survey is to summarize what has been done in an attempt to better understand the parameters that exacerbate tactile change blindness and identify potential areas of future research. When such an understanding is reached, the design of haptic and multimodal displays may ideally be improved.
虽然振动触觉显示器继续受到欢迎,但触觉变化盲现象仍然会对人类检测触觉信号之间和内部变化的能力产生负面影响。本文综述了不同参数下触觉变化检测和盲视的研究文献,包括使用的因素数量、刺激的强度和长度、实验过程中是否使用刺激之间的干扰物(即瞬态)等。本调查的目的是总结已经做了什么,试图更好地了解加剧触觉变化盲的参数,并确定未来研究的潜在领域。当达到这样的理解时,触觉和多模态显示的设计可能会得到理想的改进。
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引用次数: 0
Combining Gamification and Haptic Coupling in a Two-Dimensional Tracking Task Performed by Human Dyads 结合游戏化和触觉耦合的人类双体二维跟踪任务。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-08-04 DOI: 10.1109/TOH.2025.3595445
Mohammad Sohorab Hossain;Vesna D. Novak
Exercises involving two participants are increasingly popular in applications such as motor rehabilitation, but it is still unclear how such exercises can be most effectively designed. This study examines the effects of two promising design elements of dyadic exercises (gamification and haptic coupling) on motor learning, motivation, and muscle activation. 62 healthy adult dyads were divided into four groups where gamification and haptic coupling were either present or absent, then went through an established protocol of learning two-dimensional tracking motions in the intermittent presence of a force field. 36 of these dyads completed an extended protocol where gamification was either added or removed after the main protocol, allowing a crossover study of its effects. Results showed that haptic coupling had no significant effects, matching some previous studies. On the other hand, gamification did improve intrinsic motivation and reduce forearm electromyograms, though the reduction in forearm electromyograms may be due to a biased sample. Overall, haptic coupling does not appear to be a high priority for future applied studies of dyadic exercises, especially since all previous coupling studies were performed with minimalistic visuals. On the other hand, gamification continues to hold promise for applications such as motor rehabilitation.
两个人参与的练习在运动康复等应用中越来越受欢迎,但目前尚不清楚如何才能最有效地设计这种练习。本研究探讨了两种有前途的二元运动设计元素(游戏化和触觉耦合)对运动学习、动机和肌肉激活的影响。研究人员将62名健康的成年二人组分为四组,其中游戏化和触觉耦合存在或不存在,然后通过一项既定的协议,在间歇性存在的力场中学习二维跟踪运动。其中36人完成了一个扩展方案,即在主要方案后添加或删除游戏化,从而允许对其影响进行交叉研究。结果表明,触觉耦合没有明显的影响,与之前的一些研究相吻合。另一方面,游戏化确实改善了内在动机并减少了前臂肌电图,尽管前臂肌电图的减少可能是由于样本偏差。总的来说,触觉耦合似乎并不是未来二元运动应用研究的重点,特别是因为所有以前的耦合研究都是用极简的视觉效果进行的。另一方面,游戏化继续为运动康复等应用带来希望。
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引用次数: 0
Presentation of Low-Frequency Vibration to the Face Using Amplitude Modulation 用调幅法表示低频振动到面部。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-07-31 DOI: 10.1109/TOH.2025.3594480
Yuma Akiba;Shota Nakayama;Keigo Ushiyama;Izumi Mizoguchi;Hiroyuki Kajimoto
This study proposes a method to present pure low-frequency vibration sensations to the face that cannot be presented by small commercially available vibrators. The core innovation lies in utilizing an amplitude modulation technique with a carrier frequency of approximately 200 Hz. Due to the absence of Pacinian corpuscles in the facial region—receptors responsible for detecting high-frequency vibrations around 200 Hz—only the original low-frequency signal is perceived. Three experiments were conducted. Experiments 1 and 2 were performed on the forehead to confirm that the proposed amplitude modulation method could produce the desired low-frequency perception and to evaluate the subjective quality of the vibration. The results suggested that the proposed method could produce the perception of desired pure low-frequency vibration when applied to the forehead. In Experiment 3, the proposed method was applied to the whole face, and its range of applicability was explored. The results indicated that the original low-frequency vibration was clearly perceptible around the eyes, cheeks, and lower lip area.
这项研究提出了一种方法来呈现纯低频振动感觉的脸,不能由小型市售振动器呈现。核心创新在于利用载波频率约为200hz的调幅技术。由于面部区域缺乏太平洋小体——负责检测200赫兹左右高频振动的受体——只有原始的低频信号被感知到。进行了三个实验。实验1和2在前额上进行,以证实所提出的调幅方法可以产生期望的低频感知,并评估振动的主观质量。结果表明,所提出的方法可以产生所需的纯低频振动的感知,当应用于额头。在实验3中,将所提方法应用于整面,探索其适用范围。结果表明,在眼睛、脸颊和下唇周围可以清晰地感受到原始的低频振动。
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引用次数: 0
期刊
IEEE Transactions on Haptics
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