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Exploring Tactile Perception: Development and Evaluation of the PinArray, a Novel Haptic Device 探索触觉感知:一种新型触觉装置PinArray的开发与评估。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3616046
Iliyas Tursynbek;John de Grosbois;Brendan Hart;Mounia Ziat
Despite advances in vibrotactile displays, most existing systems are limited in their ability to deliver calibrated, frequency-differentiated stimulation across multiple touch modes. This constrains our understanding of how supra-threshold frequency modulation influences tactile perception, particularly in dynamic, shape-based interactions. To address this gap, we introduce the PinArray—a novel hybrid haptic device featuring a 4 × 3 array of independently actuated pins capable of delivering vibrations from 0 to 300 Hz. The PinArray uniquely supports static, passive, and active touch conditions, enabling nuanced exploration of tactile shape encoding. We evaluated the device in a user study examining the perception of edge-like shapes generated via frequency pairings. Results show that specific combinations, especially those involving static and dynamic frequency pairs, significantly enhance shape recognition. These findings highlight the device's potential for advancing both perceptual research and the development of expressive tactile interfaces.
尽管振动触觉显示器取得了进步,但大多数现有系统在多种触摸模式下提供校准、频率差异化刺激的能力有限。这限制了我们对超阈值调频如何影响触觉感知的理解,特别是在动态的、基于形状的交互中。为了解决这一问题,我们引入了pinarray -一种新型混合触觉设备,具有4 × 3独立驱动引脚阵列,能够提供0到300 Hz的振动。PinArray独特地支持静态、被动和主动触摸条件,使触觉形状编码的细微探索成为可能。我们在一项用户研究中评估了该设备,该研究检查了通过频率配对产生的边缘形状的感知。结果表明,特定组合,特别是静态和动态频率对组合,显著提高了形状识别能力。这些发现突出了该设备在推进感知研究和表达触觉界面发展方面的潜力。
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引用次数: 0
Aerial Push-Button With Two-Stage Tactile Feedback Using Reflected Airborne Ultrasound Focus. 利用反射机载超声焦点的两阶段触觉反馈的空中按钮。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3619566
Hiroya Sugawara, Masaya Takasaki, Keisuke Hasegawa

We developed a new aerial push-button with tactile feedback using focused airborne ultrasound. This study has two significant novelties compared to past related studies: 1) ultrasound emitters are equipped behind the user's finger and reflected ultrasound emission that is focused just above the solid plane placed under the finger presents tactile feedback to a finger pad and 2) tactile feedback is presented at two stages during pressing motion; at the time of pushing the button and withdrawing the finger from it. The former has a significant advantage in apparatus implementation in that the input surface of the device can be composed of a generic thin plane including touch panels, potentially capable of presenting input touch feedback only when the user touches objects on the screen. We experimentally found that the two-stage tactile presentation is much more effective in strengthening perceived tactile stimulation and believability of input completion when compared with a conventional single-stage method. This study proposes a composition of an aerial push-button in much more practical use than ever. The proposed system composition is expected to be one of the simplest frameworks in the airborne ultrasound tactile interface.

我们开发了一种新的空中按钮,使用聚焦的机载超声波进行触觉反馈。与以往的相关研究相比,本研究有两个显著的新颖之处:1)在用户的手指后面配备超声波发射器,反射的超声波发射集中在手指下方的固体平面上方,向指垫提供触觉反馈;2)在按压运动中,触觉反馈分两个阶段呈现;在按下按钮并将手指从中抽出的时候。前者在设备实施中具有显著优势,因为设备的输入表面可以由包括触摸面板的通用薄平面组成,仅当用户触摸屏幕上的对象时才可能呈现输入触摸反馈。实验发现,与传统的单阶段方法相比,两阶段的触觉呈现在增强感知触觉刺激和输入完成的可信度方面更为有效。这项研究提出了一种比以往更实用的空中按钮组合。所提出的系统组成有望成为机载超声触觉界面中最简单的框架之一。
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引用次数: 0
High-Fidelity Haptic Rendering for Virtual Drilling on Gradient Porous Bone in Surgery Training. 手术训练中梯度多孔骨虚拟钻孔的高保真触觉渲染。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3634673
Zipeng Chi, Jingrong Li, Qinghui Wang, Chunhai Li, Daoxin Fang, Guanhua Yang, Hailong Xie

Drilling is an essential procedure in many orthopedic surgeries. Especially in femoral neck fracture surgery, any loss of control can lead to secondary injury to the patient. Consequently, it is imperative for orthopaedists to undergo extensive training to master the appropriate haptic interaction. In this work, a virtual drilling surgery training system with high-fidelity haptic feedback is developed for femoral neck fracture. First, to achieve realistic visual rendering, the external boundary of femur is reconstructed using Triple dexel, allowing for fast and realistic surface reconstruction. Next, the heterogeneous and hierarchical structure of femur is reconstructed using multi-morphology with three periodic minimal surface (TPMS) design approaches. Then, a haptic interaction algorithm based on Triple dexel and TPMS is proposed. This algorithm uses the TPMS equations to quickly compute the densities of the bone chips produced by Triple dexel Boolean operations, thus simulating the variation in porosity at different positions of the bone and providing precise haptic feedback during the drilling process. Finally, a robotic experimental platform is established, and the proposed force model is verified using bovine bones. The results show that the measured values are consistent with the experimental values. Furthermore, evaluation of the training system with medical students as participants shows that a fine haptic rendering improves users' hand-eye coordination skills.

在许多骨科手术中,钻孔是必不可少的程序。特别是在股骨颈骨折手术中,任何失控都可能导致患者的继发性损伤。因此,骨科医生必须接受广泛的训练,以掌握适当的触觉互动。本研究开发了一种具有高保真触觉反馈的股骨颈骨折虚拟钻孔手术训练系统。首先,为了实现逼真的视觉渲染,使用Triple dexel重建股骨外部边界,实现快速逼真的表面重建。其次,采用多形态三周期最小表面(TPMS)设计方法重构股骨的非均匀分层结构。然后,提出了一种基于Triple dexel和TPMS的触觉交互算法。该算法利用TPMS方程快速计算出Triple dexel布尔运算产生的骨芯片密度,从而模拟骨不同位置孔隙度的变化,并在钻孔过程中提供精确的触觉反馈。最后,建立了机器人实验平台,并利用牛骨对模型进行了验证。结果表明,测量值与实验值基本一致。此外,对以医学生为参与者的训练系统的评估表明,精细的触觉渲染可以提高使用者的手眼协调技能。
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引用次数: 0
Rendering Affective Touch With an Array of Pneumatic Unit Cell Actuators. 用气动单元格执行器阵列呈现情感触摸。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3611671
Krishna Dheeraj Kommuri, Mehmet Ege Cansev, Philipp Beckerle, Irene A Kuling

Rendering affective touch through haptic interfaces has gathered significant interest due to its ability to elicit emotional responses. Among various forms of affective touch, this study focuses on stroke stimuli. An illusory stroke stimulus is rendered using eight discrete Pneumatic Unit Cell (PUC) actuators on the left forearm. The study systematically investigates how rendering parameters-including the traveling speed of the illusory stroke, the stimulus onset asynchrony (SOA) of consecutive indentations, and indentation pressure-affect the perceived pleasantness and continuity of the stimulus. Results reveal that higher speeds significantly improved both pleasantness and continuity, with speed emerging as the most influential factor. In contrast, SOA has no significant effect on either perceived pleasantness or continuity. Indentation pressure shows a moderate impact on pleasantness, with high pressures reducing pleasantness but having no significant effect on continuity. Additionally, a positive correlation is observed between perceived pleasantness and continuity, underscoring the relevance of the continuity illusion created by sequential indentations with discrete actuators in evoking pleasant sensations. These findings demonstrate the potential of PUC actuators for creating affective touch stimuli and provide preliminary insights into the influence of rendering parameters on affective touch in human-machine and human-robot interactions.

由于能够引发情感反应,通过触觉界面呈现情感触摸已经引起了人们的极大兴趣。在各种形式的情感触摸中,本研究主要关注中风刺激。在左前臂上使用8个分立的气动单元(PUC)致动器来呈现虚幻的中风刺激。该研究系统地研究了呈现参数——包括虚幻笔划的移动速度、连续压痕的刺激开始异步性(SOA)和压痕压力——如何影响刺激的感知愉悦性和连续性。结果表明,更高的速度显著提高了愉悦性和连续性,速度成为影响最大的因素。相比之下,SOA对感知的愉悦性或连续性都没有显著影响。压痕压力对愉悦感有中等程度的影响,高压会降低愉悦感,但对连续性没有显著影响。此外,在感知到的愉悦感和连续性之间观察到正相关,强调了在唤起愉悦感时由离散致动器产生的顺序压痕产生的连续性错觉的相关性。这些发现证明了PUC执行器在产生情感触摸刺激方面的潜力,并为人机交互中渲染参数对情感触摸的影响提供了初步的见解。
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引用次数: 0
Elastic or Stiff? Light or Heavy? Pseudo-Haptic Photograph Interaction for Fabric Perception. 弹性还是刚性?轻的还是重的?织物感知的伪触觉照片交互。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3612506
Marina Ricci, Sylvia Pont, Gijs Huisman, Maarten Wijntjes

Online retail is still mostly limited to the visual channel despite haptic interface technology advances. One potential strategy for overcoming the lack of touch in online retail is using pseudo-haptics: illusory haptic sensations resulting from manipulating the visual feedback of mouse or touchscreen interactions. Previous research used computer-generated graphics for pseudo-haptic experiences, while online retailers rely heavily on accurate photos of their products. Therefore, our study proposes a novel approach to designing pseudo-haptics using interactive photograph series together with mouse cursor gain modulations, called Pseudo-Haptic Photograph Interaction (PHPI). Unlike prior approaches that rely on simulated or stylized imagery, PHPI introduces pseudo-haptic effects through real photographic sequences of fabric motion, bridging the gap between visual realism and interactive haptic simulation. We conducted user studies on the perception of stiffness and weight to validate our approach. In experiment 1, we investigated the relation between the perception of weight and stiffness and increased or decreased gain of mouse movement. The study reveals a strong relation between mouse gain and perception. To test whether this corresponded to pseudo-haptic sensations, we performed experiment 2, in which actual fabrics had to be matched with those displayed through PHPI. We found a correlation between the haptically perceived weight and stiffness of fabrics, and their digital surrogate mediated by visual cues, confirming the potential of PHPI for multimodal experiences in online retail and other photographic presentations.

尽管触觉界面技术取得了进步,但在线零售仍然主要局限于视觉渠道。克服在线零售中缺乏触觉的一个潜在策略是使用伪触觉:通过操纵鼠标或触摸屏交互的视觉反馈产生的虚幻触觉。之前的研究使用计算机生成的图形来获得伪触觉体验,而在线零售商则严重依赖于产品的准确照片。因此,我们的研究提出了一种使用交互式照片序列和鼠标光标增益调制来设计伪触觉的新方法,称为伪触觉照片交互(Pseudo-Haptic photo Interaction, PHPI)。与先前依赖于模拟或程式化图像的方法不同,PHPI通过织物运动的真实照片序列引入伪触觉效果,弥合了视觉现实主义和交互式触觉模拟之间的差距。我们对刚度和重量的感知进行了用户研究,以验证我们的方法。在实验1中,我们研究了体重和僵硬感与鼠标运动增益增加或减少之间的关系。这项研究揭示了老鼠的体重增加和感知能力之间的密切关系。为了测试这是否与伪触觉相对应,我们进行了实验2,在实验2中,实际的织物必须与通过PHPI显示的织物相匹配。我们发现织物的触觉感知重量和硬度与视觉线索介导的数字替代品之间存在相关性,证实了PHPI在在线零售和其他摄影展示中的多模式体验的潜力。
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引用次数: 0
Kinesthetic Weight Modulation: The Effects of Whole-Arm Tendon Vibration on the Perceived Heaviness. 动觉重量调节:全臂肌腱振动对感知重量的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3622538
Keigo Ushiyama, Hiroyuki Kajimoto

Kinesthetic illusions, which arise when muscle spindles are activated by vibration, provide a compact means of presenting kinesthetic sensations. Because muscle spindles contribute not only to sensing body movement but also to perceiving heaviness, vibration-induced illusions could potentially modulate weight perception. While prior studies have primarily focused on conveying virtual movement, the modulation of perceived heaviness has received little attention. Presenting a sense of heaviness is essential for enriching haptic interactions with virtual objects. This study investigates whether multi-point tendon vibration can increase or decrease perceived heaviness (Experiment 1) and how the magnitude of the effect can be systematically controlled (Experiment 2). The results show that tendon vibration significantly increases perceived heaviness but does not significantly decrease it, although a decreasing trend was observed. Moreover, the increase can be adjusted across at least three levels within the range from 350 g to 450 g. Finally, we discuss plausible mechanisms underlying this vibration-induced modulation of weight perception.

当肌肉纺锤波被振动激活时产生的动觉错觉提供了一种紧凑的方式来呈现动觉感觉。因为肌肉纺锤波不仅能感知身体运动,还能感知重量,振动引起的错觉可能会潜在地调节体重感知。虽然先前的研究主要集中在传递虚拟运动,但感知重量的调节却很少受到关注。呈现一种沉重感对于丰富与虚拟物体的触觉交互至关重要。本研究探讨多点肌腱振动是否会增加或减少感知重量(实验1),以及如何系统地控制这种影响的大小(实验2)。结果表明,肌腱振动显著增加感知重,但不显著降低感知重,但有减小趋势。此外,在350-450克的范围内,增加可以在至少三个级别上进行调整。最后,我们讨论了这种振动诱导的体重感知调节的合理机制。
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引用次数: 0
Mutual Masking and Perceptual Simultaneity in Electrical Muscle Stimulation and Vibration Haptics. 肌肉电刺激和振动触觉的相互掩蔽和知觉同时性。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3635040
Yinan Li, Hasti Seifi

Multimodal haptic feedback that combines electrical muscle stimulation (EMS) and vibrotactile signals can create richer, more immersive experiences than those using a single modality. EMS delivers kinesthetic feedback by inducing muscle contractions, simulating force sensations that complement tactile stimuli from mechanical vibrations. However, presenting these stimuli concurrently can lead to perceptual interference, where one modality masks or alters the perception of the other. Temporal alignment between stimuli is also critical, as asynchrony can affect the perceived quality of haptic sensations. To investigate these phenomena, we conducted three user studies with a total of 40 participants (12, 12, and 16, respectively), focusing on mutual masking effects and temporal order perception between EMS and vibration. Our findings suggest that vibration can alleviate the tingling and discomfort commonly associated with EMS, effectively mitigating these unwanted sensations. Conversely, the presence of EMS increases the Just Noticeable Difference (JND) in vibration frequency discrimination, indicating a decrease in sensitivity to vibratory changes. Additionally, participants generally perceived the stimuli as simultaneous when EMS preceded vibration by 100 to 200 milliseconds. We discuss these findings and present four design guidelines for multimodal haptic rendering with EMS and vibrations in user applications.

多模态触觉反馈结合了肌肉电刺激(EMS)和振动触觉信号,可以创造比单一模态更丰富、更身临其境的体验。EMS通过诱导肌肉收缩,模拟力感来补充机械振动的触觉刺激,从而提供动觉反馈。然而,同时呈现这些刺激会导致感知干扰,其中一种形态掩盖或改变了另一种形态的感知。刺激之间的时间一致性也很重要,因为不同步会影响触觉的感知质量。为了研究这些现象,我们进行了三项用户研究,共有40名参与者(分别为12、12和16),重点研究了EMS和振动之间的相互掩蔽效应和时间顺序感知。我们的研究结果表明,振动可以减轻通常与EMS相关的刺痛和不适,有效地减轻这些不必要的感觉。相反,EMS的存在增加了振动频率识别的Just visible Difference (JND),表明对振动变化的敏感性降低。此外,当EMS先于振动100 ~ 200毫秒时,参与者普遍认为刺激是同步的。我们讨论了这些发现,并提出了用户应用中具有EMS和振动的多模态触觉渲染的四个设计准则。
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引用次数: 0
"Persuasive Vibrations": Studying the Influence of Vibration Parameters on Speech Persuasion. “说服性振动”:研究振动参数对言语说服的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3600579
Sabrina Toofany, Anatole Lecuyer, Ferran Argelaguet, Justine Saint-Aubert

This paper investigates the notion of "Persuasive Vibrations", which showed that augmenting a person's speech with vibrotactile feedback could artificially increase persuasion. However, while the initial paper has shown the effect, the underlying reasons why vibrations enhance persuasion remain unknown. Through two different user studies, this paper aims to study how the underlying parameters of the vibratory feedback (e.g., frequency, amplitude, or audio-vibration synchronization) influence persuasion. The first study aimed to identify the parameters of vibrotactile feedback that can positively influence persuasion. The second study evaluated vibrotactile feedback that might impair the persuasive effect. In a nutshell, the first experiment suggests that the isolation of different properties of the vibratory signal could tend to provide higher persuasion compared to no vibratory feedback. A lower frequency at 100 Hz seems the most efficient way to generate a persuasive effect. In contrast, the second experiment suggests that some alteration of the vibratory signal (e.g., latency) does not decrease the levels of persuasion compared to the no-vibration condition. All in all, the results suggest that using lower frequencies could have a better effect on persuasion. These results could serve as a basis for haptic design in applications like videoconferencing, virtual meetings, and training systems where supporting user speech is essential.

本文研究了“说服性振动”的概念,该概念表明,用振动触觉反馈来增强一个人的演讲可以人为地增加说服力。然而,虽然最初的论文已经展示了这种效果,但振动增强说服力的潜在原因仍然未知。通过两种不同的用户研究,本文旨在研究振动反馈的底层参数(如频率、幅度或音频-振动同步)如何影响说服。第一项研究旨在确定振动触觉反馈对说服有积极影响的参数。第二项研究评估了振动触觉反馈可能会损害说服效果。简而言之,第一个实验表明,与没有振动反馈相比,隔离振动信号的不同特性可能倾向于提供更高的说服力。100赫兹的较低频率似乎是产生说服力效果的最有效方式。相反,第二个实验表明,与无振动条件相比,振动信号的一些改变(例如,延迟)并不会降低说服的水平。总而言之,结果表明,使用较低的频率可能对说服有更好的效果。这些结果可以作为视频会议、虚拟会议和培训系统等应用中触觉设计的基础,在这些应用中,支持用户语音是必不可少的。
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引用次数: 0
Inertia Compensation Using Flywheels in Parallel Robots for the Assisted Manipulation of Large Payloads. 基于飞轮的并联机器人大载荷辅助操纵惯性补偿。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-01 DOI: 10.1109/TOH.2025.3632157
Jonathan Lacombe, Clement Gosselin

This paper proposes the use of reaction wheels in parallel mechanisms for physical human-robot interaction during the co-manipulation of large payloads. The concept combines the advantages of a mechanically backdrivable robot - for hands-on-payload interaction - with the reactiveness of flywheels for the compensation of inertial loads, thereby leading to a smooth and low-inertia rendering. In the proposed approach, gravity compensation and dynamic compensation are partitioned and assigned to two subsets of actuators, namely the backdrivable joint actuators and the flywheel actuators, the latter being smaller and properly geared actuators to benefit from faster dynamics for interaction stability purposes. Simulation results of a human interaction with a planar robot to displace a payload show that the desired dynamic behaviour of the moving platform is correctly rendered, while indicating that the inertia compensation torques may vary more quickly than the gravity torques, which supports the proposed idea. Experiments are also conducted to validate the rendering of the desired virtual dynamics to the user.

本文提出在大载荷协同操作过程中,在并联机构中使用反作用轮进行人机物理交互。这个概念结合了机械反向驱动机器人的优点——用于手与有效载荷的交互——与飞轮的反应性来补偿惯性载荷,从而实现了平稳和低惯性的渲染。在该方法中,重力补偿和动态补偿被划分并分配给两个执行器子集,即后向驱动关节执行器和飞轮执行器,后者是较小且适当齿轮的执行器,以受益于更快的动力学以达到相互作用稳定性的目的。人与平面机器人交互移动载荷的仿真结果表明,移动平台的动态行为得到了正确的呈现,同时表明惯性补偿力矩的变化可能比重力力矩更快,这支持了所提出的想法。还进行了实验,以验证向用户呈现所需的虚拟动态。
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引用次数: 0
Effect of Pressing Force on Perceived Vibrotactile Intensity in Stylus-Mediated Interaction 触控笔交互中按压力对振动触觉强度的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-09-29 DOI: 10.1109/TOH.2025.3615661
Chongyang Sun;Xuezhi Yan;Weizhi Nai;Xiaoying Sun;Qinglong Wang
Vibration feedback is a widely used form of haptic feedback in stylus-mediated interaction with screens of mobile devices. To accurately and efficiently present haptic effects, it is important to investigate key design factors that influence vibrotactile perception. In this paper, we perform experiments using two actuators (linear resonant actuator and voice-coil actuator) to investigate the effect of pressing force on perceived intensity with various combinations of factors such as actuator orientation, frequency of the driving signals, baseline perceived intensity, and user's motion speed in the vibrotactile feedback of stylus-mediated interaction. The results show that in stationary condition when the actuator is placed with its long side perpendicular to the axis of the stylus, the larger the pressing force is, the weaker the perceived intensity is; when the actuator is placed with its long side parallel to the axis of the stylus, the perceived intensity increases slightly with increasing pressing force. Another experiment is conducted and shows that the perceived intensity is more uniform when the amplitude is dynamically changed with the variation of the pressing force. For the moving conditions, the changes in pressing force have almost no effect on the perceived intensity. The results provide knowledge about the perceived intensity of vibrations in the stylus-mediated vibrotactile rendering.
振动反馈是一种广泛应用于触控笔与移动设备屏幕交互的触觉反馈形式。为了准确、高效地呈现触觉效果,研究影响振动触觉感知的关键设计因素十分重要。本文采用线性谐振致动器和音圈致动器两种致动器进行实验,研究在触控笔介导的振动触觉反馈中,在致动器方向、驱动信号频率、基线感知强度和用户运动速度等因素的不同组合下,按压力对感知强度的影响。结果表明:在静止状态下,当执行器长侧垂直于触控笔轴线放置时,施加的压力越大,感知强度越弱;当执行器长侧平行于触控笔轴线放置时,随着按压力的增大,感知强度略有增加。另一实验表明,当振幅随压力的变化而动态变化时,感知强度更加均匀。在运动条件下,压力的变化对感知强度几乎没有影响。结果提供了有关在触控笔介导的振动触觉渲染中感知振动强度的知识。
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引用次数: 0
期刊
IEEE Transactions on Haptics
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