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From Restoration to Augmentation: New Approaches to Haptic Feedback for Artificial Limbs 从修复到增强:假肢触觉反馈的新方法。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-12-08 DOI: 10.1109/TOH.2025.3641707
Lucy Dowdall;Celia Foster;Tamar R. Makin
Haptic feedback is essential for precise motor control, making its integration into artificial limbs a critical design challenge. Current approaches to restoring lost tactile input in patients have focused on interfacing with somatosensory pathways at the brain, nerve, or skin level, achieving partial restoration. However, augmentative artificial limbs, devices that provide novel movement capabilities beyond the biological body, pose unique challenges. These limbs lack dedicated sensory pathways, raising fundamental questions about how to deliver tactile feedback for these devices without disrupting existing somatosensory function. A promising direction lies in exploiting intrinsic tactile feedback, which emerges naturally at the interface between wearable devices and the body. When an artificial limb moves or interacts with objects, the skin detects rich tactile cues transmitted through this interface. Amplifying and refining this intrinsic feedback, via materials optimized for transmission of tactile signals and wearable designs, could enable more intuitive and interpretable haptic feedback for augmentative limbs. This approach offers a pathway toward enhancing embodiment and motor control of augmentative artificial limbs.
触觉反馈对于精确的运动控制至关重要,使其集成到假肢中成为一个关键的设计挑战。目前修复患者失去触觉输入的方法主要集中在与大脑、神经或皮肤水平的体感觉通路连接,以实现部分恢复。然而,增强型假肢,这种提供超越生物身体的新颖运动能力的设备,提出了独特的挑战。这些肢体缺乏专门的感觉通路,这就提出了一个基本问题,即如何在不破坏现有体感功能的情况下为这些设备提供触觉反馈。一个很有前途的方向是利用内在的触觉反馈,这种反馈自然地出现在可穿戴设备和身体之间的界面上。当假肢移动或与物体互动时,皮肤会通过这个界面检测到丰富的触觉信号。通过优化触觉信号传输的材料和可穿戴设计,放大和完善这种内在反馈,可以为增强肢体提供更直观和可解释的触觉反馈。该方法为增强假肢的具身性和运动控制提供了一条途径。
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引用次数: 0
Recent Achievements of Electrotactile Displays in IEEE Transactions on Haptics 电触觉显示的最新成果,《IEEE触觉学报》。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-21 DOI: 10.1109/TOH.2025.3635628
Hiroyuki Kajimoto
Electrotactile displays are a promising technology that combines the simplicity of implementation using only electronic circuits with the flexibility to deliver tactile sensations across many body sites. In recent years, their applications and research have rapidly advanced. This article provides an overview of studies published in IEEE Transactions on Haptics, covering diverse aspects such as application domains of electrotactile stimulation, techniques for stabilizing percepts, methods for efficient information rendering, and the use of electrotactile displays as tools for investigating human tactile perception. Through this review, the engineering and scientific potential of electrotactile interfaces is highlighted, along with prospects for realizing future tactile displays that are low-cost, high-density, and large-area.
电触觉显示器是一项很有前途的技术,它结合了使用电子电路实现的简单性和在许多身体部位传递触觉的灵活性。近年来,它们的应用和研究得到了迅速发展。本文概述了发表在《IEEE触觉学汇刊》上的研究成果,涵盖了电触觉刺激的应用领域、稳定感知的技术、有效信息呈现的方法以及电触觉显示作为研究人类触觉感知的工具的使用等各个方面。通过这篇综述,强调了电触觉界面的工程和科学潜力,以及实现低成本、高密度和大面积的未来触觉显示的前景。
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引用次数: 0
Modeling Emotion Induced by Motion in 4D Rides 4D游乐设施中由运动引起的情绪建模。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-06 DOI: 10.1109/TOH.2025.3630042
Kimin Kwon;Sung H. Han;Dawoon Jeong;Junseong Park;Seungmoon Choi
Motion, conveyed through motion platform movements on which the audience is seated, is the most commonly employed four-dimensional (4D) effect. It enhances immersion and influences emotional responses, with its impact varying depending on design factors. This variation suggests the potential for optimizing audience emotions through motion design. However, previous studies have either overlooked motion design factors or focused on single motion types, limiting the generalizability of their findings. This study focused on 4D ride films, which provide first-person ride experience. We examined the effects of motion presence and developed regression models to explain the relationship between motion design factors and emotional intensity. Models were constructed for representative emotions such as confused and urgent, using maximum amplitudes as independent variables. Based on these models, we proposed motion design guidelines to optimize emotional intensity by adjusting the maximum amplitudes of pitch, roll, and heave. These findings will help 4D ride film producers elicit the intended emotional intensity in audiences.
动作是最常用的四维(4D)效果,通过观众所坐的动作平台动作来传达。它可以增强沉浸感并影响情绪反应,其影响因设计因素而异。这种变化暗示着通过动作设计优化观众情感的潜力。然而,之前的研究要么忽略了运动设计因素,要么只关注单一的运动类型,从而限制了研究结果的普遍性。本研究主要研究提供第一人称乘坐体验的4D游乐电影。我们研究了运动存在的影响,并建立了回归模型来解释运动设计因素与情绪强度之间的关系。使用最大振幅作为自变量,构建了代表性情绪(如困惑和紧急)的模型。基于这些模型,我们提出了运动设计指南,通过调整俯仰、翻滚和起伏的最大振幅来优化情绪强度。这些发现将有助于4D电影制片人激发观众预期的情感强度。
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引用次数: 0
Investigating the Effect of Mechanical Adaptation on Mid-Air Ultrasound Vibrotactile Stimuli 研究机械适应对空中超声振动触觉刺激的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-23 DOI: 10.1109/TOH.2025.3623837
Antonio Cataldo;Tianhui Huang;William Frier;Patrick Haggard
Gesture control systems based on mid-air haptics are increasingly used in infotainment systems in cars where they can reduce drivers’ distractions and improve safety. However, studies on vibrotactile adaptation show that exposure to mechanical vibration impairs the perception of subsequent stimuli of the same frequency. Given that moving vehicles generate different types of mechanical noise, it is crucial to investigate whether mid-air ultrasound stimuli are also affected by mechanical adaptation. Here, we directly addressed this question by testing participants’ perception of ultrasound stimuli both before and after exposure to different mechanical vibrations. Across two experiments, we systematically manipulated the frequency (Experiment 1) and amplitude (Experiment 2) of the adapting mechanical stimulus and measured participants’ detection threshold for different ultrasound test stimuli. We found that low-frequency mechanical vibration significantly impaired perception of low-frequency ultrasound stimuli. In contrast, high-frequency mechanical vibration equally impaired perception of both low- and high-frequency ultrasound stimuli. This effect was mediated by the amplitude of the adapting stimulus, with stronger mechanical vibrations producing a larger increase in participants’ detection threshold. These findings show that mid-air ultrasound stimuli are significantly affected by specific sources of mechanical noise, with important implications for their safe use in the automotive industry.
基于空中触觉的手势控制系统越来越多地用于汽车信息娱乐系统,它们可以减少驾驶员的分心并提高安全性。然而,对振动触觉适应的研究表明,暴露于机械振动会损害对相同频率的后续刺激的感知。考虑到移动车辆产生不同类型的机械噪声,研究空中超声刺激是否也受到机械适应的影响是至关重要的。在这里,我们通过测试参与者在暴露于不同机械振动之前和之后对超声刺激的感知来直接解决这个问题。在两个实验中,我们系统地控制了自适应机械刺激的频率(实验1)和幅度(实验2),并测量了参与者对不同超声测试刺激的检测阈值。我们发现低频机械振动显著损害低频超声刺激的感知。相反,高频机械振动同样损害了对低频和高频超声刺激的感知。这种效应是由适应性刺激的振幅介导的,更强的机械振动会产生更大的检测阈值的增加。这些研究结果表明,空中超声刺激受到特定机械噪声来源的显著影响,这对其在汽车工业中的安全使用具有重要意义。
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引用次数: 0
SpinTexture: Exploring Scanning Realism From Concentric to Uni-Directional Slip Feedback Using a Spinning Textured Disk SpinTexture:探索扫描现实主义从同心到单向滑动反馈使用旋转纹理磁盘。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-20 DOI: 10.1109/TOH.2025.3623645
Donghyeon Kim;Gunhyuk Park
In providing a realistic texture scanning sensation in VR, traditional haptic devices have mainly provided unidirectional skin-slip feedback using bulky actuation systems. Recently, concentric rotational feedback using a fingertip-sized contactor was proposed to address the bulkiness issue with plausible scanning realism, but its scanning experience has not yet been rigorously compared to that of conventional unidirectional feedback. Therefore, we investigated whether concentric rotation of textures can yield comparable scanning realism to unidirectional skin-slip feedback on the fingertip. We designed a custom haptic device capable of adjusting the distance between the center of the fingerpad and the center of a textured disk (center distance), while synchronizing the speeds of disk rotation and users' scanning motion. Throughout three user studies using sandpaper and silk textures, we validated that variations in the radial distance of finger contact from the disk's rotation center did not significantly impact scanning realism in VR. These findings highlight the feasibility of fingertip-sized concentric feedback and suggest its potential applicability to other haptic devices, particularly where a compact form factor is desired.
在提供逼真的纹理扫描体验方面,最近的同心旋转机制有助于其较小的外形因素,但与典型的单向滑动反馈相比,其真实感尚未得到验证。因此,我们通过实现SpinTexture来研究同心圆旋转和单向反馈在触觉感知上的差异,SpinTexture会随着用户的扫描速度同步旋转纹理磁盘。我们在指垫中心和磁盘之间设置了五种距离(0.00、0.25、0.50、0.75和1.00 cm)和两种材料(砂纸和丝绸)。我们首先建立了旋转增益函数,以提供与真实纹理扫描相似的感知。在2D(研究2)和3D物体(研究3)交互场景中,我们的研究结果表明,不同中心距离对扫描真实感(研究2、3)和享受感(研究3)的影响不显著,而砂纸交互的真实感评分高于丝绸交互。我们的研究弥补了单向和同心方法之间的差距。
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引用次数: 0
The Ethics of Digital Touch 数字触摸的伦理。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-20 DOI: 10.1109/TOH.2025.3623531
Nicholas A. Barrow;Orestis Georgiou;Patrick N. Haggard
Digital touch refers to haptic technologies that deliver somatic sensations primarily via cutaneous mechanoreceptors, with additional involvement of deeper receptors (e.g., muscles and joints). Like all emerging technologies, its benefits must be balanced against potential risks. We explore ethical concerns for future digital touch technologies by analysing the distinctive physiology and function of the human somatosensory system. Much current research on digital touch focuses on active touch. However, we argue that most pressing ethical concerns emerge with passive touch, where touch stimuli are controlled by external agents. First, somatosensation is “always on”. Haptic technologies such as alerting systems often make use of this sensory availability, although doing so potentially undermines our sensory autonomy—the right to control our own sensations. Second, users need transparency about who/what is touching them and why, necessitating clear consent mechanisms. Third, as touch directly connects us with our environment, haptics that alter this interaction pose significant epistemic challenges, potentially distorting a user's perception of reality. Our analysis raises critical questions about cultural norms, privacy of bodily sensation, bodily self-awareness, control, transparency, and epistemic procedures. We propose an ethical design framework for digital touch, comprising four simple questions to guide future development of digital touch systems.
数字触摸是指主要通过皮肤机械感受器传递躯体感觉的触觉技术,它还涉及更深层次的感受器(例如肌肉和关节)。像所有新兴技术一样,它的好处必须与潜在风险相平衡。我们通过分析人体体感系统的独特生理和功能来探讨未来数字触摸技术的伦理问题。目前许多关于数字触摸的研究都集中在主动触摸上。然而,我们认为最紧迫的伦理问题出现在被动触摸中,其中触摸刺激是由外部代理控制的。首先,身体感觉是“永远开着的”。像警报系统这样的触觉技术经常利用这种感官的可用性,尽管这样做可能会破坏我们的感官自主性——控制我们自己感觉的权利。其次,用户需要知道谁/什么在接触他们,以及为什么要接触他们,这就需要明确的同意机制。第三,由于触摸直接将我们与环境联系在一起,改变这种互动的触觉带来了重大的认知挑战,可能会扭曲用户对现实的感知。我们的分析提出了关于文化规范、身体感觉隐私、身体自我意识、控制、透明度和认知程序的关键问题。我们提出了一个数字触摸的道德设计框架,包括四个简单的问题,以指导数字触摸系统的未来发展。
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引用次数: 0
Influence of Cooling Rates and Contact Material on Illusory Wetness 冷却速率和接触材料对虚幻湿度的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-15 DOI: 10.1109/TOH.2025.3622096
Ozioma Ozor-Ilo;Lynette A. Jones
It has been known for some time that a perception of wetness can be elicited when the skin is in contact with a cold, dry surface, a phenomenon called illusory wetness. The critical feature of the illusion is the rate at which the skin cools. This paper focuses on understanding the variables that contribute to illusory wetness by initially determining the sensitivity of participants to the rate with which the skin is cooled and then examining how the perception of illusory wetness is affected by the thermal and material properties of the contact surface. In the first experiment, the method of constant stimuli was used to measure the difference threshold for the rate of cooling on the hand. The results showed that the threshold averaged 0.90 $^{circ }$C/s at a reference value of 0.5 $^{circ }$C/s and that wetness was perceived at an average cooling rate of 1.09 $^{circ }$C/s. In the second experiment, participants rated the perceived wetness of five contact materials presented at four different surface temperatures. The results showed that temperature was the more critical variable in determining perceived wetness, and that the influence of material properties in this experiment related primarily to their effects on the heat transfer process.
一段时间以来,人们已经知道,当皮肤接触到寒冷干燥的表面时,会产生一种湿润的感觉,这种现象被称为虚幻湿润。这种错觉的关键特征是皮肤冷却的速度。本文的重点是通过首先确定参与者对皮肤冷却速度的敏感性,然后研究接触表面的热和材料特性如何影响对虚幻湿度的感知,从而了解导致虚幻湿度的变量。在第一个实验中,采用恒刺激法测量手部冷却速率的差值阈值。结果表明,当参考值为0.5 ${}^{circ}$C/s时,阈值平均值为0.90 ${}^{circ}$C/s;当平均降温速率为1.09 ${}^{circ}$C/s时,湿度感知值为0.90 ${}^{circ}$C/s。在第二个实验中,参与者对五种接触材料在四种不同表面温度下的感知湿度进行评分。结果表明,温度是决定感知湿度的更为关键的变量,在本实验中,材料性能的影响主要与它们对传热过程的影响有关。
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引用次数: 0
Haptic-Assisted Soldering Training Protocol in Virtual Reality: The Impact of Scaffolded Guidance 虚拟现实中的触觉辅助焊接培训协议:支架指导的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-10 DOI: 10.1109/TOH.2025.3620038
Mehmet Yilmaz;Anil Ufuk Batmaz;Mine Sarac
In this paper, we present a virtual training platform for soldering based on immersive visual feedback (i.e., a Virtual Reality (VR) headset) and scaffolded guidance (i.e., disappearing throughout the training) provided through a haptic device (Phantom Omni). We conducted a between-subject user study experiment with four conditions (2D monitor with no guidance, VR with no guidance, VR with constant, active guidance, and VR with scaffolded guidance) to evaluate their performance in terms of procedural memory, motor skills in VR, and skill transfer to real life. Our results showed that the scaffolded guidance offers the most effective transitioning from the virtual training to the real-life task — even though the VR with no guidance group has the best performance during the virtual training. These findings are critical for the industry and academy looking for safer and more effective training techniques, leading to better learning outcomes in real-life implementations. Furthermore, this work offers new insights into further haptic research in skill transfer and learning approaches while offering information on the possibilities of haptic-assisted VR training for complex skills, such as welding and medical stitching.
在本文中,我们提出了一个虚拟焊接培训平台,该平台基于沉浸式视觉反馈(即虚拟现实(VR)耳机)和通过触觉设备(Phantom Omni)提供的支架式指导(即在整个培训过程中消失)。我们进行了四种情况下的受试者间用户研究实验(无指导的2D监护、无指导的VR、持续主动指导的VR和有支架指导的VR),以评估他们在程序性记忆、VR中的运动技能和技能向现实生活的转移方面的表现。我们的研究结果表明,尽管没有指导组的VR在虚拟训练过程中表现最好,但架空指导组提供了最有效的从虚拟训练到现实任务的过渡。这些发现对于寻求更安全、更有效的培训技术的行业和学院至关重要,从而在现实生活中实现更好的学习效果。此外,这项工作为技能转移和学习方法的进一步触觉研究提供了新的见解,同时为复杂技能(如焊接和医疗缝合)的触觉辅助VR培训提供了可能性信息。
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引用次数: 0
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
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IEEE Transactions on Haptics
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