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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
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
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IEEE Transactions on Haptics
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