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"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
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。
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引用次数: 0
期刊
IEEE Transactions on Haptics
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