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Distribution Characteristics and Correlation of Edge Sharpness Threshold and Contact Area 边缘锐度阈值和接触面积的分布特征及相关性。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-25 DOI: 10.1109/TOH.2024.3357751
Qian Wu;Jianguang Li
It is currently unclear how sharpness discrimination ability is distributed across a wide range of edge sharpness and the effect of contact area on haptic perception. We 3D printed triangular prisms with various edge sharpness and half-edge widths in the full-scale range and conducted 2AFC tasks to gain the haptic threshold distribution. Results show that the distribution curves of the sharpness threshold and its contact area have a similar inflection point at 115$^circ$, implying a boundary between medium-low and high stimuli. It is also found that Weber fractions in the medium stimulus range follow Weber's Law and are consistent with previous studies but lower than the mean of Weber fractions in the high stimulus range. Besides, there is no significant difference in upper and lower thresholds in the medium-low stimulus range but a significant difference in the high stimulus range with the higher upper threshold. Variations in contact area do not affect sharpness discrimination ability when the half-edge width exceeds 2 mm. However, decreasing the half-edge width from 2 mm to 1 mm significantly reduces haptic sensitivity. Our findings offer preliminary evidence contributing to understanding haptic perception in edge sharpness discrimination, encompassing the properties of objects and object-individual interfaces.
目前还不清楚边缘锐度分辨能力在不同边缘锐度范围内的分布情况以及接触面积对触觉感知的影响。我们在全尺寸范围内三维打印了具有不同边缘锐度和半边宽度的三角棱镜,并进行了 2AFC 任务以获得触觉阈值分布。结果表明,锐度阈值及其接触面积的分布曲线在 115° 处有一个相似的拐点,这意味着中低刺激和高刺激之间存在一个界限。研究还发现,中等刺激范围内的韦伯分数遵循韦伯定律,与之前的研究一致,但低于高刺激范围内韦伯分数的平均值。此外,在中低刺激范围内,上阈值和下阈值没有显著差异,但在高刺激范围内有显著差异,上阈值较高。当半边宽度超过 2 毫米时,接触面积的变化不会影响锐度分辨能力。然而,将半边宽度从 2 毫米减小到 1 毫米会显著降低触觉灵敏度。我们的研究结果提供了初步证据,有助于理解边缘锐利度辨别中的触觉感知,包括物体和物体-个体界面的属性。
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引用次数: 0
Enhancing User Performance by Adaptively Changing Haptic Feedback Cues in a Fitts's Law Task 在费茨定律任务中通过自适应改变触觉反馈线索提高用户性能
IF 2.9 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-25 DOI: 10.1109/TOH.2024.3358188
Drake Rowland;Benjamin Davis;Taylor Higgins;Ann Majewicz Fey
Enhancing human user performance in some complex task is an important research question in many domains from skilled manufacturing to rehabilitation and surgical training. Many examples in the literature explore the effects of both haptic assistance or guidance to complete a task, as well as haptic hindrance to temporarily increase task difficulty for the ultimate goal of faster learning. Studies also suggest adaptively changing guidance based on expertise may be most effective. However, to our knowledge, there has not yet been a conclusive study evaluating these enhancement modes in a systematic experiment. In this article, we evaluate learning outcomes for 24 human subjects in a randomized control trial performing a Fitt's law reaching task under various haptic feedback conditions including: no haptics, assistive haptics, resistive haptics, and adaptively changing haptics tied to current performance measures. Subjects each performed 400 trials total and this paper reports results for 40 pre-test and 40 post-test trials. While most conditions did show improvements in performance, we found statistically significant results indicating that our adaptive haptic feedback condition leads to faster and more effective learning as evidenced by metrics of movement time, overshoot, performance index, and speed when compared to the other groups.
提高人类用户在某些复杂任务中的表现是许多领域的重要研究课题,从熟练制造到康复和外科手术训练。许多文献中的例子都探讨了触觉辅助或引导完成任务的效果,以及触觉阻碍暂时增加任务难度以达到加快学习的最终目的。研究还表明,根据专业知识自适应地改变指导可能最为有效。然而,据我们所知,还没有一项结论性研究在系统实验中对这些增强模式进行评估。在本研究中,我们通过随机对照试验评估了 24 名人类受试者在不同触觉反馈条件下执行菲特定律伸手任务的学习成果,这些反馈条件包括:无触觉、辅助触觉、阻力触觉以及与当前成绩测量相关的自适应变化触觉。受试者每人共进行了 400 次测试,本文报告了 40 次测试前和 40 次测试后的结果。虽然大多数情况下成绩都有所提高,但我们发现统计意义上的显著结果表明,与其他组相比,我们的自适应触觉反馈条件能带来更快、更有效的学习,这一点可以从运动时间、过冲、成绩指数和速度等指标中得到证明。
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引用次数: 0
Telemetry-Based Haptic Rendering for Racing Game Experience Improvement 基于遥测的触觉渲染技术改善赛车游戏体验
IF 2.9 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-24 DOI: 10.1109/TOH.2024.3357885
Jiwan Lee;Junwoo Kim;Jeonggoo Kang;Eunsoo Jo;Dong Chul Park;Seungmoon Choi
Many recent games, such as racing and flight games, open their game telemetry data to users by storing them in the local memory. Such telemetry data can provide useful information for haptic rendering, and this advantage has been exploited by the industry. This approach applies to any applications that export telemetry data in run time. The haptic rendering module operates as a separate process that accesses the telemetry data in parallel with the application. It is simple, efficient, and modular while retaining the application intact. We examine the approach's viability for user experience improvement by developing three telemetry-based haptic rendering algorithms for car racing games. They express the car engine response, collisions with external objects, and the road surface texture, respectively. Building a haptics-enabled driving platform, we conducted a user study comparing gaming experiences between our telemetry-based algorithms and conventional sound-to-tactile conversion algorithms. The results showed that the telemetry-based effects elicited better experiences than the sound-based effects.
最近的许多游戏,如赛车和飞行游戏,都将游戏遥测数据存储在本地内存中,向用户开放。这些遥测数据可为触觉渲染提供有用的信息,这一优势已被业界所利用。这种方法适用于任何在运行时输出遥测数据的应用程序。触觉渲染模块作为一个独立进程运行,与应用程序并行访问遥测数据。它简单、高效、模块化,同时保留了应用程序的完整性。通过为赛车游戏开发三种基于遥测的触觉渲染算法,我们检验了该方法在改善用户体验方面的可行性。它们分别表达了汽车引擎响应、与外部物体的碰撞以及路面纹理。我们建立了一个支持触觉的驾驶平台,并进行了一项用户研究,比较了基于遥测的算法和传统的声音-触觉转换算法的游戏体验。结果表明,基于遥测的效果比基于声音的效果能带来更好的体验。
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引用次数: 0
Bumps and Dents are Not Perceptually Opposite When Exploring With Lateral Force Cues 在使用侧向力线索进行探索时,凹凸并不是对立的。
IF 2.9 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-24 DOI: 10.1109/TOH.2024.3357806
Mirai Azechi;Shogo Okamoto
Virtual tactile bumps and dents are presented by controlling frictional forces on a surface tactile display, a flat touch screen with tactile feedback functions. This technology enables users to touch and feel three-dimensional objects. The resistive force against a sliding finger is increased and then decreased compared to a base level to present a bump. The order of increase and decrease is inverted for a dent. Thus, the difference between bump and dent presentations lies in the change order of the resistive force. However, bumps and dents are not simply opposite when investigating psychophysical functions with only lateral force cues available, without height and depth information. The results demonstrate that bumps are more easily detected with high surface gradients or resultant force changes and small widths. In contrast, these parameters do not influence the detection of dents among different participants. These findings contribute to a deeper understanding of tactile perception of surface shapes.
通过控制表面触觉显示器(具有触觉反馈功能的平面触摸屏)上的摩擦力,可以呈现虚拟的凹凸触觉。这项技术能让用户触摸和感受三维物体。与基本水平相比,手指滑动时所受到的阻力会增大,然后减小,从而产生凹凸感。凹痕的增大和减小顺序相反。因此,凹凸的区别在于阻力的变化顺序。然而,在只有侧向力线索而没有高度和深度信息的情况下研究心理物理功能时,凹凸并不简单地相反。研究结果表明,表面梯度大或产生的力变化大、宽度小的地方更容易检测到凹凸。相反,这些参数并不影响不同参与者对凹痕的检测。这些发现有助于加深对表面形状触觉感知的理解。
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引用次数: 0
Stereohaptic Vibration: Out-of-Body Localization of Virtual Vibration Source Through Multiple Vibrotactile Stimuli on the Forearms 立体触觉振动:通过前臂上的多个振动触觉刺激实现虚拟振动源的体外定位。
IF 2.9 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-23 DOI: 10.1109/TOH.2024.3357574
Gen Ohara;Daiki Kikuchi;Masashi Konyo;Satoshi Tadokoro
This paper proposes a novel concept of “stereohaptic vibration,” which employs distributed vibration to localize vibration sources outside the body. Inspired by amplitude panning, a stereophonic sound display technique, we developed a method to localize a virtual vibration source (VVS) by polarizing the perceived intensity of multiple vibration stimuli to a specific orientation. Considering the perceptual characteristics of high-frequency vibration, the perceived intensity of the VVS was allocated to multiple vibrators according to the distance and direction of the target. The velocity discrimination performance was confirmed by utilizing four stimuli around the arm and one vibration stimulus to the palm to localize the movement of a VVS throughout the arm. Discrimination experiments of the trajectory of outgoing objects with a single arm and dual arms revealed that our approach could localize in three dimensions, even outside the body. The proposed technology for localizing external virtual vibration sources is expected to enhance the virtual reality experience.
本文提出了一种新颖的 "立体触觉振动 "概念,即利用分布式振动来定位体外的振动源。受振幅平移(一种立体声显示技术)的启发,我们开发了一种方法,通过将多个振动刺激的感知强度极化到特定方向来定位虚拟振动源(VVS)。考虑到高频振动的感知特性,我们根据目标的距离和方向将虚拟振动源的感知强度分配给多个振动器。通过利用手臂周围的四个刺激物和手掌上的一个振动刺激物来定位整个手臂的 VVS 运动,从而确认了速度辨别性能。用单臂和双臂对传出物体的轨迹进行的辨别实验表明,我们的方法可以在三维空间进行定位,甚至可以在体外进行定位。所提出的外部虚拟振动源定位技术有望增强虚拟现实体验。
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引用次数: 0
Haptic Interactions Subject to Variable Latency 受制于可变延迟的触觉互动
IF 2.9 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-23 DOI: 10.1109/TOH.2024.3357070
Chantal Hutchison;Joseph Hewlett;Siamak Arbatani;Antoine Weill-Duflos;József Kövecses
Model-Mediated Teleoperation (MMT) between a haptic device and a remote or virtual environment uses a local model of the environment to compensate for latency of communication. MMT is often case-specific, and requires underlying latency distributions to be known. We propose a novel approach – which we refer to as the DelayRIM – which uses the time-stepping aspect of a Reduced Interface Model for the environment to render an up-to-date force to the haptic device from the delayed information. RIM is applicable to any physical or virtual system, and the DelayRIM itself makes no underlying assumption about the latency distribution. We show that for realistic variable delays, the DelayRIM improves transparency compared to other methods for a virtual drone bilateral teleoperation scenario.
触觉设备与远程或虚拟环境之间的模型辅助远程操作(MMT)利用环境的本地模型来补偿通信延迟。MMT 通常是针对具体情况的,需要知道基本的延迟分布。我们提出了一种新方法--我们称之为 "延迟 RIM"--该方法利用虚拟环境还原界面模型的时滞特性,通过延迟信息向触觉设备提供最新的力。还原界面模型适用于任何物理系统,而延迟还原界面模型本身对延迟分布不做任何基本假设。我们的研究表明,与其他方法相比,对于现实中的可变延迟,DelayRIM 提高了透明度。
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引用次数: 0
Comparing the Perceived Intensity of Vibrotacitle Cues Scaled Based on Inherent Dynamic Range 比较根据固有动态范围缩放的 Vibrotacitle 线索的感知强度
IF 2.9 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-22 DOI: 10.1109/TOH.2024.3355203
Daziyah H. Sullivan;Elyse D. Z. Chase;Marcia K. O'Malley
Wearable devices increasingly incorporate vibrotactile feedback notifications to users, which are limited by the frequency-dependent response characteristics of the low-cost actuators that they employ. To increase the range and type of information that can be conveyed to users via vibration feedback, it is crucial to understand user perception of vibration cue intensity across the narrow range of frequencies that these actuators operate. In this paper, we quantify user perception of vibration cues conveyed via a linear resonant actuator embedded in a bracelet interface using two psychophysical experiments. We also experimentally determine the frequency response characteristics of the wearable device. We then compare user perceived intensity of vibration cues delivered by the bracelet when the cues undergo frequency-specific amplitude modulation based on user perception compared to modulation based on the experimental or manufacturer-reported characterization of the actuator dynamic response. For applications in which designers rely on user perception of cue amplitudes across frequencies to be equivalent, it is recommended that a perceptual calibration experiment be conducted to determine appropriate modulation factors. For applications in which only relative perceived amplitudes are important, basing amplitude modulation factors on manufacturer data or experimentally determined dynamic response characteristics of the wearable device should be sufficient.
可穿戴设备越来越多地采用振动触觉反馈来通知用户,但这些设备所采用的低成本致动器的频率响应特性使其受到限制。为了扩大通过振动反馈向用户传递信息的范围和类型,了解用户在这些致动器工作的狭窄频率范围内对振动提示强度的感知至关重要。在本文中,我们通过两个心理物理实验,量化了用户对通过嵌入手镯界面的线性谐振致动器传递的振动提示的感知。我们还通过实验确定了可穿戴设备的频率响应特性。然后,我们比较了用户对手环传递的振动提示的感知强度,即根据用户感知对提示进行特定频率振幅调制,与根据实验或制造商报告的致动器动态响应特性进行调制。对于设计者依赖用户对不同频率的提示振幅的感知为等效的应用,建议进行感知校准实验,以确定适当的调制因子。对于只重视相对感知振幅的应用,根据制造商的数据或通过实验确定的可穿戴设备动态响应特性来确定振幅调制因子就足够了。
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引用次数: 0
Robust Surface Recognition With the Maximum Mean Discrepancy: Degrading Haptic-Auditory Signals Through Bandwidth and Noise 利用最大均值差异进行鲁棒表面识别:通过带宽和噪声降低触觉-听觉信号的性能
IF 2.9 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-22 DOI: 10.1109/TOH.2024.3356609
Behnam Khojasteh;Yitian Shao;Katherine J. Kuchenbecker
Sliding a tool across a surface generates rich sensations that can be analyzed to recognize what is being touched. However, the optimal configuration for capturing these signals is yet unclear. To bridge this gap, we consider haptic-auditory data as a human explores surfaces with different steel tools, including accelerations of the tool and finger, force and torque applied to the surface, and contact sounds. Our classification pipeline uses the maximum mean discrepancy (MMD) to quantify differences in data distributions in a high-dimensional space for inference. With recordings from three hemispherical tool diameters and ten diverse surfaces, we conducted two degradation studies by decreasing sensing bandwidth and increasing added noise. We evaluate the haptic-auditory recognition performance achieved with the MMD to compare newly gathered data to each surface in our known library. The results indicate that acceleration signals alone have great potential for high-accuracy surface recognition and are robust against noise contamination. The optimal accelerometer bandwidth exceeds 1000 Hz, suggesting that useful vibrotactile information extends beyond human perception range. Finally, smaller tool tips generate contact vibrations with better noise robustness. The provided sensing guidelines may enable superhuman performance in portable surface recognition, which could benefit quality control, material documentation, and robotics.
用工具在物体表面滑动会产生丰富的感觉,通过分析这些感觉可以识别被触摸的物体。然而,捕捉这些信号的最佳配置尚不明确。为了弥补这一差距,我们考虑了人类使用不同钢制工具探索表面时的触觉和听觉数据,包括工具和手指的加速度、施加到表面的力和扭矩以及接触声音。我们的分类管道使用最大平均差异(MMD)来量化高维空间中数据分布的差异,以便进行推理。我们利用三个半球形工具直径和十个不同表面的记录,通过降低传感带宽和增加附加噪声进行了两次降级研究。我们评估了利用 MMD 实现的触觉-听觉识别性能,将新收集的数据与已知库中的每个表面进行比较。结果表明,仅加速度信号就具有实现高精度表面识别的巨大潜力,并且对噪声污染具有很强的抵御能力。最佳加速度计带宽超过 1000 Hz,这表明有用的振动触觉信息超出了人类的感知范围。最后,较小的工具尖端产生的接触振动具有更好的噪声稳健性。所提供的传感准则可能会使便携式表面识别具有超人的性能,从而有利于质量控制、材料记录和机器人技术。
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引用次数: 0
Realism of Tactile Texture Playback: A Combination of Stretch and Vibration 触感纹理回放的逼真性:拉伸与振动的结合
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-19 DOI: 10.1109/TOH.2024.3355982
Zhenyu Liu;Jin-Tae Kim;John A. Rogers;Roberta L. Klatzky;J. Edward Colgate
This study investigates the effects of two stimulation modalities (stretch and vibration) on natural touch sensation on the volar forearm. The skin-textile interaction was implemented by scanning three textures across the left forearm. The resulting skin displacements were recorded by the digital image correlation technique to capture the information imparted by the textures. The texture recordings were used to create three playback modes (stretch, vibration, and both), which were reproduced on the right forearm. Two psychophysical experiments compared the texture scans to rendered texture playbacks. The first experiment used a matching task and found that to maximize perceptual realism, i.e., similarity to a physical reference, subjects preferred the rendered texture to have a playback intensity of 1X – 2X higher on DC components (stretch), and 1X – 3.5X higher on AC components (vibration), varying across textures. The second experiment elicited similarity ratings between the texture scans and playbacks and showed that a combination of stretch and vibration was required to create differentiated texture sensations. However, the intensity amplification and use of two stimuli were still insufficient to create fully realistic texture sensations. We conclude that mechanisms beyond single-site uniaxial stimuli are needed to reproduce realistic textural sensations.
本研究调查了两种刺激模式(拉伸和振动)对前臂外侧自然触觉的影响。通过扫描左前臂上的三种纹理来实现皮肤与织物之间的互动。通过数字图像相关技术记录由此产生的皮肤位移,以捕捉纹理传递的信息。纹理记录用于创建三种播放模式(拉伸、振动和两种模式),并在右前臂上重现。两项心理物理实验将纹理扫描与渲染纹理回放进行了比较。第一个实验使用了匹配任务,结果发现,为了最大限度地提高感知真实度,即与物理参照物的相似度,受试者更喜欢渲染纹理的回放强度在直流成分(拉伸)上高 1 倍至 2 倍,在交流成分(振动)上高 1 倍至 3.5 倍,不同纹理的回放强度各不相同。第二项实验对纹理扫描和重放之间的相似度进行了评分,结果表明,拉伸和振动相结合才能产生不同的纹理感觉。然而,强度放大和使用两种刺激仍不足以产生完全逼真的纹理感觉。我们的结论是,要再现逼真的纹理感觉,除了单点单轴刺激外,还需要其他机制。
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引用次数: 0
Spatiotemporal Modulation for Ultrasonic Mid-Air Haptics: Sensation's Specification and Validation 用于空气中超声波触觉的时空调制:Sensation's Specification and Validation.
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-01-17 DOI: 10.1109/TOH.2024.3355187
Eduardo Mendes;Paulo Santos;João Carvalho;Jorge Cabral
Spatiotemporal modulation (STM) is used in Ultrasonic Mid-Air Haptics to create compelling tactile sensations. The STM can create perceptually distinct sensations. We specified the sensations of a palm-size pattern by varying the focal point's speed and pattern sampling rate. Three sensations were specified, named as Dynamic, Vibratory and Uniform. A selective identification study was conducted to evaluate if the sensations were recognizable to the perception when presented individually and simultaneously (combined stimuli). The results support the STM's specification and the selective recognition of the sensations was possible for some combinations.
时空调制(STM)用于超声波中空触觉技术,以产生令人信服的触觉感受。时空调制可产生不同的感觉。我们通过改变焦点速度和图案采样率来指定手掌大小图案的感觉。我们指定了三种感觉,分别为动态、振动和均匀。我们进行了一项选择性识别研究,以评估这些感觉在单独和同时出现(组合刺激)时是否能被感知者识别。研究结果支持 STM 的说明,并且对某些组合的感觉可以进行选择性识别。
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引用次数: 0
期刊
IEEE Transactions on Haptics
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