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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 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 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 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
Horizontal Plane Haptic Redirection: Realizing Haptic Feedback for the Virtual Inclined Plane in VR 水平面触觉重定向:在 VR 中实现虚拟倾斜平面的触觉反馈。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-01-16 DOI: 10.1109/TOH.2024.3354514
Dexin Liu;Hengxin Chen
Some interactions in virtual environments need to be operated on inclined planes. If a real inclined plane can be found in the real environment that corresponds exactly to the angle of the virtual inclined plane to provide haptic feedback, the user's immersion can be enhanced. However, it is not easy to find such a real inclined plane in the real environment. We proposed a horizontal plane haptic redirection scheme, where users interacting with virtual inclined planes in virtual environments can obtain haptic feelings by using real horizontal planes that are easily available in the real world for redirection mapping. We also designed an integrated solution to locate the real horizontal plane and for haptic redirection based on the Vive Pro headset. Then we measured the angle and size thresholds for horizontal plane haptic redirection as 20° and 88%, respectively, through a user study. Through experiments, we also found that when the degree of redirection exceeded the threshold, the user's operation efficiency would be significantly reduced. In addition, we compared the horizontal plane haptic redirection scheme with the scheme without redirection and the scheme without haptic feedback to demonstrate the validity and necessity of the redirection scheme proposed in this paper.
虚拟环境中的某些互动需要在倾斜平面上进行操作。如果能在真实环境中找到一个与虚拟斜面角度完全一致的真实斜面来提供触觉反馈,就能增强用户的沉浸感。然而,要在真实环境中找到这样一个真实的倾斜平面并不容易。我们提出了一种水平面触觉重定向方案,用户在虚拟环境中与虚拟倾斜面进行交互时,可以利用现实世界中容易找到的真实水平面进行重定向映射,从而获得触觉感受。我们还设计了一个基于 Vive Pro 头显的集成解决方案,用于定位真实水平面和触觉重定向。然后,我们通过用户研究测得水平面触觉重定向的角度和尺寸阈值分别为 20° 和 88%。通过实验,我们还发现当重定向程度超过阈值时,用户的操作效率会明显降低。此外,我们还将水平面触觉重定向方案与无重定向方案和无触觉反馈方案进行了比较,以证明本文提出的重定向方案的有效性和必要性。
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引用次数: 0
Multimodal Haptic Feedback for Virtual Collisions Combining Vibrotactile and Electrical Muscle Stimulation 结合振动触觉和肌肉电刺激的虚拟碰撞多模式触觉反馈。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-01-16 DOI: 10.1109/TOH.2024.3354268
Jungeun Lee;Seungmoon Choi
In this paper, we explore the effects of multimodal haptic feedback combining vibrotactile and electrical muscle stimulation (EMS) on expressing virtual collisions. We first present a wearable multimodal haptic device capable of generating both mechanical vibration and EMS stimuli. The two types of haptic stimulus are combined into a haptic rendering method that conveys improved virtual collision sensations. This multimodal rendering method highlights the strengths of each modality while compensating for mutual weaknesses. The multimodal rendering method is compared in subjective quality with two unimodal methods (vibration only and EMS only) by a user study. Experimental results demonstrate that our multimodal feedback method can elicit more realistic, enjoyable, expressive, and preferable user experiences.
在本文中,我们探讨了结合振动触觉和肌肉电刺激(EMS)的多模态触觉反馈对表达虚拟碰撞的影响。我们首先介绍了一种可穿戴的多模态触觉设备,它能够产生机械振动和 EMS 刺激。这两种触觉刺激被结合到一种触觉渲染方法中,以传达更好的虚拟碰撞感觉。这种多模态渲染方法既能突出每种模态的优势,又能弥补相互之间的不足。通过一项用户研究,将多模态渲染方法与两种单模态方法(仅振动和仅 EMS)的主观质量进行了比较。实验结果表明,我们的多模态反馈方法能带来更真实、更愉快、更有表现力和更可取的用户体验。
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引用次数: 0
Lever Mechanism for Diaphragm-Type Vibrators to Enhance Vibrotactile Intensity 用于膜片式振动器的杠杆机制,以增强振动触觉强度。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-01-16 DOI: 10.1109/TOH.2024.3354253
Taku Hachisu;Masayuki Kajiura;Toshihiro Takeshita;Yusuke Takei;Takeshi Kobayashi;Masashi Konyo
Thin and light vibrators that leverage the inverse piezoelectric effect with a diaphragm mechanism are promising vibrotactile actuators owing to their form factors and high temporal and frequency response. However, generating perceptually sufficient displacement in the low-frequency domain is challenging. This study presents a lever mechanism mounted on a diaphragm vibrator to enhance the vibrotactile intensity of low-frequency vibrotactile stimuli. The lever mechanism is inspired by the tactile contact lens consisting of an array of cylinders held against the skin on a sheet that enhances micro-bump tactile detection. We built an experimental apparatus including our previously developed thin-film diaphragm-type vibrator, which reproduced the common characteristic of piezoelectric vibrators: near-threshold displacement (10 to 20 μm) at low frequency. Experiments demonstrated enhanced vibrotactile intensity at frequencies less than 100 Hz with the lever mechanism. Although the arrangement and material of the mechanism can be improved, our findings can help improve the expressiveness of diaphragm-type vibrators.
利用反压电效应和膜片机制的轻薄振动器因其外形尺寸、高时间和频率响应而成为前景广阔的振动触觉致动器。然而,要在低频域产生足够的感知位移是一项挑战。本研究提出了一种安装在膜片振动器上的杠杆机构,以增强低频振动触觉刺激的振动触觉强度。杠杆机制的灵感来自触觉接触透镜,该透镜由贴在皮肤上的圆柱阵列组成,可增强微凹凸触觉检测。我们建立了一个实验装置,其中包括我们之前开发的薄膜隔膜型振动器,它再现了压电振动器的共同特征:低频下接近阈值的位移(10 至 20 μm)。实验表明,杠杆机构在频率低于 100 Hz 时可增强振动触觉强度。虽然机构的布置和材料还可以改进,但我们的发现有助于提高膜片型振动器的表现力。
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引用次数: 0
Effects of Contact Force on Vibrotactile Perceived Intensity Across the Upper Body 接触力对上半身振动触觉强度的影响
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-01-15 DOI: 10.1109/TOH.2024.3353761
Dajin Lee;Gyeore Yun;Seungmoon Choi
Full-body haptic suits, which can provide tactile sensations across the entire body, have been gaining popularity recently. The tightness of a suit to the user's body determines the contact force between the tactile actuators and the body. The contact force is likely to alter the intended perceptual effects, but relatively little is known about the extent of the alteration. Under this context, we present the effects of contact force on vibrotactile perceived intensity on three body parts: dorsal hand, upper arm, and lower back. To this end, we conducted three perceptual magnitude estimation experiments while controlling vibration amplitude, frequency, and contact force. The results show that increasing the contact force generally made the vibration stimuli feel stronger, while the specific behaviors were dependent on the body part and the experimental variables. Finally, we summarize the major findings and provide guidelines regarding contact force adjustment for effective full-body haptic rendering.
能够提供全身触觉的全身触觉服最近越来越受欢迎。衣服与使用者身体的紧密度决定了触觉致动器与身体之间的接触力。接触力很可能会改变预期的感知效果,但人们对这种改变的程度知之甚少。在此背景下,我们介绍了接触力对手背、上臂和腰部这三个身体部位的振动触觉感知强度的影响。为此,我们在控制振动幅度、频率和接触力的同时,进行了三次感知幅度估计实验。结果表明,增加接触力通常会使振动刺激感觉更强烈,而具体表现则取决于身体部位和实验变量。最后,我们总结了主要研究结果,并就如何调整接触力以实现有效的全身触觉渲染提供了指导。
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引用次数: 0
Origami-Based Haptic Syringe for Local Anesthesia Simulator 基于折纸的局部麻醉模拟器触觉注射器。
IF 2.9 3区 计算机科学 Q2 Computer Science Pub Date : 2024-01-15 DOI: 10.1109/TOH.2024.3353924
Ken Iiyoshi;Shadi Khazaaleh;Ahmed S. Dalaq;Mohammed F. Daqaq;Georgios Korres;Mohamad Eid
Although medical simulators have benefited from the use of haptics and virtual reality (VR) for decades, the former has become the bottleneck in producing a low-cost, compact, and accurate training experience. This is particularly the case for the inferior alveolar nerve block (IANB) procedure in dentistry, which is one of the most difficult motor skills to acquire. As existing works are still oversimplified or overcomplicated for practical deployment, we introduce an origami-based haptic syringe interface for IANB local anesthesia training. By harnessing the versatile mechanical tunability of the Kresling origami pattern, our interface simulated the tactile experience of the plunger while injecting the anesthetic solution. We present the design, development, and characterization process, as well as a preliminary usability study. The force profile generated by the syringe interface is perceptually similar with that of the Carpule syringe. The usability study suggests that the haptic syringe significantly improves the IANB training simulation and its potential to be utilized in several other medical training/simulation applications.
尽管数十年来医疗模拟器一直受益于触觉和虚拟现实(VR)技术的应用,但前者已成为制作低成本、紧凑型和精确培训体验的瓶颈。对于牙科中最难掌握的运动技能之一--下牙槽神经阻滞术(IANB)来说,情况尤其如此。鉴于现有作品在实际应用中仍然过于简化或过于复杂,我们引入了一种基于折纸的触觉注射器界面,用于 IANB 局部麻醉培训。通过利用克瑞斯林折纸图案的多功能机械可调性,我们的界面模拟了注射麻醉溶液时活塞的触觉体验。我们介绍了设计、开发和表征过程,以及初步的可用性研究。注射器界面产生的力曲线与 Carpule 注射器的力曲线在感知上非常相似。可用性研究表明,触觉注射器极大地改进了 IANB 培训模拟,并有可能用于其他一些医疗培训/模拟应用。
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引用次数: 0
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IEEE Transactions on Haptics
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