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Editorial: Special Issue: Towards a Transdisciplinary Approach to the Development and Control of Haptic Devices for Human-in-the-Loop Applications 社论:特刊:对人在环应用的触觉设备的开发和控制的跨学科方法
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-21 DOI: 10.1109/TOH.2025.3546751
Lucia Seminara;Strahinja Dosen;Giovanni Berselli;Gerald E. Loeb;Salvatore Pirozzi;Roberta Klatzky;Silvano Zipoli Caiani;Mengjia Zhu
Building haptic interfaces for human-in-the-loop applications is a profound scientific and technological challenge. It requires developing methods to intuitively channel sensorimotor information between afferent and efferent neural pathways of a human user and inputs and outputs of an external system. In such applications, artificial touch may serve as a virtual extension of the human body to a remote location (e.g., teleoperation) or it can create a perception that an external system is a part of the body (e.g., prosthetics).
为 "人在回路 "应用构建触觉界面是一项艰巨的科学和技术挑战。它要求开发出在人类用户的传入和传出神经通路与外部系统的输入和输出之间直观地传递感觉运动信息的方法。在此类应用中,人工触觉可以作为人体向远程位置的虚拟延伸(如远程操作),也可以让人感觉到外部系统是人体的一部分(如假肢)。
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引用次数: 0
Comparing Apparent Haptic Motion and Funneling for the Perception of Tactile Animation Illusions On a Circular Tactile Display 圆形触觉显示器上触觉动画错觉感知的视触觉运动与漏斗效应比较。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-19 DOI: 10.1109/TOH.2025.3552992
Thomas Pietrzak;Rahul Kumar Ray
Tactile animation illusions are used to display dynamic information with haptic cues. In this study, we investigate two forms of tactile animation illusions that leverage the Funneling effect and Apparent Haptic Motion (AHM) on a one-dimensional circular tactile display. We define new parameters for the description of AHM that describe both the temporal and spatial aspects of these animations: Angle per Actuator (APA) and Revolution Duration (RD). We present three user studies about the perception of angular animations produced with these effects. Our results show that people can interpret AHM animations regardless of the APA value and that they can interpret tactile animation illusions slower than one degree per second. We also showed that the participants' ability to discriminate angular animations improves proportionally with the angle presented.
触觉动画幻象是利用触觉线索来显示动态信息。在这项研究中,我们研究了两种形式的触觉动画错觉,利用漏斗效应和表观触觉运动(AHM)在一维圆形触觉显示器上。我们为AHM的描述定义了新的参数,用于描述这些动画的时间和空间方面:每个致动器的角度(APA)和旋转持续时间(RD)。我们提出了三个关于感知角度动画产生这些效果的用户研究。我们的研究结果表明,无论APA值如何,人们都可以解释AHM动画,并且他们对触觉动画错觉的解释速度低于每秒1度。我们还发现,参与者辨别角度动画的能力随着呈现的角度成比例地提高。
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引用次数: 0
Haptic Rendering Using Reality-Based Force Profiles in Surgical Simulation 在外科手术模拟中使用基于现实的力轮廓的触觉渲染。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-16 DOI: 10.1109/TOH.2025.3570810
Øystein Bjelland;Bismi Rasheed;Intissar Cherif;Andreas Fagerhaug Dalen;Amine Chellali;Martin Steinert;Robin T. Bye
This paper presents a novel method for simplifying kinesthetic haptic rendering of complex contact interactions in arthroscopic surgery training simulators using reality-based force profiles. We demonstrate continuous kinesthetic feedback for applications to arthroscopic knee portal creation and diagnostic meniscus examination. This involves measuring characteristic force profiles in ex vivo experiments, simulator implementation in SOFA, and performing user validation experiments. When comparing the method with linear-elastic-based haptic feedback for meniscus stiffness discrimination, novices had difference thresholds of 1.80 MPa (linear-elastic) and 1.47 MPa (reality-based), while experts showed thresholds of 0.99 MPa and 1.39 MPa, respectively, indicating finer sensitivity among experts. Experts also used significantly less force (${mathit{p}}mathbf {< 0.05}$) and had shorter decision times (${mathit{p}}mathbf {< 0.05}$) than novices across both methods, indicating construct validity. Although kinesthetic feedback was verified with ex vivo experiments for portal creation, user validation was here inconclusive due to minor inconsistencies in the integration of visual and haptic feedback. Limitations include triggering material removal via instrument penetration instead of haptic force limits, as well as omitting contact vibrations. The method gives only a minor reduction in computation speed. Examples are available on GitHub.
本文提出了一种新的方法来简化关节镜手术训练模拟器中复杂接触相互作用的动觉触觉渲染,使用基于现实的力剖面。我们展示了连续的动觉反馈在关节镜下膝关节门静脉创建和半月板诊断检查中的应用。这包括在离体实验中测量特征力轮廓,在SOFA中实现模拟器,以及执行用户验证实验。与基于线弹性触觉反馈的半月板刚度判别方法比较,新手的阈值差异为1.80 MPa(线弹性)和1.47 MPa(基于现实),而专家的阈值分别为0.99 MPa和1.39 MPa,表明专家的灵敏度更高。专家在两种方法中使用的力(${mathit{p}}mathbf{< 0.05}$)和决策时间(${mathit{p}}mathbf{< 0.05}$)都明显少于新手,表明结构的有效性。虽然动觉反馈通过离体实验验证了门户创建,但由于视觉和触觉反馈整合的轻微不一致,用户验证在这里是不确定的。限制包括通过仪器穿透触发材料去除,而不是触觉力限制,以及省略接触振动。这种方法只在计算速度上有很小的降低。示例可以在GitHub上找到。
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引用次数: 0
The Influence of Mass and Friction in Teleoperated Tasks 质量和摩擦对遥操作任务的影响。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-16 DOI: 10.1109/TOH.2025.3570795
Christophe van der Walt;Sara Falcone;Jan van Erp;Stefano Stramigioli;Douwe Dresscher
Model Mediated Teleoperation (MMT) is a method of teleoperation by which a model of the environment is displayed to the operator for delay-free feedback. The choice of the model is important to the performance of the system. A more descriptive model will give the operator more accurate feedback, but this can cause problems for the estimator and the renderer required to make MMT function. However, if certain environmental dynamics are not used by the operator to effectively manipulate the environment, they could be excluded from the feedback, thus mitigating thew problems caused for the estimator and renderer. This work investigates whether mass and friction modelling influence an operator's effectiveness at accomplishing teleoperated tasks as measured by a subjective Sense of Embodiment, environmental interaction force, and task completion time. It was found that mass had a significant influence (p<0.001) on task completion time and interaction force, whereas static and dynamic friction only had an influence on completion time when mass feedback was absent (p<0.001). In all cases, the presence of a dynamic effect increased interaction force and task completion time.
模型介导遥操作(MMT)是一种将环境模型显示给操作者进行无延迟反馈的遥操作方法。模型的选择对系统的性能至关重要。更具描述性的模型将为操作员提供更准确的反馈,但这可能会给使MMT发挥作用所需的估计器和呈现器带来问题。然而,如果操作者不使用某些环境动态来有效地操纵环境,则可以将其排除在反馈之外,从而减轻了对估计器和渲染器造成的新问题。这项工作调查了质量和摩擦建模是否影响操作员完成远程操作任务的有效性,通过主观的体现感、环境相互作用力和任务完成时间来衡量。研究发现,质量对任务完成时间和作用力有显著影响(p$< $ 0.001),而静摩擦和动摩擦仅在没有质量反馈的情况下对任务完成时间有影响(p$< $ 0.001)。在所有情况下,动态效应的存在增加了相互作用力和任务完成时间。
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引用次数: 0
Haptic Rendering for Multi-Phase Tooth Extraction Process 多阶段拔牙过程的触觉渲染。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-13 DOI: 10.1109/TOH.2025.3569724
Xiaohan Zhao;Mengwei Pang;Ping Ji;Aimin Hao;Dangxiao Wang
Tooth extraction simulation with force feedback can provide a valuable training tool for dental students, familiarizing them with the detailed motion and force patterns involved in this procedure. This simulation encounters two major challenges - replicating the forceps' 7-DoF motion and accurately simulating the distinct phases of tooth extraction. This paper presents a comprehensive haptic simulation framework for simulating tooth extraction with force feedback, combining both hardware and software solutions. A pivotal feature of this system is the 7-DoF haptic rendering algorithm capable of simulating the 7-DoF motion of forceps. Additionally, a haptic handle resembling the extraction forceps and offering robust connectivity is developed. Furthermore, a multi-phase tooth extraction framework is proposed to simulate the entire tooth extraction process. This framework incorporates physical models to emulate the haptic characteristics of different extraction phases and includes predefined entry criteria for each phase to achieve accurate identification and seamless transitions. The system's effectiveness is validated through objective and subjective experiments, confirming its ability to faithfully replicate the unique haptic features of each extraction phase. Feedback from dental novices and experts indicates that this system could make a significant contribution to tooth extraction training, providing distinct advantages over traditional oral model practices.
带力反馈的拔牙模拟可以为牙科学生提供有价值的训练工具,使他们熟悉拔牙过程中涉及的详细运动和力模式。这个模拟遇到了两个主要的挑战——复制镊子的7自由度运动和准确地模拟拔牙的不同阶段。本文提出了一种综合的基于力反馈的拔牙触觉仿真框架,结合硬件和软件解决方案。该系统的一个关键特征是能够模拟钳子7自由度运动的7自由度触觉渲染算法。此外,还开发了一种类似于拔牙钳的触觉手柄,并提供强大的连接。此外,提出了一种多阶段拔牙框架来模拟整个拔牙过程。该框架结合了物理模型来模拟不同提取阶段的触觉特征,并包括预定义的每个阶段的进入标准,以实现准确的识别和无缝过渡。通过客观和主观实验验证了该系统的有效性,证实了其能够忠实地复制每个提取阶段的独特触觉特征。来自牙科新手和专家的反馈表明,该系统可以为拔牙训练做出重大贡献,提供比传统口腔模型实践明显的优势。
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引用次数: 0
Tactile–Thermal Interactions: Cooperation and Competition 触觉-热相互作用:合作与竞争。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-10 DOI: 10.1109/TOH.2025.3549677
Lynette A. Jones;Hsin-Ni Ho
This review focuses on the interactions between the cutaneous senses, and in particular touch and temperature, as these are the most relevant for developing skin-based display technologies for use in virtual reality (VR) and for designing multimodal haptic devices. A broad spectrum of research is reviewed ranging from studies that have examined the mechanisms involved in thermal intensification and tactile masking, to more applied work that has focused on implementing thermal-tactile illusions such as thermal referral and illusory wetness in VR environments. Research on these tactile-thermal illusions has identified the differences between the senses of cold and warmth in terms of their effects on the perception of object properties and the prevalence of the perceptual experiences elicited. They have also underscored the fundamental spatial and temporal differences between the tactile and thermal senses. The wide-ranging body of research on compound sensations such as wetness and stickiness has highlighted the mechanisms involved in sensing moisture and provided a framework for measuring these sensations in a variety of contexts. Although the interactions between the two senses are complex, it is clear that the addition of thermal inputs to a tactile display enhances both user experience and enables novel sensory experiences.
这篇综述的重点是皮肤感官之间的相互作用,特别是触摸和温度,因为这些是开发用于虚拟现实(VR)和设计多模态触觉设备的基于皮肤的显示技术最相关的。本文回顾了广泛的研究范围,从研究热强化和触觉掩蔽机制的研究,到更多的应用工作,重点是在VR环境中实现热触觉错觉,如热转诊和虚幻湿度。对这些触觉-热错觉的研究已经确定了冷感和热感在对物体特性感知的影响以及所引起的感知体验的普遍性方面的差异。他们还强调了触觉和热感觉之间的基本空间和时间差异。关于湿气和粘性等复合感觉的广泛研究强调了感知湿气的机制,并为在各种情况下测量这些感觉提供了一个框架。虽然两种感官之间的相互作用是复杂的,但很明显,在触觉显示器上添加热输入可以增强用户体验并实现新的感官体验。
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引用次数: 0
Evaluation on Human Perception of Various Vibrotactile Encoding Methods Through a High Density Haptic Feedback Interface 基于高密度触觉反馈接口的各种振动触觉编码方法的人类感知评价。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-09 DOI: 10.1109/TOH.2025.3568705
Brendan Driscoll;Nita Prabhu;I-Chieh Lee;Ming Liu;He Huang
High density (HD) haptic interfaces have become increasingly common for entertainment thanks to advancements in virtual reality technology, however their flexibility may make them a useful sensory substitution interface for motor rehabilitation. Yet little research has explored how users interpret different haptic feedback encoding methods. Therefore, this study's objective was to evaluate the effectiveness of various encoding methods for conveying information based on existing sensory substitution strategies, one being a line motion tracking task and the other a direction tracking task. The first encoding method was Perceived Position Encoding (PPE), where information was encoded into the perceived position of stimulation. The second was Perceived Intensity Encoding (PIE), encoded information into the perceived amplitude of the stimuli. Twenty-one participants performed tracking tasks using both the PIE and PPE methods. The results showed similar performance in line motion tracking between the PIE and PPE methods, although the extra motors used in the PPE method appear to introduce uncertainty in users. Nevertheless, users were significantly more accurate with direction tracking when using PPE. These findings highlight the need for task-specific encoding methods, and showcase the versatility of the HD haptic vest as a tool for augmented feedback in motor rehabilitation.
由于虚拟现实技术的进步,高密度(HD)触觉界面在娱乐中变得越来越普遍,然而它们的灵活性可能使它们成为运动康复中有用的感官替代界面。然而,很少有研究探讨用户如何理解不同的触觉反馈编码方法。因此,本研究的目的是评估基于现有感官替代策略的各种编码方法传递信息的有效性,其中一种是直线运动跟踪任务,另一种是方向跟踪任务。第一种编码方法是感知位置编码(PPE),将信息编码到刺激的感知位置。第二种是感知强度编码(PIE),将信息编码到刺激的感知振幅中。21名参与者使用PIE和PPE方法执行跟踪任务。结果表明,尽管PPE方法中使用的额外电机似乎会给用户带来不确定性,但PIE方法和PPE方法在直线运动跟踪方面的性能相似。然而,当用户使用PPE时,方向跟踪的准确性显著提高。这些发现强调了对特定任务编码方法的需求,并展示了HD触觉背心作为运动康复增强反馈工具的多功能性。
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引用次数: 0
Can a Machine Feel Vibrations?: Predicting Roughness and Emotional Responses to Vibration Tactons via a Neural Network 机器能感觉到振动吗?通过神经网络预测振动的粗糙度和情绪反应。
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-09 DOI: 10.1109/TOH.2025.3568804
Chungman Lim;Gyeongdeok Kim;Su-Yeon Kang;Hasti Seifi;Gunhyuk Park
Vibrotactile signals offer new possibilities for conveying sensations and emotions in various applications. Yet, designing vibrotactile tactile icons (i.e., Tactons) to evoke specific feelings often requires a trial-and-error process and user studies. To support haptic design, we propose a framework for predicting roughness and emotional ratings from vibration signals. We created 154 Tactons and conducted a study to collect acceleration data from smartphones and roughness, valence, and arousal user ratings (n = 36).We converted the Tacton signals into two-channel spectrograms reflecting the spectral sensitivities of mechanoreceptors, then input them into VibNet, our dual-stream neural network. The first stream captures sequential features using recurrent networks, while the second captures temporal-spectral features using 2D convolutional networks. VibNet outperformed baseline models, with 82% of its predictions falling within the standard deviations of ground truth user ratings for two new Tacton sets. We discuss the efficacy of our mechanoreceptive processing and dual-stream neural network and present future research directions.
振动触觉信号在各种应用中为传递感觉和情感提供了新的可能性。然而,设计振动触觉图标(如Tactons)来唤起特定的感觉通常需要一个反复试验的过程和用户研究。为了支持触觉设计,我们提出了一个从振动信号预测粗糙度和情绪评级的框架。我们创建了154个tacton,并进行了一项研究,收集来自智能手机的加速度数据以及粗糙度、价态和唤醒用户评分(n=36)。我们将Tacton信号转换成反映机械感受器光谱灵敏度的双通道频谱图,然后将其输入到我们的双流神经网络VibNet中。第一个流使用循环网络捕获序列特征,而第二个流使用二维卷积网络捕获时间谱特征。VibNet优于基线模型,其82%的预测落在两个新的Tacton集的地面真实用户评级的标准偏差之内。我们讨论了我们的机械感受加工和双流神经网络的功效,并提出了未来的研究方向。
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引用次数: 0
The CHAT System: A Wearable Haptic System for Facilitating Tactile Communication CHAT系统:促进触觉交流的可穿戴触觉系统。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-07 DOI: 10.1109/TOH.2025.3549036
Bryan A. MacGavin;Jennifer L. Tennison;Terra Edwards;Jenna L. Gorlewicz
Despite the richness of the human tactile capacity, remote communication practices often lack touch-based interactions. This leads to overtaxing our visual and auditory channels, a lack of connection and engagement, and inaccessibility for diverse sensory groups. In this paper, we learn from haptic intuitions of the blind and low vision (BLV) and the Protactile DeafBlind (PT-DB) community to investigate how core functions of communication can be routed through tactile channels. We investigate this re-routing by designing the Conversational Haptic Technology (CHAT) system, a wearable haptic system to explore the feasibility of language recreation through core functions of communication and emotional expression via touch. We contribute the design evolution of an input (sensing) pad and an output (actuation) pad, which enable a bidirectional, wireless system to support remote, touch-based communication. These systems were iteratively evaluated through a series of user studies with sighted-hearing (N=20), BLV (N=4), and PT-DB (N=7) participants to uncover touch profiles for relaying specific communication functions and emotional responses. Results indicate trends and similarities in the touch-based cues organically employed across the diverse groups and provide an initial framework for demonstrating the feasibility of communicating core functions through touch in a wearable form factor.
尽管人类丰富的触觉能力,远程通信实践往往缺乏基于触摸的互动。这导致我们的视觉和听觉渠道负担过重,缺乏联系和参与,无法接触到不同的感官群体。在本文中,我们从盲人和低视力(BLV)和Protactile聋哑人(PT-DB)社区的触觉直觉中学习,研究如何通过触觉通道路由通信的核心功能。我们通过设计会话触觉技术(CHAT)系统来研究这种重新路由,这是一种可穿戴的触觉系统,通过触摸的交流和情感表达的核心功能来探索语言娱乐的可行性。我们贡献了输入(传感)垫和输出(驱动)垫的设计演变,使双向无线系统能够支持远程,基于触摸的通信。这些系统通过对视觉听觉(N=20)、BLV (N=4)和PT-DB (N=7)参与者的一系列用户研究进行迭代评估,以揭示传递特定沟通功能和情绪反应的触摸特征。结果显示了不同群体有机使用的基于触摸的线索的趋势和相似性,并提供了一个初步框架,用于演示通过可穿戴形式的触摸交流核心功能的可行性。
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引用次数: 0
Reconfigurable Flexible Haptic Interface Using Localized Friction Modulation 使用局部摩擦调制的可重构柔性触觉界面。
IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-03-07 DOI: 10.1109/TOH.2025.3548880
Romain Le Magueresse;Fabrice Casset;Frédéric Giraud;Munique Kazar Mendes;Daniel Mermin;Rémi Franiatte;Anis Kaci;Mikael Colin
Current flexible haptic technologies struggle to render textures as effectively as rigid surfaces with friction reduction due to poor propagation of elastic waves in flexible substrates. Alternative solutions using different actuators have been explored, but their low density hampers fine renderings, and so texture rendering. To overcome these limits, we propose in this paper the development, the characterization, and the evaluation of an innovative haptic solution enabling localized or continuous texture rendering on a flexible surface. On the basis of previous work, the developed surface is composed of several haptic resonators vibrating at an ultrasonic frequency, driven by piezoelectric actuators, and associated with a polymer matrix. The solution combines the advantages of a rigid haptic surface, implementing friction modulation to obtain texture stimulation, and the conformability of a 75 $mathrm{mu }$m thick polymer sheet. By powering or not the actuators, it is possible to display simple tactile shapes. Tribological measurements confirm that the friction reduction matches the desired shape. Two studies demonstrated the device's effectiveness: participants identified simple geometric shapes with a 96$%$ success rate and 14 s detection time, and two users simultaneously recognized independent tactile patterns, achieving 89$%$ accuracy. This flexible device supports simple geometric shape display with texture rendering, multi-touch and multi-user interaction, offering potential for various applications.
由于弹性波在柔性基材中的传播不良,目前的柔性触觉技术很难像减少摩擦的刚性表面那样有效地呈现纹理。已经探索了使用不同致动器的替代解决方案,但它们的低密度阻碍了精细渲染,因此纹理渲染。为了克服这些限制,我们在本文中提出了一种创新的触觉解决方案的开发、表征和评估,该解决方案能够在柔性表面上实现局部或连续的纹理渲染。在先前工作的基础上,开发的表面由几个以超声波频率振动的触觉谐振器组成,由压电致动器驱动,并与聚合物基体相关联。该解决方案结合了刚性触觉表面的优点,实现摩擦调制以获得纹理刺激,以及75米厚聚合物片的一致性。通过驱动或关闭驱动器,可以显示简单的触觉形状。摩擦学测量证实,摩擦减少符合所需的形状。两项研究证明了该设备的有效性:参与者识别简单几何形状的成功率为96,检测时间为14秒,两名用户同时识别独立的触觉模式,准确率达到89。这种灵活的设备支持简单的几何形状显示,具有纹理渲染,多点触摸和多用户交互,为各种应用提供了潜力。
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引用次数: 0
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IEEE Transactions on Haptics
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