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12th International Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2004. HAPTICS '04. Proceedings.最新文献

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Two experiments on the perception of slip at the fingertip 两个关于指尖滑动感知的实验
M. Salada, J. Colgate, Peter M. Vishton, E. Frankel
This paper describes the results of two experiments that investigate relative motion between a surface and the fingertip (slip) as part of a larger program of research on "fingertip haptics. " The primary intent of both experiments is to evaluate the importance of relative motion with respect to perceiving surface velocity. The perception of surface velocity is crucial to dexterous control and object recognition. The first experiment determines the just noticeable difference (JND) in the speed and direction of slip using the "method of adjustment" difference threshold technique over a range of 80 to 240 mm/sec on two different surface textures. 42 subjects participated the first experiment. We find slip speed perception to be highly dependent on surface texture, with Weber fractions between 0.04 and 0.25. Slip direction difference thresholds range between 3.6 and 11.7 degrees, also highly dependent on surface texture. The second experiment establishes the relative importance of proprioceptive feedback versus slip feedback in perceiving surface velocity. For both surface textures, we utilize an alternative forced choice experimental technique on 40 subjects. We find that slip feedback at the fingertip only subtly influences the perception of speed over proprioceptive feedback from the hand and arm for the two different base speeds studied (250 and 400 mm/sec).
本文描述了两个实验的结果,这些实验研究了表面和指尖(滑动)之间的相对运动,这是一个更大的“指尖触觉”研究项目的一部分。这两个实验的主要目的是评估相对运动在感知表面速度方面的重要性。表面速度感知是灵巧控制和物体识别的关键。第一个实验在两种不同的表面纹理上,利用“调整方法”差值阈值技术在80 ~ 240 mm/sec范围内确定了滑移速度和方向的刚可注意差(JND)。42名受试者参加了第一个实验。我们发现滑移速度感知高度依赖于表面纹理,韦伯分数在0.04和0.25之间。滑移方向差阈值范围在3.6到11.7度之间,也高度依赖于表面纹理。第二个实验确定了本体感觉反馈与滑动反馈在感知表面速度方面的相对重要性。对于这两种表面纹理,我们对40名受试者使用了另一种强制选择实验技术。我们发现,在研究的两种不同的基本速度(250和400毫米/秒)下,指尖的滑动反馈对手部和手臂本体感觉反馈的速度感知影响很小。
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引用次数: 54
Multisensory roughness perception of virtual surfaces: effects of correlated cues 虚拟表面的多感官粗糙度感知:相关线索的影响
J. Weisenberger, G. Poling
Previous studies of multisensory texture perception have addressed the relative contributions of different modalities, examining visual/haptic and auditory/haptic interactions. In the present study, the ability of observers to use information from three sensory modalities (visual, auditory, and haptic) was examined in a virtual texture discrimination task. Results indicated better performance for two- and three-modality conditions for some stimuli but not for others, suggesting that the interactions of haptic, auditory, and visual inputs are complex and dependent on the specifics of the stimulus condition. Viewed in this manner, the results are consistent with the modality appropriateness hypothesis. These findings are discussed in view of current formulations of multisensory interaction.
先前的多感官纹理感知研究已经解决了不同模式的相对贡献,检查了视觉/触觉和听觉/触觉的相互作用。在本研究中,观察者使用三种感觉模式(视觉、听觉和触觉)信息的能力在虚拟纹理识别任务中被检验。结果表明,两模态和三模态条件对某些刺激有更好的表现,而对其他刺激没有,这表明触觉、听觉和视觉输入的相互作用是复杂的,并且依赖于刺激条件的具体情况。从这个角度来看,结果与模态适当性假设是一致的。这些发现讨论了目前的多感觉相互作用的公式。
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引用次数: 28
Product prototyping and manufacturing planning with 5-DOF haptic sculpting and dexel volume updating 产品原型和制造计划与五自由度触觉雕刻和dexel体积更新
Weihang Zhu, Yuan-Shin Lee
This paper presents an analytical methodology for virtual sculpting of complex surfaces with a developed 5-DOF (degree of freedom) force-torque haptic interface. In the proposed methodology, 5-axis tool motion and analytical tool swept volume are formulated for updating the virtual stock material, which is represented with dexel volume model. Based on the tool motion analysis, a dexel-based collision detection method and a force-torque feedback algorithm are proposed for virtual sculpting. Different from the traditional ways of calculating haptic forces based on depth of penetration or impulses, the proposed method determines the haptic force by finding the material removal rate of dexels. A lab-built 5-DOF haptic interface system is developed for the proposed haptic sculpting system. From the haptic sculpting system, both corresponding tool motion of the creative process and the sculpted model can be output. The tool motion can be recorded and output as NC (numerically-controlled) commands. The output STL model of the haptic sculpting system can be processed for machining planning.
本文提出了一种基于五自由度力-力矩触觉界面的复杂曲面虚拟雕刻分析方法。在该方法中,建立了五轴刀具运动和分析刀具扫描体积来更新虚拟库存材料,并用dexel体积模型表示。在刀具运动分析的基础上,提出了一种基于dexel的虚拟雕刻碰撞检测方法和力-扭矩反馈算法。与传统的基于穿透深度或脉冲的触觉力计算方法不同,该方法通过寻找dexels的材料去除率来确定触觉力。针对所提出的触觉雕刻系统,开发了一个实验室搭建的五自由度触觉接口系统。通过触觉雕刻系统,既可以输出创作过程中相应的工具运动,也可以输出雕刻出来的模型。刀具运动可以被记录并作为NC(数控)命令输出。触觉雕刻系统输出的STL模型可以进行加工规划。
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引用次数: 5
Height field haptics 高度场触觉
Kristin C. Potter, David E. Johnson, E. Cohen
We present a system for haptically rendering large height field datasets. In as much as, height fields are naturally mapped to piecewise bilinear patches. We develop algorithms for intersection, penetration depth, and closest point tracking using bilinear patches. In contrast to many common haptic rendering schemes for polygonal models, this approach does not require preprocessing or additional storage. Thus, it is particularly suitable for the large scale datasets found in geographic and reverse engineering applications.
我们提出了一个用于触觉渲染大高度场数据集的系统。在尽可能多的情况下,高度场自然映射到分段双线性补丁。我们开发了交叉、穿透深度和最近点跟踪的算法,使用双线性补丁。与许多常见的多边形模型触觉渲染方案相比,这种方法不需要预处理或额外的存储。因此,它特别适用于地理和逆向工程应用中的大规模数据集。
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引用次数: 12
Real time platform middleware for transparent prototyping of haptic applications 用于触觉应用透明原型的实时平台中间件
George Pava, Karon E Maclean
In this paper we present The RealTime Platform Middleware (RTPM), an architecture for prototyping realtime multimodal I/O projects. Multimodal applications often require a distributed implementation to meet disparate temporal and platform needs. RTPM provides an extendable, device-independent, network-transparent interface to a set of user I/O devices which eases application integration across different operating systems. RTPM consists of a framework based on Common Object Request Broker Architecture (CORBA) and a custom virtual device abstraction that exports real devices' functionality to user processes. It offers two mechanisms (client/server and consumer/supplier) for communication between user processes. This paper describes the architecture's objectives and implementation, provides examples of its use and analyzes its performance in some typical haptic application configurations.
在本文中,我们提出了实时平台中间件(RTPM),一个用于实时多模态I/O项目原型的体系结构。多模式应用程序通常需要分布式实现来满足不同的时间和平台需求。RTPM为一组用户I/O设备提供了一个可扩展的、与设备无关的、网络透明的接口,从而简化了跨不同操作系统的应用程序集成。RTPM由一个基于公共对象请求代理体系结构(Common Object Request Broker Architecture, CORBA)的框架和一个自定义虚拟设备抽象组成,后者将真实设备的功能导出给用户进程。它为用户进程之间的通信提供了两种机制(客户机/服务器和消费者/供应商)。本文描述了该体系结构的目标和实现,提供了它的使用实例,并分析了它在一些典型的触觉应用配置中的性能。
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引用次数: 17
Shared control between human and machine: haptic display of automation during manual control of vehicle heading 人机共享控制:手动控制车辆航向时自动触觉显示
P. G. Griffiths, R. Gillespie
In this paper, a paradigm for shared control is described in which a machine's manual control interface is motorized to allow a human and an automatic controller to simultaneously exert control. The manual interface becomes a haptic display, relaying information to the human about the intentions of the automatic controller while retaining its role as a manual control interface. The human may express his control intentions in a way that either overrides the automation or conforms to it. The automatic controller, by design, aims to create images in the mind of the human of fixtures in the shared workspace that can be incorporated into efficient task completion strategies. The fixtures are animated under the guidance of an algorithm designed to automate part of the human/machine task. Results are presented from 2 experiments in which 11 subjects completed a path following task using a motorized steering wheel on a fixed-base driving simulator. These results indicate that the haptic assist through the steering wheel improves lane keeping by at least 30% reduces visual demand by 29% (p<0.000!) and improves reaction time by 18 ms (p=0.0009).
本文描述了一种共享控制范例,其中机器的手动控制界面是电动化的,以允许人类和自动控制器同时施加控制。手动界面变成了一种触觉显示,在保留手动控制界面的作用的同时,向人类传递有关自动控制器意图的信息。人可以用一种方式来表达他的控制意图,这种方式要么凌驾于自动化之上,要么符合自动化。通过设计,自动控制器的目的是在人类的脑海中创建共享工作空间中固定装置的图像,这些图像可以整合到有效的任务完成策略中。夹具在算法的指导下动画,该算法设计用于自动化部分人机任务。本文介绍了在固定底座驾驶模拟器上,11名受试者使用电动方向盘完成路径跟随任务的2个实验结果。这些结果表明,通过方向盘的触觉辅助使车道保持能力提高了至少30%,视觉需求降低了29% (p<0.000!),反应时间提高了18 ms (p=0.0009)。
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引用次数: 127
Force field training to facilitate learning visual distortions: a "sensory crossover" experiment 力场训练促进视觉扭曲的学习:一个“感官交叉”实验
Y. Wei, J. Patton
Previous studies on reaching movements have shown that people can adapt to distortions that are either visuomotor (e.g., prism glasses) or mechanical (e.g., force fields) through repetitive training. Other work has shown that these two types of adaptation may share similar neural resources. One effective test of this sharing hypothesis would be to show that one could teach one using the other. This study investigated whether training with a specialized force field could benefit the learning of a visual distortion. Two groups of subjects volunteered to participate in this study. One group of subjects trained directly on a visual rotation. The other group of subjects trained in a "mixed field" condition. The mixed field was primarily a force field that was specially designed so that, after adapting to its characteristics, the subject would make the appropriate movement in the visual rotation condition. The mixed field condition also contained intermittent test movements that evaluated performance in the visual rotation condition. Results showed that errors reduced more rapidly in the mixed field condition. We also found that subjects were able to generalize what they learned to movement directions that were not part of the training, but there was no detectable difference between the two groups. Finally, we found no difference in the rate these training effects washed out after subjects returned to normal conditions. This study shows that training with robotic forces can facilitate the learning of visual rotations. The learning may be enhanced in the mixed condition by the addition of cutaneous and proprioceptive force sensors. Moreover, this study can be applied to telerobotics and the rehabilitation of brain injured individuals, where there is often a distortion in hand-eye coordination.
先前关于伸展运动的研究表明,人们可以通过重复训练来适应视觉运动(如棱镜眼镜)或机械(如力场)的扭曲。其他研究表明,这两种类型的适应可能共享相似的神经资源。对这种分享假说的一个有效检验是,一个人可以用另一个人来教另一个人。本研究探讨了特殊力场训练是否有利于视觉变形的学习。两组受试者自愿参加这项研究。一组受试者直接接受视觉旋转训练。另一组受试者在“混合场地”条件下接受训练。混合场主要是一种特别设计的力场,使被试在适应其特性后,在视觉旋转条件下做出适当的运动。混合场条件还包含间歇性测试运动,以评估视觉旋转条件下的表现。结果表明,在混合大田条件下,误差降低得更快。我们还发现,受试者能够将他们所学到的东西概括为不属于训练内容的运动方向,但两组之间没有明显的差异。最后,我们发现在受试者回到正常状态后,这些训练效果消失的速度没有差异。这项研究表明,用机器人力量训练可以促进视觉旋转的学习。在混合条件下,皮肤力传感器和本体感觉力传感器的加入可能会增强学习。此外,该研究可以应用于远程机器人和脑损伤个体的康复,这通常是手眼协调的扭曲。
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引用次数: 8
Cooperative manipulation between humans and teleoperated agents 人与远程操作代理之间的合作操作
J. Glassmire, M. O'Malley, W. Bluethmann, R. Ambrose
Robonaut is a humanoid robot designed by the Robotic Systems Technology Branch at NASA's Johnson Space Center in a collaborative effort with DARPA. This paper describes the implementation of haptic feedback into Robonaut. We conducted a cooperative manipulation task, inserting a flexible beam into an instrumented receptacle. This task was performed while both a human at the worksite and the teleoperated robot grasped the flexible beam simultaneously. Peak forces in the receptacle were consistently lower when the human operator was provided with kinesthetic force feedback in addition to other modalities of feedback such as gestures and voice commands. These findings are encouraging as the Dexterous Robotics Lab continues to implement force feedback into its teleoperator hardware architecture.
Robonaut是一款人形机器人,由美国宇航局约翰逊航天中心机器人系统技术部与美国国防部高级研究计划局合作设计。本文介绍了在Robonaut中实现触觉反馈的方法。我们进行了一个合作操作任务,将一个柔性梁插入一个仪器容器。这项任务是在工作现场的人和遥控机器人同时抓住柔性梁的情况下完成的。除了手势和语音命令等其他形式的反馈外,当人类操作员获得动觉力反馈时,容器中的峰值力始终较低。这些发现是令人鼓舞的,因为灵巧机器人实验室继续在其远程操作员硬件架构中实施力反馈。
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引用次数: 22
Multi primitive tactile display based on suction pressure control 基于吸气压力控制的多原始触觉显示
Yasutoshi Makino, N. Asamura, H. Shinoda
In this paper we propose a new method for displaying touch sensation by controlling suction pressure. We discovered a tactile illusion that pulling skin through a hole with suction pressure causes a feeling as if a stick is pushing the skin. This illusion is considered to be caused by the insensitivity of our mechanoreceptors to signs of stress (negative or positive) that are sensitive to the strain energy. Our tactile display is based on the key concept of this illusion and that of "multi-primitive stimulation." We show that a simple structure of a sparse stimulator array produces various tactile sensations from a sharp edge to a smooth plane surface.
本文提出了一种通过控制吸入压力来显示触摸感觉的新方法。我们发现了一种触觉错觉,用吸力将皮肤拉过一个洞会产生一种感觉,好像有一根棍子在推皮肤。这种错觉被认为是由于我们的机械感受器对应变能敏感的压力信号(消极或积极)不敏感造成的。我们的触觉显示是基于这种错觉和“多原始刺激”的关键概念。我们展示了稀疏刺激器阵列的简单结构产生从尖锐边缘到光滑平面表面的各种触觉。
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引用次数: 31
VISHARD10, a novel hyper-redundant haptic interface VISHARD10,一种新型超冗余触觉界面
M. Ueberle, Nico Mock, M. Buss
This paper presents and discusses the design of a novel hyper-redundant haptic interface with 10 degrees-of-freedom (DOF). The use of additional joints allow:; a significantly larger workspace, while reducing the overall device size. Moreover, an increase in a variety of dexterity measures and a singularity robust redundancy resolution can be achieved. Numerical simulations of standard methods for inverse kinematics resolution, namely pseudo inverse control and the projection of some side criterion on the nullspace of the Jacobian are compared and evaluated.
提出并讨论了一种新型的10自由度超冗余触觉接口的设计。使用附加接头允许:;一个更大的工作空间,同时减少了整个设备的尺寸。此外,还可以增加各种灵巧性度量和实现奇异鲁棒冗余分辨率。对标准的运动学反解方法,即伪逆控制和某些边准则在雅可比矩阵零空间上的投影进行了数值仿真比较和评价。
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引用次数: 96
期刊
12th International Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2004. HAPTICS '04. Proceedings.
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