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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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A multi-threaded approach for deformable/rigid contacts with haptic feedback 具有触觉反馈的可变形/刚性接触的多线程方法
C. Duriez, C. Andriot, A. Kheddar
This paper presents a physically based method to deal with haptic feedback of manipulated deformable virtual objects in contact with rigid or deformable environment. The haptic rendering algorithm is based on the Signorini's formulation of the contact as proposed in theoretical mechanics. Since haptic interaction requires high refresh rates, a multi-threaded methodology, sharing configuration values of the contact, ensures good stability and transparency performances. Thus, the interactive simulation gathers three synchronized process: the visualization process, the deformation/contact computation process, and the haptic rendering process.
本文提出了一种基于物理的方法来处理被操纵的可变形虚拟物体与刚性或可变形环境接触时的触觉反馈。触觉渲染算法是基于理论力学中提出的西格里尼接触公式。由于触觉交互需要高刷新率,一个多线程的方法,共享配置值的接触,确保良好的稳定性和透明度的性能。因此,交互式仿真汇集了三个同步的过程:可视化过程、变形/接触计算过程和触觉渲染过程。
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引用次数: 38
Compliant background subtraction algorithms for tactile rendering 兼容的背景减法的触觉渲染算法
Camilla K. L. Lau, C. Wagner, R. Howe
Relaying spatially distributed forces promises to enhance the performance of telemanipulation systems. However, the proper way to render tactile information from the sensor to the display is not clear for current displays, where the user maintains constant contact. We present a simple approach to rendering tactile information to improve performance in a lump localization task in a compliant object. The algorithms presented subtract uninformative background information from the tactile signal. Subtracting a fixed background pressure frame reduced lump localization error by up to 20% while decreasing the time required to find the lump by up to 44%. Subtracting a background frame that depends on applied force further reduced lump localization error by another 17%.
中继空间分布力有望提高远程操作系统的性能。然而,对于当前的显示器来说,将触觉信息从传感器呈现到显示器的正确方式并不清楚,因为用户需要保持恒定的接触。我们提出了一种简单的方法来呈现触觉信息,以提高在柔顺物体中块定位任务的性能。提出的算法从触觉信号中去除无信息的背景信息。减去一个固定的背景压力帧可将肿块定位误差减少20%,同时将查找肿块所需的时间减少44%。减去一个背景帧,这取决于施加的力进一步减少块定位误差另外17%。
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引用次数: 4
Impact of haptic warning signal reliability in a time-and-safety-critical task 触觉预警信号可靠性在时间和安全关键任务中的影响
Mario J. Enriquez, Karon E Maclean
The bulk of current haptics human-factors research focuses on mapping basic human perceptual limits. However, many realistic applications demand a better understanding of how to construct more life-like but often less controllable experiment scenarios. In this paper, we study this problem in the context of advanced automobile interfaces. We employ a throttle pedal with programmable force feedback to indicate potentially undesirable situations in the external environment and to gently but steadily guide the driver away from them. We have found evidence that within this scenario, errors in such a warning signal can have a negative effect on the behavior of the driver within the conditions studied. These experiments required a complex protocol and necessarily permitted a variety of participant tactics. Post-experiment analysis revealed that very subtle variations in participant instruction produced large differences in tactics and consequent experiment outcome.
目前大部分的触觉人因研究集中在绘制基本的人类感知极限。然而,许多实际应用需要更好地理解如何构建更逼真但往往不太可控的实验场景。本文在高级汽车接口的背景下研究了这一问题。我们采用了带有可编程力反馈的油门踏板,以指示外部环境中潜在的不良情况,并温和而稳定地引导驾驶员远离这些情况。我们发现有证据表明,在这种情况下,这种警告信号中的错误会对驾驶员的行为产生负面影响。这些实验需要一个复杂的协议,并且必须允许各种各样的参与者策略。实验后的分析显示,参与者的指导非常细微的变化会产生很大的策略差异和随后的实验结果。
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引用次数: 47
Energy bounding algorithm based on passivity theorem for stable haptic interaction control 基于无源性定理的稳定触觉交互控制能量边界算法
Jong-Phil Kim, J. Ryu
After a basic theory on the passivity condition for the sampled-data system has been reviewed, passivity conditions on each subsystem of haptic simulation have been investigated. In addition, the virtual wall simulation is analytically analyzed with the passivity conditions and derived the previously well known stability condition (b > KT/2 + B). Based on this, we propose a novel energy bounding algorithm for stable haptic interaction control. The proposed energy bounding algorithm restricts the energy that is generated by the zero-order hold within the energy consumable by the physical damping in a haptic device and makes the virtual environment and controller passive. This algorithm, therefore, guarantees the passivity condition of the haptic simulation. While the virtual coupling algorithm restricts the actuator force with respect to the penetration depth, the proposed energy bounding algorithm restricts the change of actuator force and eventually restricts generated energy by the zero-order hold. Therefore, much stiffer contact simulation can be implemented.
在回顾了采样数据系统无源条件的基本理论基础上,对触觉仿真各子系统的无源条件进行了研究。在此基础上,提出了一种新的能量边界算法,用于稳定的触觉交互控制。提出的能量边界算法将零阶保持器产生的能量限制在触觉设备物理阻尼消耗的能量范围内,使虚拟环境和控制器处于被动状态。该算法保证了触觉仿真的无源性条件。虚拟耦合算法限制了致动器力相对于侵彻深度的变化,而能量边界算法限制了致动器力的变化,最终限制了零阶保持器产生的能量。因此,可以实现更刚性的接触模拟。
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引用次数: 32
A study of haptic linear and pie menus in a 3D fish tank VR environment 三维鱼缸虚拟现实环境中触觉线性菜单和饼菜单的研究
R. Komerska, C. Ware
New pop-up menu styles such as pie menus and marking menus have proven to be measurably faster and more accurate in mouse and pen-based interfaces. These characteristics suggest that they may also be useful for 3D haptically enhanced environments. This paper reports on our development and evaluation of a pie menu style and two types of linear menu styles. All utilize force to aid the user in option selection and activation. Our evaluation results show that selection using the pie menu is considerably faster and more accurate than both types of linear menu. Selection using push-through or exceed border methods was found to be superior to conventional button selection. We conclude that pop-up pie menus, with the right combination of selection method and assistive forces, can provide an excellent solution to providing menu choices in 3D haptic environments and that considering speed accuracy tradeoffs is important in making design decisions.
新的弹出式菜单样式,如饼式菜单和标记菜单,已被证明在基于鼠标和笔的界面中更快、更准确。这些特征表明,它们也可能对3D触觉增强环境有用。本文报告了我们对饼式菜单样式和两种线性菜单样式的开发和评估。所有这些都使用强制来帮助用户选择和激活选项。我们的评估结果表明,使用饼式菜单的选择比两种类型的线性菜单都要快得多,也更准确。选择使用推过或超越边界方法被发现优于传统的按钮选择。我们得出的结论是,弹出式饼式菜单,在选择方法和辅助力量的正确组合下,可以为在3D触觉环境中提供菜单选择提供一个很好的解决方案,并且在做出设计决策时考虑速度精度权衡是很重要的。
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引用次数: 32
Can haptic feedback improve the perception of self-motion in virtual reality? 触觉反馈能提高虚拟现实中自我运动的感知吗?
A. Lécuyer, M. Vidal, O. Joly, C. Mégard, A. Berthoz
This paper describes an experiment which was conducted to evaluate the influence of haptic feedback on the perception of self-motion in virtual reality. Participants were asked to estimate the angles of turns made during a passive visual navigation. Sometimes, during a turn, a haptic feedback was sent to the dominant hand of the participants. This haptic feedback consisted in rotating the participants' fist by the same angular value as the visual turn. The presence of haptic feedback globally influenced the performances of the participants. On average, with haptic feedback, the participants less under-estimated the angles the turns made in the visual navigation. These results suggest that the perception of self-motion could be improved in virtual reality by using an appropriate haptic feedback. Haptic stimulation during navigation could partially substitute for the missing information provided by proprioception and vestibular system.
本文介绍了一项虚拟现实中触觉反馈对自我运动感知影响的实验。参与者被要求估计在被动视觉导航过程中转弯的角度。有时,在一个回合中,触觉反馈被发送到参与者的惯用手。这种触觉反馈包括以与视觉旋转相同的角度旋转参与者的拳头。触觉反馈的存在影响了参与者的整体表现。平均而言,通过触觉反馈,参与者在视觉导航中较少低估转弯的角度。这些结果表明,在虚拟现实中,通过使用适当的触觉反馈可以改善自我运动的感知。导航过程中的触觉刺激可以部分替代本体感觉和前庭系统提供的缺失信息。
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引用次数: 33
Group synchronization control for haptic media in networked virtual environments 网络虚拟环境中触觉介质的群同步控制
Y. Ishibashi, T. Hasegawa, S. Tasaka
This paper proposes a group (or inter-destination) synchronization control scheme for haptic media in networked virtual environments where multiple users manipulate CG objects collaboratively in a 3-D virtual space by using force feedback devices. For group synchronization of haptic media, we enhance the synchronization maestro scheme, which the authors previously proposed for voice and video, so as to adjust the output timing of haptic media among the users. The paper demonstrates the effectiveness of the proposed scheme by experiment.
针对网络虚拟环境中多用户在三维虚拟空间中使用力反馈装置协同操作CG物体的触觉介质,提出了一种群体(或目的地间)同步控制方案。对于触觉媒体的群体同步,我们加强了作者之前提出的针对语音和视频的同步大师方案,以调整用户之间触觉媒体的输出时间。通过实验验证了该方案的有效性。
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引用次数: 53
Simulating human fingers: a soft finger proxy model and algorithm 模拟人类手指:一种软手指代理模型与算法
F. Barbagli, A. Frisoli, J. Salisbury, M. Bergamasco
This paper presents models and algorithms that can be used to simulate contact between one or more fingertips and a virtual object. First, the paper presents various models for rotational friction obtained from in-vivo fingertip models previously proposed in the robotics and biomechanics community. Then the paper describes two sets of experiments that were performed on in-vivo fingertips in order to understand which of the models presented fits best with the real rotational friction properties of the human fingertips. Finally an extension of the god object/proxy algorithm which allows the simulation of soft finger contact, i.e. a point-contact with friction capable of supporting moments (up to a torsional friction limit) about the contact normal, is proposed. The resulting algorithm is computationally efficient, being point-based, while retaining a good level of realism.
本文提出了可以用来模拟一个或多个指尖与虚拟物体接触的模型和算法。首先,本文介绍了机器人和生物力学界先前提出的从体内指尖模型中获得的各种旋转摩擦模型。然后,本文描述了在活体指尖上进行的两组实验,以了解所提出的模型中哪一组最符合人类指尖的真实旋转摩擦特性。最后,提出了一种扩展的对象/代理算法,该算法允许模拟软手指接触,即具有摩擦的点接触,能够支持关于接触法线的力矩(高达扭转摩擦极限)。由此产生的算法计算效率高,基于点,同时保留了良好的真实感。
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引用次数: 88
Physics-based burr haptic simulation: tuning and evaluation 基于物理的毛刺触觉模拟:调整和评估
Marco Agus, G. Brelstaff, Andrea Giachetti, E. Gobbetti, G. Zanetti, Antonio Zorcolo, B. Picasso, S. S. Franceschini
In this paper we provide a preliminary report on our work on the tuning of a temporal bone surgical simulator using parameter values derived from experimental measurements, and on the comparison between these results and the previously used "domain expert" assigned values. Our preliminary results indicate that the parameter values defined by the domain-experts are consistent with the experimentally derived values. Psychophysical testing indicates that the simulator is capable of rendering the basic material differences required for bone burring work and that some trained users preferentially associate a simulated temporal bone resin model with its real counterpart.
在本文中,我们提供了一份初步报告,介绍了我们使用实验测量得出的参数值来调整颞骨手术模拟器的工作,并将这些结果与以前使用的“领域专家”分配值进行了比较。我们的初步结果表明,领域专家定义的参数值与实验得出的值是一致的。心理物理测试表明,模拟器能够呈现骨毛刺工作所需的基本材料差异,并且一些训练有素的用户优先将模拟的颞骨树脂模型与其真实的对应物联系起来。
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引用次数: 15
Performance analysis of steady-hand teleoperation versus cooperative manipulation 稳定手遥操作与协同操作的性能分析
Izukanne Emeagwali, P. Marayong, J. Abbott, A. Okamura
This paper compares two "steady-hand" type systems. The first is an admittance-controlled, non-backdriveable cooperative manipulation system, in which the robot and the operator simultaneously grasp and manipulate a tool. The second is a pair of haptic interfaces configured for unilateral teleoperation. A recently developed pseudo-admittance control law is applied to the master device, which attenuates the operator's high frequency input and sends a "steadied" reference position to the slave. Using a set of planar targeting tasks with varying indexes of difficulty, we found that operator movement time is similar for these two systems. However, the teleoperated system results in more targeting errors due to the limited stiffness display of the haptic interface. These results indicate that operators interact with the pseudo-admittance system as intended, but inherent physical limitations will limit applicability of this approach.
本文对两种“稳手”型系统进行了比较。首先是一种导纳控制、非反向驱动的协作操作系统,其中机器人和操作者同时抓取和操作工具。第二个是一对用于单侧遥操作的触觉接口。在主设备上应用了一种新开发的伪导纳控制律,它衰减操作员的高频输入,并向从设备发送一个“稳定”的参考位置。利用一组不同难度指数的平面瞄准任务,我们发现这两种系统的操作人员运动时间是相似的。然而,由于触觉界面的刚度显示有限,远程操作系统导致更多的瞄准误差。这些结果表明,操作人员与伪导纳系统的相互作用是预期的,但固有的物理限制将限制这种方法的适用性。
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引用次数: 13
期刊
12th International Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2004. HAPTICS '04. Proceedings.
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