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2019 IEEE World Haptics Conference (WHC)最新文献

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Soft Exoskeleton Glove Enabling Force Feedback for Human-Like Finger Posture Control with 20 Degrees of Freedom 柔软外骨骼手套,使力反馈为人类的手指姿态控制与20个自由度
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816142
Nobuhiro Takahashi, Hayato Takahashi, H. Koike
We introduce a novel soft exoskeleton glove capable of generating human-like finger joint movements with little constraints on volitional motions. Four pneumatic artificial muscles (approx. 2.5 mm in diameter and less than 2 g weight) were attached to each finger. They form two antagonistic pairs of muscles (i.e. flexor and extensor) and thereby enable the control of several postures of each finger independently. Implementing this structure for all five digits resulted in a hand exoskeleton with 20 DOFs for one hand. This architecture was designed similar to the human anatomy of the forearm muscle, which eventually ensured supporting a natural, unconstrained hand motion. Our system is capable of generating a pressing force of approx. 8 N as a static force and can manipulate a finger to perform high-speed tapping at approx. 10 Hz. Finally, we describe a semi-automatic fitting system that helps to attach the glove easily to the user’s body. Early investigations indicate that the basic technology of our system can contribute domains that need to provide physical force feedback and posture correction to the user’s fingers.
我们介绍了一种新型的柔软外骨骼手套,能够产生类似人类的手指关节运动,对意志运动几乎没有限制。四个气动人造肌肉(约。直径2.5 mm,重量小于2 g)分别附着于手指上。它们形成两对对立的肌肉(即屈肌和伸肌),从而能够独立地控制每个手指的几个姿势。在所有五个手指上实现这种结构,导致一只手有20个自由度的手外骨骼。这种结构的设计类似于人体前臂肌肉的解剖结构,最终确保支持自然的、不受约束的手部运动。我们的系统能够产生大约。8牛作为静力,可以操纵手指进行高速敲击,在大约。10赫兹。最后,我们描述了一种半自动装配系统,它有助于将手套轻松地附着在用户的身体上。早期的研究表明,我们系统的基本技术可以提供需要为用户的手指提供物理力反馈和姿势纠正的领域。
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引用次数: 14
Perceptual Limits of Visual-Haptic Simultaneity in Virtual Reality Interactions 虚拟现实交互中视觉-触觉同时性的感知极限
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816173
Massimiliano Di Luca, Arash Mahnan
The goal of this work is to establish the range of visual-haptic asynchronies that go unnoticed when touching an object. To perform a psychophysical study, however, we would need asynchronous visual-haptic stimuli, but because the contact of the finger with a real object inevitably creates synchronized haptic feedback, here we employ instead a virtual reproduction of the interaction. Participants immersed in a realistic Virtual Reality environment tapped on a virtual object with their index while viewing a fully articulated representation of their hand. Upon tapping, they received haptic feedback in the form of vibration at their fingertip. After each tap, participants judged whether they perceived the view of the contact and the haptic signal to be synchronous or asynchronous and they also reported which of the two seemed to happen first. Despite the difference between the two judgments, results indicate that none of the 19 participants could reliably detect the asynchrony if haptic feedback was presented less than 50ms after the view of the contact with an object. The asynchrony tolerated for haptic before visual feedback was instead only 15ms. These findings can be used as guidelines for haptic feedback in hand-based interactions in Virtual Reality.
这项工作的目标是建立在触摸物体时不被注意的视觉-触觉异步的范围。然而,为了进行心理物理研究,我们需要异步的视觉触觉刺激,但由于手指与真实物体的接触不可避免地会产生同步的触觉反馈,因此我们在这里采用虚拟的交互再现。参与者沉浸在逼真的虚拟现实环境中,用他们的索引点击虚拟物体,同时观看他们的手的完整表达。在敲击时,他们会在指尖收到振动形式的触觉反馈。在每次点击之后,参与者判断他们感知到的触点和触觉信号是同步的还是非同步的,他们还报告了两者中哪一个似乎先发生。尽管两种判断存在差异,但结果表明,如果触觉反馈出现在与物体接触后不到50ms的时间内,19名参与者中没有人能够可靠地检测到非同步。而视觉反馈前触觉的不同步耐受性仅为15ms。这些发现可以作为虚拟现实中基于手的交互的触觉反馈的指导。
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引用次数: 22
The Influence of Cue Presentation Velocity on Skin Stretch Perception 提示呈现速度对皮肤伸展知觉的影响
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816120
Sung Y. Kim, Janelle P. Clark, P. Kortum, M. O'Malley
Wearable haptic devices that convey skin stretch have been used in a broad range of applications, from prosthesis proprioception to language transmission. Despite their prevalence, rigorous evaluation of the perception of skin stretch cues is still ongoing. Prior studies indicate that skin stretch cue presentation velocity may impact cue perception, but we lack quantitative data regarding the impact of skin stretch velocity on cue perceptibility. It is important to understand the impact of presentation velocity to ensure the haptic cues are delivered in the most salient manner. In this paper, the Method of Constant Stimuli and Likert surveys were used to capture the just noticeable difference (JND) and participant impressions for two rotational velocities of the Rice Haptic Rocker. The velocities tested did not affect the JND; however, participants reported the faster speed was easier to discern. This study suggests skin stretch devices can be expected to maintain their perceptual performance at varying actuation speeds, meeting the requirements of a variety of applications.
传递皮肤拉伸的可穿戴触觉设备已被广泛应用,从假体本体感觉到语言传输。尽管它们普遍存在,但对皮肤拉伸线索感知的严格评估仍在进行中。先前的研究表明,皮肤拉伸提示呈现速度可能影响提示知觉,但我们缺乏关于皮肤拉伸速度对提示知觉影响的定量数据。理解呈现速度的影响对于确保以最显著的方式传达触觉线索非常重要。本文采用恒定刺激法和李克特调查法来捕捉Rice触觉摇杆两种旋转速度下的刚显差异(JND)和参与者印象。测试速度对JND没有影响;然而,参与者报告说,更快的速度更容易辨别。这项研究表明,皮肤拉伸装置可以在不同的驱动速度下保持其感知性能,满足各种应用的要求。
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引用次数: 1
A Wearable Skin Stretch Device for Lower Limbs: Investigation of Curvature Effect on Slip 一种可穿戴的下肢皮肤拉伸装置:曲率对滑动影响的研究
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816129
Ryuya Omori, Yoshihiro Kuroda, Shunsuke Yoshimoto, O. Oshiro
Motion instruction is indispensable for improving skills such as sports and dance. Presenting force and tactile information to humans makes it possible to directly teach motion information; however, existing research for the lower limbs is primarily for walking navigation, since the degree of freedom is only one in navigating directions. In this study, we propose a system that induces leg movement by rotating three end effectors with servomotors. It is possible to induce both translational and rotational motions of the leg by rotating three end effectors. The slip between the end effector and the skin is a significant issue in displaying force. Thus, we aim to examine the effect of the end effector’s curvature on the slip occurrence. In the experiment, the contact area and the shearing force were evaluated when the curvature of the end effector was changed. We confirmed that the effect of the slip could be lessened by increasing the radius of the end effector curvature.
动作指导对于提高体育和舞蹈等技能是必不可少的。将力和触觉信息呈现给人,使运动信息的直接传授成为可能;然而,目前对于下肢的研究主要是针对行走导航,因为在导航方向上,下肢的自由度只有一个。在这项研究中,我们提出了一个系统,通过旋转三个末端执行器与伺服马达诱导腿部运动。可以通过旋转三个末端执行器来诱导腿的平移和旋转运动。末端执行器和皮肤之间的滑移是显示力的一个重要问题。因此,我们的目的是研究末端执行器的曲率对滑移发生的影响。在实验中,计算了末端执行器曲率变化时的接触面积和剪切力。我们证实,滑移的影响可以通过增加末端执行器曲率的半径来减轻。
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引用次数: 5
Non-contact Cold Thermal Display by Controlling Low-temperature Air Flow Generated with Vortex Tube 控制涡流管产生的低温气流的非接触式冷热显示
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816089
Jiayi Xu, Yoshihiro Kuroda, Shunsuke Yoshimoto, O. Oshiro
In recent years, thermal display has been studied intensively in order to represent a more realistic tactile quality of the object. Since human feels the temperature of the air without touching other objects, it is necessary to present thermal sensation in a non-contact manner. Studies on non-contact heat display have been explored; however, few studies have reported on a device that can display cold in a non-contact manner. In this study, we propose a non-contact cold thermal display using a low-temperature heat source—vortex tube, which can generate ultra-low air temperature when supplied with compressed air. We developed a cooling model that relates the flow velocity of cold air with the absorbed heat from skin; we implemented a prototype system that can control the flow velocity of the generated air; and we conducted an experiment to examine the cold sensation that the system can present. Our results revealed that various cold sensations can be generated so that the faster the flow velocity, the colder a user would feel.
近年来,人们对热显示技术进行了深入的研究,以表现物体更真实的触觉质量。由于人在不接触其他物体的情况下感受空气的温度,因此有必要以非接触的方式呈现热感觉。对非接触式热显示进行了研究;然而,很少有研究报道了一种可以以非接触方式显示冷的设备。在本研究中,我们提出了一种使用低温热源-涡流管的非接触式冷热显示器,当提供压缩空气时,它可以产生超低的空气温度。我们建立了一个将冷空气流速与皮肤吸收热量联系起来的冷却模型;我们实现了一个原型系统,可以控制产生的空气的流速;我们做了一个实验来检验这个系统所能呈现的冷感。我们的研究结果显示,可以产生各种各样的冷感,所以流速越快,用户就会感到越冷。
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引用次数: 17
OCTA Display: A Pin-Actuated Triangle-Surface Fingertip Shape Display – Design & Initial Tests OCTA显示:一个针脚驱动的三角形表面指尖形状显示-设计和初步测试
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816138
Duncan Raitt, P. Fairhurst, Calum Michael, Zoltan Melkes, Yeongmi Kim, M. Harders
We describe the design of and initial tests with the OCTA display – a new haptic interface which utilizes a novel tactile display in the form of eight dynamic triangular panels. The proposed device can render virtual height maps in 2.5D through the manipulation of these panels. Through integration with an optical sensor (similar to a standard computer peripheral mouse) to control cursor position, and the use of custom made software, for generating elevation information, the device varies the shape of the display so that virtual shapes may be explored in real-time. This paper outlines the hardware, software, and operation of the device, and describes a static and dynamic user study. These pilot studies indicate that simple static configurations of the OCTA display can be effectively recognized, with shapes using a 6 mm elevation range exhibiting a 90 % identification rate. The device also yielded a significantly higher dynamic identification rate than a single panel device.
我们描述了OCTA显示器的设计和初步测试-一种新的触觉界面,它采用了一种新颖的触觉显示器,以八个动态三角形面板的形式。该装置可以通过操纵这些面板绘制2.5D的虚拟高度图。通过与光学传感器(类似于标准的计算机外设鼠标)集成来控制光标位置,并使用定制的软件来生成高程信息,该设备可以改变显示器的形状,以便实时探索虚拟形状。本文概述了该设备的硬件、软件和操作,并对静态和动态用户进行了研究。这些初步研究表明,OCTA显示器的简单静态配置可以有效识别,使用6毫米高程范围的形状显示出90%的识别率。该装置也产生了显著高于单面板装置的动态识别率。
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引用次数: 1
BarryWhaptics: Towards Countering Social Biases Using Real-Time Haptic Enhancement of Voice BarryWhaptics:利用语音的实时触觉增强来对抗社会偏见
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816153
Antoine Weill--Duflos, Feras Al Taha, Pascal E. Fortin, J. Cooperstock
Studies suggest that imbalances in speaking opportunities during meetings often lead to sub-optimal meeting outcomes. These imbalances can be due to a variety of reasons, including people’s perception of speakers and their voice. Indeed, speakers with higher pitched voices were shown to be perceived as having lower leadership ability. In an attempt at countering such voice-pitch related biases, this work introduces BarryWhaptics, a real-time speech-to-haptics conversion system that leverages multimodal perception to alter the listener’s perception of a speaker. The system operates by augmenting human speech with vibration, applying more intense vibrations to voices that would ordinarily be considered low in dominance. Results from a pilot study assessing the influence of the system in a decision-making task demonstrate that it can meaningfully influence how users choose to follow instructions given by one speaker over another.
研究表明,会议期间发言机会的不平衡往往会导致不理想的会议结果。这些不平衡可能是由多种原因造成的,包括人们对说话者及其声音的看法。事实上,声调较高的人被认为领导能力较低。为了对抗这种与音高相关的偏见,这项工作引入了BarryWhaptics,这是一种实时语音-触觉转换系统,利用多模态感知来改变听者对说话者的感知。该系统的工作原理是通过振动来增强人类的语言,对通常被认为是低主导地位的声音施加更强烈的振动。一项评估该系统在决策任务中的影响的初步研究结果表明,它可以有意义地影响用户如何选择遵循一个发言者而不是另一个发言者给出的指示。
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引用次数: 2
Confinement of Vibrotactile Stimuli in Narrow Plates 窄板振动触觉刺激的限制
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816081
A. Dhiab, Charles Hudin
On a touch surface, providing a local vibrotactile feedback enables multiusers and multitouch interactions. While the vibration propagation usually impedes this localization, we show in this paper that narrow strip-shaped plates constitute waveguides in which bending waves below a cut-off frequency do not propagate. We provide a theoretical explanation of the phenomenon and experimental validations. We thus show that vibrations up to 2 kHz are well confined on top of the actuated area with vibration amplitude over 1 µm that can be felt by the fingers. The principle was validated with piezoelectric actuators of various shapes and a vibration motor.
在触摸表面上,提供局部振动触觉反馈可以实现多用户和多点触摸交互。虽然振动传播通常会阻碍这种定位,但我们在本文中表明,窄条形板构成波导,其中低于截止频率的弯曲波不会传播。我们对这一现象进行了理论解释和实验验证。因此,我们表明,高达2 kHz的振动被很好地限制在驱动区域的顶部,振动幅度超过1 μ m,可以被手指感觉到。用不同形状的压电驱动器和振动电机验证了该原理。
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引用次数: 13
Realistic Haptic Rendering of Collision Effects Using Multimodal Vibrotactile and Impact Feedback 使用多模态振动触觉和冲击反馈的碰撞效果的逼真触觉渲染
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816116
Chaeyong Park, Jaeyoung Park, Seungjae Oh, Seungmoon Choi
This paper addresses the potential benefits of multimodal haptic feedback combining vibrotactile and impact stimuli for the target domain of virtual collision simulation. In this hybrid approach, we complement the limitation of each modality with the advantage of the other modality. We present the design of a hybrid device including both vibration and impact actuators and a physics-based rendering method for realistic collision simulation. We also report a user study carried out to comparatively assess the subjective quality of haptic collision rendering using vibration only, impact only, and multimodal (vibration + impact) stimuli. Experimental results demonstrate that our multimodal approach can contribute to critically expanding the dynamic range of virtual collision simulation, especially between highly stiff objects.
本文讨论了振动触觉和冲击刺激相结合的多模态触觉反馈在虚拟碰撞仿真目标域的潜在优势。在这种混合方法中,我们用另一种模态的优点来补充每种模态的局限性。我们提出了一种混合装置的设计,包括振动和冲击致动器,以及一种基于物理的真实碰撞模拟渲染方法。我们还报告了一项用户研究,以比较评估仅使用振动、仅使用冲击和多模态(振动+冲击)刺激的触觉碰撞渲染的主观质量。实验结果表明,我们的多模态方法可以极大地扩展虚拟碰撞仿真的动态范围,特别是在高刚性物体之间。
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引用次数: 15
Haptic Stimulation with High Fidelity Vibro-Kinetic Technology Psychophysiologically Enhances Seated Active Music Listening Experience 高保真振动动力学技术的触觉刺激在心理生理上增强了坐姿的主动音乐聆听体验
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816115
Félix Giroux, Jared Boasen, S. Sénécal, M. Fredette, Armel Quentin Tchanou, Jean-François Ménard, Michel Paquette, Pierre-Majorique Léger
In the last decade, entertainment industries have been creating multi-sensory experiences using haptic stimulation delivered via vibro-kinetic (VK) seats that produce vibration and motion coincidental with audiovisual content. However, the effects of VK stimulation during purely auditory experiences remains unclarified. We addressed this scientific shortcoming by investigating the effects of high fidelity VK (HFVK) stimulation, on psychophysiological indices of emotional valence and arousal. The HFVK stimulation was delivered to 24 healthy participants through an HFVK enhanced seat during active music listening. Participants listened to six popular songs randomly chosen from a pool of 15 songs, with the songs presented randomly with or without HFVK stimulation. Psychological emotional valence and arousal were indexed based on two items of the Self-Assessment Manikin (SAM) scale. Physiological emotional valence and arousal were respectively indexed based on micro facial expressions and electrodermal activity. Our results revealed that psychological and physiological valence, and psychological arousal were higher with HFVK stimulation compared to a control condition where the chair was static. A post-experiment questionnaire further revealed greater subjective appreciation for the HFVK stimulation condition compared to the control condition. Overall, our results highlight the potential for HFVK technologies to enhance auditory listening experiences.
在过去的十年里,娱乐行业一直在创造多感官体验,通过振动动力学(VK)座椅提供触觉刺激,产生振动和运动与视听内容相一致。然而,在纯听觉体验中,VK刺激的效果尚不清楚。我们通过调查高保真度VK (HFVK)刺激对情绪效价和唤醒的心理生理指标的影响来解决这一科学缺陷。在积极听音乐的过程中,24名健康参与者通过HFVK增强座椅接受HFVK刺激。参与者听了从15首歌曲中随机选择的6首流行歌曲,这些歌曲在有或没有HFVK刺激的情况下随机播放。心理情绪效价和唤醒是基于自我评估模型(SAM)量表的两项指标。生理情绪效价和唤醒分别以微面部表情和皮肤电活动为指标。我们的研究结果显示,与椅子静止的对照条件相比,HFVK刺激的心理和生理效价以及心理唤醒更高。实验后问卷进一步显示,受试者对HFVK刺激条件的主观评价高于对照组。总的来说,我们的研究结果突出了HFVK技术在增强听觉体验方面的潜力。
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引用次数: 4
期刊
2019 IEEE World Haptics Conference (WHC)
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