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2019 IEEE World Haptics Conference (WHC)最新文献

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Ultrasound Rendering of Tactile Interaction with Fluids 触觉与流体相互作用的超声渲染
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816137
H. Barreiro, S. Sinclair, M. Otaduy
When we interact with fluid media, e.g., with our hands, we experience a spatially and temporally varying pressure field on our skin, which depends on the density and viscosity of the fluid, as well as the relative motion between our hands and the surrounding flow. Ultrasound phased arrays stimulate skin in mid air by controlling pressure waves at particular spatial locations. In this work, we explore the connection between the pressure-based stimulation of ultrasound haptics and the actual pressure field experienced when interacting with fluid media, to devise a novel algorithm for ultrasound-based rendering of tactile interaction with fluids. Our algorithm extracts the target pressure field on a virtual hand from an interactive fluid simulation, and formulates the computation of the rendered pressure as an optimization problem. We have designed an efficient solver for this optimization problem, and we show results of interactive experiments with several fluid simulations.
当我们与流体介质相互作用时,例如用我们的手,我们会在皮肤上经历一个时空变化的压力场,这取决于流体的密度和粘度,以及我们的手与周围流体之间的相对运动。超声波相控阵通过控制特定空间位置的压力波来刺激空气中的皮肤。在这项工作中,我们探索了超声触觉的压力刺激与流体介质相互作用时所经历的实际压力场之间的联系,设计了一种基于超声的流体触觉相互作用渲染算法。该算法从交互式流体仿真中提取虚拟手上的目标压力场,并将所呈现的压力计算公式化为优化问题。我们设计了一个高效的求解器,并给出了几个流体模拟的交互实验结果。
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引用次数: 9
Event-based Tactile Image Sensor for Detecting Spatio-Temporal Fast Phenomena in Contacts 基于事件的触觉图像传感器用于检测接触的时空快速现象
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816132
Kenta Kumagai, K. Shimonomura
We proposed an event-based tactile image sensor that provides tactile information with high temporal and spatial resolution. The sensor consists of an elastomer fingertip in which 361 markers are embedded and an event-based camera which detects temporal changes of intensity in each pixel. When the force is applied to the soft fingertip, it deforms and markers in the fingertip also move. Each pixel in the event-based camera responds to the motion of makers and generates events. Temporal resolution of the proposed tactile sensor is 500 μs and the number of pixels of the event-based camera used here is 128×128. The proposed sensor can detect fast phenomena in contacts and also measure the spatial contact pattern such as contact position and orientation.
提出了一种基于事件的触觉图像传感器,可提供高时空分辨率的触觉信息。该传感器包括一个弹性体指尖,其中嵌入了361个标记,以及一个基于事件的相机,该相机检测每个像素的强度的时间变化。当力施加在柔软的指尖上时,它会变形,指尖上的标记也会移动。基于事件的相机中的每个像素响应制造者的运动并生成事件。所提出的触觉传感器的时间分辨率为500 μs,这里使用的基于事件的相机像素数为128×128。该传感器可以检测接触中的快速现象,也可以测量空间接触模式,如接触位置和方向。
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引用次数: 11
Effect of Interference on Multi-Sensory Haptic Perception of Stretch and Squeeze 干扰对拉伸和挤压多感官触觉感知的影响
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816139
Zane A. Zook, Joshua J. Fleck, Tiffani W. Tjandra, M. O'Malley
Multi-sensory haptic systems have the potential to transfer a wide variety of information to a human user by delivering multiple types of haptic cues simultaneously. However, these systems may cause undesirable perceptual interference, which has already been observed in wearable systems that simultaneously convey skin stretch and squeeze cues. To investigate this observed perceptual interference, we conducted a psychophysical evaluation of the just-noticeable difference (JND) in skin stretch and squeeze cue magnitudes independently as well as in the presence of an interfering cue. A haptic testbed delivered each cue to a user’s proximal forearm. First, the JNDs of the two haptic cues were each measured alone. Then, the cues were delivered simultaneously and the JND values for stretch with squeeze interference and squeeze with stretch interference were measured. We found that the JND for the stretch cue increased with the addition of an interference squeeze cue, while the JND for the squeeze cue did not change with interference. Results suggest that there is an interference effect between multi-sensory haptic cues that, depending on cue type, can negatively impact haptic perception. Further development of multi-sensory devices that convey salient cues has the potential to mitigate this observed interference.
多感官触觉系统有可能通过同时传递多种类型的触觉线索来向人类用户传递各种各样的信息。然而,这些系统可能会引起不良的感知干扰,这已经在可穿戴系统中观察到,同时传递皮肤拉伸和挤压信号。为了研究这种观察到的感知干扰,我们对独立的皮肤拉伸和挤压提示大小以及存在干扰提示的情况下的刚可察觉差异(JND)进行了心理物理评估。触觉测试平台将每个提示传递到用户的近端前臂。首先,分别测量两种触觉线索的JNDs。然后,同时传递线索,测量挤压干涉拉伸和挤压干涉拉伸的JND值。我们发现拉伸杆的JND随干涉挤压杆的增加而增加,而挤压杆的JND不随干涉而变化。结果表明,多感官触觉线索之间存在干扰效应,根据线索类型的不同,这种干扰效应会对触觉感知产生负面影响。进一步发展多感官装置,传达显著的线索,有可能减轻这种观察到的干扰。
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引用次数: 8
Z-Qualities and Renderable Mass-Damping-Stiffness Spaces: Describing the Set of Renderable Dynamics of Kinesthetic Haptic Displays z质量和可渲染质量-阻尼-刚度空间:描述动觉触觉显示的可渲染动态集
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816117
Nick Colonnese, Sonny Chan
In this paper we define language and definitions to define the renderable set of dynamics that a general kinesthetic haptic display can render to a human operator. This is accomplished in three steps. First, we present a model that applies to every kinesthetic haptic display. Then, we define the Z-Qualities of a haptic display: characteristics that describe the display’s stability, sensitivity to instrumentation error, speed of changing the rendered dynamics, and accuracy of the rendered and desired dynamics. Finally, we define the Renderable Mass-Damping-Stiffness Spaces of a haptic display: the set of mass-damper-spring impedances that the display can render that satisfy specified Z-Quality constraints. We highlight existing key results for various Z-Qualities, and provide illustrative examples of renderable mass-damping-stiffness spaces for popular specified Z-Qualities ‘Passiva’ and ‘Stabila.’ This work aims to provide a framework for determining if a given haptic display can render dynamics with certain qualities, and we hope is particularly useful for psychophysical and scientific studies where accurate rendered dynamics to the human are essential.
在本文中,我们定义了语言和定义,以定义一般动觉触觉显示器可以呈现给人类操作员的可渲染动态集。这可以通过三步来完成。首先,我们提出了一个适用于所有动觉触觉显示的模型。然后,我们定义了触觉显示器的z质量:描述显示器稳定性的特性,对仪器误差的敏感性,改变呈现动态的速度,以及呈现和期望动态的准确性。最后,我们定义了触觉显示器的可渲染质量-阻尼-刚度空间:一组质量-阻尼-弹簧阻抗,显示器可以呈现,满足指定的Z-Quality约束。我们强调了各种z -品质的现有关键结果,并提供了用于流行的特定z -品质“被动”和“稳定”的可渲染质量阻尼-刚度空间的说明性示例。“这项工作旨在提供一个框架,以确定给定的触觉显示是否可以呈现具有特定质量的动态,我们希望这对心理物理学和科学研究特别有用,因为对人类来说,准确呈现动态是必不可少的。”
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引用次数: 0
HapTex: A Database of Fabric Textures for Surface Tactile Display HapTex:用于表面触觉显示的织物纹理数据库
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816167
Jian Jiao, Yuru Zhang, Dangxiao Wang, Xingwei Guo, Xiaoying Sun
Understanding physical properties of real-world haptic interaction is fundamental to create realistic virtual textures. Existing databases on haptic texture information are mainly constructed based on tool-surface interaction, which might be inappropriate to reveal the mechanical behavior of finger-texture interaction. In this paper, we introduce a haptic texture database of fabrics defined by friction force during the interaction between bare-finger and real-fabric. The database includes the friction force, the normal force applied by the fingertip, friction coefficient, displacement and velocity of the fingertip. These data were acquired when sliding a fingertip across 120 kinds of fabrics. We illustrate the application of the database through one example of haptic texture modeling and rendering, which allows users to feel virtual haptic texture on an electrostatic tactile display. In the end, we envision and exploit several potential applications for the database. The database is available online for free access and use by the research community.
了解真实世界触觉交互的物理特性是创建逼真的虚拟纹理的基础。现有的触觉纹理信息数据库主要是基于工具-表面交互作用构建的,可能不适合揭示手指-纹理交互作用的力学行为。本文介绍了一种基于手指与真实织物相互作用时摩擦力定义的织物触觉纹理数据库。该数据库包括摩擦力、指尖施加的法向力、摩擦系数、指尖的位移和速度。这些数据是在手指滑动120种织物时获得的。我们通过一个触觉纹理建模和渲染的例子来说明该数据库的应用,该数据库允许用户在静电触觉显示器上感受虚拟触觉纹理。最后,我们设想并开发了数据库的几个潜在应用程序。该数据库可在线免费获取,供研究界使用。
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引用次数: 9
Vibrotactile Signal Compression Based on Sparse Linear Prediction and Human Tactile Sensitivity Function 基于稀疏线性预测和人体触觉灵敏度函数的振动触觉信号压缩
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816110
Rania Hassen, E. Steinbach
In this work, we present a novel vibrotactile coding scheme that encompasses a sparse linear predictor and a perceptual compressor. The predictor introduces a sparsity constraint both on the prediction coefficients and the residual. The prediction residual is then filtered and quantized using a human tactile sensitivity function generated from the vibrotactile detection threshold-frequency characteristics. Furthermore, a novel objective quality assessment method (ST-SIM) for vibrotactile signals that embraces perceptual spectral and temporal similarity measures is developed. ST-SIM is then used to evaluate and validate the overall signal quality and proposed compression scheme performance using different vibrotactile signal contents.
在这项工作中,我们提出了一种新的振动触觉编码方案,该方案包含一个稀疏线性预测器和一个感知压缩器。预测器在预测系数和残差上都引入了稀疏性约束。然后使用由振动触觉检测阈值-频率特征生成的人类触觉灵敏度函数对预测残差进行滤波和量化。此外,提出了一种新的振动触觉信号客观质量评估方法(ST-SIM),该方法包含感知频谱和时间相似性度量。然后使用ST-SIM来评估和验证使用不同振动触觉信号内容的整体信号质量和所提出的压缩方案的性能。
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引用次数: 12
Achieving High Stiffness Range of Force Feedback Gloves using Variable Stiffness Mechanism* 使用可变刚度机制实现高刚度范围的力反馈手套*
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816160
Yuan Guo, Dangxiao Wang, Ziqi Wang, X. Yang, Haitong Wang, Yuru Zhang, Weiliang Xu
Force feedback glove is a promising interface for producing immersive haptic sensation in virtual reality and teleoperation systems. One open problem of existing gloves is to simulate virtual objects with adjustable stiffness in a fast dynamic response, along with lightweight and good back-drivability. In this paper, we introduce a leverage pivot modulating mechanism to achieve variable stiffness simulation for force feedback gloves. To simulate free space operation, the revolute pairs of the mechanism move in the unlocked state, which allows the user to clench his/her fist or fully extend fingers. To simulate constrained space operation, the revolute pairs are locked and passive feedback forces are generated at the fingertip. The total weight of the single-finger prototype glove is 55g. Experimental results show that the backdrive force of the glove is less than 0.069N in the free space, and the fingertip force reaches up to 12.76N in the constrained space. The stiffness of the glove is tuned by changing its structural stiffness, which ranges from 136.96Nmm/rad to 3368.99Nmm/rad.
力反馈手套是在虚拟现实和远程操作系统中产生沉浸式触觉的一种很有前途的界面。现有手套的一个开放问题是模拟具有快速动态响应的可调节刚度的虚拟物体,以及轻量级和良好的反向驾驶性。在本文中,我们介绍了一种杠杆支点调制机构来实现力反馈手套的变刚度仿真。为了模拟自由空间操作,机构的转动副在解锁状态下运动,允许用户握紧拳头或完全伸出手指。为了模拟受限空间操作,将转动副锁定,并在指尖产生被动反馈力。单指原型手套的总重量为55g。实验结果表明,手套在自由空间的反作用力小于0.069N,在受限空间的指尖作用力可达12.76N。通过改变手套的结构刚度来调节手套的刚度,其范围从136.96Nmm/rad到3368.99Nmm/rad。
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引用次数: 2
Phantom Sensation: When the phantom escapes the bounds of the actuators and the end-point is sensed in the air 幻影感:当幻影脱离执行器的边界时,在空气中感知到终点
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816176
Angélina Bellicha, Andrés Trujillo-León, W. Bachta
The Phantom Sensation is a case of spatiotemporal interaction. In this paper, we study the influence of the duration of a stimulation on the position of the perceived end-point of the illusion. We find that the position of the end-point is highly dependent on the duration of the stimulation. Three experiments have been conducted. Participants held an object delivering phantom sensations of different durations. We show that for durations ranging from 0.25 to 2.5s, the direction of the illusory motion is well perceived (experiment 1). We secondly show that for increased durations (> 0.75s), the perceived endpoint of the illusion can be located outside of the hand, inside the object held (experiment 2). We finally show that for increased durations (> 1.5s), the perceived end-point can be located even further, outside of the object held, i.e. beyond the intra-actuator space (experiment 3).
幻感是一个时空相互作用的例子。在本文中,我们研究了刺激持续时间对错觉感知终点位置的影响。我们发现,终点的位置高度依赖于刺激的持续时间。进行了三个实验。参与者拿着一个物体,产生不同持续时间的幻像。我们表明,在0.25到2.5s的持续时间范围内,错觉运动的方向被很好地感知(实验1)。其次,我们表明,在持续时间增加(> 0.75s)的情况下,错觉的感知端点可以位于手的外部,在握住的物体内部(实验2)。我们最后表明,在持续时间增加(> 1.5s)的情况下,感知端点可以位于更远的位置,在握住的物体之外,即在驱动器内部空间之外(实验3)。
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引用次数: 2
Bellowband: A Pneumatic Wristband for Delivering Local Pressure and Vibration 风箱带:用于传递局部压力和振动的气动腕带
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816075
Eric M. Young, Amirhossein H. Memar, Priyanshu Agarwal, Nick Colonnese
In this paper we present the design and control of Bellowband, a pneumatic wristband for localized pressure and vibration haptic feedback. The wristband has eight equally spaced pneumatic bellows that extend into the wrist, constructed from layers of polyester thermoplastic polyurethane (TPU), resulting in a flexible, lightweight (11 g) band capable of rendering complex pressure and vibration cues to the user. Each bellow can withstand over 100 kPa, extend over 10 mm, and exert over 10 N of force at zero displacement. Quasi-static analysis is performed to estimate bellow force for a given input pressure and bellow displacement, and the dynamic response is examined experimentally. Finally, we demonstrate the wristband’s ability to deliver various haptic cues to the wrist, including uniform squeeze, uniform vibration, local force, and local vibration. Bellowband is a thin, soft, low-encumbrance wristband that can provide meaningful haptic feedback, making it ideal for AR/VR environments.
本文介绍了一种用于局部压力和振动触觉反馈的气动腕带Bellowband的设计与控制。该腕带由聚酯热塑性聚氨酯(TPU)层构成,有8个等间距的气动波纹管延伸到手腕,形成一个灵活、轻便(11克)的腕带,能够向用户呈现复杂的压力和振动信号。每个波纹管可以承受超过100kpa,延伸超过10mm,在零位移下施加超过10n的力。在给定的输入压力和波纹管位移条件下,对波纹管力进行了准静态分析,并对波纹管的动态响应进行了实验验证。最后,我们展示了腕带向手腕传递各种触觉信号的能力,包括均匀挤压、均匀振动、局部力和局部振动。Bellowband是一款轻薄、柔软、低负担的腕带,可以提供有意义的触觉反馈,是AR/VR环境的理想选择。
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引用次数: 29
Wearable Suction Haptic Display with Spatiotemporal Stimulus Distribution on a Finger Pad 指垫上具有时空刺激分布的可穿戴式吸触显示器
Pub Date : 2019-07-01 DOI: 10.1109/WHC.2019.8816156
Hikaru Nagano, Kazuya Sase, M. Konyo, S. Tadokoro
Stimulus distribution on a finger pad dynamically changes during dynamic interactions such as manipulation or handling of an object. This is caused by the magnitude and direction of the applied force on the finger pad and the elasticity of materials handled. Several past studies proposed wearable tactile systems. However, generation of distributed stimuli on a finger pad (multiple degrees of freedom stimulation) has not yet been achieved. Herein, we propose a rendering system for stimulus distribution on a finger pad. The proposed system consists of a display using multi-channel suction that presents distributed stimuli to a finger pad skin, and a real-time simulator that calculates dynamic pressure distribution on the finger pad when in contact with an elastic object. The developed display has good wearability as lightweight (5 g) and compact because it does not have an actuator on the fingertip in spite of multiple outputs (16 suction ports). We performed two different experiments using the proposed system. These experiments proved that it is possible to present different stimulus distribution depending on the contact posture between a finger and an object (experiment 1) and to present the softness of the virtual material with different elasticity values (experiment 2).
在操纵或处理物体等动态交互过程中,指垫上的刺激分布会发生动态变化。这是由施加在指垫上的力的大小和方向以及所处理材料的弹性引起的。过去的一些研究提出了可穿戴触觉系统。然而,在指垫上产生分布式刺激(多自由度刺激)尚未实现。在此,我们提出了一个手指垫上刺激分布的渲染系统。该系统包括一个使用多通道吸力的显示器,该显示器向指垫皮肤呈现分布式刺激,以及一个实时模拟器,该模拟器计算与弹性物体接触时指垫上的动态压力分布。开发的显示器具有良好的可穿戴性,重量轻(5克)和紧凑,因为尽管有多个输出(16个吸口),但它没有指尖上的致动器。我们使用所提出的系统进行了两个不同的实验。这些实验证明,可以根据手指与物体的接触姿势呈现不同的刺激分布(实验1),可以呈现不同弹性值的虚拟材料的柔软度(实验2)。
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引用次数: 5
期刊
2019 IEEE World Haptics Conference (WHC)
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