评估触觉形状渲染中的触觉反馈和运动反馈:一项试点研究

Alexandre L. Ratschat, Bob M. van Rooij, Johannes Luijten, Laura Marchal-Crespo
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引用次数: 0

摘要

在当前用于运动技能训练的虚拟现实环境中,通常只提供与受训者互动的虚拟物体的视觉信息。然而,通过皮肤(触觉反馈)和肌肉机械感受器(动觉反馈)收集到的有关物体形状等信息,对于成功与这些物体进行交互至关重要。为了提供这些重要信息,以往的触觉界面都以提供触觉反馈或运动反馈为目标,而多模态触觉和运动反馈对感知虚拟对象特征的有效性在很大程度上仍有待探索。在此,我们介绍了一项由 16 名参与者参与的实验结果,该实验旨在评估多模态触觉和动觉反馈对形状感知的有效性。实验采用被试内部设计,要求被试在没有视觉反馈的情况下,在触觉和动觉反馈一致或只有动觉反馈的情况下,探索虚拟形状,然后再现虚拟形状。触觉反馈是通过安装在指尖上的电缆驱动平台提供的,而动觉反馈则是通过触觉手套提供的。为了测量参与者感知和再现渲染图形的能力,我们测量了参与者探索和再现图形所花费的时间,以及探索后渲染图形和再现图形之间的误差。此外,我们还使用成熟的调查问卷评估了参与者的工作量和动机。我们发现,在探索形状的过程中同时获得触觉和动觉反馈会降低再现误差,延长再现时间。联合条件下更长的再现时间可能表明,参与者可以更好地学习形状,因此在再现时会更加小心。我们没有发现不同条件下探索图形所花费的时间或参与者的工作量和动机存在差异。不同条件下的工作量没有差异,可能是由于所报告的工作量处于最低至中等水平,这表明进一步减少工作量的空间很小。我们的研究强调了在与有形虚拟物体进行交互时,多模态一致触觉和动觉反馈的潜在优势,这些反馈可应用于虚拟模拟器中的实训应用。
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Evaluating tactile feedback in addition to kinesthetic feedback for haptic shape rendering: a pilot study
In current virtual reality settings for motor skill training, only visual information is usually provided regarding the virtual objects the trainee interacts with. However, information gathered through cutaneous (tactile feedback) and muscle mechanoreceptors (kinesthetic feedback) regarding, e.g., object shape, is crucial to successfully interact with those objects. To provide this essential information, previous haptic interfaces have targeted to render either tactile or kinesthetic feedback while the effectiveness of multimodal tactile and kinesthetic feedback on the perception of the characteristics of virtual objects still remains largely unexplored. Here, we present the results from an experiment we conducted with sixteen participants to evaluate the effectiveness of multimodal tactile and kinesthetic feedback on shape perception. Using a within-subject design, participants were asked to reproduce virtual shapes after exploring them without visual feedback and with either congruent tactile and kinesthetic feedback or with only kinesthetic feedback. Tactile feedback was provided with a cable-driven platform mounted on the fingertip, while kinesthetic feedback was provided using a haptic glove. To measure the participants’ ability to perceive and reproduce the rendered shapes, we measured the time participants spent exploring and reproducing the shapes and the error between the rendered and reproduced shapes after exploration. Furthermore, we assessed the participants’ workload and motivation using well-established questionnaires. We found that concurrent tactile and kinesthetic feedback during shape exploration resulted in lower reproduction errors and longer reproduction times. The longer reproduction times for the combined condition may indicate that participants could learn the shapes better and, thus, were more careful when reproducing them. We did not find differences between conditions in the time spent exploring the shapes or the participants’ workload and motivation. The lack of differences in workload between conditions could be attributed to the reported minimal-to-intermediate workload levels, suggesting that there was little room to further reduce the workload. Our work highlights the potential advantages of multimodal congruent tactile and kinesthetic feedback when interacting with tangible virtual objects with applications in virtual simulators for hands-on training applications.
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