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2010 IEEE Haptics Symposium最新文献

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Cooperative teleoperation control with projective force mappings 具有投射力映射的协同遥操作控制
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444641
P. Malysz, S. Sirouspour
The performance objectives of multiple-master/single-slave cooperative teleoperation systems typically involve shared control where each master device controls the same degrees of freedom of the slave manipulator. In this paper, the transparency objectives for multi-master/single-slave teleoperation systems are generalized to include projected force mappings. These mappings can divide the control of the slave robot in arbitrarily defined task subspaces among the master devices. Constraint type forces are reflected to the operator(s) consistent with such task division. A provably stable adaptive controller is presented to facilitate the new projected force mappings. Experiments with a planar 3DOF dual-master/singleslave teleoperation system are provided to demonstrate the operation of the proposed cooperation teleoperation control strategy.
多主/单从协作远程操作系统的性能目标通常涉及共享控制,其中每个主设备控制从机械臂的相同自由度。本文将多主/单从远程操作系统的透明度目标推广到包含投影力映射。这些映射可以在任意定义的任务子空间中将从机器人的控制权划分到主设备之间。约束类型的力反映给与这种任务划分一致的操作员。提出了一种可证明稳定的自适应控制器,以方便新的投影力映射。以平面三维双主单从遥操作系统为实验对象,验证了所提出的协同遥操作控制策略的可操作性。
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引用次数: 9
High frequency acceleration feedback significantly increases the realism of haptically rendered textured surfaces 高频加速反馈显著增加了触觉渲染纹理表面的真实感
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444665
William McMahan, Joseph M. Romano, Amal Rahuman, K. J. Kuchenbecker
Almost every physical interaction generates high frequency vibrations, especially if one of the objects is a rigid tool. Previous haptics research has hinted that the inclusion or exclusion of these signals plays a key role in the realism of haptically rendered surface textures, but this connection has not been formally investigated until now. This paper presents a human subject study that compares the performance of a variety of surface rendering algorithms for a master-slave teleoperation system; each controller provides the user with a different combination of position and acceleration feedback, and subjects compared the renderings with direct tool-mediated exploration of the real surface. We use analysis of variance to examine quantitative performance metrics and qualitative realism ratings across subjects. The results of this study show that algorithms that include high-frequency acceleration feedback in combination with position feedback achieve significantly higher realism ratings than traditional position feedback alone. Furthermore, we present a frequency-domain metric for quantifying a controller's acceleration feedback performance; given a constant surface stiffness, the median of this metric across subjects was found to have a significant positive correlation with median realism rating.
几乎每一次物理相互作用都会产生高频振动,特别是当其中一个物体是刚性工具时。先前的触觉研究暗示,这些信号的包含或排除在触觉渲染表面纹理的真实感中起着关键作用,但这种联系直到现在还没有正式研究。本文提出了一项人体研究,比较了主从远程操作系统中各种表面绘制算法的性能;每个控制器为用户提供不同的位置和加速度反馈组合,受试者将渲染图与直接工具介导的真实表面探索进行比较。我们使用方差分析来检查受试者的定量绩效指标和定性现实主义评级。本研究结果表明,将高频加速度反馈与位置反馈相结合的算法比单独使用传统位置反馈获得了更高的真实感评级。此外,我们提出了一个频域度量来量化控制器的加速度反馈性能;给定一个恒定的表面刚度,这个度量的中位数被发现与中位数现实主义评级有显著的正相关。
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引用次数: 68
An initial study of visuohaptic simulation of point-charge interactions 点电荷相互作用的视触觉模拟初步研究
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444623
Jaeyoung Park, Kwangtaek Kim, H. Tan, R. Reifenberger, G. Bertoline, Tallulah Hoberman, D. Bennett
We report an initial study on the use of visuohaptic simulation in teaching STEM (Science, Technology, Engineering and Mathematics) topics, with particular emphasis on physics concepts related to the learning of nanotechnology at the undergraduate level. Visuohaptic simulations of point charges and their interactions were developed. Thirty-eight undergraduate students from a physics lab course were recruited to participate in an educational study. Half of the students were assigned to a visuohaptic (VH) group where they could see as well as feel interaction forces rendered with a Falcon force-feedback device. The other half of the students were assigned to a visual (V) group where they could interact with the same simulation via a computer mouse but did not feel any forces. Results from a 10-question content test showed that both groups benefited from the computer simulation. There were no statistical differences between the VH and V groups, presumably due to the relatively small number of participants who completed quantitative assessments. However, qualitative results from observations and interviews indicated that students in the VH groups were more motivated and engaged in the lab activities, reported more positive attitude towards learning, and felt more confident about their understanding and retention of knowledge. Our findings have been used to design a larger-scale study that will further investigate the use of visuohaptic technology in nanotechnology education.
我们报告了一项关于在STEM(科学、技术、工程和数学)主题教学中使用视觉触觉模拟的初步研究,特别强调了与本科阶段纳米技术学习相关的物理概念。开发了点电荷及其相互作用的视触觉模拟。本研究招募了38名物理实验班本科生参加一项教育研究。一半的学生被分配到视觉触觉(VH)组,在那里他们可以看到和感受到由猎鹰力反馈装置呈现的相互作用力。另一半学生被分配到视觉(V)组,在那里他们可以通过电脑鼠标与同样的模拟互动,但感觉不到任何力。10道题内容测试的结果显示,两组人都从计算机模拟中受益。VH组和V组之间没有统计学差异,可能是因为完成定量评估的参与者相对较少。然而,观察和访谈的定性结果表明,VH组的学生更积极地参与实验室活动,对学习的态度更积极,对自己的理解和保留知识更有信心。我们的发现已被用于设计一项更大规模的研究,该研究将进一步调查视觉触觉技术在纳米技术教育中的应用。
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引用次数: 18
Enhancing rate-hardness of energy-bounding algorithm by considering Coulomb friction of haptic interface 考虑触觉界面库仑摩擦提高能量边界算法的速率-硬度
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444663
Jaeha Kim, Changhoon Seo, J. Ryu, Jong-Phil Kim
In haptics, both transparency and stability are major requirements for providing realistic feeling of virtual objects. The crisp contact feeling at the instant of touch with high impedance walls is necessary especially for proper identification and manipulation of virtual objects. This paper presents a new passivity condition that explicitly includes Coulomb friction effects. Moreover, the energy bounding algorithm incorporating Coulomb friction effects shows that the viscous damping of the haptic device affects the maximum displayable stiffness in steady-state and that the Coulomb friction of the device contributes to temporarily enhance rate-hardness in initial transient responses. Experimental results are presented for showing effectiveness of the proposed derivation and control law.
在触觉学中,透明性和稳定性是提供虚拟物体真实感的主要要求。在与高阻抗壁接触的瞬间,清晰的接触感对于正确识别和操纵虚拟物体是必要的。本文提出了一个明确包含库仑摩擦效应的新被动条件。此外,考虑库仑摩擦效应的能量边界算法表明,触觉装置的粘性阻尼影响稳态下的最大显示刚度,并且装置的库仑摩擦有助于暂时提高初始瞬态响应的速率-硬度。实验结果表明了所提出的推导和控制律的有效性。
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引用次数: 3
New experimental method based biological soft tissue modeling 基于生物软组织建模的实验新方法
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444621
B. Ahn, Jung Kim
Accurate models of biological soft tissues are important to calculate the interaction forces for haptic feedback as well as simulation of deformation. However, tissue characterization that takes into account comprehensive boundary conditions of tissue experiments remains a challenge due to difficulties of testing and a lack of experimental data. In this paper, we present a novel experimental method that capturing trajectories of points on the tissue surface and interaction forces at the indenter concurrently. Experiments were carried out with a three-dimensional (3D) optical system and a force transducer. The tissue model was characterized with the inverse optimization algorithm and the force response results. From the results in our study, a model with estimated parameters from the force response might not fully regenerate the deformation; this could be an interesting extension of our work. Moreover, with this technique, we check two commonly made assumptions for soft tissue modeling; incompressibility and axisymmetry conditions.
准确的生物软组织模型对于计算触觉反馈的相互作用力以及变形模拟具有重要意义。然而,由于测试困难和缺乏实验数据,考虑组织实验综合边界条件的组织表征仍然是一个挑战。在本文中,我们提出了一种新的实验方法,同时捕获组织表面上点的轨迹和压头处的相互作用力。实验采用三维光学系统和力传感器进行。利用逆优化算法和力响应结果对组织模型进行了表征。从我们的研究结果来看,根据力响应估计参数的模型可能无法完全恢复变形;这可能是我们工作的有趣延伸。此外,通过这种技术,我们检查了软组织建模的两个常见假设;不可压缩性和轴对称条件。
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引用次数: 0
HITPROTO: a tool for the rapid prototyping of haptic interactions for haptic data visualization HITPROTO:用于触觉数据可视化的快速触觉交互原型的工具
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444647
Sabrina A. Panëels, Jonathan C. Roberts, P. Rodgers
The use of haptic devices is becoming widespread, particularly with their growth in the home-games market and on mobile phones. Likewise, the number of haptic devices and APIs is increasing. However, it is still difficult to program and develop haptic applications. Consequently, there is a need to hide the complexity of programming a haptic application or interactions by providing prototyping tools or frameworks. In particular, one growing application area is haptic data visualization (also called haptification): the use of haptic devices to represent and realize information and data. This paper presents a visual prototyping tool for haptic interactions for data visualization. Users can easily and quickly create haptic interactions through a visual programming interface with tunable parameters. This paper also presents a user evaluation aimed at demonstrating that non-programmers can create simple haptic interactions and which also indicates potential improvements to the tool.
触觉设备的使用正变得越来越普遍,特别是随着它们在家庭游戏市场和手机上的发展。同样,触觉设备和api的数量也在不断增加。然而,编程和开发触觉应用仍然很困难。因此,有必要通过提供原型工具或框架来隐藏编程触觉应用程序或交互的复杂性。特别是,一个日益增长的应用领域是触觉数据可视化(也称为haptification):使用触觉设备来表示和实现信息和数据。本文提出了一种用于数据可视化的触觉交互可视化原型工具。用户可以通过具有可调参数的可视化编程界面轻松快速地创建触觉交互。本文还提出了一个用户评估,旨在证明非程序员可以创建简单的触觉交互,这也表明了该工具的潜在改进。
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引用次数: 13
Haptic interaction with volumetric datasets using surface-based haptic libraries 使用基于表面的触觉库与体积数据集进行触觉交互
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444648
Silvio H. R. Rizzi, C. Luciano, P. Banerjee
An algorithm to provide haptic feedback directly from volumetric datasets is introduced in this paper. The algorithm is able to reproduce and extend the functionality of surface-based haptics rendering methods. It can be easily implemented on top of existing haptic libraries, such as Sensable's OpenHaptics. In addition, our approach overcomes poor performance in OpenHaptics for models consisting of a large number of polygons (1Million+). The algorithm allows detecting collisions with multiple 3-dimensional shapes. After comparing alternative approaches, such as Depth Buffer and Feedback Buffer, as well as SenseGraphics' Volume Haptics ToolKit (ScalarSurfaceFriction mode), our algorithm delivers the highest performance in terms of rendering time.
本文介绍了一种直接从体积数据集提供触觉反馈的算法。该算法能够复制和扩展基于表面的触觉渲染方法的功能。它可以很容易地在现有的触觉库(如Sensable的OpenHaptics)上实现。此外,我们的方法克服了OpenHaptics在包含大量多边形(100万+)的模型上的糟糕性能。该算法允许检测具有多个三维形状的碰撞。在比较了其他方法后,如深度缓冲和反馈缓冲,以及SenseGraphics的体积触觉工具包(ScalarSurfaceFriction模式),我们的算法在渲染时间方面提供了最高的性能。
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引用次数: 9
Stability analysis of haptic interfaces for different types of sampled signals and virtual environment implementations 不同采样信号类型的触觉接口稳定性分析及虚拟环境实现
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444640
A. Haddadi, K. Hashtrudi-Zaad
Robust stability of haptic simulation systems against any passive operator dynamics not only depends on the dynamic parameters of the haptic device, haptic controller and virtual environment but also on the type of signals sampled and the digital implementation of the virtual environment. In this paper, we analytically investigate the robust stability of the systems in which the device position or velocity is sampled, backward difference or Tustin differentiation method is employed for the implementation of damper-spring virtual environments, and accurate or approximate model is used to represent the sampling process. The analytical study reveals potential issues in the use of sampling approximation and more importantly introduces less conservative stability conditions on system dynamic parameters when velocity is sampled.
触觉仿真系统对任何被动操作者动态的鲁棒稳定性不仅取决于触觉设备、触觉控制器和虚拟环境的动态参数,还取决于采样信号的类型和虚拟环境的数字化实现。本文分析研究了装置位置或速度采样系统的鲁棒稳定性,采用后向差分或塔斯汀微分法实现阻尼-弹簧虚拟环境,并采用精确或近似模型表示采样过程。分析研究揭示了使用采样近似的潜在问题,更重要的是引入了采样速度时系统动态参数的不太保守的稳定性条件。
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引用次数: 14
Emulating human attention-getting practices with wearable haptics 用可穿戴的触觉模拟人类的注意力
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444662
Matthew A. Baumann, Karon E Maclean, T. Hazelton, Ashley McKay
Our computers often need to get our attention, but have inadequate means of modulating the intrusiveness with which they do so. Humans commonly use social touch to gain one another's attention. In this paper, we describe an early exploration of how an expressive, wearable or holdable haptic display could emulate human social practices with the goal of evoking comparable responses from users. It spans three iterations of rapid prototyping and user evaluation, beginning with broad-ranging physical brainstorming, before proceeding to higher-fidelity actuated prototypes. User reactions were incorporated along the way, including an assessment of the low-fidelity prototypes' expressiveness. Our observations suggest that, using simple and potentially unintrusive body-situated mechanisms like a bracelet, it is possible to convey a range of socially gradable attention-getting expressions to be useful in real contexts.
我们的计算机经常需要引起我们的注意,但却没有足够的手段来调节它们的侵入性。人类通常通过社交接触来获得彼此的注意。在本文中,我们描述了一个早期的探索如何表达,可穿戴或可持有的触觉显示可以模仿人类的社会实践,以唤起用户的可比反应的目标。它跨越了快速原型和用户评估的三个迭代,从广泛的物理头脑风暴开始,然后进行更高保真度的驱动原型。在这个过程中,用户的反应被纳入其中,包括对低保真原型的表现力的评估。我们的观察表明,使用简单的、潜在的非侵入性身体机制,如手镯,有可能传达一系列在现实环境中有用的社会可评分的注意力获得表达。
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引用次数: 62
Progressive haptic and visual guidance for training in a virtual dynamic task 渐进式触觉和视觉指导在虚拟动态任务中的训练
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444632
J. Huegel, M. O'Malley
This paper presents the design and implementation of a novel progressive haptic guidance scheme and a similar visual guidance scheme for acquisition of a dynamic motor skill. The paper compares the schemes' performance to each other and to practice alone without any form of guidance. The target-hitting task is represented in a visual and haptic virtual environment and implemented in a training protocol that lasts eleven sessions over a two-month period. The progressive guidance controller employs as inputs two expertise-based performance measures, trajectory error and input frequency. The analysis of the experimental results demonstrates that while guidance is active, haptic guidance outperforms both visual guidance and practice alone (no guidance) until late in the protocol when all three groups saturate at the same level of performance. The results fail to show significant differences in training outcomes because the performance of all participants saturates toward the end of the protocol. The key implication of the experimental findings is that visual and haptic guidance presented in a progressive manner have no detrimental effects on performance. Our results confirm that haptic guidance, based on skill component measures, is effective early in the training protocol when participants are only beginning to understand the components of the task but should be progressively removed to avoid possible negative dependence on the guidance.
本文设计并实现了一种新的渐进式触觉指导方案和一种类似的视觉指导方案,用于动态运动技能的习得。本文对各方案的性能进行了比较,并在没有任何形式指导的情况下单独进行了比较。目标击中任务在视觉和触觉虚拟环境中进行,并在为期两个月的11次训练协议中实施。渐进式制导控制器采用轨迹误差和输入频率两种基于经验值的性能指标作为输入。实验结果的分析表明,当引导是主动的,触觉引导优于视觉引导和单独练习(没有指导),直到协议的后期,当所有三组都达到相同的表现水平时。结果没有显示出训练结果的显著差异,因为所有参与者的表现在协议结束时饱和。实验结果的关键含义是,视觉和触觉指导以渐进的方式呈现,对表现没有不利影响。我们的研究结果证实,基于技能成分测量的触觉指导在训练方案的早期是有效的,当参与者刚刚开始理解任务的成分时,应该逐步取消,以避免可能对指导的负面依赖。
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引用次数: 51
期刊
2010 IEEE Haptics Symposium
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