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2010 IEEE Haptics Symposium最新文献

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BlindAid: Virtual environment system for self-reliant trip planning and orientation and mobility training 盲助:虚拟环境系统,用于自力更生的旅行规划、定位和移动训练
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444631
D. W. Schloerb, O. Lahav, J. G. Desloge, M. Srinivasan
BlindAid is a virtual environment (VE) system that enables blind people to more easily learn about new environments on their own. The system is implemented on a desktop personal computer with a Phantom? haptic interface and three-dimensional spatialized audio. In addition to providing blind users with non-visual stimuli similar to what they will depend on in the actual environment, the system is designed to enhance and accelerate the user's understanding of the unknown environment by giving him/her the ability to interact with the VE in ways that are not possible in the real world. The BlindAid system was developed and evaluated as part of an experimental study related to how people who are blind build cognitive maps of their physical environment and how recent advances in VE technology might support orientation and mobility (O&M) training. The current system is able to provide a visual display and record the user's actions in the VE for later review by researchers and O&M instructors. The paper focuses on the technical development of the system with some results from an initial evaluation by four blind volunteers.
BlindAid是一个虚拟环境(VE)系统,可以让盲人更容易地自己学习新的环境。该系统是在一台带有Phantom?触觉界面和三维空间化音频。除了为盲人用户提供类似于他们在实际环境中所依赖的非视觉刺激外,该系统还旨在通过赋予他/她以现实世界中不可能的方式与VE交互的能力来增强和加速用户对未知环境的理解。盲助系统的开发和评估是一项实验研究的一部分,该研究涉及盲人如何构建其物理环境的认知地图,以及VE技术的最新进展如何支持定向和移动(O&M)培训。目前的系统能够提供视觉显示,并记录用户在VE中的动作,供研究人员和运维讲师稍后审查。本文重点介绍了该系统的技术开发,并从四位盲人志愿者的初步评估中获得了一些结果。
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引用次数: 56
Discrimination of consonant articulation location by tactile stimulation of the forearm 通过前臂触觉刺激辨别辅音发音位置
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444681
Elaine Y. Wong, A. Israr, M. O'Malley
In this paper, we evaluate the ability of four able-bodied participants to discriminate the articulation location for spoken consonants, using tactile cues presented on the dorsal side of their forearm. Additionally, we determine the processing capability of the dorsal forearm's skin with a tactile sleeve worn by ten participants using two psychophysical studies. Our first study shows that 2–3 tactors arranged along the length of the forearm can be reliably identified by human users, when only the location of vibration is varied. Our second study indicates that the physical placement of localized vibrations map linearly to the perceived physical arrangement. Based on these findings, the subsequent speech experiment uses six tactors placed equidistant from each other and maps location of the constriction inside the mouth as directional cues on the forearm. Results of the speech study show that participants are able to indicate which of two randomly presented tactile cues (derived from consonant-vowel-consonant (CVC) non-sense syllables) has the preceding consonant closer to the lips. The discrimination performance is better (i) with fricatives than plosives, (ii) when the consonants are produced further apart inside the mouth, and (iii) when both place and manner of articulation feature is varied. The study also shows that discrimination performance with cues applied to the forearm is inferior to that with the fingerpads utilized in a previous study.
在本文中,我们评估了四个健全的参与者辨别发音辅音位置的能力,使用触觉提示呈现在他们的前臂背侧。此外,我们通过两项心理物理研究确定了10名参与者佩戴的触觉套筒前臂背皮肤的处理能力。我们的第一项研究表明,当振动的位置发生变化时,沿前臂长度排列的2-3个因素可以被人类用户可靠地识别出来。我们的第二项研究表明,局部振动的物理位置与感知到的物理排列呈线性关系。基于这些发现,随后的言语实验使用了六个彼此等距放置的因素,并将口腔收缩的位置映射为前臂上的方向线索。语音研究的结果表明,参与者能够指出两个随机呈现的触觉线索(来自辅音-元音-辅音(CVC)无意义音节),哪个前一个辅音更靠近嘴唇。(1)使用摩擦音比使用爆破音时,(2)当辅音在口腔内发得更远时,以及(3)当发音特征的位置和方式都不同时,辨别表现更好。研究还表明,前臂提示的辨别表现不如先前研究中使用指垫的辨别表现。
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引用次数: 14
Stiffness modulation for Haptic Augmented Reality: Extension to 3D interaction 触觉增强现实的刚度调制:扩展到3D交互
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444645
Seokhee Jeon, Seungmoon Choi
Haptic Augmented Reality (AR) allows a user to touch a real environment augmented with synthetic haptic stimuli. For example, medical students can palpate a virtual tumor inside a real mannequin using a haptic AR system to practice cancer detection. To realize such functionality, we need to alter the haptic attributes of a real object by means of virtual haptic feedback. Previously, we presented a haptic AR system with stiffness as a goal modulation property, and demonstrated its competent physical and perceptual performances for 1D interaction. In this paper, we extend the system so that a user can interact with a real object in any 3D exploratory pattern while perceiving its augmented stiffness. A series of algorithms are developed for contact detection, deformation estimation, force rendering, and force control. Their performances are thoroughly evaluated with real samples. A particular focus has been on minimizing the amount of preprocessing such as geometry modeling. Our haptic AR system can provide convincing stiffness modulation for real objects of relatively homogeneous deformation properties. The limitations of our AR system are also discussed along with a plan for future work.
触觉增强现实(AR)允许用户触摸合成触觉刺激增强的真实环境。例如,医科学生可以使用触觉增强现实系统触摸真实人体模型内的虚拟肿瘤来练习癌症检测。为了实现这种功能,我们需要通过虚拟触觉反馈来改变真实物体的触觉属性。在此之前,我们提出了一种以刚度为目标调制特性的触觉增强现实系统,并展示了其在一维交互中的良好物理和感知性能。在本文中,我们扩展了该系统,以便用户可以在感知其增强刚度的同时以任何3D探索模式与真实对象进行交互。开发了一系列的算法,用于接触检测,变形估计,力绘制和力控制。用实际样品对其性能进行了全面评价。一个特别的焦点是最小化预处理的数量,比如几何建模。我们的触觉增强现实系统可以为相对均匀变形特性的真实物体提供令人信服的刚度调制。本文还讨论了增强现实系统的局限性,并对未来的工作进行了规划。
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引用次数: 23
Finding a feature on a 3D object through single-digit haptic exploration 通过单个手指的触觉探索在3D对象上找到一个特征
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444672
Kristina Huynh, Cara E. Stepp, Lee W. White, J. E. Colgate, Y. Matsuoka
Humans use tactile and kinesthetic cues to easily identify the location of an object feature without vision. This preliminary work quantitatively examined the behaviors of 15 individuals locating a target on an object with a single digit (index or thumb). Search methods could be categorized into one of three search strategies, termed “scanning,” “landmark,” and “direct.” The scanning strategy consisted of (1)back and forth scanning and (2)confirmation of the target, and was always utilized in trials in which the target location was unknown. The landmark strategy consisted of (1)contour following, (2)ballistic movement from an edge toward the target, and (3)error correction and confirmation of the target. The direct strategy consisted of (1)ballistic movement from the start position directly to the target, and (2)error correction and confirmation of the target. Follow-up relocalization trials were executed with the landmark strategy 42% and the direct strategy 58% of the time. The landmark strategy was utilized significantly more often by the index finger than by the thumb. Future work to understand how strategy selection depends on the strength of an individual's internal model of the 3D object and the uncertainty of finger location with respect to the object will inform the development of a computational model of human object exploration.
在没有视觉的情况下,人类使用触觉和动觉线索来轻松识别物体特征的位置。这项初步工作定量地检查了15个个体用单个手指(食指或拇指)在物体上定位目标的行为。搜索方法可以分为三种搜索策略之一,称为“扫描”、“地标”和“直接”。扫描策略包括(1)来回扫描和(2)确认目标,在目标位置未知的试验中经常使用。地标策略包括(1)轮廓跟踪,(2)弹道从边缘向目标移动,(3)对目标的误差校正和确认。直接策略包括(1)从起始位置直接到目标的弹道运动,(2)对目标的误差修正和确认。在随访的再定位试验中,42%的时间采用地标策略,58%的时间采用直接策略。食指比拇指更常使用划痕策略。未来的工作是了解策略选择如何取决于个人对3D物体的内部模型的强度,以及手指相对于物体位置的不确定性,这将为人类物体探索的计算模型的发展提供信息。
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引用次数: 10
Effects of haptic guidance and disturbance on motor learning: Potential advantage of haptic disturbance 触觉引导和干扰对运动学习的影响:触觉干扰的潜在优势
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444635
Jaebong Lee, Seungmoon Choi
One of the primary goals of haptic guidance is to facilitate the learning of complex human motor skills by providing haptic cues that are helpful to induce desired movements. Nevertheless, a majority of previous studies have found that haptic guidance is ineffective, or sometimes even detrimental, to motor skill learning. In this paper, we propose the opposite concept, haptic disturbance, and evaluate its efficacy. In haptic disturbance, haptic cues that interfere with the movements of a learner are presented during training. We designed two methods of haptic disturbance using repulsive and noise-like forces, respectively. The effects of these methods were experimentally assessed, comparatively with the conventional methods of visual learning only and progressive haptic guidance. The motor task was to track a dot moving on a 2D plane with a haptic interface operated with one arm. We found that during training, the progressive haptic guidance showed the best tracking accuracy, but in immediate and delayed retention tests, the noise-like haptic disturbance led to the best performance. The results suggest high potentials for haptic disturbance to be a general strategy for expediting the motor learning process.
触觉引导的主要目标之一是通过提供有助于诱导所需动作的触觉线索来促进复杂人类运动技能的学习。然而,大多数先前的研究发现,触觉指导对运动技能的学习是无效的,有时甚至是有害的。在本文中,我们提出了相反的概念,触觉干扰,并评估其效果。在触觉干扰中,在训练过程中出现干扰学习者运动的触觉线索。我们设计了两种触觉干扰方法,分别使用排斥力和类噪声力。实验评估了这些方法的效果,并与传统的视觉学习方法和渐进触觉指导方法进行了比较。运动任务是用一只手臂操作的触觉界面跟踪二维平面上移动的点。我们发现,在训练过程中,渐进式触觉引导的跟踪精度最好,而在即时和延迟保持测试中,类噪声触觉干扰的跟踪精度最好。结果表明,高电位的触觉干扰是加速运动学习过程的一般策略。
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引用次数: 107
Haptic figure-ground differentation via a haptic glance 触觉图形-地面的触觉区分通过触觉的一瞥
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444676
D. Pawluk, R. Kitada, Aneta Abramowicz, C. Hamilton, S. Lederman
This study begins to address the nature of human haptic perceptual organization by examining “figure/ground” segmentation from a haptic perspective (i.e., differentiating an object from its supporting surface). The experiment focuses on the perception of the presence of an object via brief contact (i.e., a haptic glance) when both kinetic properties and geometric properties are manipulated. The results suggest that contact with objects that are moveable (cf. fixed) and tall (cf. short) greatly increases the perceived probability that an object is present. The effect of kinetics is further heightened when moveable objects have convexly curved bases.
本研究通过从触觉角度(即区分物体与其支撑表面)检查“图/地”分割,开始解决人类触觉感知组织的本质。该实验的重点是通过短暂的接触(即触觉一瞥)来感知物体的存在,同时操纵其动力学特性和几何特性。研究结果表明,接触可移动(如固定)和高(如矮)的物体会大大增加感知到物体存在的可能性。当可移动物体具有凸曲面基底时,动力学的影响进一步增强。
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引用次数: 6
A higher order polynomial reproducing radial basis function neural network (HOPR-RBFN) for real-time interactive simulations of nonlinear deformable bodies with haptic feedback 高阶多项式再现径向基函数神经网络(HOPR-RBFN)用于具有触觉反馈的非线性变形体的实时交互仿真
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444607
Dhanannjay Deo, S. De
Interactive simulation of nonlinear deformable bodies with haptic feedback is particularly challenging as the corresponding coupled nonlinear equations must be solved at a high rate of 1 kHz. With increasing demand on the complexity of the models and scenarios that must be simulated to develop interactive applications such as surgical simulators, and given the current state of hardware, a naïve solution strategy based on iterative finite element algorithms is not feasible. However, much advantage may be gained if the deformation response of the computational models may be characterized a priori and a radial basis function neural network (RBFN) is trained based upon this data. Once trained, the RBFN may be used during real time computations to calculate deformation fields and reaction forces with minimal computational cost. However, traditional RBFNs have zeroth order polynomial accuracy, implying that they cannot recreate polynomial fields. Since the error in the RBFN approximation is governed by the highest order of the polynomial that the approximant can reproduce, we have developed and successfully tested a higher order polynomial reproducing RBFN (HOPR-RBFN) which, compared to traditional RBFN, reduces the approximation error significantly and allows much fewer neurons to be used for comparable accuracy. Results are provided for realistic surgical scenarios with hyperelastic (neo-Hookean) material models within a fully nonlinear large deformation simulation framework.
具有触觉反馈的非线性变形体的交互仿真特别具有挑战性,因为相应的耦合非线性方程必须以1khz的高速率求解。随着开发诸如外科手术模拟器等交互式应用程序所必须模拟的模型和场景的复杂性需求的增加,以及给定当前硬件状态,基于迭代有限元算法的naïve解决策略是不可行的。然而,如果可以先验地表征计算模型的变形响应,并基于这些数据训练径向基函数神经网络(RBFN),则可以获得更大的优势。经过训练后,RBFN可用于实时计算,以最小的计算成本计算变形场和反作用力。然而,传统的rbfn具有零阶多项式精度,这意味着它们不能重建多项式字段。由于RBFN近似中的误差是由近似可以复制的多项式的最高阶控制的,因此我们开发并成功测试了一种再现RBFN的高阶多项式(HOPR-RBFN),与传统的RBFN相比,它显著降低了近似误差,并且允许使用更少的神经元来达到相当的精度。结果提供了一个完全非线性大变形模拟框架内的超弹性(新hookean)材料模型的现实手术场景。
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引用次数: 2
Haptic guides in cooperative virtual environments: Design and human performance evaluation 协作虚拟环境中的触觉引导:设计和人的性能评估
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444616
S. Ullah, P. Richard, S. Otmane, Mickael Naud, M. Mallem
In this paper we simulate the use of two string based parallel robots in cooperative manipulation task. Two users standing in front of a large screen operate each robot. We propose two haptic guide models, and investigate their effects on cooperation, co-presence and users performance. In addition we also examine the effect of object-based force feedback in cooperative work. Ten volunteer subjects had to cooperatively perform a peg-in-hole task. Results revealed that haptic guides have a significant effect on task execution. They not only increase users performance but also enhance the sense of co-presence and awareness. Our investigations will help in the development of VR systems for cooperative assembly, surgical training and rehabilitation.
本文模拟了两个基于字符串的并联机器人在协同操作任务中的使用。两个用户站在一个大屏幕前操作每个机器人。我们提出了两种触觉引导模型,并研究了它们对合作、共同存在和用户表现的影响。此外,我们还研究了基于物体的力反馈在协同工作中的作用。10名志愿者必须合作完成一个钉在洞里的任务。结果表明,触觉引导对任务执行有显著影响。它们不仅提高了用户性能,还增强了共同存在感和意识。我们的研究将有助于开发用于合作组装、外科训练和康复的虚拟现实系统。
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引用次数: 20
Establishing multimodal telepresence sessions using the Session Initiation Protocol (SIP) and advanced haptic codecs 使用会话启动协议(SIP)和高级触觉编解码器建立多模态远程呈现会话
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444637
H. King, B. Hannaford, J. Kammerl, E. Steinbach
In telepresence and telemanipulation systems, multimodal data is exchanged over a network allowing humans to experience and to operate in remote or inaccessible environments. To operate over the global Internet and connect to multiple telepresence systems, a flexible framework for initiating, handling and terminating Internet-based telerobotic sessions becomes necessary. In this work, we explore the use of standard Internet session and transport protocols in the context of telerobotic applications. Session Initiation Protocol (SIP) is widely used to handle multimedia teleconference sessions with audio, video or text, and provides many services advantageous for establishing connections between heterogeneous haptic interfaces and telerobotic systems. We apply the session paradigm to the creation and negotiation of haptic telepresence sessions and propose to extend this framework to work with the haptic modality. The notion of a “haptic codec” is introduced for transforming haptic data into a common format, applying data reduction or compression techniques and implementing teleoperation control architectures. The use of the Real-Time Transport Protocol (RTP) is explored for transport of teleoperation data. Finally, a prototype and demonstrator system is presented for evaluation of the proposed framework.
在远程呈现和远程操作系统中,多模态数据通过网络交换,允许人类在远程或不可访问的环境中体验和操作。为了在全球互联网上操作并连接到多个远程呈现系统,需要一个灵活的框架来启动、处理和终止基于互联网的远程机器人会话。在这项工作中,我们探讨了远程机器人应用中标准互联网会话和传输协议的使用。会话发起协议(SIP)被广泛用于处理音频、视频或文本的多媒体远程会议会话,并提供了许多有利于在异构触觉接口和远程机器人系统之间建立连接的服务。我们将会话范例应用于触觉远程呈现会话的创建和协商,并建议扩展该框架以配合触觉模态。引入了“触觉编解码器”的概念,用于将触觉数据转换为通用格式,应用数据缩减或压缩技术并实现远程操作控制架构。探讨了实时传输协议(RTP)在远程操作数据传输中的应用。最后,提出了一个原型和演示系统来评估所提出的框架。
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引用次数: 22
An iterative approach to optimizing multi-user networked haptic simulations 优化多用户网络触觉模拟的迭代方法
Pub Date : 2010-03-25 DOI: 10.1109/HAPTIC.2010.5444661
Sina Niakosari, S. Sirouspour
Network-based collaborative virtual environments have attracted a great deal of interest in recent years. Stability and performance of such systems can significantly degrade due to the network delay, delay jitter and limited packet transmission rate. Building on our recent work in this area, we propose a systematic approach for designing distributed multi-user haptic simulation control systems to improve their stability and transparency. Three distributed two-user control schemes are presented and optimized for a given communication delay. In addition, an iterative procedure is developed for extending these methods to simulation environments involving more than two users by solving an optimization problem in each step. The effectiveness of the proposed methods are examined in two and three-user haptic simulations.
基于网络的协同虚拟环境近年来引起了人们的极大兴趣。由于网络延迟、延迟抖动和有限的数据包传输速率,这类系统的稳定性和性能会显著降低。基于我们最近在这一领域的工作,我们提出了一种系统的方法来设计分布式多用户触觉模拟控制系统,以提高其稳定性和透明度。提出了三种分布式双用户控制方案,并针对给定的通信延迟进行了优化。此外,通过在每个步骤中求解一个优化问题,开发了一个迭代过程,将这些方法扩展到涉及两个以上用户的仿真环境。在二用户和三用户触觉仿真中验证了所提方法的有效性。
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引用次数: 2
期刊
2010 IEEE Haptics Symposium
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