2,864 research outputs found
Wearable haptic systems for the fingertip and the hand: taxonomy, review and perspectives
In the last decade, we have witnessed a drastic change in the form factor of audio and vision technologies, from heavy and grounded machines to lightweight devices that naturally fit our bodies. However, only recently, haptic systems have started to be designed with wearability in mind. The wearability of haptic systems enables novel forms of communication, cooperation, and integration between humans and machines. Wearable haptic interfaces are capable of communicating with the human wearers during their interaction with the environment they share, in a natural and yet private way. This paper presents a taxonomy and review of wearable haptic systems for the fingertip and the hand, focusing on those systems directly addressing wearability challenges. The paper also discusses the main technological and design challenges for the development of wearable haptic interfaces, and it reports on the future perspectives of the field. Finally, the paper includes two tables summarizing the characteristics and features of the most representative wearable haptic systems for the fingertip and the hand
Learning to Represent Haptic Feedback for Partially-Observable Tasks
The sense of touch, being the earliest sensory system to develop in a human
body [1], plays a critical part of our daily interaction with the environment.
In order to successfully complete a task, many manipulation interactions
require incorporating haptic feedback. However, manually designing a feedback
mechanism can be extremely challenging. In this work, we consider manipulation
tasks that need to incorporate tactile sensor feedback in order to modify a
provided nominal plan. To incorporate partial observation, we present a new
framework that models the task as a partially observable Markov decision
process (POMDP) and learns an appropriate representation of haptic feedback
which can serve as the state for a POMDP model. The model, that is parametrized
by deep recurrent neural networks, utilizes variational Bayes methods to
optimize the approximate posterior. Finally, we build on deep Q-learning to be
able to select the optimal action in each state without access to a simulator.
We test our model on a PR2 robot for multiple tasks of turning a knob until it
clicks.Comment: IEEE International Conference on Robotics and Automation (ICRA), 201
User-centered design of a dynamic-autonomy remote interaction concept for manipulation-capable robots to assist elderly people in the home
In this article, we describe the development of a human-robot interaction concept for service robots to assist elderly people in the home with physical tasks. Our approach is based on the insight that robots are not yet able to handle all tasks autonomously with sufficient reliability in the complex and heterogeneous environments of private homes. We therefore employ remote human operators to assist on tasks a robot cannot handle completely autonomously. Our development methodology was user-centric and iterative, with six user studies carried out at various stages involving a total of 241 participants. The concept is under implementation on the Care-O-bot 3 robotic platform. The main contributions of this article are (1) the results of a survey in form of a ranking of the demands of elderly people and informal caregivers for a range of 25 robot services, (2) the results of an ethnography investigating the suitability of emergency teleassistance and telemedical centers for incorporating robotic teleassistance, and (3) a user-validated human-robot interaction concept with three user roles and corresponding three user interfaces designed as a solution to the problem of engineering reliable service robots for home environments
VR Haptics at Home: Repurposing Everyday Objects and Environment for Casual and On-Demand VR Haptic Experiences
This paper introduces VR Haptics at Home, a method of repurposing everyday
objects in the home to provide casual and on-demand haptic experiences. Current
VR haptic devices are often expensive, complex, and unreliable, which limits
the opportunities for rich haptic experiences outside research labs. In
contrast, we envision that, by repurposing everyday objects as passive haptics
props, we can create engaging VR experiences for casual uses with minimal cost
and setup. To explore and evaluate this idea, we conducted an in-the-wild study
with eight participants, in which they used our proof-of-concept system to turn
their surrounding objects such as chairs, tables, and pillows at their own
homes into haptic props. The study results show that our method can be adapted
to different homes and environments, enabling more engaging VR experiences
without the need for complex setup process. Based on our findings, we propose a
possible design space to showcase the potential for future investigation.Comment: CHI 2023 Late-Breaking Wor
Towards Reuse and Recycling of Lithium-ion Batteries: Tele-robotics for Disassembly of Electric Vehicle Batteries
Disassembly of electric vehicle batteries is a critical stage in recovery,
recycling and re-use of high-value battery materials, but is complicated by
limited standardisation, design complexity, compounded by uncertainty and
safety issues from varying end-of-life condition. Telerobotics presents an
avenue for semi-autonomous robotic disassembly that addresses these challenges.
However, it is suggested that quality and realism of the user's haptic
interactions with the environment is important for precise, contact-rich and
safety-critical tasks. To investigate this proposition, we demonstrate the
disassembly of a Nissan Leaf 2011 module stack as a basis for a comparative
study between a traditional asymmetric haptic-'cobot' master-slave framework
and identical master and slave cobots based on task completion time and success
rate metrics. We demonstrate across a range of disassembly tasks a time
reduction of 22%-57% is achieved using identical cobots, yet this improvement
arises chiefly from an expanded workspace and 1:1 positional mapping, and
suffers a 10-30% reduction in first attempt success rate. For unbolting and
grasping, the realism of force feedback was comparatively less important than
directional information encoded in the interaction, however, 1:1 force mapping
strengthened environmental tactile cues for vacuum pick-and-place and contact
cutting tasks.Comment: 21 pages, 12 figures, Submitted to Frontiers in Robotics and AI;
Human-Robot Interactio
Docking Haptics: Extending the Reach of Haptics by Dynamic Combinations of Grounded and Worn Devices
Grounded haptic devices can provide a variety of forces but have limited
working volumes. Wearable haptic devices operate over a large volume but are
relatively restricted in the types of stimuli they can generate. We propose the
concept of docking haptics, in which different types of haptic devices are
dynamically docked at run time. This creates a hybrid system, where the
potential feedback depends on the user's location. We show a prototype docking
haptic workspace, combining a grounded six degree-of-freedom force feedback arm
with a hand exoskeleton. We are able to create the sensation of weight on the
hand when it is within reach of the grounded device, but away from the grounded
device, hand-referenced force feedback is still available. A user study
demonstrates that users can successfully discriminate weight when using docking
haptics, but not with the exoskeleton alone. Such hybrid systems would be able
to change configuration further, for example docking two grounded devices to a
hand in order to deliver twice the force, or extend the working volume. We
suggest that the docking haptics concept can thus extend the practical utility
of haptics in user interfaces
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