23 research outputs found

    A Parallel Elastic Haptic Thimble for Wide Bandwidth Cutaneous Feedback.

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    Design of wearable fingertip haptic devices is often a compromise between conflicting features: lightness and compactness, against rich and neat haptic feedback. On one side direct drive actuators (i.e. voice coils) provide a clean haptic feedback with high dynamics, with limited maximum output forces. On the other side mechanical transmissions with reduction can increase output force of micro sized motors, at the cost of slower and often noisy output signals. In this work we present a compact fingertip haptic device based on a parallel elastic mechanism: it merges the output of two differently designed actuators in a single, wide bandwidth haptic feedback. Each actuator is designed with a different role: one for rendering fast, high frequency force components, the other for rendering constant to low frequency components. In the work we present design and implementation of the device, followed by experimental characterization of its performance in terms of frequency response and rendering capabilities

    Wearable haptic systems for the fingertip and the hand: taxonomy, review and perspectives

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    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

    Design of a wearable fingertip haptic device for remote palpation: Characterisation and interface with a virtual environment

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    © 2018 Tzemanaki, Al, Melhuish and Dogramadzi. This paper presents the development of a wearable Fingertip Haptic Device (FHD) that can provide cutaneous feedback via a Variable Compliance Platform (VCP). The FHD includes an inertial measurement unit, which tracks the motion of the user's finger while its haptic functionality relies on two parameters: pressure in the VCP and its linear displacement towards the fingertip. The combination of these two features results in various conditions of the FHD, which emulate the remote object or surface stiffness properties. Such a device can be used in tele-operation, including virtual reality applications, where rendering the level of stiffness of different physical or virtual materials could provide a more realistic haptic perception to the user. The FHD stiffness representation is characterised in terms of resulting pressure and force applied to the fingertip created through the relationship of the two functional parameters - pressure and displacement of the VCP. The FHD was tested in a series of user studies to assess its potential to create a user perception of the object's variable stiffness. The viability of the FHD as a haptic device has been further confirmed by interfacing the users with a virtual environment. The developed virtual environment task required the users to follow a virtual path, identify objects of different hardness on the path and navigate away from "no-go" zones. The task was performed with and without the use of the variable compliance on the FHD. The results showed improved performance with the presence of the variable compliance provided by the FHD in all assessed categories and particularly in the ability to identify correctly between objects of different hardness

    Introducing wearable haptics for rendering velocity feedback in VR serious games for neuro-rehabilitation of children

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    Rehabilitation in virtual reality offers advantages in terms of flexibility and parametrization of exercises, repeatability, and continuous data recording and analysis of the progress of the patient, also promoting high engagement and cognitive challenges. Still, most of the proposed virtual settings provide a high quality, immersive visual and audio feedback, without involving the sense of touch. In this paper, we show the design, implementation, and first evaluation of a gaming scenario for upper limb rehabilitation of children with cerebral palsy. In particular, we took care to introduce haptic feedback as a useful source of sensory information for the proposed task, considering—at the same time—the strict constraints for haptic wearable devices to comply with patient’s comfort, residual motor abilities, and with the embedded tracking features of the latest VR technologies. To show the potential of haptics in a rehabilitation setup, the proposed device and rendering method have been used to improve the velocity control of upper limb movements during the VR exercise, given its importance as a motor recovery metric. Eight healthy participants were enrolled, and results showed that haptic feedback can lead to lower speed tracking errors and higher movement smoothness, making the proposed setup suitable to be used in a rehabilitation context as a way to promote movement fluidity during exercises

    Tactile echoes:a wearable system for tactile augmentation of objects

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    Human-Robot Team Interaction Through Wearable Haptics for Cooperative Manipulation

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    The interaction of robot teams and single human in teleoperation scenarios is beneficial in cooperative tasks, for example the manipulation of heavy and large objects in remote or dangerous environments. The main control challenge of the interaction is its asymmetry, arising because robot teams have a relatively high number of controllable degrees of freedom compared to the human operator. Therefore, we propose a control scheme that establishes the interaction on spaces of reduced dimensionality taking into account the low number of human command and feedback signals imposed by haptic devices. We evaluate the suitability of wearable haptic fingertip devices for multi-contact teleoperation in a user study. The results show that the proposed control approach is appropriate for human-robot team interaction and that the wearable haptic fingertip devices provide suitable assistance in cooperative manipulation tasks

    손끝 햅틱 장비를 위한 의사 햅틱의 활용

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    학위논문 (석사)-- 서울대학교 대학원 : 기계항공공학부, 2016. 2. 이동준.We propose a novel design of cutaneous fingertip haptic device and approach of integrating pseudo-haptics into our cutaneous haptic device. With 2-DoF cutaneous device, angle-force calibration result is presented for its operation. Then, 3-DoF cutaneous haptic device is designed for more realistic contact feedback in virtual reality (VR). Preliminary result of integrating cutaneous device and hand tracking device for complete wearable haptic interface is also demonstrated. Meanwhile, we explore possible utility of pseudo-haptics for cutaneous fingertip haptic device, whose performance is inherently limited due to the lack of kinesthetic feedback. We experimentally demonstrate that: 1) pseudo-haptics can render virtual stiffness to be more rigid or softer only by modulating visual cueand 2) pseudo-haptics can be used to expand the range of the perceived virtual stiffness to be doubled.Chapter 1 Introduction 1 1.1 Motivation and Objectives 1 1.2 Related Works 3 Chapter 2 Cutaneous Fingertip Haptic Device 6 2.1 2-DoF Cutaneous Haptic Device 6 2.1.1 Design and Specification 6 2.1.2 Angle-Force Calibration 8 2.1.3 Application of 2-DoF Cutaneous Haptic Device 10 2.2 3-DoF Cutaneous Haptic Device 11 2.2.1 Design and Specification 11 2.2.2 Control Design 14 2.2.3 IMU Distortion Offset Calibration 17 2.2.4 Device Validation 20 2.2.5 Integration with Wearable Hand Tracking Interface 21 Chapter 3 Pseudo-Haptics with Cutaneous Haptic Feedback 25 3.1 Limitation of Cutaneous Haptic Device 25 3.2 Application of Pseudo-Haptics Effect 26 Chapter 4 Experimental Study 28 4.1 Experimental Settings 28 4.2 Experiment #1 32 4.3 Experiment #2 34 4.4 Experiment #3 36 4.5 Discussion 38 Chapter 5 Conclusion and Future Work 40 5.1 Conclusion 40 5.2 Future Work 41 Bibliography 42 요약 50Maste

    Attention Enhancement for Exoskeleton-assisted Hand Rehabilitation using Fingertip Haptic Stimulation

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    Active enrollment in rehabilitation training yields better treatment outcomes. This paper introduces an exoskeleton-assisted hand rehabilitation system. It is the first attempt to combine fingertip cutaneous haptic stimulation with exoskeleton-assisted hand rehabilitation for training participation enhancement. For the first time, soft material 3D printing techniques are adopted to make soft pneumatic fingertip haptic feedback actuators to achieve cheaper and faster iterations of prototype designs with consistent quality. The fingertip haptic stimulation is synchronized with the motion of our hand exoskeleton. The contact force of the fingertips resulted from a virtual interaction with a glass of water was based on data collected from normal hand motions to grasp a glass of water. System characterization experiments were conducted and exoskeleton-assisted hand motion with and without the fingertip cutaneous haptic stimulation were compared in an experiment involving healthy human subjects. Users’ attention levels were monitored in the motion control process using a Brainlink EEG-recording device and software. The results of characterization experiments show that our created haptic actuators are lightweight (6.8±0.23 g each with a PLA fixture and Velcro) and their performance is consistent and stable with small hysteresis. The user study experimental results show that participants had significantly higher attention levels with additional haptic stimulations compared to when only the exoskeleton was deployed; heavier stimulated grasping weight (a 300 g glass) was associated with significantly higher attention levels of the participants compared to when lighter stimulated grasping weight (a 150 g glass) was applied. We conclude that haptic stimulations increase the involvement level of human subjects during exoskeleton-assisted hand exercises. Potentially, the proposed exoskeleton-assisted hand rehabilitation with fingertip stimulation may better attract user’s attention during treatment
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