209 research outputs found
Design of a wearable skin stretch cutaneous device for the upper limb
This paper presents a novel cutaneous device
capable of providing independent skin stretches at the palmar,
dorsal, ulnar, and radial sides of the arm. It consists of
a lightweight bracelet with four servo motors. Each motor
actuates a cylindrical shaped end-effector that is able to rotate,
generating skin stretch stimuli. To understand how to control
and wear the device on the forearm to evoke the most effective
cutaneous sensations, we carried out perceptual experiments
evaluating its absolute and differential thresholds. Finally, we
carried out an experiment of haptic navigation to assess the
effectiveness of our device as a navigation feedback system to
guide a desired rotation and translation of the forearm. Results
demonstrate an average rotation and translation error of 1.87○
and 2.84 mm, respectively. Moreover, all the subjects found our
device easy to wear and comfortable. Nine out of ten found it
effective in transmitting navigation information to the forearm
Effects of Haptic Feedback on the Wrist during Virtual Manipulation
As an alternative to thimble devices for the fingertips, we investigate
haptic systems that apply stimulus to the user's forearm. Our aim is to provide
effective interaction with virtual objects, despite the lack of co-location of
virtual and real-world contacts, while taking advantage of relatively large
skin area and ease of mounting on the forearm. We developed prototype wearable
haptic devices that provide skin deformation in the normal and shear
directions, and performed a user study to determine the effects of haptic
feedback in different directions and at different locations near the wrist
during virtual manipulation. Participants performed significantly better while
discriminating stiffness values of virtual objects with normal forces compared
to shear forces. We found no differences in performance or participant
preferences with regard to stimulus on the dorsal, ventral, or both sides of
the forearm.Comment: 7 pages, submitted conference paper for IEEE Haptics Symposium 202
Effects of Haptic Feedback on the Wrist during Virtual Manipulation
We propose a haptic system for virtual manipulation to provide feedback on
the user's forearm instead of the fingertips. In addition to visual rendering
of the manipulation with virtual fingertips, we employ a device to deliver
normal or shear skin-stretch at multiple points near the wrist. To understand
how design parameters influence the experience, we investigated the effect of
the number and location of sensory feedback on stiffness perception.
Participants compared stiffness values of virtual objects, while the haptic
bracelet provided interaction feedback on the dorsal, ventral, or both sides of
the wrist. Stiffness discrimination judgments and duration, as well as
qualitative results collected verbally, indicate no significant difference in
stiffness perception with stimulation at different and multiple locations.Comment: 2 pages, work-in-progress paper on haptics symposium, 202
Haptics: Science, Technology, Applications
This open access book constitutes the proceedings of the 12th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2020, held in Leiden, The Netherlands, in September 2020. The 60 papers presented in this volume were carefully reviewed and selected from 111 submissions. The were organized in topical sections on haptic science, haptic technology, and haptic applications. This year's focus is on accessibility
Instruction with 3D Computer Generated Anatomy
Research objectives. 1) To create an original and useful software application; 2) to
investigate the utility of dyna-linking for teaching upper limb anatomy. Dyna-linking
is an arrangement whereby interaction with one representation automatically drives the
behaviour of another representation.
Method. An iterative user-centred software development methodology was used to build,
test and refine successive prototypes of an upper limb software tutorial. A randomised
trial then tested the null hypothesis: There will be no significant difference in learning
outcomes between participants using dyna-linked 2D and 3D representations of the upper
limb and those using non dyna-linked representations. Data was analysed in SPSS using
factorial analysis of variance (ANOVA).
Results and analysis. The study failed to reject the null hypothesis as there was no
signi cant di fference between experimental conditions. Post-hoc analysis revealed that
participants with low prior knowledge performed significantly better (p = 0.036) without
dyna-linking (mean gain = 7.45) than with dyna-linking (mean gain = 4.58). Participants with high prior knowledge performed equally well with or without dyna-linking.
These findings reveal an aptitude by treatment interaction (ATI) whereby the effectiveness of dyna-linking varies according to learner ability. On average, participants using
the non dyna-linked system spent 3 minutes and 4 seconds longer studying the tutorial.
Participants using the non dyna-linked system clicked 30% more on the representations.
Dyna-linking had a high perceived value in questionnaire surveys (n=48) and a focus
group (n=7).
Conclusion. Dyna-linking has a high perceived value but may actually over-automate
learning by prematurely giving novice learners a fully worked solution. Further research
is required to confirm if this finding is repeated in other domains, with different learners
and more sophisticated implementations of dyna-linking
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