78 research outputs found

    A fabric-based approach for wearable haptics

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    In recent years, wearable haptic systems (WHS) have gained increasing attention as a novel and exciting paradigm for human-robot interaction (HRI).These systems can be worn by users, carried around, and integrated in their everyday lives, thus enabling a more natural manner to deliver tactile cues.At the same time, the design of these types of devices presents new issues: the challenge is the correct identification of design guidelines, with the two-fold goal of minimizing system encumbrance and increasing the effectiveness and naturalness of stimulus delivery.Fabrics can represent a viable solution to tackle these issues.They are specifically thought “to be worn”, and could be the key ingredient to develop wearable haptic interfaces conceived for a more natural HRI.In this paper, the author will review some examples of fabric-based WHS that can be applied to different body locations, and elicit different haptic perceptions for different application fields.Perspective and future developments of this approach will be discussed

    A Review of Non-Invasive Haptic Feedback stimulation Techniques for Upper Extremity Prostheses

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    A sense of touch is essential for amputees to reintegrate into their social and work life. The design of the next generation of the prostheses will have the ability to effectively convey the tactile information between the amputee and the artificial limbs. This work reviews non-invasive haptic feedback stimulation techniques to convey the tactile information from the prosthetic hand to the amputee’s brain. Various types of actuators that been used to stimulate the patient’s residual limb for different types of artificial prostheses in previous studies have been reviewed in terms of functionality, effectiveness, wearability and comfort. The non-invasive hybrid feedback stimulation system was found to be better in terms of the stimulus identification rate of the haptic prostheses’ users. It can be conclude that integrating hybrid haptic feedback stimulation system with the upper limb prostheses leads to improving its acceptance among users

    A Perspective Review on Integrating VR/AR with Haptics into STEM Education for Multi-Sensory Learning

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    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.publishedVersio

    A perspective review on integrating VR/AR with haptics into STEM education for multi-sensory learning

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    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.European Union through the Erasmus+ Program under Grant 2020-1-NO01-KA203-076540, project title Integrating virtual and AUGMENTED reality with WEARable technology into engineering EDUcation (AugmentedWearEdu), https://augmentedwearedu.uia.no/ [34] (accessed on 27 March 2022). This work was also supported by the Top Research Centre Mechatronics (TRCM), University of Agder (UiA), Norwa

    Use of haptics to promote learning outcomes in serious games

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    Integration of haptics in Serious Games (SGs) remains limited compared to vision and audio. Many works seem to limit haptic interactions to the mimicking of real life feelings. Here, we address this by investigating the use of haptics to promote learning outcomes in serious games. By analyzing how we learn, we proposed a model that identifies three learning outcomes: (1) engage the user with the content of the game, (2) develop technical skills, and (3) develop cognitive skills. For each learning skill, we show how haptic interactions may be exploited. We also show that the proposed model may be used to describe and to evaluate existing methods. It may also help in the designing of new methods that take advantage of haptics to promote learning outcomes

    HapticDive: An Intuitive Warning System for Underwater Users

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    All divers—regardless of skill or activity—are constantly at risk of decompression sickness; mild symptoms can often go ignored, and can also be deadly if left untreated. Currently, divers receive training and carry a dive computer or a combination of a depth gauge and a depth watch for checking to avoid such situations. However, this equipment does not warn a user if they are in danger of decompression sickness, since users have to keep track of their ascension rates and since shallow-water divers often carry minimal equipment. This work proposes an application called HapticDive to keep track of a user’s depth in relation to the time passed underwater. The application paces their ascent to the surface by providing “stop” signals to users as an audio-visual combination, so that users avoid experiencing “the bends” (i.e., decompression sickness symptoms). HapticDive aims to provide the foundation for a cost-effective application that warns divers— especially surface supported divers, free divers, and general shallow-water divers—when they are at risk of decompression sickness, so they may avoid symptom

    A robot hand testbed designed for enhancing embodiment and functional neurorehabilitation of body schema in subjects with upper limb impairment or loss.

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    Many upper limb amputees experience an incessant, post-amputation "phantom limb pain" and report that their missing limbs feel paralyzed in an uncomfortable posture. One hypothesis is that efferent commands no longer generate expected afferent signals, such as proprioceptive feedback from changes in limb configuration, and that the mismatch of motor commands and visual feedback is interpreted as pain. Non-invasive therapeutic techniques for treating phantom limb pain, such as mirror visual feedback (MVF), rely on visualizations of postural changes. Advances in neural interfaces for artificial sensory feedback now make it possible to combine MVF with a high-tech "rubber hand" illusion, in which subjects develop a sense of embodiment with a fake hand when subjected to congruent visual and somatosensory feedback. We discuss clinical benefits that could arise from the confluence of known concepts such as MVF and the rubber hand illusion, and new technologies such as neural interfaces for sensory feedback and highly sensorized robot hand testbeds, such as the "BairClaw" presented here. Our multi-articulating, anthropomorphic robot testbed can be used to study proprioceptive and tactile sensory stimuli during physical finger-object interactions. Conceived for artificial grasp, manipulation, and haptic exploration, the BairClaw could also be used for future studies on the neurorehabilitation of somatosensory disorders due to upper limb impairment or loss. A remote actuation system enables the modular control of tendon-driven hands. The artificial proprioception system enables direct measurement of joint angles and tendon tensions while temperature, vibration, and skin deformation are provided by a multimodal tactile sensor. The provision of multimodal sensory feedback that is spatiotemporally consistent with commanded actions could lead to benefits such as reduced phantom limb pain, and increased prosthesis use due to improved functionality and reduced cognitive burden

    触覚フィードバックを用いた体性感覚の操作

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    人間が自らの肉体に対して持つ興味は大きい.多くの人間は体力的・知能的・美的な面で他の人間よりも優れた肉体を欲すると考えられ,また様々な特殊な体を持つ空想上のキャラクターに憧れ人間とは異なる構造の身体に興味を持つ物も多いであろう.だが身体機能の向上のためには通常長期間の継続した訓練を必要とし,人間とは異なる身体への変身は不可能であるといえる.科学技術の発展に伴い肉体形状および運動機能への物理的な介入方法が広まりつつあるが,未だに身体的リスクと金銭的コストが高く,複雑な装置を必要とするため誰もが気軽に利用できるものではない.このような背景から本研究では,人間の肉体そのものに介入するのではなく,肉体が生成する感覚である体性感覚を肉体外部から操作することで肉体の主観的特性を操作することを目標とする.主に身体表面の感覚を刺激するアクチュエータとして広く使われているボイスコイル型振動子は,様々な触感の呈示を簡便なセットアップで実現できる.したがってこれを身体運動に同期させて駆動する振動フィードバックシステムを開発し,運動に伴って発生する身体内部の感覚を操作することを試みる.体性感覚の操作に関する本研究は2 つの戦略によって構成される.一つは体性感覚の「増強」である.これは自己身体運動を把握する能力を高め,より鮮明に,あるいは詳細に運動状態を知覚させる量的な操作である.一方で,もう一つの戦略は体性感覚の質的な操作である「変調」である.これは身体自体の硬さや重さといった特性を変化させることであり,結果として身体を構成する材質・構造を主観的に変調することになる.これら2 つの戦略に沿った具体的な手法を,体性感覚の増強に関して2 件,変調に関しても2件設計した.体性感覚の増強に関しては,第一にロータリスイッチの回転に伴うカチカチとした触覚・力覚フィードバック「カチカチ感」に着目した.これを肘関節に付与して運動時の体性感覚を鮮明化し,腕立て伏せ姿勢の教示を試みた(第3 章).第二に,自動車運転におけるアクセルペダルの操作を補助するため,ペダルの角度が一定値変化する度に瞬間的なクリック振動を呈示することで,ペダル角度の把握能力向上および操作性向上を試みた(第4 章).体性感覚の変調に関しては,第一に様々な材質の衝突振動を再現する減衰正弦波モデルに着目し,これを身体運動に同期させて呈示することで身体材質感の変調を試みた(第5 章).これによりロボットやゴム人間といった特殊なキャラクターの体性感覚の再現を目指した.第二に,ロボットキャラクターのみに着目し,実際のロボットに生じる振動加速度を記録・モデリング・再生する手法によりロボットの内部構造に起因する体性感覚まで再現することを試みた(第6 章).またロボット感体験の総合的なリアリティ向上のため高品質な視覚・聴覚刺激を組み合わせたバーチャルリアリティゲームを開発した.また体性感覚の操作をより広範囲で行うため,既存の触覚ディスプレイの問題点を考察し,身体広範囲に均等な触覚刺激を呈示する触覚ディスプレイを開発した(第7 章).最後に本研究全体のまとめと結論を述べ,今後の展望を示す(第8 章).電気通信大学201

    SwarmTouch: Tactile Interaction of Human with Impedance Controlled Swarm of Nano-Quadrotors

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    We propose a novel interaction strategy for a human-swarm communication when a human operator guides a formation of quadrotors with impedance control and receives vibrotactile feedback. The presented approach takes into account the human hand velocity and changes the formation shape and dynamics accordingly using impedance interlinks simulated between quadrotors, which helps to achieve a life-like swarm behavior. Experimental results with Crazyflie 2.0 quadrotor platform validate the proposed control algorithm. The tactile patterns representing dynamics of the swarm (extension or contraction) are proposed. The user feels the state of the swarm at his fingertips and receives valuable information to improve the controllability of the complex life-like formation. The user study revealed the patterns with high recognition rates. Subjects stated that tactile sensation improves the ability to guide the drone formation and makes the human-swarm communication much more interactive. The proposed technology can potentially have a strong impact on the human-swarm interaction, providing a new level of intuitiveness and immersion into the swarm navigation.Comment: \c{opyright} 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. arXiv admin note: substantial text overlap with arXiv:1909.0229
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