18 research outputs found

    A Hand-Held Device Presenting Haptic Directional Cues for the Visually Impaired

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    Haptic information is essential in everyday activities, especially for visually impaired people in terms of real-world navigation. Since human haptic sensory processing is nonlinear, asymmetric vibrations have been widely studied to create a pulling sensation for the delivery of directional haptic cues. However, the design of an input control signal that generates asymmetric vibrations has not yet been parameterised. In particular, it is unclear how to quantify the asymmetry of the output vibrations to create a better pulling sensation. To better understand the design of an input control signal that generates haptic directional cues, we evaluated the effect of the pulling sensations corresponding to the three adjustable parameters (i.e., delay time, ramp-down step length, and cut-off voltage) in a commonly applied step-ramp input signal. The results of a displacement measurement and a psychophysical experiment demonstrate that when the quantified asymmetry ratio is in a range of 0.3430–0.3508 with an optimised cut-off voltage for our hand-held device, the haptic directional cues are better perceived by participants. Additionally, the results also showed a superior performance in haptic delivery by shear forces than normal forces

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications

    Haptics: Science, Technology, Applications

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    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

    Haptics: Science, Technology, Applications

    Get PDF
    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

    Haptic Media Scenes

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    The aim of this thesis is to apply new media phenomenological and enactive embodied cognition approaches to explain the role of haptic sensitivity and communication in personal computer environments for productivity. Prior theory has given little attention to the role of haptic senses in influencing cognitive processes, and do not frame the richness of haptic communication in interaction design—as haptic interactivity in HCI has historically tended to be designed and analyzed from a perspective on communication as transmissions, sending and receiving haptic signals. The haptic sense may not only mediate contact confirmation and affirmation, but also rich semiotic and affective messages—yet this is a strong contrast between this inherent ability of haptic perception, and current day support for such haptic communication interfaces. I therefore ask: How do the haptic senses (touch and proprioception) impact our cognitive faculty when mediated through digital and sensor technologies? How may these insights be employed in interface design to facilitate rich haptic communication? To answer these questions, I use theoretical close readings that embrace two research fields, new media phenomenology and enactive embodied cognition. The theoretical discussion is supported by neuroscientific evidence, and tested empirically through case studies centered on digital art. I use these insights to develop the concept of the haptic figura, an analytical tool to frame the communicative qualities of haptic media. The concept gauges rich machine- mediated haptic interactivity and communication in systems with a material solution supporting active haptic perception, and the mediation of semiotic and affective messages that are understood and felt. As such the concept may function as a design tool for developers, but also for media critics evaluating haptic media. The tool is used to frame a discussion on opportunities and shortcomings of haptic interfaces for productivity, differentiating between media systems for the hand and the full body. The significance of this investigation is demonstrating that haptic communication is an underutilized element in personal computer environments for productivity and providing an analytical framework for a more nuanced understanding of haptic communication as enabling the mediation of a range of semiotic and affective messages, beyond notification and confirmation interactivity

    Delivering Expressive And Personalized Fingertip Tactile Cues

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    Wearable haptic devices have seen growing interest in recent years, but providing realistic tactile feedback is not a challenge that is soon to be solved. Daily interactions with physical objects elicit complex sensations at the fingertips. Furthermore, human fingertips exhibit a broad range of physical dimensions and perceptive abilities, adding increased complexity to the task of simulating haptic interactions in a compelling manner. However, as the applications of wearable haptic feedback grow, concerns of wearability and generalizability often persuade tactile device designers to simplify the complexities associated with rendering realistic haptic sensations. As such, wearable devices tend to be optimized for particular uses and average users, rendering only the most salient dimensions of tactile feedback for a given task and assuming all users interpret the feedback in a similar fashion. We propose that providing more realistic haptic feedback will require in-depth examinations of higher-dimensional tactile cues and personalization of these cues for individual users. In this thesis, we aim to provide hardware and software-based solutions for rendering more expressive and personalized tactile cues to the fingertip. We first explore the idea of rendering six-degree-of-freedom (6-DOF) tactile fingertip feedback via a wearable device, such that any possible fingertip interaction with a flat surface can be simulated. We highlight the potential of parallel continuum manipulators (PCMs) to meet the requirements of such a device, and we refine the design of a PCM for providing fingertip tactile cues. We construct a manually actuated prototype to validate the concept, and then continue to develop a motorized version, named the Fingertip Puppeteer, or Fuppeteer for short. Various error reduction techniques are presented, and the resulting device is evaluated by analyzing system responses to step inputs, measuring forces rendered to a biomimetic finger sensor, and comparing intended sensations to perceived sensations of twenty-four participants in a human-subject study. Once the functionality of the Fuppeteer is validated, we begin to explore how the device can be used to broaden our understanding of higher-dimensional tactile feedback. One such application is using the 6-DOF device to simulate different lower-dimensional devices. We evaluate 1-, 3-, and 6-DOF tactile feedback during shape discrimination and mass discrimination in a virtual environment, also comparing to interactions with real objects. Results from 20 naive study participants show that higher-dimensional tactile feedback may indeed allow completion of a wider range of virtual tasks, but that feedback dimensionality surprisingly does not greatly affect the exploratory techniques employed by the user. To address alternative approaches to improving tactile rendering in scenarios where low-dimensional tactile feedback is appropriate, we then explore the idea of personalizing feedback for a particular user. We present two generalizable software-based approaches to personalize an existing data-driven haptic rendering algorithm for fingertips of different sizes. We evaluate our algorithms in the rendering of pre-recorded tactile sensations onto rubber casts of six different fingertips as well as onto the real fingertips of 13 human participants, all via a 3-DOF wearable device. Results show that both personalization approaches significantly reduced force error magnitudes and improved realism ratings

    Advancing proxy-based haptic feedback in virtual reality

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    This thesis advances haptic feedback for Virtual Reality (VR). Our work is guided by Sutherland's 1965 vision of the ultimate display, which calls for VR systems to control the existence of matter. To push towards this vision, we build upon proxy-based haptic feedback, a technique characterized by the use of passive tangible props. The goal of this thesis is to tackle the central drawback of this approach, namely, its inflexibility, which yet hinders it to fulfill the vision of the ultimate display. Guided by four research questions, we first showcase the applicability of proxy-based VR haptics by employing the technique for data exploration. We then extend the VR system's control over users' haptic impressions in three steps. First, we contribute the class of Dynamic Passive Haptic Feedback (DPHF) alongside two novel concepts for conveying kinesthetic properties, like virtual weight and shape, through weight-shifting and drag-changing proxies. Conceptually orthogonal to this, we study how visual-haptic illusions can be leveraged to unnoticeably redirect the user's hand when reaching towards props. Here, we contribute a novel perception-inspired algorithm for Body Warping-based Hand Redirection (HR), an open-source framework for HR, and psychophysical insights. The thesis concludes by proving that the combination of DPHF and HR can outperform the individual techniques in terms of the achievable flexibility of the proxy-based haptic feedback.Diese Arbeit widmet sich haptischem Feedback für Virtual Reality (VR) und ist inspiriert von Sutherlands Vision des ultimativen Displays, welche VR-Systemen die Fähigkeit zuschreibt, Materie kontrollieren zu können. Um dieser Vision näher zu kommen, baut die Arbeit auf dem Konzept proxy-basierter Haptik auf, bei der haptische Eindrücke durch anfassbare Requisiten vermittelt werden. Ziel ist es, diesem Ansatz die für die Realisierung eines ultimativen Displays nötige Flexibilität zu verleihen. Dazu bearbeiten wir vier Forschungsfragen und zeigen zunächst die Anwendbarkeit proxy-basierter Haptik durch den Einsatz der Technik zur Datenexploration. Anschließend untersuchen wir in drei Schritten, wie VR-Systeme mehr Kontrolle über haptische Eindrücke von Nutzern erhalten können. Hierzu stellen wir Dynamic Passive Haptic Feedback (DPHF) vor, sowie zwei Verfahren, die kinästhetische Eindrücke wie virtuelles Gewicht und Form durch Gewichtsverlagerung und Veränderung des Luftwiderstandes von Requisiten vermitteln. Zusätzlich untersuchen wir, wie visuell-haptische Illusionen die Hand des Nutzers beim Greifen nach Requisiten unbemerkt umlenken können. Dabei stellen wir einen neuen Algorithmus zur Body Warping-based Hand Redirection (HR), ein Open-Source-Framework, sowie psychophysische Erkenntnisse vor. Abschließend zeigen wir, dass die Kombination von DPHF und HR proxy-basierte Haptik noch flexibler machen kann, als es die einzelnen Techniken alleine können

    The Hand-Held Force Magnifier: Surgical Tools to Augment the Sense of Touch

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    Modern surgeons routinely perform procedures with noisy, sub-threshold, or obscured visual and haptic feedback,either due to the necessary approach, or because the systems on which they are operating are exceeding delicate. For example, in cataract extraction, ophthalmic surgeons must peel away thin membranes in order to access and replace the lens of the eye. Elsewhere, dissection is now commonly performed with energy-delivering tools – rather than sharp blades – and damage to deep structures is possible if tissue contact is not well controlled. Surgeons compensate for their lack of tactile sensibility by relying solely on visual feedback, observing tissue deformation and other visual cues through surgical microscopes or cameras. Using visual information alone can make a procedure more difficult, because cognitive mediation is required to convert visual feedback into motor action. We call this the “haptic problem” in surgery because the human sensorimotor loop is deprived of critical tactile afferent information, increasing the chance for intraoperative injury and requiring extensive training before clinicians reach independent proficiency. Tools that enhance the surgeon’s direct perception of tool-tissue forces can therefore potentially reduce the risk of iatrogenic complications and improve patient outcomes. Towards this end, we have developed and characterized a new robotic surgical tool, the Hand-Held Force Magnifier (HHFM), which amplifies forces at the tool tip so they may be readily perceived by the user, a paradigm we call “in-situ” force feedback. In this dissertation, we describe the development of successive generations of HHFM prototypes, and the evaluation of a proposed human-in-the-loop control framework using the methods of psychophysics. Using these techniques, we have verified that our tool can reduce sensory perception thresholds, augmenting the user’s abilities beyond what is normally possible. Further, we have created models of human motor control in surgically relevant tasks such as membrane puncture, which have shown to be sensitive to push-pull direction and handedness effects. Force augmentation has also demonstrated improvements to force control in isometric force generation tasks. Finally, in support of future psychophysics work, we have developed an inexpensive, high-bandwidth, single axis haptic renderer using a commercial audio speaker
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