1,117 research outputs found

    Subject-specific finite element modelling of the human hand complex : muscle-driven simulations and experimental validation

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    This paper aims to develop and validate a subject-specific framework for modelling the human hand. This was achieved by combining medical image-based finite element modelling, individualized muscle force and kinematic measurements. Firstly, a subject-specific human hand finite element (FE) model was developed. The geometries of the phalanges, carpal bones, wrist bones, ligaments, tendons, subcutaneous tissue and skin were all included. The material properties were derived from in-vivo and in-vitro experiment results available in the literature. The boundary and loading conditions were defined based on the kinematic data and muscle forces of a specific subject captured from the in-vivo grasping tests. The predicted contact pressure and contact area were in good agreement with the in-vivo test results of the same subject, with the relative errors for the contact pressures all being below 20%. Finally, sensitivity analysis was performed to investigate the effects of important modelling parameters on the predictions. The results showed that contact pressure and area were sensitive to the material properties and muscle forces. This FE human hand model can be used to make a detailed and quantitative evaluation into biomechanical and neurophysiological aspects of human hand contact during daily perception and manipulation. The findings can be applied to the design of the bionic hands or neuro-prosthetics in the future

    Master of Science

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    thesisHaptic feedback in modern game controllers is limited to vibrotactile feedback. The addition of skin-stretch feedback would significantly improve the type and quality of haptic feedback provided by game controllers. Skin-stretch feedback requires small forces (around a few newtons) and translations (as small as 0.5 mm) to provide identifiable direction cues. Prior work has developed skin-stretch mechanisms in two form factors: a flat form factor and a tall but compact (cubic) form factor. These mechanisms have been shown to be effective actuators for skin-stretch feedback, and are small enough to fit inside of a game controller. Additional prior work has shown that the cubic skin-stretch mechanism can be integrated into a thumb joystick for use with game controllers. This thesis presents the design, characterization, and testing of two skin-stretch game controllers. The first game controller provides skin stretch via a 2-axis mechanism integrated into its thumb joysticks. This controller uses the cubic skin-stretch mechanism to drive the skin stretch. Concerns that users' motions of the joystick could negatively impact the saliency of skin stretch rendered from the joystick prompted the design of a controller that provides 2-axis skin stretch to users' middle fingers on the back side of the controller. Two experiments were conducted with the two controllers. One experiment had participants identify the direction of skin stretch from a selection of 8 possible directions. This test compared users' accuracies with both controllers, and with five different finger restraints on the back-tactor controller. Results show that users' identification accuracy was similar across feedback conditions. A second experiment used skin stretch to rotationally guide participants to a randomized target angle. Three different feedback strategies were tested. Results showed that a strategy called sinusoidal feedback, which provided feedback that varied in frequency and amplitude as a function of the user's relative position to the tactor, performed significantly better on all performance metrics than the other feedback strategies. It is important to note that the sinusoidal feedback only requires two 1-axis skin-stretch actuators, which are spatially separated, in order to provide feedback. The other lower performing feedback strategies used two 2-axis skin-stretch actuators

    Shape and Pose Recovery from Planar Pushing

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    Tactile exploration refers to the use of physical interaction to infer object properties. In this work, we study the feasibility of recovering the shape and pose of a movable object from observing a series of contacts. In particular, we approach the problem of estimating the shape and trajectory of a planar object lying on a frictional surface, and being pushed by a frictional probe. The probe, when in contact with the object, makes observations of the location of contact and the contact normal. Our approach draws inspiration from the SLAM problem, where noisy observations of the location of landmarks are used to reconstruct and locate a static environment. In tactile exploration, analogously, we can think of the object as a rigid but moving environment, and of the pusher as a sensor that reports contact points on the boundary of the object. A key challenge to tactile exploration is that, unlike visual feedback, sensing by touch is intrusive in nature. The object moves by the action of sensing. In the 2D version of the problem that we study in this paper, the well understood mechanics of planar frictional pushing provides a motion model that plays the role of odometry. The conjecture we investigate in this paper is whether the models of frictional pushing are sufficiently descriptive to simultaneously estimate the shape and pose of an object from the cumulative effect of a sequence of pushes.National Science Foundation (U.S.) (Award IIS-1427050

    The implications of embodiment for behavior and cognition: animal and robotic case studies

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    In this paper, we will argue that if we want to understand the function of the brain (or the control in the case of robots), we must understand how the brain is embedded into the physical system, and how the organism interacts with the real world. While embodiment has often been used in its trivial meaning, i.e. 'intelligence requires a body', the concept has deeper and more important implications, concerned with the relation between physical and information (neural, control) processes. A number of case studies are presented to illustrate the concept. These involve animals and robots and are concentrated around locomotion, grasping, and visual perception. A theoretical scheme that can be used to embed the diverse case studies will be presented. Finally, we will establish a link between the low-level sensory-motor processes and cognition. We will present an embodied view on categorization, and propose the concepts of 'body schema' and 'forward models' as a natural extension of the embodied approach toward first representations.Comment: Book chapter in W. Tschacher & C. Bergomi, ed., 'The Implications of Embodiment: Cognition and Communication', Exeter: Imprint Academic, pp. 31-5

    Tactile-STAR: A Novel Tactile STimulator And Recorder System for Evaluating and Improving Tactile Perception

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    Many neurological diseases impair the motor and somatosensory systems. While several different technologies are used in clinical practice to assess and improve motor functions, somatosensation is evaluated subjectively with qualitative clinical scales. Treatment of somatosensory deficits has received limited attention. To bridge the gap between the assessment and training of motor vs. somatosensory abilities, we designed, developed, and tested a novel, low-cost, two-component (bimanual) mechatronic system targeting tactile somatosensation: the Tactile-STAR—a tactile stimulator and recorder. The stimulator is an actuated pantograph structure driven by two servomotors, with an end-effector covered by a rubber material that can apply two different types of skin stimulation: brush and stretch. The stimulator has a modular design, and can be used to test the tactile perception in different parts of the body such as the hand, arm, leg, big toe, etc. The recorder is a passive pantograph that can measure hand motion using two potentiometers. The recorder can serve multiple purposes: participants can move its handle to match the direction and amplitude of the tactile stimulator, or they can use it as a master manipulator to control the tactile stimulator as a slave. Our ultimate goal is to assess and affect tactile acuity and somatosensory deficits. To demonstrate the feasibility of our novel system, we tested the Tactile-STAR with 16 healthy individuals and with three stroke survivors using the skin-brush stimulation. We verified that the system enables the mapping of tactile perception on the hand in both populations. We also tested the extent to which 30 min of training in healthy individuals led to an improvement of tactile perception. The results provide a first demonstration of the ability of this new system to characterize tactile perception in healthy individuals, as well as a quantification of the magnitude and pattern of tactile impairment in a small cohort of stroke survivors. The finding that short-term training with Tactile-STARcan improve the acuity of tactile perception in healthy individuals suggests that Tactile-STAR may have utility as a therapeutic intervention for somatosensory deficits
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