168 research outputs found
Recommended from our members
Virtual Texture Generated using Elastomeric Conductive Block Copolymer in Wireless Multimodal Haptic Glove.
Haptic devices are in general more adept at mimicking the bulk properties of materials than they are at mimicking the surface properties. This paper describes a haptic glove capable of producing sensations reminiscent of three types of near-surface properties: hardness, temperature, and roughness. To accomplish this mixed mode of stimulation, three types of haptic actuators were combined: vibrotactile motors, thermoelectric devices, and electrotactile electrodes made from a stretchable conductive polymer synthesized in our laboratory. This polymer consisted of a stretchable polyanion which served as a scaffold for the polymerization of poly(3,4-ethylenedioxythiophene) (PEDOT). The scaffold was synthesized using controlled radical polymerization to afford material of low dispersity, relatively high conductivity (0.1 S cm-1), and low impedance relative to metals. The glove was equipped with flex sensors to make it possible to control a robotic hand and a hand in virtual reality (VR). In psychophysical experiments, human participants were able to discern combinations of electrotactile, vibrotactile, and thermal stimulation in VR. Participants trained to associate these sensations with roughness, hardness, and temperature had an overall accuracy of 98%, while untrained participants had an accuracy of 85%. Sensations could similarly be conveyed using a robotic hand equipped with sensors for pressure and temperature
Personalising Vibrotactile Displays through Perceptual Sensitivity Adjustment
Haptic displays are commonly limited to transmitting a discrete
set of tactile motives. In this paper, we explore the
transmission of real-valued information through vibrotactile
displays. We simulate spatial continuity with three perceptual
models commonly used to create phantom sensations: the linear,
logarithmic and power model. We show that these generic
models lead to limited decoding precision, and propose a
method for model personalization adjusting to idiosyncratic
and spatial variations in perceptual sensitivity. We evaluate
this approach using two haptic display layouts: circular, worn
around the wrist and the upper arm, and straight, worn along
the forearm. Results of a user study measuring continuous
value decoding precision show that users were able to decode
continuous values with relatively high accuracy (4.4% mean
error), circular layouts performed particularly well, and personalisation
through sensitivity adjustment increased decoding
precision
Wearable haptic systems for the fingertip and the hand: taxonomy, review and perspectives
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
ElectroCutscenes: Realistic Haptic Feedback in Cutscenes of Virtual Reality Games Using Electric Muscle Stimulation
Cutscenes in Virtual Reality (VR) games enhance story telling by delivering output in the form of visual, auditory, or haptic feedback (e.g., using vibrating handheld controllers).
Since they lack interaction in the form of user input, cutscenes would significantly benefit from improved feedback.
We introduce the concept and implementation of ElectroCutscenes, a concept in which Electric Muscle Stimulation (EMS) is leveraged to elicit physical user movements to correspond to those of personal avatars in cutscenes of VR games while the user stays passive.
Through a user study (N=22) in which users passively received kinesthetic feedback resulting in involuntarily movements, we show that ElectroCutscenes significantly increases perceived presence and realism compared to controller-based vibrotactile and no haptic feedback.
Furthermore, we found preliminary evidence that combining visual and EMS feedback can evoke movements that are not actuated by either of them alone.
We discuss how to enhance realism and presence of cutscenes in VR games even when EMS can partially rather than completely actuate the desired body movements
LIQUID METAL ANTENNAS FOR WEARABLE DEVICES
The novelty in this invention, rather than being about the liquid metal materials themselves, is around the use of liquid metals as antennas in a stretchable substrate (e.g., the metal could be injected into a silicone band or used as a conductive core of a thread for a textile band). The use of liquid metals as antennas in wearables could be the best way to significantly increase antenna surface area without introducing problematic points of failure, as liquid metals are self-healing (e.g., to minor puncture damage) and highly adaptable. This concept could be used in any wearable strap and may be particularly useful in watches
LifeChair: A Conductive Fabric Sensor-Based Smart Cushion for Actively Shaping Sitting Posture.
The LifeChair is a smart cushion that provides vibrotactile feedback by actively sensing and classifying sitting postures to encourage upright posture and reduce slouching. The key component of the LifeChair is our novel conductive fabric pressure sensing array. Fabric sensors have been explored in the past, but a full sensing solution for embedded real world use has not been proposed. We have designed our system with commercial use in mind, and as a result, it has a high focus on manufacturability, cost-effectiveness and adaptiveness. We demonstrate the performance of our fabric sensing system by installing it into the LifeChair and comparing its posture detection accuracy with our previous study that implemented a conventional flexible printed PCB-sensing system. In this study, it is shown that the LifeChair can detect all 11 postures across 20 participants with an improved average accuracy of 98.1%, and it demonstrates significantly lower variance when interfacing with different users. We also conduct a performance study with 10 participants to evaluate the effectiveness of the LifeChair device in improving upright posture and reducing slouching. Our performance study demonstrates that the LifeChair is effective in encouraging users to sit upright with an increase of 68.1% in time spent seated upright when vibrotactile feedback is activated
The impact of size and position of reference electrode on the localization of biphasic electrotactile stimulation on the fingertips
Development of haptic interfaces to enrich augmented and virtual reality with the sense of touch is the next frontier for technological advancement of these systems. Among available technologies, electrotactile stimulation enables design of high-density interfaces that can provide natural-like sensation of touch in interaction with virtual objects. The present study investigates the human perception of electrotactile sensations on fingertips, focusing on the sensation localization in function of the size and position of reference electrode. Ten healthy subjects participated in the study, with the task to mark the sensations elicited by stimulating the index fingertip using an 8-pad electrode. The test systematically explored several configurations of the active (position) and reference (position and size) electrode pads. The results indicated that there was a spreading of perceived sensations across the fingertip, but that they were mostly localized below the active pad. The position and size of the reference electrode were shown to affect the location of the perceived sensations, which can potentially be exploited as an additional parameter to modulate the feedback. The present study demonstrates that the fingertip is a promising target for the delivery of high-resolution feedback.The work in this study was performed within the TACTILITY project, which has received funding by European Union’s Horizon 2020 framework programme for research and innovation H2020-ICT-2018-2020/H2020-ICT 2018-3 under grant agreement no. 85671
- …