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Frissen I, Yao HY, Guastavino C, Hayward V. Humans sense by touch the location of objects that roll in handheld containers. Q J Exp Psychol (Hove) 2023; 76:381-390. [PMID: 35212251 PMCID: PMC9896261 DOI: 10.1177/17470218221086458] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
Humans use active touch to gain behaviourally relevant information from their environment, including information about contained objects. Although most common, the perceptual basis of interacting with containers remains largely unexplored. The first aim of this study was to determine how accurately people can sense, by touch only, the location of a contained rolling object. Experiment 1 used tubes containing physical balls and demonstrated a considerable degree of accuracy in estimating the rolled distance. The second aim was to identify the relative effectiveness of the various available physical cues. Experiment 2 employed virtual reality technology to present, in isolation and in various combinations, the constituent haptic cues produced by a rolling ball, which are, the mechanical noise during rolling, the jolts from an impact with an internal wall, and the intensity and timing of the jolts resulting from elastic bounces. The rolling noise was of primary importance to the perceptual estimation task suggesting that the implementation of the laws of motion is based on an analysis of the ball's movement velocity. Although estimates became more accurate when the rolling and impact cues were combined, they were not necessarily more precise. The presence of elastic bounces did not affect performance.
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Affiliation(s)
- Ilja Frissen
- School of Information Studies, McGill University, Montreal, Quebec, Canada,Center for Interdisciplinary Research in Music Media and Technology, Montreal, Quebec, Canada,Ilja Frissen, School of Information Studies, McGill University, 3661 Rue Peel, Montreal, Quebec H3A 1X1, Canada.
| | | | - Catherine Guastavino
- School of Information Studies, McGill University, Montreal, Quebec, Canada,Center for Interdisciplinary Research in Music Media and Technology, Montreal, Quebec, Canada
| | - Vincent Hayward
- Institut des Systèmes Intelligents et de Robotique, Sorbonne Université, Paris, France,Institute of Philosophy, School of Advanced Study, University of London, London, UK,Actronika SAS, Paris, France
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Gourishetti R, Kuchenbecker KJ. Evaluation of Vibrotactile Output From a Rotating Motor Actuator. IEEE TRANSACTIONS ON HAPTICS 2022; 15:39-44. [PMID: 34962882 DOI: 10.1109/toh.2021.3138867] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
Specialized vibrotactile actuators are widely used to output haptic sensations due to their portability and robustness; some models are expensive and capable, while others are economical but weaker and less expressive. To increase the accessibility of high-quality haptics, we designed a cost-effective actuation approach called the rotating motor actuator (RMA): it uses a small DC motor to generate vibrotactile cues on a rigid stylus. We conducted a psychophysical experiment where eighteen volunteers matched the RMA's vibration amplitudes with those from a high-quality reference actuator (Haptuator Mark II) at twelve frequencies from 50 Hz to 450 Hz. The average error in matching acceleration magnitudes was 10.2%. More current was required for the RMA than the reference actuator; a stronger DC motor would require less current. Participants also watched a video of a real tool-mediated interaction with playback of recorded vibrotactile cues from each actuator. 94.4% of the participants agreed that the RMA delivered realistic vibrations and audio cues during this replay. 83.3% reported that the RMA vibrations were pleasant, compared to 66.7% for the reference. A possible cause for this significant difference may be that the reference actuator (which has a mechanical resonance) distorts low-frequency vibrations more than the RMA does.
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de Vargas MF, Marino D, Weill-Duflos A, Cooperstock JR. Speaking Haptically: From Phonemes to Phrases With a Mobile Haptic Communication System. IEEE TRANSACTIONS ON HAPTICS 2021; 14:479-490. [PMID: 33502983 DOI: 10.1109/toh.2021.3054812] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
In this article, we present three studies involving WhatsHap, a mobile system designed to deliver speech as vibrations on the forearm with minimal hardware demands and practice time. After only 4.2 h of training on a 24-haptic phoneme vocabulary and on how to combine these to form words, participants were able to generalize their phoneme identification skills to the understanding of untrained English words, correctly identifying 65% of words in phrases rendered with a user-controlled interval between words, and up to 59% with a fixed interval. Ultimately, participants were able to complete 88% of simple communicative tasks that elicited spontaneous speech and semi-structured bidirectional conversation using the apparatus. We conclude by providing insights as to how such a system may ultimately be used for communication under more natural conditions.
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Basdogan C, Giraud F, Levesque V, Choi S. A Review of Surface Haptics: Enabling Tactile Effects on Touch Surfaces. IEEE TRANSACTIONS ON HAPTICS 2020; 13:450-470. [PMID: 32340960 DOI: 10.1109/toh.2020.2990712] [Citation(s) in RCA: 25] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
In this article, we review the current technology underlying surface haptics that converts passive touch surfaces to active ones (machine haptics), our perception of tactile stimuli displayed through active touch surfaces (human haptics), their potential applications (human-machine interaction), and finally, the challenges ahead of us in making them available through commercial systems. This article primarily covers the tactile interactions of human fingers or hands with surface-haptics displays by focusing on the three most popular actuation methods: vibrotactile, electrostatic, and ultrasonic.
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Adilkhanov A, Yelenov A, Reddy RS, Terekhov A, Kappassov Z. VibeRo: Vibrotactile Stiffness Perception Interface for Virtual Reality. IEEE Robot Autom Lett 2020. [DOI: 10.1109/lra.2020.2972793] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
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Lu T, Pacoret C, Heriban D, Mohand-Ousaid A, Regnier S, Hayward V. KiloHertz Bandwidth, Dual-Stage Haptic Device Lets You Touch Brownian Motion. IEEE TRANSACTIONS ON HAPTICS 2017; 10:382-390. [PMID: 28026784 DOI: 10.1109/toh.2016.2644613] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/06/2023]
Abstract
This paper describes a haptic interface that has a uniform response over the entire human tactile frequency range. Structural mechanics makes it very difficult to implement articulated mechanical systems that can transmit high frequency signals. Here, we separated the frequency range into two frequency bands. The lower band is within the first structural mode of the corresponding haptic device while the higher one can be transmitted accurately by a fast actuator operating from conservation of momentum, that is, without reaction forces to the ground. To couple the two systems, we adopted a channel separation approach akin to that employed in the design of acoustic reproduction systems. The two channels are recombined at the tip of the device to give a uniform frequency response from DC to one kHz. In terms of mechanical design, the high-frequency transducer was embedded inside the tip of the main stage so that during operation, the human operator has only to interact with a single finger interface. In order to exemplify the type of application that would benefit from this kind of interface, we applied it to the haptic exploration with microscopic scales objects which are known to behave with very fast dynamics. The novel haptic interface was bilaterally coupled with a micromanipulation platform to demonstrate its capabilities. Operators could feel interaction forces arising from contact as well as those resulting from Brownian motion and could manoeuvre a micro bead in the absence of vision.
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Motamedi MR, Florant D, Duchaine V. Comparing the Exteroceptive Feedback of Normal Stress, Skin Stretch, and Vibrotactile Stimulation for Restitution of Static Events. Front Robot AI 2017. [DOI: 10.3389/frobt.2017.00006] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
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Taylor MW, Taylor JL, Seizova-Cajic T. Muscle Vibration-Induced Illusions: Review of Contributing Factors, Taxonomy of Illusions and User’s Guide. Multisens Res 2017. [DOI: 10.1163/22134808-00002544] [Citation(s) in RCA: 26] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Limb muscle vibration creates an illusory limb movement in the direction corresponding to lengthening of the vibrated muscle. Neck muscle vibration results in illusory motion of visual and auditory stimuli. Attributed to the activation of muscle spindles, these and related effects are of great interest as a tool in research on proprioception, for rehabilitation of sensorimotor function and for multisensory immersive virtual environments. However, these illusions are not easy to elicit in a consistent manner. We review factors that influence them, propose their classification in a scheme that links this area of research to perception theory, and provide practical suggestions to researchers. Local factors that determine the illusory effect of vibration include properties of the vibration stimulus such as its frequency, amplitude and duration, and properties of the vibrated muscle, such as contraction and fatigue. Contextual (gestalt) factors concern the relationship of the vibrated body part to the rest of the body and the environment. Tactile and visual cues play an important role, and so does movement, imagined or real. The best-known vibration illusions concern one’s own body and can be classified as ‘first-order’ due to a direct link between activity in muscle spindles and the percept. More complex illusions involve other sensory modalities and external objects, and provide important clues regarding the hidden role of proprioception, our ‘silent’ sense. Our taxonomy makes explicit this and other distinctions between different illusory effects. We include User’s Guide with tips for anyone wishing to conduct a vibration study.
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Affiliation(s)
- Mitchell W. Taylor
- Faculty of Health Sciences, University of Sydney, 75 East St, Lidcombe 2141 NSW, Sydney, Australia
| | - Janet L. Taylor
- Neuroscience Research Australia, University of New South Wales, Sydney, Australia
| | - Tatjana Seizova-Cajic
- Faculty of Health Sciences, University of Sydney, 75 East St, Lidcombe 2141 NSW, Sydney, Australia
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Wiertlewski M, Colgate JE. Power optimization of ultrasonic friction-modulation tactile interfaces. IEEE TRANSACTIONS ON HAPTICS 2015; 8:43-53. [PMID: 25314710 DOI: 10.1109/toh.2014.2362518] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/04/2023]
Abstract
Ultrasonic friction-modulation devices provide rich tactile sensation on flat surfaces and have the potential to restore tangibility to touchscreens. To date, their adoption into consumer electronics has been in part limited by relatively high power consumption, incompatible with the requirements of battery-powered devices. This paper introduces a method that optimizes the energy efficiency and performance of this class of devices. It considers optimal energy transfer to the impedance provided by the finger interacting with the surface. Constitutive equations are determined from the mode shape of the interface and the piezoelectric coupling of the actuator. The optimization procedure employs a lumped parameter model to simplify the treatment of the problem. Examples and an experimental study show the evolution of the optimal design as a function of the impedance of the finger.
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Cirio G, Marchal M, Lécuyer A, Cooperstock JR. Vibrotactile rendering of splashing fluids. IEEE TRANSACTIONS ON HAPTICS 2013; 6:117-122. [PMID: 24808273 DOI: 10.1109/toh.2012.34] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/03/2023]
Abstract
We introduce the use of vibrotactile feedback as a rendering modality for solid-fluid interaction, based on the physical processes that generate sound during such interactions. This rendering approach enables the perception of vibrotactile feedback from virtual scenarios that resemble the experience of stepping into a water puddle or plunging a hand into a volume of fluid.
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Turchet L, Burelli P, Serafin S. Haptic feedback for enhancing realism of walking simulations. IEEE TRANSACTIONS ON HAPTICS 2013; 6:35-45. [PMID: 24808266 DOI: 10.1109/toh.2012.51] [Citation(s) in RCA: 16] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/03/2023]
Abstract
In this paper, we describe several experiments whose goal is to evaluate the role of plantar vibrotactile feedback in enhancing the realism of walking experiences in multimodal virtual environments. To achieve this goal we built an interactive and a noninteractive multimodal feedback system. While during the use of the interactive system subjects physically walked, during the use of the noninteractive system the locomotion was simulated while subjects were sitting on a chair. In both the configurations subjects were exposed to auditory and audio-visual stimuli presented with and without the haptic feedback. Results of the experiments provide a clear preference toward the simulations enhanced with haptic feedback showing that the haptic channel can lead to more realistic experiences in both interactive and noninteractive configurations. The majority of subjects clearly appreciated the added feedback. However, some subjects found the added feedback unpleasant. This might be due, on one hand, to the limits of the haptic simulation and, on the other hand, to the different individual desire to be involved in the simulations. Our findings can be applied to the context of physical navigation in multimodal virtual environments as well as to enhance the user experience of watching a movie or playing a video game.
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Giordano BL, Visell Y, Yao HY, Hayward V, Cooperstock JR, McAdams S. Identification of walked-upon materials in auditory, kinesthetic, haptic, and audio-haptic conditions. THE JOURNAL OF THE ACOUSTICAL SOCIETY OF AMERICA 2012; 131:4002-4012. [PMID: 22559373 DOI: 10.1121/1.3699205] [Citation(s) in RCA: 9] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/31/2023]
Abstract
Locomotion generates multisensory information about walked-upon objects. How perceptual systems use such information to get to know the environment remains unexplored. The ability to identify solid (e.g., marble) and aggregate (e.g., gravel) walked-upon materials was investigated in auditory, haptic or audio-haptic conditions, and in a kinesthetic condition where tactile information was perturbed with a vibromechanical noise. Overall, identification performance was better than chance in all experimental conditions and for both solids and the better identified aggregates. Despite large mechanical differences between the response of solids and aggregates to locomotion, for both material categories discrimination was at its worst in the auditory and kinesthetic conditions and at its best in the haptic and audio-haptic conditions. An analysis of the dominance of sensory information in the audio-haptic context supported a focus on the most accurate modality, haptics, but only for the identification of solid materials. When identifying aggregates, response biases appeared to produce a focus on the least accurate modality--kinesthesia. When walking on loose materials such as gravel, individuals do not perceive surfaces by focusing on the most accurate modality, but by focusing on the modality that would most promptly signal postural instabilities.
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Affiliation(s)
- Bruno L Giordano
- Centre for Interdisciplinary Research in Music Media and Technology, Schulich School of Music, McGill University, 555 Sherbrooke Street West, Montréal, Quebéc H3A 1E3, Canada.
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Romano JM, Kuchenbecker KJ. Creating Realistic Virtual Textures from Contact Acceleration Data. IEEE TRANSACTIONS ON HAPTICS 2012; 5:109-119. [PMID: 26964067 DOI: 10.1109/toh.2011.38] [Citation(s) in RCA: 19] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/05/2023]
Abstract
Modern haptic interfaces are adept at conveying the large-scale shape of virtual objects, but they often provide unrealistic or no feedback when it comes to the microscopic details of surface texture. Direct texture-rendering challenges the state of the art in haptics because it requires a finely detailed model of the surface's properties, real-time dynamic simulation of complex interactions, and high-bandwidth haptic output to enable the user to feel the resulting contacts. This paper presents a new, fully realized solution for creating realistic virtual textures. Our system employs a sensorized handheld tool to capture the feel of a given texture, recording three-dimensional tool acceleration, tool position, and contact force over time. We reduce the three-dimensional acceleration signals to a perceptually equivalent one-dimensional signal, and then we use linear predictive coding to distill this raw haptic information into a database of frequency-domain texture models. Finally, we render these texture models in real time on a Wacom tablet using a stylus augmented with small voice coil actuators. The resulting virtual textures provide a compelling simulation of contact with the real surfaces, which we verify through a human subject study.
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Mohand-Ousaid A, Millet G, Régnier S, Haliyo S, Hayward V. Haptic interface transparency achieved through viscous coupling. Int J Rob Res 2011. [DOI: 10.1177/0278364911430421] [Citation(s) in RCA: 27] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Electromagnetic drives are subjected to an inherent inertia–torque tradeoff that fundamentally limits transparency: the higher the torque, the higher the inertia. We describe a dual-stage design that is not subjected to this tradeoff and that is able to approach perfect transparency for human users. It comprises a large, proximal motor and a small, distal motor to reproduce the transients. The two stages are coupled by a viscous clutch based on eddy currents that, without contact, accurately transforms slip velocity into torque. Such a system can, in general, be controlled to achieve a variety of objectives. Here, we show that an advanced, discrete-time, RST polynomial pole-placement controller can achieve near-perfect transparency. Experimental validation evaluated the human ability to detect small haptic details when using this drive and compared it with when using a conventional, single-motor interface.
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Affiliation(s)
- Abdenbi Mohand-Ousaid
- UPMC, Université Paris 06, Institut des Systèmes Intelligents et de Robotique, Paris, France
| | - Guillaume Millet
- UPMC, Université Paris 06, Institut des Systèmes Intelligents et de Robotique, Paris, France
| | - Stéphane Régnier
- UPMC, Université Paris 06, Institut des Systèmes Intelligents et de Robotique, Paris, France
| | - Sinan Haliyo
- UPMC, Université Paris 06, Institut des Systèmes Intelligents et de Robotique, Paris, France
| | - Vincent Hayward
- UPMC, Université Paris 06, Institut des Systèmes Intelligents et de Robotique, Paris, France
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