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Real-time haptic rendering of three-dimensional fluid flow will improve the interactivity and realism of applications ranging from video games to surgical simulators, but it remains a challenging undertaking due to its high computational cost. Humans are very familiar with the look and feel of real fluids, so successful interactive simulations need to obey the mathematical relationships of fluid dynamics...
High frequency contact accelerations convey important information that the vast majority of haptic interfaces cannot render. Building on prior work, we present an approach to haptic interface design that uses a dedicated linear voice coil actuator and a dynamic system model to allow the user to feel these signals. This approach was tested through use in a bilateral teleoperation experiment where a...
This study compares the Weber fraction for human perception of stiffness among three conditions: vision, proprioceptive motion feedback, and their combination. To make comparisons between these feedback conditions, a novel haptic device was designed that senses the spring behavior through encoder and force measurements, and implements a controller to render linear virtual springs so that the stimuli...
The proposed demonstration stems from research on a low cost haptic virtual interaction platform for upper-limb rehabilitation. This work centers on the use of vibrotactile feedback in a virtual environment to help stroke patients perform simple repetitive motions and thereby overcome motor planning deficits. The device to be demonstrated consists of a sleeve with embedded optical markers and vibration...
This paper discusses the design and operation of the iTorqU 2.0, an ungrounded, handheld torque feedback device for haptic applications. Based upon the gyroscopic effect, the iTorqU 2.0 uses a metal flywheel inside of a two-axis actuated gimbal to create directional torques that are applied to the user's hand. The coupling of angular velocity and angular momentum creates a torque that is orthogonal...
Tactile information plays a critical role in the human ability to manipulate objects with one's hands. Many environments require the use of protective gloves that diminish essential tactile feedback. Under these circumstances, seemingly simple tasks such as picking up an object can become very difficult. This paper introduces the SlipGlove, a novel device that uses an advanced sensing and actuation...
During real physical interactions, contact between a hand-held tool and an object causes high-frequency tool accelerations that are detected by mechanoreceptors in the human hand. These haptic signals provide salient cues about changes in tool-surface contact state and enable effortless identification of material and surface properties. Unfortunately, these rich contact sensations are often absent...
Touching a real object with your fingertip provides simultaneous tactile and force feedback, yet most haptic interfaces for virtual environments can convey only one of these two essential modalities. To address this opportunity, we designed, prototyped, and evaluated the Touch Thimble, a new fingertip device that provides the user with the cutaneous sensation of making and breaking contact with virtual...
Current prosthetic devices lack the ability to provide proprioceptive feedback, requiring the user to visually track the device in order to accomplish the tasks of daily living. This work seeks to quantify the effect of proprioceptive feedback on the accuracy, speed, and ease of use of a one-degree-of-freedom virtual prosthetic finger in both sighted and unsighted conditions. An experimental apparatus...
This research seeks to ascertain the relative value of visual and proprioceptive motion feedback during force-based control of a non-self entity like a powered prosthesis. Accurately controlling such a device is very difficult when the operator cannot see or feel the movement that results from applied forces. As an analogy to prosthesis use, we tested the relative importance of visual and proprioceptive...
Humans rely on information-laden high-frequency accelerations in addition to quasi-static forces when interacting with objects via a handheld tool. Telerobotic systems have traditionally struggled to portray such contact transients due to closed-loop bandwidth and stability limitations, leaving remote objects feeling soft and undefined. This work seeks to maximize the user's feel for the environment...
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