scholarly journals Rendering Strategy to Counter Mutual Masking Effect in Multiple Tactile Feedback

2020 ◽  
Vol 10 (14) ◽  
pp. 4990
Author(s):  
Semin Ryu ◽  
Dongbum Pyo ◽  
Soo-Chul Lim ◽  
Dong-Soo Kwon

Recently, methods and devices that simultaneously utilize two or more tactile feedback types have been proposed for more immersive interaction with virtual objects. However, the masking effect, which makes us less sensitive to various stimuli presented at the same time, has scarcely been explored. In this study, we propose a novel tactile rendering algorithm that can eliminate the mutual masking effect at the user’s sensation level, when mechanical vibration and electrovibration are applied simultaneously. First, the masking functions of the two stimuli were investigated for various stimulus combinations. Based on these, a generalized form of the masking function was derived. We then tested and confirmed that the proposed algorithm, which calculates the required stimulus intensity to compensate for the mutual masking effect, could render the arbitrary stimulus intensity desired to be perceived by the users. The results of the user test revealed that the proposed rendering algorithm significantly improved the virtual object recognition rate by approximately 23% when geometry and texture were presented jointly. This finding suggests principal guidelines for the combined use of mechanical vibration and electrovibration, as well as for other combinations of different tactile feedback types.

2021 ◽  
pp. 1-16
Author(s):  
First A. Wenbo Huang ◽  
Second B. Changyuan Wang ◽  
Third C. Hongbo Jia

Traditional intention inference methods rely solely on EEG, eye movement or tactile feedback, and the recognition rate is low. To improve the accuracy of a pilot’s intention recognition, a human-computer interaction intention inference method is proposed in this paper with the fusion of EEG, eye movement and tactile feedback. Firstly, EEG signals are collected near the frontal lobe of the human brain to extract features, which includes eight channels, i.e., AF7, F7, FT7, T7, AF8, F8, FT8, and T8. Secondly, the signal datas are preprocessed by baseline removal, normalization, and least-squares noise reduction. Thirdly, the support vector machine (SVM) is applied to carry out multiple binary classifications of the eye movement direction. Finally, the 8-direction recognition of the eye movement direction is realized through data fusion. Experimental results have shown that the accuracy of classification with the proposed method can reach 75.77%, 76.7%, 83.38%, 83.64%, 60.49%,60.93%, 66.03% and 64.49%, respectively. Compared with traditional methods, the classification accuracy and the realization process of the proposed algorithm are higher and simpler. The feasibility and effectiveness of EEG signals are further verified to identify eye movement directions for intention recognition.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Gyuwon Kim ◽  
Donghyun Hwang ◽  
Jaeyoung Park

AbstractAs touch screen technologies advanced, a digital stylus has become one of the essential accessories for a smart device. However, most of the digital styluses so far provide limited tactile feedback to a user. Therefore we focused on the limitation and noted the potential that a digital stylus may offer the sensation of realistic interaction with virtual environments on a touch screen using a 2.5D haptic system. Thus, we developed a haptic stylus with SMA (Shape Memory Alloy) and a 2.5D haptic rendering algorithm to provide lateral skin-stretch feedback to mimic the interaction force between fingertip and a stylus probing over a bumpy surface. We conducted two psychophysical experiments to evaluate the effect of 2.5D haptic feedback on the perception of virtual object geometry. Experiment 1 investigated the human perception of virtual bump size felt via the proposed lateral skin-stretch stylus and a vibrotactile stylus as reference. Experiment 2 tested the participants’ ability to count the number of virtual bumps rendered via the two types of haptic styluses. The results of Experiment 1 indicate that the participants felt the size of virtual bumps rendered with lateral skin-stretch stylus significantly sensitively than the vibrotactile stylus. Similarly, the participants counted the number of virtual bumps rendered with the lateral skin-stretch stylus significantly better than with the vibrotactile stylus. A common result of the two experiments is a significantly longer mean trial time for the skin-stretch stylus than the vibrotactile stylus.


2015 ◽  
Vol 8 (4) ◽  
pp. 454-466 ◽  
Author(s):  
Julie M. Walker ◽  
Amy A. Blank ◽  
Patricia A. Shewokis ◽  
Marcia K. O'Malley

1984 ◽  
Vol 59 (1) ◽  
pp. 285-286 ◽  
Author(s):  
Donald Fucci ◽  
Linda Petrosino

Lingual fusion thresholds for a two-pulse stimulus were obtained at a 15-dB sensation level and a 35-dB sensation level for 15 subjects (18 to 22 yr.). The 35-dB sensation level provided better temporal resolution thresholds as well as less variable responses.


2016 ◽  
Vol 835 ◽  
pp. 718-722
Author(s):  
Vladimir Prada ◽  
Gregory Conde ◽  
Armando Figueredo ◽  
Julián Sánchez ◽  
Alexander Santos

This paper presents the design and construction of a haptic device. This device aims to generate a tactile feedback to the user. The feedback is generated when the user has contact with virtual limits (through a graphical interfaces or electronic cards). These limits could be due to speeding or recklessness from the pilot under conditions of low visibility or turbulence. The paper begin with the design of the lever-shaped cam which has two Degree of Freedom (DOF). It proceeds with the kinematic analysis to obtain the work area. As of workspace is possible to determine the contact point with the geometry of the virtual object. In this event the user will have a tactile feedback, a force or vibration. This force must be minimal, to prevent injury to the user.


1997 ◽  
Vol 6 (6) ◽  
pp. 617-629 ◽  
Author(s):  
Massimo Bergamasco ◽  
A.A. Alessi ◽  
M. Calcara

This work refers to the study of thermal contact phenomena modeling for tactile feedback in virtual environments applications. The results of the modeling aspects for thermal replication are collected in specific functions that are used by the renderer of a virtual application. The finger temperature distribution versus time and contacted object temperature are the fundamental ways to approach, according to a specific modeling technique, the computation of the contact temperature occurring at the interface between the virtual hand and virtual object. Finger temperature distribution is then used for the control of thermal effectors. The modeling of the spatial and temporal distribution of the temperature in the human finger, when contact occurs with an external object at a defined temperature, is carried out in two phases: (a) determination of the temperature distribution in the finger when no contact is detected; and (b) determination of the temperature distribution in the finger when contact is detected. Results of the modeling are given and a procedure describing how these results can be used in the framework of a real application is presented.


2020 ◽  
Author(s):  
Xiaoying Sun ◽  
Chen Zhang ◽  
Guohong Liu

Abstract At present, the tactile perception of 3D geometric bumps (such as sinusoidal bumps, Gaussian bumps, triangular bumps, etc.) on touchscreens is mainly realized by mapping the local gradients of rendered virtual surfaces to lateral electrostatic friction, while maintaining the constant normal feedback force. The latest study has shown that the recognition rate of 3D visual objects with electrovibration is lower by 27$\%$ than that using force-feedback devices. Based on the custom-designed tactile display coupling with electrovibration and mechanical vibration stimuli, this paper proposes a novel tactile rendering algorithm of 3D geometric bumps, which simultaneously generates the lateral and the normal perceptual dimensions. Specifically, a mapping relationship with the electrostatic friction proportional to the gradient of 3D geometric bumps is firstly established. Then, resorting to the angle between the lateral friction force and the normal feedback force, a rendering model of the normal feedback force using mechanical vibration is further determined. Compared to the previous works with electrovibration, objective evaluations with 12 participants showed that the novel version significantly improved recognition rates of 3D bumps on touchscreens.


2019 ◽  
Vol 16 (5) ◽  
pp. 172988141986318 ◽  
Author(s):  
Zhen Zhang ◽  
Xin Lu ◽  
Yoshihiro Hagihara ◽  
Adiljan Yimit

This article presents a virtual tactile display using a shape-displaying method with flexible tendon-driven transmission to enhance performance. Sixteen tactors move perpendicularly in a 4 × 4 module to render the local shape of the virtual object to the skin of the user’s fingertip. We detail the display structure design and the transmission system, and we combine the compact design of the drive unit and tactor module with a flexible tendon-driven transmission to address the ergonomic constraints on previous devices and make them more suitable for tactile feedback. In this work, we integrate the display with leap motion controller and a ray detection rendering method to generate tactile feedback. To evaluate the performance, we perform a virtual touch experiment that assesses how much the display can render the surface of three-dimensional objects to aid the participant to match the tactile sensation with visual stimuli in the virtual scene. Results show that the display improves the user experience and has good feasibility and effectiveness. In addition, the portable structure allows the user’s hand to move more freely without redundant restrictions, and the larger tactor amplitude provides more shape patterns than previous models.


Author(s):  
R. Chen

ABSTRACT:Cutaneous reflexes in the upper limb were elicited by stimulating digital nerves and recorded by averaging rectified EMG from proximal and distal upper limb muscles during voluntary contraction. Distal muscles often showed a triphasic response: an inhibition with onset about 50 ms (Il) followed by a facilitation with onset about 60 ms (E2) followed by another inhibition with onset about 80 ms (12). Proximal muscles generally showed biphasic responses beginning with facilitation or inhibition with onset at about 40 ms. Normal ranges for the amplitude of these components were established from recordings on 22 arms of 11 healthy subjects. An attempt was made to determine the alterent fibers responsible for the various components by varying the stimulus intensity, by causing ischemic block of larger fibers and by estimating the afferent conduction velocities. The central pathways mediating these reflexes were examined by estimating central delays and by studying patients with focal lesions


Sign in / Sign up

Export Citation Format

Share Document