A.L. Ratschat
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10 records found
1
Advances in haptic technologies enable rich, multi-channel haptic rendering of interactions with virtual objects during virtual reality training. However, it remains an open question whether multi-channel haptic rendering (kinesthetic and tactile) provides superior motor learning and transfer when training dynamic tasks compared to simpler, single-channel sensory information.We investigated how40 participants learned to invert and balance a virtual pendulum after training under four haptic rendering conditions: congruent kinesthetic and tactile rendering, kinesthetic rendering alone, tactile rendering alone, and no haptic rendering. Kinesthetic information was delivered through a delta robot, and tactile information through a two-dimensional skin-stretch device at the fingerpads. Participant performance was measured in catch trials during training, in short- and long-term retention trials, and with a transfer task with a shorter pendulum. Participants from all four training conditions demonstrated the ability to improve and transfer their skills. However, we observed poorer performances during catch-trials when training with reduced or absent haptic rendering compared to training with congruent kinesthetic and tactile rendering. The advantage of congruent haptic rendering over conditions lacking kinesthetic rendering was maintained during short-term retention, whereas no significant performance differences were observed between conditions in long-term retention and the transfer task. These results suggest that congruent haptic rendering benefits the task's early learning by supporting the generation of internal models of the task dynamics, with kinesthetic rendering playing a major role. Overall, our findings highlighting the potential benefits of multi-channel haptic rendering to accelerate virtual reality training.
recent years due to its versatility and safety in applications
such as industrial education and rehabilitation. The addition
of haptic information [1] during VR training, e.g., on the
physical properties of a virtual object like mass and inertial
forces, has been shown to enhance motor learning [2] and
increase movement economy and precision [3]. However,
rendering these dynamic forces remains a challenge, par-
ticularly for ungrounded haptic devices. While ungrounded
devices allow for a large free workspace, they often face
limitations such as high cost, latency, and side effects through
noise, vibrations, or airflow [4]. To address these limitations,
we present the first design and evaluation of LeVR, a low-
cost, portable haptic proxy (see Fig. 1). LeVR aims to provide
information about virtual objects’ weight by rendering the
vertical forces experienced when lifting objects. It achieves
this by dynamically accelerating a motorized sled along a
linear rail upon interaction with the virtual object, allowing
users to perceive differences in object weight through a
simple and portable design. ...
recent years due to its versatility and safety in applications
such as industrial education and rehabilitation. The addition
of haptic information [1] during VR training, e.g., on the
physical properties of a virtual object like mass and inertial
forces, has been shown to enhance motor learning [2] and
increase movement economy and precision [3]. However,
rendering these dynamic forces remains a challenge, par-
ticularly for ungrounded haptic devices. While ungrounded
devices allow for a large free workspace, they often face
limitations such as high cost, latency, and side effects through
noise, vibrations, or airflow [4]. To address these limitations,
we present the first design and evaluation of LeVR, a low-
cost, portable haptic proxy (see Fig. 1). LeVR aims to provide
information about virtual objects’ weight by rendering the
vertical forces experienced when lifting objects. It achieves
this by dynamically accelerating a motorized sled along a
linear rail upon interaction with the virtual object, allowing
users to perceive differences in object weight through a
simple and portable design.
Robotic rehabilitation systems may benefit from haptic rendering to provide sensorimotor training to patients with acquired brain injuries. Haptic rendering usually involves modulating stiffness and viscosity to simulate real-world hand-object interactions. Yet, the effect of rendering different viscosities on brain activity remains mainly unexplored. To fill this gap, we ran an experiment with twelve unimpaired participants who were asked to grasp and release virtual liquid dispensers whose stiffness and viscosity were rendered using a haptic hand rehabilitation robot. All liquid dispensers had identical wall stiffness but contained liquids of three different viscosities. We also incorporated control conditions without viscosity and stiffness rendering, involving both passive and active grasping movements. Electroencephalography data were recorded during the experiment. We found stronger ipsilateral somatosensory mu and beta event-related desynchronization during movements with viscosity and stiffness rendering compared to the control conditions, while different viscosity levels did not result in significant variations. Furthermore, no significant electroencephalography activity differences were found between control conditions. These findings indicate that while viscosity and stiffness rendering strengthens brain activity, modulating viscosity levels does not significantly affect this response. This insight may contribute to the design of rehabilitation games by informing the choice of viscosity rendering parameters.
Robotic devices, in combination with virtual reality games, have the potential to increase therapy dosage while enhancing patient’s motivation. Yet, current robotic interventions suffer from poor usability, over-reliance on the availability of trained therapists, and the inability to provide meaningful somatosensory information despite its importance for relearning skillful movements. To address this gap, we co-created two novel haptic rehabilitation robots for in-clinic and in-home rehabilitation capable of high-fidelity haptic rendering during functional reach and grasp training in motivating virtual games together with rehabilitation experts. We evaluated the usability of our solutions with therapists and patients following a mixed-methods approach, gathering quantitative and qualitative data from questionnaires and semi-structured interviews. The results showed good usability and high enjoyment, with the fidelity of virtual object interactions highly praised. Some mechanical design improvements, mainly with regard to comfort, were also identified. Our devices offer naturalistic sensations during training, paving the way for more holistic sensorimotor neurorehabilitation.
Tactile Weight Rendering
A Review for Researchers and Developers
Haptic rendering of weight plays an essential role in naturalistic object interaction in virtual environments. While kinesthetic devices have traditionally been used for this aim by applying forces on the limbs, tactile interfaces acting on the skin have recently offered potential solutions to enhance or substitute kinesthetic ones. Here, we aim to provide an in-depth overview and comparison of existing tactile weight rendering approaches. We categorized these approaches based on their type of stimulation into asymmetric vibration and skin stretch, further divided according to the working mechanism of the devices. Then, we compared these approaches using various criteria, including physical, mechanical, and perceptual characteristics of the reported devices. We found that asymmetric vibration devices have the smallest form factor, while skin stretch devices relying on the motion of flat surfaces, belts, or tactors present numerous mechanical and perceptual advantages for scenarios requiring more accurate weight rendering. Finally, we discussed the selection of the proposed categorization of devices together with the limitations and opportunities for future research. We hope this study guides the development and use of tactile interfaces to achieve a more naturalistic object interaction and manipulation in virtual environments.
Object properties perceived through the tactile sense, such as weight, friction, and slip, greatly influence motor control during manipulation tasks. However, the provision of tactile information during robotic training in neurorehabilitation has not been well explored. Therefore, we designed and evaluated a tactile interface based on a two-degrees-of-freedom moving platform mounted on a hand rehabilitation robot that provides skin stretch at four fingertips, from the index through the little finger. To accurately control the rendered forces, we included a custom magnetic-based force sensor to control the tactile interface in a closed loop. The technical evaluation showed that our custom force sensor achieved measurable shear forces of ± 8 N with accuracies of 95.2-98.4 % influenced by hysteresis, viscoelastic creep, and torsional deformation. The tactile interface accurately rendered forces with a step response steady-state accuracy of 97.5-99.4% and a frequency response in the range of most activities of daily living. Our sensor showed the highest measurement-range-to-size ratio and comparable accuracy to sensors of its kind. These characteristics enabled the closed-loop force control of the tactile interface for precise rendering of multi-finger two-dimensional skin stretch. The proposed system is a first step towards more realistic and rich haptic feedback during robotic sensorimotor rehabilitation, potentially improving therapy outcomes.