Wearability will significantly increase the use of haptics in everyday life, as has already happened for audio and video technologies. The literature on wearable haptics is mainly focused on vibrotactile stimulation, and only recently, wearable devices conveying richer stimuli, like force vectors, have been proposed. This paper introduces design guidelines for wearable haptics and presents a novel 3-DoF wearable haptic interface able to apply force vectors directly to the fingertip. It consists of two platforms: a static one, placed on the back of the finger, and a mobile one, responsible for applying forces at the finger pad. The structure of the device resembles that of parallel robots, where the fingertip is placed in between the static and the moving platforms. This work presents the design of the wearable display, along with the quasi-static modeling of the relationship between the applied forces and the platform's orientation and displacement. The device can exert up to 1.5 N, with a maximum platform inclination of 30 degree. To validate the device and verify its effectiveness, a curvature discrimination experiment was carried out: employing the wearable device together with a popular haptic interface improved the performance with respect of employing the haptic interface alone.
Cutaneous haptic feedback can be used to enhance the performance of robotic teleoperation systems while guaranteeing their safety. Delivering ungrounded cutaneous cues to the human operator conveys in fact information about the forces exerted at the slave side and does not affect the stability of the control loop. In this work we analyze the feasibility, effectiveness, and implications of providing solely cutaneous feedback in robotic teleoperation. We carried out two peg-in-hole experiments, both in a virtual environment and in a real (teleoperated) environment. Two novel 3-degree-of-freedom fingertip cutaneous displays deliver a suitable amount of cutaneous feedback at the thumb and index fingers. Results assessed the feasibility and effectiveness of the proposed approach. Cutaneous feedback was outperformed by full haptic feedback provided by grounded haptic interfaces, but it outperformed conditions providing no force feedback at all. Moreover, cutaneous feedback always kept the system stable, even in the presence of destabilizing factors such as communication delays and hard contacts.
Although Augmented Reality (AR) has been around for almost five decades, only recently we have witnessed AR systems and applications entering in our everyday life. Representative examples of this technological revolution are the smartphone games "Pokémon GO" and "Ingress" or the Google Translate real-time sign interpretation app. Even if AR applications are already quite compelling and widespread, users are still not able to physically interact with the computer-generated reality. In this respect, wearable haptics can provide the compelling illusion of touching the superimposed virtual objects without constraining the motion or the workspace of the user. In this paper, we present the experimental evaluation of two wearable haptic interfaces for the fingers in three AR scenarios, enrolling 38 participants. In the first experiment, subjects were requested to write on a virtual board using a real chalk. The haptic devices provided the interaction forces between the chalk and the board. In the second experiment, subjects were asked to pick and place virtual and real objects. The haptic devices provided the interaction forces due to the weight of the virtual objects. In the third experiment, subjects were asked to balance a virtual sphere on a real cardboard. The haptic devices provided the interaction forces due to the weight of the virtual sphere rolling on the cardboard. Providing haptic feedback through the considered wearable device significantly improved the performance of all the considered tasks. Moreover, subjects significantly preferred conditions providing wearable haptic feedback.
Wearable technologies are gaining great popularity in the recent years. The demand for devices that are lightweight and compact challenges researchers to pursue innovative solutions to make existing technologies more portable and wearable. In this paper we present a novel wearable cutaneous fingertip device with 3 degrees of freedom. It is composed of two parallel platforms: the upper body is fixed on the back of the finger, housing three small servo motors, and the mobile end-effector is in contact with the volar surface of the fingertip. The two platforms are connected by three articulated legs, actuated by the motors in order to move the mobile platform toward the user's fingertip and re-angle it to simulate contacts with arbitrarily oriented surfaces. Each leg is composed of two rigid links, connected to each other and then to the platforms, according to a RRS (Revolute-Revolute-Spherical) kinematic chain. With respect to other similar cable-driven devices presented in the literature, this device solves the indeterminacy due to the underactuation of the platform. This work presents the main design steps for the development of the wearable display, along with its kinematics, quasi-static modeling, and control. In particular, we analyzed the relationship between device performance and its main geometrical parameters. A perceptual experiment shows that the cutaneous device is able to effectively render different platform configurations
Abstract. This paper presents an experiment of two finger grasping. The task considered is the peg-in-hole and the simulated force feedback is cutaneous or kinesthetic. The kinesthetic feedback is provided by a commercial haptic device while the cutaneous one is provided by a new haptic display proposed in this work, which allows to render at the fingertip a wide range of contact forces. The device consists of a mobile surface, which interacts with the fingertip, actuated by three wires directly connected to the motors placed on the grounded structure of the display. This work summarizes the design of the proposed display and presents the main relationships which describe its kinematics and dynamics. Results showed that cutaneous feedback exhibits improved performances when compared to visual feedback only.
We present a novel three Revolute-Revolute-Spherical (3RRS) wearable fingertip device for the rendering of stiffness information. It is composed of a static upper body and a mobile end-effector. The upper body is located on the nail side of the finger, supporting three small servo motors, and the mobile end-effector is in contact with the finger pulp. The two parts are connected by three articulated legs, actuated by the motors. The end-effector can move toward the user's fingertip and rotate it to simulate contacts with arbitrarily-oriented surfaces. Moreover, a vibrotactile motor placed below the end-effector conveys vibrations to the fingertip. The proposed device weights 25 g for 35 x 50 x 48 mm dimensions. To test the effectiveness of our wearable haptic device and its level of wearability, we carried out two experiments, enrolling 30 human subjects in total. The first experiment tested the capability of our device in differentiating stiffness information, while the second one focused on evaluating its applicability in an immersive virtual reality scenario. Results showed the effectiveness of the proposed wearable solution, with a JND for stiffness of 208.5 17.2 N/m. Moreover, all subjects preferred the virtual interaction experience when provided with wearable cutaneous feedback, even if results also showed that subjects found our device still a bit difficult to use.
This paper describes a wearable haptic display with small dimensions and low weight, that allows to simulate on the fingertip a wide range of contact forces. The device consists of two platforms: a static one, fixed on the back side of the finger, which supports three actuators and the mechanical instrumented system, and a mobile one, which interacts directly with the fingertip. The platforms are connected by three cables whose lengths and strains are regulated by the motors. Three force sensors, placed on the mobile platform, measure the actual forces applied to the finger. This work summarizes the design of the proposed display and presents a numerical model analysing the relationship between the forces registered at the fingertip and the platform's orientation and displacement. In order to validate the device an experiment of curvature discrimination has been carried out.
We present a wearable skin stretch device for the forearm. It is composed of four cylindrical end effectors, evenly distributed around the user's forearm. They can generate independent skin stretch stimuli at the palmar, dorsal, ulnar, and radial sides of the arm. When the four end effectors rotate in the same direction, the wearable device provides cutaneous stimuli about a desired pronation/supination of the forearm. On the other hand, when two opposite end effectors rotate in different directions, the cutaneous device provides cutaneous stimuli about a desired translation of the forearm. To evaluate the effectiveness of our device in providing navigation information, we carried out two experiments of haptic navigation. In the first one, subjects were asked to translate and rotate the forearm toward a target position and orientation, respectively. In the second experiment, subjects were asked to control a 6-DoF robotic manipulator to grasp and lift a target object. Haptic feedback provided by our wearable device improved the performance of both experiments with respect to providing no haptic feedback. Moreover, it showed similar performance with respect to sensory substitution via visual feedback, without overloading the visual channel.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
334 Leonard St
Brooklyn, NY 11211
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.