Rendering forces to the user is one of the main goals of haptic technology. While most force-feedback interfaces are robotic manipulators, attached to a fixed frame and designed to exert forces on the users while being moved, more recent haptic research introduced two novel important ideas. On one side, cutaneous stimulation aims at rendering haptic stimuli at the level of the skin, with a distributed, rather than, concentrated approach. On the other side, wearable haptics focuses on highly portable and mobile devices, which can be carried and worn by the user as the haptic equivalent of an mp3 player. This paper presents a light and simple wearable device (CUFF) for the distributed mechano-tactile stimulation of the user's arm skin with pressure and stretch cues, related to normal and tangential forces, respectively. The working principle and the mechanical and control implementation of the CUFF device are presented. Then, after a basic functional validation, a first application of the device is shown, where it is used to render the grasping force of a robotic hand (the Pisa/IIT SoftHand). Preliminary results show that the device is capable to deliver in a reliable manner grasping force information, thus eliciting a good softness discrimination in users and enhancing the overall grasping experience
An effective robotic wrist represents a key enabling element in robotic manipulation, especially in prosthetics. In this paper, we propose an under-actuated wrist system, which is also adaptable and allows to implement different under-actuation schemes. Our approach leverages upon the idea of soft synergies - in particular the design method of adaptive synergies - as it derives from the field of robot hand design. First we introduce the design principle and its implementation and function in a configurable test bench prototype, which can be used to demonstrate the feasibility of our idea. Furthermore, we report on results from preliminary experiments with humans, aiming to identify the most probable wrist pose during the pre-grasp phase in activities of daily living. Based on these outcomes, we calibrate our wrist prototype accordingly and demonstrate its effectiveness to accomplish grasping and manipulation tasks
This article describes a hybrid simulation approach meant to facilitate the realization of a simulator for underwater vehicles with one or more manipulators capable of simulating the interaction of the vehicle with objects and structures of the environment. The hybrid simulation approach is first described and motivated analytically, then an analysis of simulation accuracy is proposed, where, in particular, the implications of added mass simulation are discussed. Then, a possible implementation of the proposed architecture is shown, where a robotic simulator of articulated bodies, capable of stable and accurate simulation of contact forces, although unfit to simulate any serious hydrodynamic model, is tightly interfaced with a general purpose dynamic systems simulator that is used to simulate the hydrodynamic forces, the vehicle guidance, navigation, and control system, and also a manmachine interface. Software details and the technicalities needed to interface the two simulators are also briefly presented. Finally, the results of the simulation of three operational scenarios are proposed as qualitative assessment of the simulator capabilities.
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