Event-based haptic vibration synthesis using a recursive filter for lower limb prosthetics

Pascal E. Fortin, M. Otis, Vincent Duchaine, J. Cooperstock
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引用次数: 9

Abstract

Providing a safe and rich environment to achieve ambulatory rehabilitation of the elderly, accident victims, or physically impaired patients, has motivated many researchers to develop lower limb prosthetic systems able to transmit physical stimuli at the skin surface. To this end, we propose a novel event-based method of synthesizing the vibratory characteristics of different types of material, such as broken stone, concrete, snow, sand, and earth, during walking, by using automatically generated Infinite Impulse Response (IIR) filters with pseudo-randomized coefficients to ensure a unique vibration at every step. As a first step, theoretical results were obtained by providing a simulated force input signal into the IIR filter's Real-Time Simulink model. The outcomes proved to be promising and demonstrated that the synthesized signals are highly comparable to the measured material response in both time and frequency domains. A comparison of the signals obtained by the proposed IIR filter approach and a physical model based technique is presented. Finally, this paper presents a new lower limb prosthetic-skin interface with the capabilities of rendering interactions measured at the foot such as vibrations and pressure points.
基于事件的递归滤波下肢假肢触觉振动合成
为老年人、事故受害者或身体受损患者提供一个安全、丰富的环境来实现动态康复,促使许多研究人员开发能够在皮肤表面传递物理刺激的下肢假肢系统。为此,我们提出了一种新的基于事件的方法,通过使用带有伪随机系数的自动生成无限脉冲响应(IIR)滤波器来综合不同类型材料(如碎石、混凝土、雪、沙和土)在行走过程中的振动特性,以确保每一步都有独特的振动。作为第一步,通过向IIR滤波器的Real-Time Simulink模型提供模拟力输入信号来获得理论结果。结果证明是有希望的,并且表明合成的信号在时间和频率域与测量的材料响应高度相似。给出了用IIR滤波方法和基于物理模型的方法得到的信号的比较。最后,本文提出了一种新的下肢假肢-皮肤界面,具有渲染足部振动和压力点等相互作用的能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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