Negin Heravi, Heather Culbertson, Allison M Okamura, Jeannette Bohg
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引用次数: 0
Abstract
Current Virtual Reality (VR) environments lack the haptic signals that humans experience during real-life interactions, such as the sensation of texture during lateral movement on a surface. Adding realistic haptic textures to VR environments requires a model that generalizes to variations of a user's interaction and to the wide variety of existing textures in the world. Current methodologies for haptic texture rendering exist, but they usually develop one model per texture, resulting in low scalability. We present a deep learning-based action-conditional model for haptic texture rendering and evaluate its perceptual performance in rendering realistic texture vibrations through a multi-part human user study. This model is unified over all materials and uses data from a vision-based tactile sensor (GelSight) to render the appropriate surface conditioned on the user's action in real-time. For rendering texture, we use a high-bandwidth vibrotactile transducer attached to a 3D Systems Touch device. The results of our user study shows that our learning-based method creates high-frequency texture renderings with comparable or better quality than state-of-the-art methods without the need to learn a separate model per texture. Furthermore, we show that the method is capable of rendering previously unseen textures using a single GelSight image of their surface.
当前的虚拟现实(VR)环境缺乏人类在现实生活交互过程中体验到的触觉信号,例如在表面上横向移动时的纹理感。要在 VR 环境中添加逼真的触觉纹理,就需要建立一个模型,以适应用户交互的各种变化和世界上现有的各种纹理。目前已有用于触觉纹理渲染的方法,但它们通常为每种纹理开发一个模型,导致可扩展性较低。我们为触觉纹理渲染提出了一种基于深度学习的动作条件模型,并通过多部分人类用户研究评估了该模型在渲染逼真纹理振动时的感知性能。该模型对所有材料进行了统一,并使用来自视觉触觉传感器(GelSight)的数据,根据用户的动作实时渲染适当的表面。为了渲染纹理,我们使用了一个连接在 3D Systems Touch 设备上的高带宽振动触觉传感器。用户研究结果表明,我们基于学习的方法创建的高频纹理渲染质量可与最先进的方法媲美,甚至更好,而无需为每种纹理学习单独的模型。此外,我们还展示了该方法能够使用单一的 GelSight 纹理表面图像渲染以前未见过的纹理。
期刊介绍:
IEEE Transactions on Haptics (ToH) is a scholarly archival journal that addresses the science, technology, and applications associated with information acquisition and object manipulation through touch. Haptic interactions relevant to this journal include all aspects of manual exploration and manipulation of objects by humans, machines and interactions between the two, performed in real, virtual, teleoperated or networked environments. Research areas of relevance to this publication include, but are not limited to, the following topics: Human haptic and multi-sensory perception and action, Aspects of motor control that explicitly pertain to human haptics, Haptic interactions via passive or active tools and machines, Devices that sense, enable, or create haptic interactions locally or at a distance, Haptic rendering and its association with graphic and auditory rendering in virtual reality, Algorithms, controls, and dynamics of haptic devices, users, and interactions between the two, Human-machine performance and safety with haptic feedback, Haptics in the context of human-computer interactions, Systems and networks using haptic devices and interactions, including multi-modal feedback, Application of the above, for example in areas such as education, rehabilitation, medicine, computer-aided design, skills training, computer games, driver controls, simulation, and visualization.