Psychophysical Characterization of Osseoperception Across Upper-Limb Bony Landmarks.

IF 3.1 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Cristian Felipe Blanco-Diaz, Leonardo Cappello, Strahinja Dosen
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引用次数: 0

Abstract

Somatosensory feedback is essential for fine motor control, yet it remains a challenge to restore it in assistive technologies such as prostheses or exoskeletons. This study investigates osseoperception-the perception of vibrotactile and auditory sensations through bone conduction- a feedback approach that has unique advantages but is rarely considered in literature. We have systematically assessed the psychometric properties of this method across four anatomical sites: the pisiform bone (PB) at the wrist, the olecranon (OL) at the elbow, the clavicle (CL) at the shoulder, and the mastoid process (MP) at the head. Twelve healthy participants underwent four psychophysical experiments to assess sensation discrimination, perception thresholds (PTs), and just-noticeable differences (JNDs) for amplitude and frequency. All tests have been performed at three frequencies (low, medium and high), except for JND, which was determined at two frequencies (low and high). Vibrotactile sensations predominated at low frequencies, whereas auditory sensations emerged at higher frequencies. PB and OL exhibited similar psychometric responses, mostly eliciting vibrations and mixed vibro-auditory sensations, while CL showed responses more comparable to MP, including a higher probability of occurrence of mixed and auditory sensations. PT showed significant differences, whereas JND did not differ significantly across the three upper limb landmarks (PB, OL and CL). Overall, these findings demonstrate that multiple upper-limb bony landmarks can reliably evoke osseoperceptive sensations, supporting their potential use as a single-channel multimodal feedback interface in assistive technologies, both wearable and implantable. The present study shows that there is flexibility in the placement of the bone transducer, which can be chosen based on the requirements of a specific application (e.g., OL for transradial amputation, and CL for transhumeral amputations).

上肢骨标志骨感知的心理物理特征。
体感反馈对精细运动控制至关重要,但在假肢或外骨骼等辅助技术中恢复它仍然是一个挑战。本研究研究了骨感知-通过骨传导感知振动触觉和听觉-一种具有独特优势的反馈方法,但在文献中很少被考虑。我们系统地评估了该方法在四个解剖部位的心理测量特性:手腕的鱼状骨(PB)、肘部的鹰嘴(OL)、肩部的锁骨(CL)和头部的乳突(MP)。12名健康参与者进行了四项心理物理实验,以评估感觉辨别、感知阈值(PTs)和幅度和频率的刚可察觉差异(JNDs)。所有测试都在三个频率(低、中、高)下进行,但JND是在两个频率(低、高)下进行的。振动触觉以低频为主,而听觉则以高频为主。PB和OL表现出相似的心理测量反应,主要引起振动和混合振动-听觉感觉,而CL表现出与MP更相似的反应,包括混合和听觉感觉的发生概率更高。PT有显著性差异,而JND在三个上肢标志物(PB、OL和CL)上无显著性差异。总的来说,这些发现表明,多个上肢骨标记可以可靠地唤起骨感知感觉,支持它们在可穿戴和植入式辅助技术中作为单通道多模态反馈接口的潜在用途。目前的研究表明,骨换能器的放置具有灵活性,可以根据具体应用的要求进行选择(例如,经桡骨截肢的OL和经肱骨截肢的CL)。
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来源期刊
IEEE Transactions on Haptics
IEEE Transactions on Haptics COMPUTER SCIENCE, CYBERNETICS-
CiteScore
5.90
自引率
13.80%
发文量
109
审稿时长
>12 weeks
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.
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