主动或被动触摸对手掌凸点型触觉鼠标边缘方向感知精度的影响

Hiraku Komura, M. Ohka
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引用次数: 1

摘要

为了获得虚拟现实(VR)触觉设备的设计参数,我们开发了一种在人手掌上呈现凸点图案的触觉鼠标。在一项触觉VR研究中,我们关注了以下问题:“主动触摸和被动触摸,哪种触觉感知更优越?”,因为这关系到触觉VR中能够呈现详细信息的触觉设备的设计。本研究通过触觉鼠标的一系列心理物理实验,评估主动和被动触摸在感知精度上的差异,以阐明VR中的最佳呈现方法。由于虚拟人物的呈现精度取决于点图案生成的边缘的清晰度,因此我们的实验对象评估倾斜边缘的斜率。在一项心理物理实验中,连续呈现两个斜边的点图案,并让被试比较哪一个更大。利用简化的恒刺激法计算的边缘角差阈值来评估感知精度。实验结果表明,低速(45和90 mm/s)边缘移动的感知精度优于高速(130和170 mm/s)边缘移动的感知精度,并且主动和被动触摸之间没有显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of active or passive touch on perception precision of edge direction using tactile mouse exhibiting convex dot-patterns on the palm
We developed a tactile mouse that presents convex dot-patterns on a human palm to obtain the design parameters of haptic devices for virtual reality (VR). In a tactile VR study, we focused on the following issue, “which tactile perception is superior, active or passive touch?”, because it is related to the design of haptic devices that can present detailed information in tactile VR. This study evaluates the differences in perception precision between active and passive touch to clarify the best presentation method in VR through a series of psychophysical experiments using a tactile mouse. Since the presentation precision of virtual figures depends on the sharpness of the edges generated by dot-patterns, our experiment subjects evaluate the slope of the oblique edges. In a psychophysical experiment, two oblique edges of dot-patterns are presented consecutively and subjects compare them to determine which is larger. We evaluate the perception precision using the difference threshold of the edge angles calculated by the simplified constant stimuli method. Experimental results show that the perception precision at low speed (45 and 90 mm/s) of edge movement is better than at high speed (130 and 170 mm/s) and also that there is no significant difference between active and passive touching.
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