调节电触觉刺激的保真度和空间范围,诱发虚拟手的体现。

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Martin A Garenfeld, Alba Jimenez-Diaz, Victor Navarro-Moreno, Mario Tormo, Matija Trbac, Erik Hernandez, Rosa M Banos, Rocio Herrero, Strahinja Dosen
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引用次数: 0

摘要

在虚拟现实中恢复触觉反馈可以改善用户体验,促进身临其境的感觉。在这种情况下,电触觉刺激是一种很有吸引力的技术,因为它结构紧凑,可以进行高分辨率的空间分布式刺激。在本研究中,在虚拟版橡胶手幻觉实验中,指尖佩戴的 32 通道触觉手套提供了触觉感受。为了评估多通道刺激的益处,我们调节了反馈的空间范围及其保真度。36 名参与者在两种条件下进行了实验,即对单个手指或所有手指进行刺激,每种条件下有三种触觉刺激类型:无触觉反馈、简单的单点刺激和模仿刷子运动的复杂滑动刺激。每次试验后,参与者都要回答一份多项目体现问卷,并报告本体感觉漂移情况。结果证实,调节刺激的空间范围(从单个手指到所有手指)确实是一种成功的策略。当刺激所有手指时,与不接受触觉刺激相比,触觉刺激明显改善了所有主观测量。然而,出乎意料的是,第二种策略,即调节反馈的保真度,并不成功,因为简单和复杂的触觉反馈在所有测量中都没有差异。因此,这些结果表明,触觉反馈的效果在更动态的场景中(即进行/中断接触以及向身体不同位置提供刺激)得到了更好的体现,而复杂反馈的进一步改进是否能使其比简单反馈更有效,仍有待研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Modulating the fidelity and spatial extent of electrotactile stimulation to elicit the embodiment of a virtual hand.

Restoring tactile feedback in virtual reality can improve user experience and facilitate the feeling of embodiment. Electrotactile stimulation can be an attractive technology in this context as it is compact and allows for high-resolution spatially distributed stimulation. In the present study, a 32-channel tactile glove worn on the fingertips was used to provide tactile sensations during a virtual version of a rubber hand illusion experiment. To assess the benefits of multichannel stimulation, we modulated the spatial extent of feedback and its fidelity. Thirty-six participants performed the experiment in two conditions, in which stimulation was delivered to a single finger or all fingers, and three tactile stimulation types within each condition: no tactile feedback, simple single-point stimulation, and complex sliding stimulation mimicking the movements of the brush. Following each trial, the participants answered a multi-item embodiment questionnaire and reported the proprioceptive drift. The results confirmed that modulating the spatial extent of stimulation, from a single finger to all fingers, was indeed a successful strategy. When stimulating all fingers, tactile stimulation significantly improved all subjective measures compared to receiving no tactile stimulation. However, unexpectedly, the second strategy, that of modulating the fidelity of feedback, was not successful since there was no difference between the simple and complex tactile feedback in any of the measures. The results, therefore, imply that the effects of tactile feedback are better expressed in a more dynamic scenario (i.e., making/breaking contact and delivering stimulation to different body locations), while it still needs to be investigated if further improvements of the complex feedback can make it more effective compared to the simple approach.

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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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