or more clear sensations. The F aster and Slower
values are connected to the perceived sensation of
changed speed. Finally Equal value means that the
subject doesn’t perceive any kind of variation.
The whole experience can be described by equation
16.
∀fǫI
f
, ∀iǫI
i
, ∀aǫI
w
⇔ Resp(f, i, a)ǫR
w
(16)
Results of the data acquisition are described in ta-
ble shown in figure 11, where we grouped data by
impulse width.
w L. St. So. H. F. Sl. E.
10% 11 0 0 4 0 0 5
90% 0 9 8 0 1 0 2
Figure 11: Subject responses about sensation driven by
pulse width modulation. Lower, Strong, Softer, Harder,
Faster, Slower and Equal sensation.
Subjects feel lower sensation (Lower) for small
pulse width (10%) but also a clear sensation was
evoked (Harder). For large impulse width (90%)
the subjects feel stronger sensation (Stronger) but
smoother (Softer) than the first one. We can use pulse
width modulation in order to evoke clear or smooth
tapping sensation based on the same frequency level.
4 HAPTIC USER INTERFACE
The last experiment we made involved the force feed-
back, the cutaneous touch sense and a visual system.
It can be divided into tree main phases. In the first part
we used the force feedback system alone. The PCL-
812 controls the servo angular position every 10ms;
if a touch position is reached, servo reacts by slowing
the finger movement. We can change the servo speed
and touch position in order to simulate hard or soft
surface of every dimensions.
The second experiment involved both force and cu-
taneous feedbacks. We introduced an electrical stimu-
lation (100Hz, middle intensity level) on the fingertip
when the subject reach the virtual object.
The third part of the experiment introduced the vi-
sual and the collision detection systems. We present
to the subject a VRML virtual model of the human
hand and the objects (Figure 6). When the system de-
tects collisions between the hand and the objects, the
force feedback and the cutaneous stimulation are acti-
vated in order to give to the subject a fully immersive
sensation.
For all the experiments we prepared two virtual ob-
jects of different dimension. For each object we tested
two different force opposition values. We can de-
scribe the question set related to the object dimension
through equation17.
I
d
= {
Small Big
} (17)
and the question set related to the object hardness
through equation 18.
I
f
= {
Sof t Hard
} (18)
the resulting question set is composed by the 4 po-
sition table described in equation 19.
I
n
= I
d
× I
f
(19)
Where n is the experimentation number (from 1 to
3). For each part of this experiment, we presented the
virtual object to the subject and then we asked him to
recognize its properties choosing his answers into a
response set of the same kind of I
n
.
Subjects recognized object hardness and dimen-
sions in each phase, but only when we introduced
visual system, they were able to assign a correct
shape interpretation for the touched object. Summa-
rizing, with force feedback system only, subjects feel
a movement opposition force but not a real touch-
ing object sensations. Combining force feedback and
electrical touch system, subjects can determine the
contact position accurately but already they do not
feel a real detectable touching sensation. When the
whole system was tested, subjects easily affirmed that
they were touching an object of the correct shape.
This is an important result if we think that the in-
troduction of the visual system produces a lag into the
frame rate of about 50ms (100ms of V-Collide system
to 10ms of Simulink model), five times higher than
the servo impulse ratio. This lag is due to the algo-
rithm for the collision detection analysis and to the
communications between the two interacting software
tasks.
5 CONCLUSION
In this paper we presented an haptic interface for ap-
plication in virtual reality and for tele-manipulation
systems.
In the first part we described the model, the hard-
ware and the software used. In the second part
we presented three main experiments. The first ex-
periment explores transcutaneous electrical stimula-
tion frequency in order to evoke vibration and pres-
sure sensations. We can determine, by a calibration
process, the K and b parameters of the Steven law
(Darley et al., 1994) to fix the intensity levels of each
subject. Once we found the correct intensity and fre-
quency of stimulations, we explored the pulse width
modulation capabilities.
A GLOVE INTERFACE WITH TACTILE FEELING DISPLAY FOR HUMANOID ROBOTICS AND VIRTUAL
REALITY SYSTEMS
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