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1.
针对移动设备上实现触觉交互和触觉阅读文字的难题,提出一种触觉感知量化和编码模型,并设计了振动数量索引字符表和摩斯电码2种触觉文字编码方案.该模型首先对振动触觉的振动时长、间隔时长、连续振动次数进行量化设计;然后通过实验测定用户对振动量化感知的数值;再对不同的振动时长和振动次数进行编码;最后组合不同的编码来表达文字.对编码文字的用户识别率及满意度的可用性评估实验的结果表明,通过对振动触觉进行量化感知设计和编码可以有效地提高触觉阅读效率,比传统基于盲文等的编码方案具有更高的阅读效率及更好的易用性;文中模型可在移动设备上设计触觉交互界面,实现高效的触觉文字阅读系统.  相似文献   

2.
虚拟现实通过模拟人的视觉、听觉、力触觉等,使人处于一种与真实世界非常逼真的虚拟世界中,来感受、体验和评价虚拟世界中的场景和设备。力触觉在虚拟现实环境中有其突出优越性,力触觉使得虚拟现实环境变得真实,是唯一的既可接受周围环境输入又可以对周围环境输出的感知通道,可极大增强可视化表达的效果。虚拟现实的力触觉交互技术包括力触觉再现技术和虚拟环境的力触觉建模。介绍了这两方面的发展现状、存在的问题和今后的发展趋势。  相似文献   

3.
In this paper, a nonlinear model reference adaptive impedance controller is proposed and tested. The controller provides asymptotic tracking of a reference impedance model for the robot end-effector in Cartesian coordinates applicable to rehabilitation robotics or any other human–robot interactions such as haptic systems. The controller uses the parameters of a desired stable reference model which is the target impedance for the robot’s end-effector. It also considers uncertainties in the model parameters of the robot. The asymptotic tracking is proven using Lyapunov stability theorem. Moreover, the adaptation law is proposed in joint space for reducing the complexity of its calculations; however, the controller and the stability proof are all presented in Cartesian coordinates. Using simulations and experiments on a two DOFs robot, the effectiveness of the proposed controller is investigated.  相似文献   

4.
Control errors often occur in repetitive and monotonous tasks, such as manual assembly tasks. Much research has been done in the area of human error identification; however, most existing systems focus solely on the prediction of errors, not on increasing worker accuracy. The current study examines force responses before, during and after errors in a simulated assembly line task in order to determine an optimal feedback system for error reduction. Confirming previous findings, enhanced movement speed and reduced force occurred before erroneous trials and slowing occurred after erroneous trials. Given the results, we suggest a haptic feedback system which stimulates users to exert increased force levels after completing an erroneous task in order to increase degree of control and re-build worker confidence and thereby reduce overall error rate.  相似文献   

5.
    
Humans can perceive a wide and small surface undulation that is hundreds micrometers in height and hundreds millimeters in width by scanning the surface with their whole fingers and palm in the distal and proximal directions. We developed a wearable haptic device that presents a surface undulation to the hand. The device is composed of nine independent stimulator units that control the heights of nine finger pads of the index finger, the middle finger, and the ring finger (three units on each finger) according to the virtual surface. Three experiments are carried out to evaluate the haptic perception by the haptic device. A first experiment shows that the perceived dimensions are diminished as compared to the dimensions applied by the haptic device. On the basis of this result, the applied dimensions are calibrated to match the virtual surface undulation to the real surface undulation. A second experiment shows that the shape of gently-curved surfaces can be estimated with the haptic display. A third experiment shows that the discrimination threshold is not different between the virtual surface undulation and the real surface undulation. These experimental results show the applicability of the haptic device as a haptic interface.  相似文献   

6.
A virtual haptic back (VHB) model has been developed by a cross-disciplinary team of researchers at Ohio University. Haptics give the human the sense of touch and force from virtual computer models. The objective is to create a tool for medical and related education whereby students can train in the difficult art of palpation using virtual reality before approaching human subjects. Palpation is the art of medical diagnosis through the sense of touch. Haptic anatomy could be a key area in the future of medical school training; our goal is to add science to the art of palpation to improve osteopathic, physical therapy and massage therapy training for students and practitioners. Modelling of the VHB took place in two steps. First, Cartesian back data was collected via the Metrecom Skeletal Analysis System (SAS) digitiser. The back of a prone human subject was digitised, giving an array of three-dimensional points. Several methods were considered to smooth out the back data. Spline fitting with matched first and second derivates was the chosen method. Once an acceptable graphical model was created, haptic feedback was added using the PHANToM haptic interface, allowing the human user to explore and feel the virtual back. Experienced and novice palpators formally evaluated the VHB to give us feedback for improvements. In addition, four Doctors of Osteopathy informally interacted with our model and gave verbal feedback. Our experts all suggested modelling underlying muscles and skeletal structure in addition to the skin layer for more realism. Once this is accomplished we will further program somatic dysfunction of various types in the VHB for students to diagnose. This article contributes to the state of the art in virtual haptic anatomy. While other research groups are working in this area, our work is the first specifically aimed towards osteopathic medicine, physical therapy, and massage therapy students and practitioners.  相似文献   

7.
触觉是人类5种感觉通道之一,在日常生活中发挥着不可缺少的作用.在虚拟现实和增强现实系统中,力触觉反馈的引入有望显著提高人机交互的沉浸感和交互性.文中综述了虚拟现实环境中力触觉感受的建模和生成方法,从力触觉生成与视觉生成的差异性出发,回顾了计算机触觉的发展历史和国内外研究现状,重点分析了虚拟物体建模、碰撞检测、碰撞响应、变形计算等关键技术,并提出了力触觉生成技术的未来发展趋势和技术挑战.  相似文献   

8.
基于虚拟现实触觉感知接口技术的研究与进展   总被引:6,自引:0,他引:6       下载免费PDF全文
岳宏 《机器人》2003,25(5):475-480
基于虚拟现实触觉感知接口技术(Haptic Interface Technique)涉及的学科面很宽,包括机器人学、虚拟现实技术、仿生学、传感技术及互联网通讯技术等.触觉感知接口是基于虚拟现实机器人遥操作系统的重要组成部分.从广义角度出发,触觉感知(Haptic Sensing)应包括力/力矩觉(Force/Torque Sensing)和接触觉(Tactile or Touch Sensing)等主要感觉功能.这里将着重介绍触觉感知接口的研究意义与结构、用于触觉感知接口的特种驱动机构.最后,讨论触觉感知接口技术今后的研究与发展趋势.  相似文献   

9.
提出了一种小型化的具有实时触觉反馈作用的人机接口装置的设计方法,以控制弹性梁的有效变形长度为核心,保证了触觉再现的实时性和准确性,从而可以在操作者指端大范围再现虚拟对象或远程对象的刚度。介绍了该小型化人机触觉再现接口装置的硬件设计和软件设计。该实时触觉再现接口具有尺寸小、刚度再现范围大,可方便与鼠标相结合等特点,可广泛应用于遥操作机器人和虚拟现实领域。  相似文献   

10.
In this paper an integrated environment for the design of robotic controllers implemented on a PC is described. It is based on the Planar Manipulators Toolbox for dynamic simulation of redundant planar manipulators. The tools are fully integrated in the MATLAB/SIMULINK and hence, a lot of standard tools are available for the analysis and control design. Using the real-time simulation it is possible to apply the developed controllers to a real robot manipulator, which can be included in the system via corresponding interfaces, without any additional coding. The main advantage is the flexibility in fast prototyping of different algorithms in the field of control of robotic systems, especially for redundant manipulators.  相似文献   

11.
陈旭  宋爱国  李建清 《测控技术》2006,25(8):72-75,87
根据人的触觉是动态触觉的原理,提出了一种新的纹理触觉再现方法及其实现装置,该装置能在使用者手指端部产生类似于纹理感觉的触觉信息.它的主要组成部分是铝合金制成的圆筒,上面分布着大小不同的凹孔和凸点,通过伺服电机带动它旋转.手指在匀速旋转的圆筒上来回滑动并触摸上面的凹孔与凸点,能有明显的触觉感受,而且不同的旋转速度将会带来不同的触觉效果.通过对该实验装置进行大量实验,统计归纳出实验者在各种情况下所获得的触觉感受,证实该装置在模拟纹理触觉方面确有成效,对纹理触觉的发展起到一定的促进作用.  相似文献   

12.
力觉接口是指人和遥操作机械手之间的接口,用来给操作人员提供操作时的一种虚拟环境.无源性是这种接口系统设计的主要要求,但是前人得出的无源性条件过于保守.本文从采样控制系统的频率特性出发推导了一个没有保守性的接口系统无源性的条件.文中并指出无源性只是接口的一个属性,要正确设计还需考虑到伺服设计的一些基本要求,诸如系统的带宽、阻尼等.文中还结合例子给出了接口系统无源性设计的步骤.  相似文献   

13.
航空火控动态精度检测及数据处理分析   总被引:3,自引:0,他引:3  
首先针对航空火控系统的动态精度测试,分析比较了几种试验数据获取方法,指出对固定目标源测试动态精度是一种简单易行的方法。介绍了对数据的预处理方法,对预处理后的数据先根据常用的规则对火控系统的精度进行定量检测;然后采用动态数据建模方法对误差时间序列进行ARMAX模型辨识求其动态模型,再求模型在Z域的零极点分布,以及由动态模型求出各种特性函数,从而分析火控系统误差的稳定性;由规则的定量分析结果并结合动态建模后的定性分析结果就能够对火控动态精度给出更加客观深刻的检测评定结果。  相似文献   

14.
针对手部康复训练设备主要由主动驱动器驱动导致的安全稳定性差、容易造成二次伤害等问题,设计了一种用于手部康复训练的被动驱动交互装置.首先简单介绍了被动驱动器的结构、实现原理,在此基础上提出了一种两自由度手部康复训练交互装置设计方法,该交互装置在支架上设置两根相互垂直并处于同一平面的轴,轴的两端分别连接被动驱动器和数字编码器,手柄在两轴的驱动下能在两维空间内运动并产生两自由度的力.接着分析了手柄受力与被动驱动器输出力的变换方法,最后设计康复游戏,与研制的交互装置配合,开展了脑卒中患者的康复训练试验,试验结果验证了康复训练交互装置对于手部康复训练的有效性.  相似文献   

15.
    
Intuitive human‐computer interaction has been an active research area with the participation of both academic and industrial groups. It is an important technical and psychological element in computer games, digital product design, cybersports, etc. In this paper, we present our work on a 3D billiards game featuring a haptic interface. Most of the existing games available today concentrate on the development of sophisticated physics engines to obtain realistic motion of billiards balls or of sound engines for realistic sound effect. Our focus in this work is on the improved realism on the hitting action of the game with the aid of haptic device. We do so by computing accurate feedback force on the haptic handle, considering the exact point of contact and physically faithful collision response. Also presented is the physically based modeling of the game environment, including the collision interaction among billiards balls, and between the table and billiards balls. As a result, the players can enjoy a more realistic and pleasurable game compared to other existing 3D billiards games. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

16.
力触觉再现作为一种新兴的信息传递方式,对提高人机交互的真实感和准确性具有重要意义.纹理的力触觉表达是借助触觉反馈通道反映人与环境交互过程中物体表面凹凸特性.介绍了纹理力触觉表达的研究背景,阐述了纹理力触觉表达系统的基本原理,归纳了纹理力触觉表达的触觉特征提取和建模方法,并对不同类别的建模方法的特点和问题进行了分析,最后给出了纹理力触觉表达技术的未来研究方向和建议.  相似文献   

17.
This paper combines image processing with 3D magnetic tracking method to develop a scalpel for haptic simulation in surgical cutting. First, a cutting parameter acquisition setup is presented and the performance is validated from soft tissue cutting. Then, based on the acquired input-output data pairs, a method for fuzzy system modeling is presented, that is, after partitioning each input space equally and giving the premises and the total number of fuzzy rules, the consequent parameters and the fuzzy membership functions (MF) of the input variables are learned and optimized via a neurofuzzy modeling technique. Finally, a haptic scalpel implemented with the established cutting model is described. Preliminary results show the feasibility of the haptic display system for real-time interaction.  相似文献   

18.
贾庆轩  徐涛  陈钢  孙汉旭  王玉琦 《机器人》2018,40(6):860-869
针对未知干扰环境下机器宇航员执行协调操作任务的高精度控制要求,提出一种基于扰动观测器的协调操作阻抗控制算法.首先分析操作物与机器宇航员的几何约束和力约束关系,建立机器宇航员与操作物的统一动力学模型;其次利用机器人广义动量,设计适用于机器宇航员协调操作系统的动量扰动观测器;然后结合统一动力学模型,设计基于扰动观测器的机器宇航员协调操作阻抗控制算法;最后通过仿真对控制方法开展验证.结果表明,当臂杆受未知干涉力影响时,操作物的位置误差可被控制在10-5 m的量级内.所提出的算法有效减小了未知干涉力对操作物位姿控制精度的影响,保证了协调操作任务的高精度控制.  相似文献   

19.
    
In our experience, mesh‐cutting methods can be distinguished by how their solutions address the following major issues: definition of the cut path, primitive removal and re‐meshing, number of new primitives created, when re‐meshing is performed, and representation of the cutting tool. Many researches have developed schemes for interactive mesh cutting with the goals of reducing the number of new primitives created, creating new primitives with good aspect ratios, avoiding a disconnected mesh structure between primitives in the cut path, and representing the path traversed by the tool as accurately as possible. The goal of this paper is to explain how, by using a very simple framework, one can build a generalized cutting scheme. This method allows for any arbitrary cut to be made within a virtual object, and can simulate cutting surface, layered surface or tetrahedral objects using a virtual scalpel, scissors, or loop cautery tool. This method has been implemented in a real‐time, haptic‐rate surgical simulation system allowing arbitrary cuts to be made on high‐resolution patient‐specific models. Published in 2002 by John Wiley & Sons, Ltd.  相似文献   

20.
力觉主手作为主从遥操作机器人系统的关键部件,其机构特性和力控制性能直接关系到整个遥操作系统能否完成预期的任务要求。近年来,关于力觉主手及其力控制方法的研究已成为机器人遥操作领域的研究热点。文中详细介绍了力觉主手在机构设计和力控制算法方面研究现状和发展趋势。  相似文献   

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