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Proceedings ArticleDOI

Generating haptic texture models from unconstrained tool-surface interactions

TL;DR: A new method for creating haptic texture models from data recorded during natural and unconstrained motions using a new haptic recording device and presents a new spectral metric for determining perceptual match of the models in order to evaluate the effectiveness and consistency of the segmenting and modeling approach.
Abstract: If you pick up a tool and drag its tip across a table, a rock, or a swatch of fabric, you are able to feel variations in the textures even though you are not directly touching them. These vibrations are characteristic of the material and the motions made when interacting with the surface. This paper presents a new method for creating haptic texture models from data recorded during natural and unconstrained motions using a new haptic recording device. The recorded vibration data is parsed into short segments that represent the feel of the surface at the associated tool force and speed. We create a low-order auto-regressive (AR) model for each data segment and construct a Delaunay triangulation of models in force-speed space for each surface. During texture rendering, we stably interpolate between these models using barycentric coordinates and drive the interpolated model with white noise to output synthetic vibrations. Our methods were validated through application to data recorded by eight human subjects and the experimenter interacting with six textures. We present a new spectral metric for determining perceptual match of the models in order to evaluate the effectiveness and consistency of the segmenting and modeling approach. Multidimensional scaling (MDS) on the pairwise differences in the synthesized vibrations shows that the 54 created texture models cluster by texture in a two-dimensional perceptual space.
Citations
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Proceedings ArticleDOI
19 Apr 2018
TL;DR: Haptic Revolver is a handheld virtual reality controller that renders fingertip haptics when interacting with virtual surfaces through an actuated wheel that raises and lowers underneath the finger to render contact with a virtual surface.
Abstract: We present Haptic Revolver, a handheld virtual reality controller that renders fingertip haptics when interacting with virtual surfaces. Haptic Revolver's core haptic element is an actuated wheel that raises and lowers underneath the finger to render contact with a virtual surface. As the user's finger moves along the surface of an object, the controller spins the wheel to render shear forces and motion under the fingertip. The wheel is interchangeable and can contain physical textures, shapes, edges, or active elements to provide different sensations to the user. Because the controller is spatially tracked, these physical features can be spatially registered with the geometry of the virtual environment and rendered on-demand. We evaluated Haptic Revolver in two studies to understand how wheel speed and direction impact perceived realism. We also report qualitative feedback from users who explored three application scenarios with our controller.

180 citations


Cites background from "Generating haptic texture models fr..."

  • ...Some research efforts have investigated how to use vibrotactile stimulation to render surface textures with a particular focus on how stimulation parameters impact users’ perception of a surface [8, 22]....

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Journal ArticleDOI
TL;DR: This paper presents a set of methods for creating a haptic texture model from tool-surface interaction data recorded by a human in a natural and unconstrained manner and uses these texture model sets to render synthetic vibration signals in real time as a user interacts with the TexturePad system.
Abstract: Texture gives real objects an important perceptual dimension that is largely missing from virtual haptic interactions due to limitations of standard modeling and rendering approaches. This paper presents a set of methods for creating a haptic texture model from tool-surface interaction data recorded by a human in a natural and unconstrained manner. The recorded high-frequency tool acceleration signal, which varies as a function of normal force and scanning speed, is segmented and modeled as a piecewise autoregressive (AR) model. Each AR model is labeled with the source segment's median force and speed values and stored in a Delaunay triangulation to create a model set for a given texture. We use these texture model sets to render synthetic vibration signals in real time as a user interacts with our TexturePad system, which includes a Wacom tablet and a stylus augmented with a Haptuator. We ran a human-subject study with two sets of ten participants to evaluate the realism of our virtual textures and the strengths and weaknesses of this approach. The results indicated that our virtual textures accurately capture and recreate the roughness of real textures, but other modeling and rendering approaches are required to completely match surface hardness and slipperiness.

140 citations


Cites background or methods from "Generating haptic texture models fr..."

  • ...Therefore, to ensure a stable system, one must convert each AR model’s coefficients into line spectral frequencies before interpolation, as done in [9], [10]....

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  • ...vas, floor tile, silk, vinyl, and wood) are the same as those in [10]....

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  • ...We expanded this modeling approach to use data that was recorded in a natural manner without constraints on a user’s force, speed, or motion [10]....

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  • ...We capture tool-surface interaction data using the custom haptic recording device first presented in [10] and shown in Fig....

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  • ...In this work, as in past works [7], [8], [10], we use an autore-...

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Journal ArticleDOI
TL;DR: The proposed subset of six features, selected from the described sound, image, friction force, and acceleration features, leads to a classification accuracy of 74 percent in the authors' experiments when combined with a Naive Bayes classifier.
Abstract: When a tool is tapped on or dragged over an object surface, vibrations are induced in the tool, which can be captured using acceleration sensors. The tool-surface interaction additionally creates audible sound waves, which can be recorded using microphones. Features extracted from camera images provide additional information about the surfaces. We present an approach for tool-mediated surface classification that combines these signals and demonstrate that the proposed method is robust against variable scan-time parameters. We examine freehand recordings of 69 textured surfaces recorded by different users and propose a classification system that uses perception-related features, such as hardness, roughness, and friction; selected features adapted from speech recognition, such as modified cepstral coefficients applied to our acceleration signals; and surface texture-related image features. We focus on mitigating the effect of variable contact force and exploration velocity conditions on these features as a prerequisite for a robust machine-learning-based approach for surface classification. The proposed system works without explicit scan force and velocity measurements. Experimental results show that our proposed approach allows for successful classification of textured surfaces under variable freehand movement conditions, exerted by different human operators. The proposed subset of six features, selected from the described sound, image, friction force, and acceleration features, leads to a classification accuracy of 74 percent in our experiments when combined with a Naive Bayes classifier.

112 citations


Cites methods from "Generating haptic texture models fr..."

  • ...According to [23], tool-mediated recordings typically cover a scan force range of 0-3 N and a scan velocity range of 0-400 mm/s....

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Journal ArticleDOI
01 Feb 2019
TL;DR: In this article, the authors present the fundamentals and state of the art in haptic codec design for the Tactile Internet and discuss how limitations of the human haptic perception system can be exploited for efficient perceptual coding of kinesthetic and tactile information.
Abstract: The Tactile Internet will enable users to physically explore remote environments and to make their skills available across distances. An important technological aspect in this context is the acquisition, compression, transmission, and display of haptic information. In this paper, we present the fundamentals and state of the art in haptic codec design for the Tactile Internet. The discussion covers both kinesthetic data reduction and tactile signal compression approaches. We put a special focus on how limitations of the human haptic perception system can be exploited for efficient perceptual coding of kinesthetic and tactile information. Further aspects addressed in this paper are the multiplexing of audio and video with haptic information and the quality evaluation of haptic communication solutions. Finally, we describe the current status of the ongoing IEEE standardization activity P1918.1.1 which has the ambition to standardize the first set of codecs for kinesthetic and tactile information exchange across communication networks.

104 citations

Proceedings ArticleDOI
20 Mar 2014
TL;DR: A method for resampling the texture models so they can be rendered at a sampling rate other than the 10 kHz used when recording data, to increase the adaptability and utility of HaTT.
Abstract: This paper introduces the Penn Haptic Texture Toolkit (HaTT), a publicly available repository of haptic texture models for use by the research community. HaTT includes 100 haptic texture and friction models, the recorded data from which the models were made, images of the textures, and the code and methods necessary to render these textures using an impedance-type haptic interface such as a SensAble Phantom Omni. This paper reviews our previously developed methods for modeling haptic virtual textures, describes our technique for modeling Coulomb friction between a tooltip and a surface, discusses the adaptation of our rendering methods for display using an impedance-type haptic device, and provides an overview of the information included in the toolkit. Each texture and friction model was based on a ten-second recording of the force, speed, and high-frequency acceleration experienced by a handheld tool moved by an experimenter against the surface in a natural manner. We modeled each texture's recorded acceleration signal as a piecewise autoregressive (AR) process and stored the individual AR models in a Delaunay triangulation as a function of the force and speed used when recording the data. To increase the adaptability and utility of HaTT, we developed a method for resampling the texture models so they can be rendered at a sampling rate other than the 10 kHz used when recording data. Measurements of the user's instantaneous normal force and tangential speed are used to synthesize texture vibrations in real time. These vibrations are transformed into a texture force vector that is added to the friction and normal force vectors for display to the user.

101 citations


Cites background or methods from "Generating haptic texture models fr..."

  • ...However, the signal can be broken up and modeled as a piecewise autoregressive process, as in previous work [6, 7]....

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  • ...The device, which was first presented in [6], includes sensors to record the tool’s position, orientation, force, and highfrequency acceleration as it is dragged across a textured surface....

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  • ...First we summarize the autoregressive model structure chosen to model the data and the segmentation scheme used to parse the acceleration signal into short stationary segments, methods from our previous work [6, 7]....

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  • ...The methods were refined to work with data recorded in an unconstrained manner [6], and a second humansubject study was run to evaluate the strengths and weaknesses of this modified approach [7]....

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References
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01 Jan 1970
TL;DR: In this article, a complete revision of a classic, seminal, and authoritative book that has been the model for most books on the topic written since 1970 is presented, focusing on practical techniques throughout, rather than a rigorous mathematical treatment of the subject.
Abstract: From the Publisher: This is a complete revision of a classic, seminal, and authoritative book that has been the model for most books on the topic written since 1970. It focuses on practical techniques throughout, rather than a rigorous mathematical treatment of the subject. It explores the building of stochastic (statistical) models for time series and their use in important areas of application —forecasting, model specification, estimation, and checking, transfer function modeling of dynamic relationships, modeling the effects of intervention events, and process control. Features sections on: recently developed methods for model specification, such as canonical correlation analysis and the use of model selection criteria; results on testing for unit root nonstationarity in ARIMA processes; the state space representation of ARMA models and its use for likelihood estimation and forecasting; score test for model checking; and deterministic components and structural components in time series models and their estimation based on regression-time series model methods.

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7,355 citations


"Generating haptic texture models fr..." refers methods in this paper

  • ...This type of model is typically used for weakly stationary data in which the signal evolves over time [3]....

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Book
01 Feb 1995
TL;DR: A detailed account of the most recently developed digital speech coders designed specifically for use in the evolving communications systems, including an in-depth examination of the important topic of code excited linear prediction (CELP).
Abstract: From the Publisher: A detailed account of the most recently developed digital speech coders designed specifically for use in the evolving communications systems. Discusses the variety of speech coders utilized with such new systems as MBE IMMARSAT-M. Includes an in-depth examination of the important topic of code excited linear prediction (CELP).

453 citations


"Generating haptic texture models fr..." refers background in this paper

  • ...The LSFs are found by mapping the model’s poles in the discrete plane onto the unit circle and are defined as the angles the complex poles make with the real axis, as described in [14]....

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Journal ArticleDOI
TL;DR: Roughness-smoothness and hardness-softness were found to be robust and orthogonal dimensions; the third dimension did not correspond closely with any of the rating scales used, but post hoc inspection of the data suggested that it may reflect the compressional elasticity (“springiness”) of the surface.
Abstract: The purpose of this study was to examine the subjective dimensionality of tactile surface texture perception. Seventeen tactile stimuli, such as wood, sandpaper, and velvet, were moved across the index finger of the subject, who sorted them into categories on the basis of perceived similarity. Multidimensional scaling (MDS) techniques were then used to position the stimuli in a perceptual space on the basis of combined data of 20 subjects. A three-dimensional space was judged to give a satisfactory representation of the data. Subjects’ ratings of each stimulus on five scales representing putative dimensions of perceived surface texture were then fitted by regression analysis into the MDS space. Roughness-smoothness and hardness-softness were found to be robust and orthogonal dimensions; the third dimension did not correspond closely with any of the rating scales used, but post hoc inspection of the data suggested that it may reflect the compressional elasticity (“springiness”) of the surface.

430 citations


"Generating haptic texture models fr..." refers background in this paper

  • ...The roughness of a material is captured most by the power of the vibration, as shown in [12, 18, 25, 31]....

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Journal ArticleDOI
TL;DR: This article considers the problem of modeling a class of nonstationary time series using piecewise autoregressive (AR) processes, and the minimum description length principle is applied to compare various segmented AR fits to the data.
Abstract: This article considers the problem of modeling a class of nonstationary time series using piecewise autoregressive (AR) processes. The number and locations of the piecewise AR segments, as well as the orders of the respective AR processes, are assumed unknown. The minimum description length principle is applied to compare various segmented AR fits to the data. The goal is to find the “best” combination of the number of segments, the lengths of the segments, and the orders of the piecewise AR processes. Such a “best” combination is implicitly defined as the optimizer of an objective function, and a genetic algorithm is implemented to solve this difficult optimization problem. Numerical results from simulation experiments and real data analyses show that the procedure has excellent empirical properties. The segmentation of multivariate time series is also considered. Assuming that the true underlying model is a segmented autoregression, this procedure is shown to be consistent for estimating the location of...

418 citations


"Generating haptic texture models fr..." refers methods in this paper

  • ...Segmentation was accomplished using the Auto-PARM algorithm presented in [7], which applies a genetic algorithm to optimize the minimum description length (MDL) criterion:...

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