首页> 外文会议>Intelligent Robots and Systems, 2001. Proceedings. 2001 IEEE/RSJ International Conference on >Comparison of 3-D haptic peg-in-hole tasks in real and virtual environments
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Comparison of 3-D haptic peg-in-hole tasks in real and virtual environments

机译:真实和虚拟环境中的3D触觉钉入式孔比较

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We describe an experimental arrangement for comparison of user performance during a real and a virtual 3D peg-in-hole task. Tasks are performed using a unique six-degree-of-freedom (6-DOF) magnetic levitation haptic device. The arrangement allows a user to exert and experience real and virtual forces using the same 6-DOF device. During the virtual task, a peg and hole are rendered haptically, and visual feedback is provided through a graphical display. During the real task, a physical peg is attached to the underside of the haptic device. Using only real forces/torques, the peg is inserted into a hole in a plate attached to a force/torque sensor, while positions/orientations are measured by the haptic device. positions/orientations and forces/torques are recorded for both modes. Preliminary results indicate increased task time, larger total forces and more failures occur with the virtual task. Recorded data reveal user strategies that are similar for both tasks. Quantitative analysis of the strategies employed should lead to identification of significant factors in haptic interface design and haptic rendering techniques.
机译:我们描述了一种在真实和虚拟3D钉孔任务中比较用户性能的实验安排。使用独特的六自由度(6-DOF)磁悬浮触觉设备执行任务。该布置允许用户使用相同的6自由度设备来施加和体验真实和虚拟的力量。在虚拟任务过程中,会直观地绘制桩钉和孔,并通过图形显示提供视觉反馈。在实际任务期间,将物理钉连接到触觉设备的底面。仅使用实际力/扭矩,将销钉插入连接到力/扭矩传感器的板上的孔中,同时通过触觉设备测量位置/方向。记录两种模式的位置/方向和力/扭矩。初步结果表明,虚拟任务会增加任务时间,更大的总力和更多的失败。记录的数据揭示了两个任务相似的用户策略。对所采用策略的定量分析应能确定触觉界面设计和触觉渲染技术中的重要因素。

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