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Comparison of 3-D haptic peg-in-Hole tasks in real and virtual environments

机译:比较真实和虚拟环境中的3-D触觉PEG孔任务

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We describe an experimental arrangement for comparison of user performance during a real and a virtual 3-D 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:我们描述了一种实验布置,用于比较真实和虚拟3-D PEG孔任务期间的用户性能。使用独特的六维自由度(6-DOF)磁悬浮触觉装置进行任务。该布置允许用户使用相同的6-DOF设备发挥和体验实际和虚拟力。在虚拟任务期间,仔细呈现PEG和孔,并且通过图形显示提供视觉反馈。在实际任务期间,物理栓地连接到触觉装置的下侧。仅使用实际力/扭矩,将PEG插入连接到力/扭矩传感器的板中的孔中,同时通过触觉装置测量位置/取向。两种模式记录了位置/方向和力/扭矩。初步结果表明,在虚拟任务中发生了更大的任务时间,更大的总力量和更多故障。录制的数据显示两个任务相似的用户策略。所雇用策略的定量分析应导致触觉界面设计和触觉渲染技术中的重大因素。

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