No Arabic abstract
We review the current technology underlying surface haptics that converts passive touch surfaces to active ones (machine haptics), our perception of tactile stimuli displayed through active touch surfaces (human haptics), their potential applications (human-machine interaction), and finally the challenges ahead of us in making them available through commercial systems. This review primarily covers the tactile interactions of human fingers or hands with surface-haptics displays by focusing on the three most popular actuation methods: vibrotactile, electrostatic, and ultrasonic.
A common and effective form of social touch is stroking on the forearm. We seek to replicate this stroking sensation using haptic illusions. This work compares two methods that provide sequential discrete stimulation: sequential normal indentation and sequential lateral skin-slip using discrete actuators. Our goals are to understand which form of stimulation more effectively creates a continuous stroking sensation, and how many discrete contact points are needed. We performed a study with 20 participants in which they rated sensations from the haptic devices on continuity and pleasantness. We found that lateral skin-slip created a more continuous sensation, and decreasing the number of contact points decreased the continuity. These results inform the design of future wearable haptic devices and the creation of haptic signals for effective social communication.
User interfaces provide an interactive window between physical and virtual environments. A new concept in the field of human-computer interaction is a soft user interface; a compliant surface that facilitates touch interaction through deformation. Despite the potential of these interfaces, they currently lack a signal processing framework that can efficiently extract information from their deformation. Here we present OrbTouch, a device that uses statistical learning algorithms, based on convolutional neural networks, to map deformations from human touch to categorical labels (i.e., gestures) and touch location using stretchable capacitor signals as inputs. We demonstrate this approach by using the device to control the popular game Tetris. OrbTouch provides a modular, robust framework to interpret deformation in soft media, laying a foundation for new modes of human computer interaction through shape changing solids.
User reviews have become an important source for recommending and explaining products or services. Particularly, providing explanations based on user reviews may improve users perception of a recommender system (RS). However, little is known about how review-based explanations can be effectively and efficiently presented to users of RS. We investigate the potential of interactive explanations in review-based RS in the domain of hotels, and propose an explanation scheme inspired by dialog models and formal argument structures. Additionally, we also address the combined effect of interactivity and different presentation styles (i.e. using only text, a bar chart or a table), as well as the influence that different user characteristics might have on users perception of the system and its explanations. To such effect, we implemented a review-based RS using a matrix factorization explanatory method, and conducted a user study. Our results show that providing more interactive explanations in review-based RS has a significant positive influence on the perception of explanation quality, effectiveness and trust in the system by users, and that user characteristics such as rational decision-making style and social awareness also have a significant influence on this perception.
Surface electromyography (sEMG) is a non-invasive method of measuring neuromuscular potentials generated when the brain instructs the body to perform both fine and coarse locomotion. This technique has seen extensive investigation over the last two decades, with significant advances in both the hardware and signal processing methods used to collect and analyze sEMG signals. While early work focused mainly on medical applications, there has been growing interest in utilizing sEMG as a sensing modality to enable next-generation, high-bandwidth, and natural human-machine interfaces. In the first part of this review, we briefly overview the human skeletomuscular physiology that gives rise to sEMG signals followed by a review of developments in sEMG acquisition hardware. Special attention is paid towards the fidelity of these devices as well as form factor, as recent advances have pushed the limits of user comfort and high-bandwidth acquisition. In the second half of the article, we explore work quantifying the information content of natural human gestures and then review the various signal processing and machine learning methods developed to extract information in sEMG signals. Finally, we discuss the future outlook in this field, highlighting the key gaps in current methods to enable seamless natural interactions between humans and machines.
This article describes a new way of controlling robots using soft tactile sensors: pose-based tactile servo (PBTS) control. The basic idea is to embed a tactile perception model for estimating the sensor pose within a servo control loop that is applied to local object features such as edges and surfaces. PBTS control is implemented with a soft curved optical tactile sensor (the BRL TacTip) using a convolutional neural network trained to be insensitive to shear. In consequence, robust and accurate controlled motion over various complex 3D objects is attained. First, we review tactile servoing and its relation to visual servoing, before formalising PBTS control. Then, we assess tactile servoing over a range of regular and irregular objects. Finally, we reflect on the relation to visual servo control and discuss how controlled soft touch gives a route towards human-like dexterity in robots.