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2020


Learning to Predict Perceptual Distributions of Haptic Adjectives
Learning to Predict Perceptual Distributions of Haptic Adjectives

Richardson, B. A., Kuchenbecker, K. J.

Frontiers in Neurorobotics, 13(116):1-16, Febuary 2020 (article)

Abstract
When humans touch an object with their fingertips, they can immediately describe its tactile properties using haptic adjectives, such as hardness and roughness; however, human perception is subjective and noisy, with significant variation across individuals and interactions. Recent research has worked to provide robots with similar haptic intelligence but was focused on identifying binary haptic adjectives, ignoring both attribute intensity and perceptual variability. Combining ordinal haptic adjective labels gathered from human subjects for a set of 60 objects with features automatically extracted from raw multi-modal tactile data collected by a robot repeatedly touching the same objects, we designed a machine-learning method that incorporates partial knowledge of the distribution of object labels into training; then, from a single interaction, it predicts a probability distribution over the set of ordinal labels. In addition to analyzing the collected labels (10 basic haptic adjectives) and demonstrating the quality of our method's predictions, we hold out specific features to determine the influence of individual sensor modalities on the predictive performance for each adjective. Our results demonstrate the feasibility of modeling both the intensity and the variation of haptic perception, two crucial yet previously neglected components of human haptic perception.

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DOI [BibTex]

2020


DOI [BibTex]


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Exercising with Baxter: preliminary support for assistive social-physical human-robot interaction

Fitter, N. T., Mohan, M., Kuchenbecker, K. J., Johnson, M. J.

Journal of NeuroEngineering and Rehabilitation, 17(19), Febuary 2020 (article)

Abstract
Background: The worldwide population of older adults will soon exceed the capacity of assisted living facilities. Accordingly, we aim to understand whether appropriately designed robots could help older adults stay active at home. Methods: Building on related literature as well as guidance from experts in game design, rehabilitation, and physical and occupational therapy, we developed eight human-robot exercise games for the Baxter Research Robot, six of which involve physical human-robot contact. After extensive iteration, these games were tested in an exploratory user study including 20 younger adult and 20 older adult users. Results: Only socially and physically interactive games fell in the highest ranges for pleasantness, enjoyment, engagement, cognitive challenge, and energy level. Our games successfully spanned three different physical, cognitive, and temporal challenge levels. User trust and confidence in Baxter increased significantly between pre- and post-study assessments. Older adults experienced higher exercise, energy, and engagement levels than younger adults, and women rated the robot more highly than men on several survey questions. Conclusions: The results indicate that social-physical exercise with a robot is more pleasant, enjoyable, engaging, cognitively challenging, and energetic than similar interactions that lack physical touch. In addition to this main finding, researchers working in similar areas can build on our design practices, our open-source resources, and the age-group and gender differences that we found.

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DOI [BibTex]

DOI [BibTex]

2019


Implementation of a 6-{DOF} Parallel Continuum Manipulator for Delivering Fingertip Tactile Cues
Implementation of a 6-DOF Parallel Continuum Manipulator for Delivering Fingertip Tactile Cues

Young, E. M., Kuchenbecker, K. J.

IEEE Transactions on Haptics, 12(3):295-306, June 2019 (article)

Abstract
Existing fingertip haptic devices can deliver different subsets of tactile cues in a compact package, but we have not yet seen a wearable six-degree-of-freedom (6-DOF) display. This paper presents the Fuppeteer (short for Fingertip Puppeteer), a device that is capable of controlling the position and orientation of a flat platform, such that any combination of normal and shear force can be delivered at any location on any human fingertip. We build on our previous work of designing a parallel continuum manipulator for fingertip haptics by presenting a motorized version in which six flexible Nitinol wires are actuated via independent roller mechanisms and proportional-derivative controllers. We evaluate the settling time and end-effector vibrations observed during system responses to step inputs. After creating a six-dimensional lookup table and adjusting simulated inputs using measured Jacobians, we show that the device can make contact with all parts of the fingertip with a mean error of 1.42 mm. Finally, we present results from a human-subject study. A total of 24 users discerned 9 evenly distributed contact locations with an average accuracy of 80.5%. Translational and rotational shear cues were identified reasonably well near the center of the fingertip and more poorly around the edges.

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DOI [BibTex]


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How Does It Feel to Clap Hands with a Robot?

Fitter, N. T., Kuchenbecker, K. J.

International Journal of Social Robotics, 2019 (article) Accepted

Abstract
Future robots may need lighthearted physical interaction capabilities to connect with people in meaningful ways. To begin exploring how users perceive playful human–robot hand-to-hand interaction, we conducted a study with 20 participants. Each user played simple hand-clapping games with the Rethink Robotics Baxter Research Robot during a 1-h-long session involving 24 randomly ordered conditions that varied in facial reactivity, physical reactivity, arm stiffness, and clapping tempo. Survey data and experiment recordings demonstrate that this interaction is viable: all users successfully completed the experiment and mentioned enjoying at least one game without prompting. Hand-clapping tempo was highly salient to users, and human-like robot errors were more widely accepted than mechanical errors. Furthermore, perceptions of Baxter varied in the following statistically significant ways: facial reactivity increased the robot’s perceived pleasantness and energeticness; physical reactivity decreased pleasantness, energeticness, and dominance; higher arm stiffness increased safety and decreased dominance; and faster tempo increased energeticness and increased dominance. These findings can motivate and guide roboticists who want to design social–physical human–robot interactions.

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[BibTex]

[BibTex]