Soft robots have the potential to diminish the need for humans to venture into unsuitable environments or work in extreme conditions. While their soft nature gives them the advantage of being adaptable to changing environments, their control can be challenging because of the compliance that makes them effective. In this paper we present RUBIC: the Rolling, Untethered, Ballooning, Intelligent Cube, that overcomes some of the difficulties of 2D control by constraining motion to a discretised Cartesian space. RUBIC's method of locomotion is by rolling from one face of the cube to another, in any one of four directions. This motion causes it to move within a 2D grid structure, the dimensions of which are defined by the cube's characteristic length. When in its resting position RUBIC is inherently stable and forms a safe platform for tasks including taking measurements and soil samples, for localization and ad hoc network infrastructure, and as the foundation for larger robots and structures. We present the design of RUBIC's body, the four pneumatic ballooning actuators per face that generate its unique gait, and the control systems for locomotion and obstacle climbing. We consider constraints imposed by the design and fabrication methods including physical dimension and weight, material properties and control fidelity. An alternative locomotion scheme is proposed to improve the speed and linearity which also increases the distance traveled per roll. RUBIC travels with a mean locomotion accuracy of 4.58 • deviation and successfully traverses steps up to 35% of its own height. The discretisation of a soft robotics workspace, as demonstrated by RUBIC, has advantages for safe and predictable locomotion and has applications in both structured and hazardous environments.
Currently, the majority of wearable robotic haptic feedback devices rely on vibrations for relaying sensory information to the user. While this can be very effective, vibration as a physical stimulation is limited in modality and is uncommon in the natural world. In many cases, for human-robot and humanhuman interaction, a more natural, affective tactile interaction is needed to provide comfortable and varied stimuli. In this work we present the Super-Cutaneous Wearable Electrical Empathic Stimulator (SCWEES), a tactile device that gently stretches and squeezes the surface of the skin. Our hypothesis is that this device can create a pleasant, unobtrusive sensation that can be used to mediate social interactions or to deliver subtle alerts. We describe the design of the SCWEES, a lightweight 3D-printed semi-flexible structure that attaches to the skin at two points and actuates via two shape-memory alloy coil actuators. We evaluate the SCWEES through a range of human interaction experiments: stimulation strength and pleasantness, contraction and extension, and the conveyance of non-disruptive notifications. Quantitative and qualitative results show that the SCWEES generates a pleasant sensation, can convey useful information in humanmachine interactions, and delivers affective stimulation that is less disruptive than conventional vibratory tactile stimulation when the user is engaged in a task.
Anxiety disorders affect approximately one third of people during their lifetimes and are the ninth leading cause of global disability. Current treatments focus on therapy and pharmacological interventions. However, therapy is costly and pharmacological interventions often have undesirable side-effects. Healthy people also regularly suffer periods of anxiety. Therefore, a non-pharmacological, intuitive, home intervention would be complementary to other treatments and beneficial for non-clinical groups. Existing at-home anxiety aids, such as guided meditations, typically employ visual and/or audio stimuli to guide the user into a calmer state. However, the tactile sense has the potential to be a more natural modality to target in an anxiety-calming device. The tactile domain is relatively under-explored, but we suggest that there are manifold physiological and affective qualities of touch that lend it to the task. In this study we demonstrate that haptic technology can offer an enjoyable, effective and widely accessible alternative for easing state anxiety. We describe a novel huggable haptic interface that pneumatically simulates slow breathing. We discuss the development of this interface through a focus group evaluating five prototypes with embedded behaviours (‘breathing’, ‘purring’, ‘heartbeat’ and ‘illumination’). Ratings indicated that the ‘breathing’ prototype was most pleasant to interact with and participants described this prototype as ‘calming’ and ‘soothing’, reminding them of a person breathing. This prototype was developed into an ergonomic huggable cushion containing a pneumatic chamber powered by an external pump allowing the cushion to ‘breathe’. A mixed-design experiment (n = 129) inducing anxiety through a group mathematics test found that the device was effective at reducing pre-test anxiety compared to a control (no intervention) condition and that this reduction in anxiety was indistinguishable from that of a guided meditation. Our findings highlight the efficacy of this interface, demonstrating that haptic technologies can be effective at easing anxiety. We suggest that the field should be explored in more depth to capture the nuances of different modalities in relation to specific situations and trait characteristics.
We present and evaluate the concept of FeelMusic and evaluate an implementation of it. It is an augmentation of music through the haptic translation of core musical elements. Music and touch are intrinsic modes of affective communication that are physically sensed. By projecting musical features such as rhythm and melody into the haptic domain, we can explore and enrich this embodied sensation; hence, we investigated audio-tactile mappings that successfully render emotive qualities. We began by investigating the affective qualities of vibrotactile stimuli through a psychophysical study with 20 participants using the circumplex model of affect. We found positive correlations between vibration frequency and arousal across participants, but correlations with valence were specific to the individual. We then developed novel FeelMusic mappings by translating key features of music samples and implementing them with “Pump-and-Vibe”, a wearable interface utilising fluidic actuation and vibration to generate dynamic haptic sensations. We conducted a preliminary investigation to evaluate the FeelMusic mappings by gathering 20 participants’ responses to the musical, tactile and combined stimuli, using valence ratings and descriptive words from Hevner’s adjective circle to measure affect. These mappings, and new tactile compositions, validated that FeelMusic interfaces have the potential to enrich musical experiences and be a means of affective communication in their own right. FeelMusic is a tangible realisation of the expression “feel the music”, enriching our musical experiences.
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