Volume 8B: 45th Mechanisms and Robotics Conference (MR) 2021
DOI: 10.1115/detc2021-71518
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Safe Collaboration Between Human and Robot in a Context of Intermittent Haptique Interface

Abstract: In the list of interfaces used to make virtual reality, haptic interfaces allow users to touch a virtual world with their hands. Traditionally, the user’s hand touches the end effector of a robotic arm. When there is no contact, the robotic arm is passive; when there is contact, the arm suppresses mobility to the user’s hand in certain directions. Unfortunately, the passive mode is never completely seamless to the user. Haptic interfaces with intermittent contacts are interfaces using industrial robots that mo… Show more

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Cited by 6 publications
(8 citation statements)
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“…The most commonly used approach depends on finding the object closest to the hand. Implementation was carried out by computing the distances from the hand to all points of interest in search space, as used in [37], or, alternatively, by searching through a k-d tree, as used in [5]. In this study, we used a k-d tree to store the positions of all objects in the scene.…”
Section: Strategy 1: the Nearest Neighbour Approachmentioning
confidence: 99%
See 1 more Smart Citation
“…The most commonly used approach depends on finding the object closest to the hand. Implementation was carried out by computing the distances from the hand to all points of interest in search space, as used in [37], or, alternatively, by searching through a k-d tree, as used in [5]. In this study, we used a k-d tree to store the positions of all objects in the scene.…”
Section: Strategy 1: the Nearest Neighbour Approachmentioning
confidence: 99%
“…While these issues may be partly solved by improving device hardware, factors such as cost, safety, and complexity often lead to design decisions that make device workspace and speed constraints unavoidable. Control approaches from the state-of-the-art, such as hapticretargeting [2] and user motion prediction, have been employed to address speed and latency issues [5]. Our study addresses this problem through motion prediction using the human eye-gaze tracking and hand motion.…”
Section: Introductionmentioning
confidence: 99%
“…The system will receive a desired goal configuration which will be the q goal for the planning algorithm, from the current q init configuration. This goal selection is done in Unity by a Point selection algorithm which determines the interaction point the user intends to reach [26] (Figure 11).…”
Section: Types Of Movementmentioning
confidence: 99%
“…The first scenario is based on [26] where a distinction for velocity zones is made and where a plane divides the environment (space with the user and space where the user cannot go).Based on the same idea, we represented the effective working space of the mannequin as a sphere surrounding the model (Figure 12). The mobility scheme consists of alternating between different "Safe positions".…”
Section: Movement Outside User's Workpacementioning
confidence: 99%
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