Abstract

Existing haptic feedback devices are limited in their capabilities and are often cumbersome and heavy. In addition, these devices are generic and do not adapt to the users’ grasping behavior. Potentially, a human-oriented design process could generate an improved design. While current research done on human grasping was aimed at finding common properties within the research population, we investigated the dynamic patterns that make human grasping behavior distinct rather than generalized, i.e. subject specific. Experiments were conducted on 31 subjects who performed grasping tasks on five different objects. The kinematics and kinetics parameters were measured using a motion capture system and force sensors. The collected data was processed through a pipeline of dimensionality reduction and clustering algorithms. Using finger joint angles and reaction forces as our features, we were able to classify these tasks with over 95% success. In addition, we examined the effects of the objects’ mechanical properties on those patterns and the significance of the different features for the differentiation. Our results suggest that grasping patterns are, indeed, subject-specific; this, in turn, could suggest that a device capable of providing personalized feedback can improve the user experience and, in turn, increase the usability in different applications. This paper explores an undiscussed aspect of human dynamic patterns. Furthermore, the collected data offer a valuable dataset of human grasping behavior, containing 1083 grasp instances with both kinetics and kinematics data.

Highlights

  • While current research done on human grasping was aimed at finding common properties within the research population, we investigated the dynamic patterns that make human grasping behavior distinct rather than generalized, i.e. subject specific

  • Virtual Reality (VR) and Augmented Reality (AR) are both rapidly developing technologies that are going to play an important role in numerous aspects of our lives

  • We have shown that grasping patterns are subject-specific when considering reaction forces and joint angles and when considering joint angles alone

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Summary

Introduction

Virtual Reality (VR) and Augmented Reality (AR) are both rapidly developing technologies that are going to play an important role in numerous aspects of our lives. An example of such an application domain is the medical field, by improving minimal invasive surgery, medical training and rehabilitation through integrating haptic feedback with AR/VR [1, 2]. Many of the wearable haptic feedback devices operate from the inner part of the hand. These devices are connected between the different fingers or between the palm and the fingers and extract normal forces.

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