The desire to directly touch and experience virtual objects led to the development of a tactile feedback device. In this paper, a novel soft pneumatic actuator for providing tactile feedback is proposed and demonstrated. The suggested pneumatic actuator does not use an external air compressor but it is operated by internal air pressure generated by an electrostatic force. By using the actuator, we designed a glove to interact with virtual reality. The finger motions are detected by attached flexible piezoelectric sensors and transmitted to a virtual space through Bluetooth for interconnecting with a virtual hand. When the virtual finger touches the virtual object, the actuators are activated and give the tactile feedback to the real fingertip. The glove is made of silicone rubber material and integrated with the sensors and actuators such that users can wear them conveniently with light weight. This device was tested in a virtual chess board program, wherein the user picked up virtual chess pieces successfully.
There is a considerable demand to develop robots that can perform sophisticated tasks such as grabbing delicate materials, passing through narrow pathways, and acting as mediators between humans and robots. Soft robots can provide a solution for such applications. In this study, we propose an electrohydraulic gripper, which is based on electrostatic and hydraulic forces. Interestingly, the gripper generates a hydraulic force without an external fluid supply source. In addition, it achieves good compliance, because the gripper is composed of soft materials such as polyethylene film and silicone. We experimentally investigate the characteristics of the actuator of the gripper. In addition, the electrohydraulic gripper demonstrates an ability to grasp delicate materials.
13 May 2020 in Frontiers in Bioengineering and Biotechnology
In this study, we propose a soft pneumatic gripper that uses a tendon-driven soft origami pump. The gripper consists of three pneumatic soft actuators that are controlled by a tendon-driven origami pump. An external air compressor that supplies air to the pneumatic actuator is replaced by an origami pump. The soft actuator is composed of silicone (Ecoflex 00-30) with a chamber-based structure, which is fabricated using a mold, and the origami pump is fabricated by folding a Kresling patterned polypropylene film. In addition, we conduct a series of experiments to evaluate the performance of the pneumatic actuator with a tendon-driven origami pump. Specifically, movement characteristics, frequency response, blocking force, and the relation between bending angle and pressure are analyzed from the results of the experiments. Furthermore, we understand the entire operation mechanism from the deformation of the origami pump to bending through pressure. Finally, we demonstrate the grasping of objects with diverse shapes and materials, and indicate the feasibility of the pneumatic gripper as an independent module without an external compressor.
Thermal perception is essential for the survival and daily activities of people. Thus, it is desirable to realize thermal feedback stimulation for improving the sense of realism in virtual reality (VR) for users. For thermal stimulus, conventional systems utilize liquid circulation with bulky external sources or thermoelectric devices (TEDs) on rigid structures. However, these systems are difficult to apply to compact wearable gear used for complex hand motions to interact with VR. Furthermore, generating a rapid temperature difference, especially cooling, in response to a thermal stimulus in real-time is challenging for the conventional systems. To overcome this challenge and enhance wearability, we developed an untethered real-time thermal display glove. This glove comprised piezoelectric sensors enabling hand motion sensing and flexible TEDs for bidirectional thermal stimulus on skin. The customized flexible TEDs can decrease the temperature by 10 °C at room temperature in less than 0.5 s. Moreover, they have sufficiently high durability to withstand over 5,000 bends and high flexibility under a bending radius of 20 mm. In a user test with 20 subjects, the correlation between thermal perception and the displayed object’s color was verified, and a survey result showed that the thermal display glove provided realistic and immersive experiences to users when interacting with VR.
Most motion recognition research has required tight-fitting suits for precise sensing. However, tight-suit systems have difficulty adapting to real applications, because people normally wear loose clothes. In this paper, we propose a gait recognition system with flexible piezoelectric sensors in loose clothing. The gait recognition system does not directly sense lower-body angles. It does, however, detect the transition between standing and walking. Specifically, we use the signals from the flexible sensors attached to the knee and hip parts on loose pants. We detect the periodic motion component using the discrete time Fourier series from the signal during walking. We adapt the gait detection method to a real-time patient motion and posture monitoring system. In the monitoring system, the gait recognition operates well. Finally, we test the gait recognition system with 10 subjects, for which the proposed system successfully detects walking with a success rate over .
In this note, we propose a human–computer interface glove based on flexible piezoelectric sensors. We select polyvinylidene fluoride as the piezoelectric material for the sensors because of advantages such as a steady piezoelectric characteristic and good flexibility. The sensors are installed in a fabric glove by means of pockets and Velcro bands. We detect changes in the angles of the finger joints from the outputs of the sensors, and use them for controlling a virtual hand that is utilized in virtual object manipulation. To assess the sensing ability of the piezoelectric sensors, we compare the processed angles from the sensor outputs with the real angles from a camera recoding. With good agreement between the processed and real angles, we successfully demonstrate the user interaction system with the virtual hand and interface glove based on the flexible piezoelectric sensors, for four hand motions: fist clenching, pinching, touching, and grasping.