Haptic
Perception of Shape:
touch
illusions, forces and the geometry of objects
Gabriel
Robles-De-La-Torre, PhD
Meet
Dr. Robles-De-La-Torre in New York next April 14th, 2007.
He
will speak about this work at the New York Academy of Sciences
This
ongoing research has been featured at:
The
Economist
MIT
Technology Review (read here the German
version)
Nature
The
Washington Post
Scientific
American France (Pour la Science)
Introduction
Touch
and related capabilities are commonly underrated. Yet, these capabilities
are essential for normal human functioning, as demonstrated by the catastrophic
consequences that follow after losing them (Robles-De-La-Torre
2006). Also, we perhaps tend to think
that touch is somehow more veridical than the other senses. Perhaps this
is because we know that there are many visual illusions, but we rarely
hear about touch illusions.
As
we will see, there are compelling touch illusions of shape. In such
illusions, persons touch objects that have a certain shape, but they perceive
touching a radically different shape (Figure 1).
This document will help you understand how such illusions are created.
In particular, a simple demo is provided in Section
4 below to give you an idea of how some illusory shapes feel like. I would
recommend reading the document first and then watch the demo. Alternatively,
you can watch the demo after reading about impossible, paradoxical haptic
objects in section 3.2 below. Keep in mind, however, that the demo is only
a very rough approximation.
|
Figure 1.
A person explores a paradoxical object that combines the geometry
of a real hole (gray bar) with an illusory bump (red dotted line) created
through computer-controlled forces alone. These forces are generated by
a haptic interface (blue machine). Surprisingly,
when exploring this paradoxical object, persons perceive that they touch
a bumpy object, and not an object with a hole.
See the text
for details
|
A second
demo provides the basics of computer haptics, which
is the technology used to create illusory and other haptic virtual objects.
Your
feedback is always welcome at:
Table
of Contents
1.
How
do we haptically perceive the shape of objects?
2.
Haptic
perception of shape: force or geometry?
3.
Using
virtual objects to understand haptic perception of shape
3.1
The
normal, real-world scenario: forces and geometrical information vary together
in a natural way
3.2
The
paradoxical object scenario: forces and geometry vary in an "impossible"
manner.
3.3
The
key finding: force information can overcome geometrical information to
determine haptic perception of shape
4.
Experience
how illusory objects feel like.
5.
Future
work
6.
Applying
haptic perception research: illusory haptic objects for perception-based
rendering of sharp objects
1.
How do we haptically perceive the shape of objects?
I investigate
how humans perceive the shape of objects when actively exploring them through
touch (which is commonly called active or haptic
touch).
I use computer haptics to create virtual haptic objects for this research
(see a demo of computer haptics and virtual objects here).
When a person haptically explores an object, he/she has access to several
sources of information ("cues") about its shape. A major shape cue
is the geometry of the object. Consider the following case. When we slide
a fingertip along the surface of an object, the geometry of the surface
determines the way our finger will move. For example, if the object has
a bump on it, our finger will ascend into the bump and then descend from
it.
Until
very recently, it was assumed that we used such geometrical information
to perceive the shape of an object. However, there are other sources of
shape information that are also experienced when touching an object. These
are the forces that we experience when exploring the object.
For example, when sliding the fingertip along a surface with a small bump,
the bump will resist the movement of the fingertip. Such resistance
forces are largely determined by the local geometry of an object and by
how much force we apply when exploring the object.
2.
Haptic perception of shape: force or geometry?
Note
how force and geometrical information are experienced together when
exploring objects. Because of this, we cannot be sure that object geometry
is the information that is used for haptic shape perception.
In other words, what is the relative contribution of geometry and force
to haptic shape perception? When considering two extreme cases, is it enough
to experience geometry, or is enough to experience force? How do these
related sources of haptic shape interact with each other? (Robles-De-La-Torre
& Hayward, 2000) . In the experiments discussed here, only touch
information about objects was provided. Visual and auditory information
were not provided.
3.
Using virtual objects to understand haptic perception of shape
| In
collaboration with Vincent
Hayward, we used haptic virtual shapes to tackle
these questions (Robles-De-La-Torre & Hayward,
2000, 2001). Our virtual shapes are force fields that are generated
by using a haptic interface (the blue machine in
Figure 1, the figure is shown here again for your convenience).
The interface we used (PenCAT/Pro®) is a robot
that generates computer-controlled forces to create virtual objects. The
interface has a small plate that can be held by a person's fingertip (Fig.
1). The plate is attached to a wheeled tool that rests on top of
a hard plastic object (the gray bar in Fig. 1, just ignore the red dotted
line for the time being). The tool is mechanically constrained, so
it is always in a vertical position relative to the surface of the object.
The person can freely explore the plastic object by rolling the wheeled
tool on top of it, as shown in Fig. 1. Note that the person's fingertip
moves downwards when entering the plastic object's hole, and upwards when
exiting it.
3.1
The normal, real-world scenario: forces and geometrical information vary
together in a natural way
When
the haptic interface is turned off, the person only experiences the forces
that arise naturally from the tool-surface interaction. For example, when
exiting the hole (Fig. 1), the person experiences some resistance forces.
These forces depend on the of the hole's slope, and also on how hard the
person pushes down to hold the tool. So far, there is nothing extraordinary
going on here: the person experiences forces and geometrical information
that vary together in a natural way.
|
Figure 1.
This figure and its legend are shown again here for your convenience. A
person explores a paradoxical object that combines the geometry of
a real hole (gray bar) with an illusory bump (red dotted line) created
through computer-controlled forces alone. These forces are generated by
a haptic interface (blue machine). Surprisingly,
when exploring this paradoxical object, persons perceive that they touch
a bumpy object, and not an object with a hole.
|
3.2
The paradoxical object scenario: forces and geometry vary in an "impossible"
manner.
When
the haptic interface is powered on, it generates computer-controlled forces.
Such forces are added to the forces that arise naturally from the normal
tool-surface interaction. In this manner, it is feasible to create normally
impossible,
paradoxical objects in which geometrical information conflicts
with force information. Figure 1 presents one of these impossible objects.
Here, a person is exploring and object with a real, physical hole object
(Figure 1, gray bar). Normally, the person would simultaneously experience
forces that are related to the geometry of the hole, as in the normal case
described before. However, in this impossible object, the haptic
interface modifies such forces, so that the person experiences forces that
are normally associated with an object that has a bump on it (Figure 1,
red dotted line). Here the bump is purely virtual: it is created
with forces, and has no geometrical information of its own. That is, when
exploring this object, the person's fingertip still follows the hole trajectory
given by the plastic surface (gray bar in Figure 1). The end result is
that the person experiences the geometrical information of a hole, together
with the force information of a bump.
3.3
The key finding: force information can overcome geometrical information
to determine haptic perception of shape
Which
information is used by a person in such a situation to perceive the shape
of the object? We found (Robles-De-La-Torre
& Hayward, 2001) that, surprisingly, people's perception depended
on the forces they experienced, and not on the geometrical information
they simultaneously received. That is, in the case shown in Figure 1, subjects
typically perceived a surface with a haptic bump (created through forces
alone), and not a surface with a haptic hole, even though there was a real
physical hole present. This can be considered as a touch illusion,
in which a conflict between sources of information is resolved in favor
of force cues, perhaps by weighing each source of information differently
(Robles-De-La-Torre & Hayward, 2001).
It can be also considered that the virtual object masked
or perceptually hid the real object.
4.
Experience how illusory objects feel like.
We
tested other paradoxical objects, too (Robles-De-La-Torre
& Hayward, 2001). For example, if you replace the plastic object
(Fig. 1, gray bar) with a totally flat object, and the haptic interface
produces the forces of a hole (or bump), you will still experience exploring
an object with a hole (or bump, depending on the case), even though your
fingertip will move along a totally flat surface. Here
you can find a simple demo to approximately experience how these virtual,
illusory objects feel like.
5.
Future work
These
results indicate that force can overcome geometrical information in haptic
shape perception. Again, how do geometric and force information interact
with each other? What is the relative contribution of each one to
haptic shape perception? I am currently exploring these and other, related
questions.
6.
Applying haptic perception research: illusory haptic objects for
perception-based rendering of sharp objects
The
important role of force in haptic shape perception provides the scientific
basis for simple haptic rendering algorithms to generate
illusory, force-based haptic shapes (Robles-De-La-Torre
& Hayward, 2000).
In
this regard, as part of an ongoing collaboration with
Carlo
Alberto Avizzano , Otniel
Portillo-Rodríguez and Massimo
Bergamasco (PERCRO, Italy), we
used the GRAB haptic
interface to apply illusory objects in the solution of a difficult
problem in haptic
rendering: how to produce realistic virtual objects with features such
as sharp edges (Portillo-Rodríguez, Avizzano,
Bergamasco, Robles-De-La-Torre 2006; Graham-Rowe.
The Cutting Edge of Haptics, MIT Technology Review 2006). This is a
difficult problem for several reasons. In particular, sudden force changes
are common when using other rendering approaches to generate virtual objects
with sharp edges. This is due to the spatial discontinuity at a sharp edge:
forces vary greatly in their direction from one side of the edge to the
other. As a result, an user's hand tends to be unnaturally pushed away
from the virtual object when touching the vicinity of an edge. This decreases
the realism of the virtual object. |
Figure
2. Using haptic illusions to render challenging virtual objects with
sharp edges. An user wears a thimble-like tool (in blue, both panels)
to explore a virtual object (gray surface, both panels). The tool is connected
to a haptic interface (not shown). Although the user's hand actually travels
along a smooth trajectory (a), the user perceives touching
a surface with a sharp edge, which is illusory (b). The illusory
edge is created through lateral forces. Unlike the case depicted in Fig.
1, here the virtual object does not involve a real object such as the gray
plastic bar in Figure 1.
I thank Lorena
Robles-De-La-Torre for designing this figure.
|
Such
undesirable artifacts can be avoided by rendering illusory, sharp edges
instead (Portillo-Rodríguez, Avizzano, Bergamasco,
Robles-De-La-Torre 2006; Graham-Rowe.
The Cutting Edge of Haptics, MIT Technology Review 2006). In
this approach, when exploring a virtual object, an user's hand travels
along a smooth trajectory without geometrical sharp edges (Fig. 2a), and
lateral forces are used to render illusory sharp edges (Fig. 2b). Our experiments
indicate that this approach allows for a more natural rendering of such
challenging objects. This is an example of perception-based haptic
rendering, in which the characteristics of human haptic perception
allow to overcome limitations in the engineering of haptic technology.
More
generally, this research illustrates the many opportunities for combining
basic and applied research in this exciting, rapidly developing field. |