Kuchenbecker, Katherine J.

Email Address

ORCID

Disciplines

relationships.isProjectOf

relationships.isOrgUnitOf

Position

Introduction

Research Interests

Search Results

Now showing 1 - 10 of 33
  • Publication
    A high fidelity ungrounded torque feedback device: The iTorqU 2.0
    (2009-04-03) Winfree, Kyle N; Gewirtz, Jamie E; Mather, Thomas; Fiene, Jonathan; Kuchenbecker, Katherine J
    This paper discusses the design and operation of the iTorqU 2.0, an ungrounded, handheld torque feedback device for haptic applications. Based upon the gyroscopic effect, the iTorqU 2.0 uses a metal flywheel inside of a two-axis actuated gimbal to create directional torques that are applied to the user's hand. The coupling of angular velocity and angular momentum creates a torque that is orthogonal to the two input angular velocities, giving the user the impression that their hand is being twisted in free air. Following a review of prior work in the field of ungrounded torque feedback devices, we first present our preliminary prototype, the iTorqU 1.0. Building on empirical observations and user feedback from a public demonstration, we revised and augmented this design to create the iTorqU 2.0. This paper covers the major mechanical, electrical, and controls design considerations that went into creating the iTorqU 2.0, along with an analysis of its torque output capabilities.
  • Publication
    Design of Body-Grounded Tactile Actuators for Playback of Human Physical Contact
    (2011-06-01) Kuchenbecker, Katherine J; Stanley, Andrew A
    We present four wearable tactile actuators capable of recreating physical sensations commonly experienced in human interactions, including tapping on, dragging across, squeezing, and twisting an individual’s wrist. In seeking to create tactile signals that feel natural and are easy to understand, we developed movement control interfaces to play back each of these forms of actual human physical contact. Through iterative design, prototyping, programming, and testing, each of these servo-motor-based mechanisms produces a signal that is gradable in magnitude, can be played in a variety of temporal patterns, is localizable to a small area of skin, and, for three of the four actuators, has an associated direction. Additionally, we have tried to design toward many of the characteristics that have made high frequency vibration the most common form of wearable tactile feedback, including low cost, light weight, comfort, and small size. Bolstered by largely positive comments from naive users during an informal testing session, we plan to continue improving these devices for future use in tactile motion guidance.
  • Publication
    A GPU-Based Approach for Real-Time Haptic Rendering of 3D Fluids
    (2008-12-01) Yang, Meng; Safonova, Alla; Kuchenbecker, Katherine J; Zhou, Zehua
    Real-time haptic rendering of three-dimensional fluid flow will improve the interactivity and realism of video games and surgical simulators, but it remains a challenging undertaking due to its high computational cost. In this work we propose an innovative GPUbased approach that enables real-time haptic rendering of highresolution 3D Navier-Stokes fluids. We show that moving the vast majority of the computation to the GPU allows for the simulation of touchable fluids at resolutions and frame rates that are significantly higher than any other recent real-time methods without a need for pre-computations [Baxter and Lin 2004; Mora and Lee 2008; Dobashi et al. 2006].
  • Publication
    The Penn Baxter Face Database
    (2017-03-23) Fitter, Naomi T.; Kuchenbecker, Katherine J.
    The Penn Baxter Face Database is composed of Baxter robot face images designed in a variety of expressions and colors. Each of these images was photographed on the physical Baxter robot and assessed by internet raters (N = 568) in an Amazon Mechanical Turk survey. Raters assessed the pleasantness and energeticness of each robot face and also shared how safe and pleased each face made them feel. This project was published in our ICSR 2016 paper entitled “Designing and Assessing Expressive Open-Source Faces for the Baxter Robot.” After hearing of interest from other researchers, we previously released our Baxter face database on GitHub at https://github.com/nfitter/BaxterFaces. This dataset, now additionally available on Scholarly Commons, includes the developed Baxter faces, photographs used in the Mechanical Turk survey, editable source files for the studied faces, and bonus faces developed in our subsequent design work with Baxter. These contents may benefit any Baxter users who publish images to the robot's face. The organization of the database is explained in the included ReadMe file.
  • Publication
    The Penn Hand-Clapping Motion Dataset
    (2016-11-27) Fitter, Naomi T; Kuchenbecker, Katherine J
    The Penn Hand-Clapping Motion Dataset is composed of inertial measurement unit (IMU) recordings from the hand motions of 15 naïve people. Each of these individuals participated in an experiment during which they were asked to pantomime various sequences of 10 different motions: back five, clap, double, down five, front five, lap pat, left five, right five, right snap, and up five. The examined motions comprise most typical actions from hand-clapping games like “Pat-a-cake” and “Slide.” This project was published in our IROS 2016 paper entitled “Using IMU Data to Demonstrate Hand-Clapping Games to a Robot.” After hearing of interest from other researchers, we are releasing the corresponding motion dataset, which was originally collected to help us investigate whether we could train highly accurate and rapid classifiers to label hand-clapping game motions performed by everyday people. This dataset, explained further in the included ReadMe file, may interest researchers who investigate human motion.
  • Publication
    Haptic Displayof Realistic Tool Contact via Dynamically Compensated Control of a Dedicated Actuator
    (2009-12-15) McMahan, William; Kuchenbecker, Katherine J.
    High frequency contact accelerations convey important information that the vast majority of haptic interfaces cannot render. Building on prior work, we present an approach to haptic interface design that uses a dedicated linear voice coil actuator and a dynamic system model to allow the user to feel these signals. This approach was tested through use in a bilateral teleoperation experiment where a user explored three textured surfaces under three different acceleration control architectures: none, constant gain, and dynamic compensation. The controllers that use the dedicated actuator vastly outperform traditional position-position control at conveying realistic contact accelerations. Analysis of root mean square error, linear regression, and discrete Fourier transforms of the acceleration data also indicate a slight performance benefit for dynamic compensation over constant gain.
  • Publication
    The Touch Thimble: Providing Fingertip Contact Feedback During Point-Force Haptic Interaction
    (2008-03-14) Kuchenbecker, Katherine J; Ferguson, David; Kutzer, Michael; Moses, Matthew; Okamura, Allison M
    Touching a real object with your fingertip provides simultaneous tactile and force feedback, yet most haptic interfaces for virtual environments can convey only one of these two essential modalities. To address this opportunity, we designed, prototyped, and evaluated the Touch Thimble, a new fingertip device that provides the user with the cutaneous sensation of making and breaking contact with virtual surfaces. Designed to attach to the endpoint of an impedance-type haptic interface like a SensAble Phantom, the Touch Thimble includes a slightly oversize cup that is suspended around the fingertip by passive springs. When the haptic interface applies contact forces from the virtual environment, the springs deflect to allow contact between the user's fingertip and the inner surface of the cup. We evaluated a prototype Touch Thimble against a standard thimble in a formal user study and found that it did not improve nor degrade subjects' ability to recognize smoothly curving surfaces. Although four of the eight subjects preferred it to the standard interface, overall the Touch Thimble made subjects slightly slower at recognizing the presented shapes. Detailed subject comments point out strengths and weaknesses of the current design and suggest avenues for future development of the device.
  • Publication
    Recreating the Feel of the Human Chest in a CPR Manikin via Programmable Pneumatic Damping
    (2012-03-01) Kuchenbecker, Katherine J; Stanley, Andrew A; Healey, Simon K; Maltese, Matthew R
    It is well known that the human chest exhibits a strong force displacement hysteresis during CPR, a stark contrast to the non hysteretic behavior of standard spring manikins. We hypothesize that individuals with experience performing CPR on humans would perceive a manikin with damping as more realistic and better for training. By analyzing data collected from chest compressions on real patients, we created a dynamic model that accounts for this hysteresis with a linear spring and a one-way variable damper, and we built a new high-fidelity manikin to enact the desired force displacement relationship. A linkage attached to the chest plate converts vertical compression motions to the horizontal displacement of a set of pneumatic dashpot pistons, sending a volume of air into and out of the manikin through a programmable valve. Position and pressure sensors allow a microcontroller to adjust the valve orifice so that the provided damping force closely follows the desired damping force throughout the compression cycle. Eight experienced CPR practitioners tested both the new manikin and an identical looking standard manikin; the manikin with damping received significantly higher ratings for haptic realism and perceived utility as a training tool.
  • Publication
    Automatic Filter Design for Synthesis of Haptic Textures from Recorded Acceleration Data
    (2010-05-01) Kuchenbecker, Katherine J; Yoshioka, Takashi; Romano, Joseph M
    Sliding a probe over a textured surface generates a rich collection of vibrations that one can easily use to create a mental model of the surface. Haptic virtual environments attempt to mimic these real interactions, but common haptic rendering techniques typically fail to reproduce the sensations that are encountered during texture exploration. Past approaches have focused on building a representation of textures using a priori ideas about surface properties. Instead, this paper describes a process of synthesizing probe-surface interactions from data recorded from real interactions. We explain how to apply the mathematical principles of Linear Predictive Coding (LPC) to develop a discrete transfer function that represents the acceleration response under specific probe-surface interaction conditions. We then use this predictive transfer function to generate unique acceleration signals of arbitrary length. In order to move between transfer functions from different probe-surface interaction conditions, we develop a method for interpolating the variables involved in the texture synthesis process. Finally, we compare the results of this process with real recorded acceleration signals, and we show that the two correlate strongly in the frequency domain.
  • Publication
    VerroTouch: High-Frequency Acceleration Feedback for Telerobotic Surgery
    (2010-07-01) Kuchenbecker, Katherine J; Gewirtz, Jamie; Mendoza, Pierre J; McMahan, William; Lee, David I; Standish, Dorsey
    The Intuitive da Vinci system enables surgeons to see and manipulate structures deep within the body via tiny incisions. Though the robotic tools mimic one's hand motions, surgeons cannot feel what the tools are touching, a striking contrast to non-robotic techniques. We have developed a new method for partially restoring this lost sense of touch. Our VerroTouch system measures the vibrations caused by tool contact and immediately recreates them on the master handles for the surgeon to feel. This augmentation enables the surgeon to feel the texture of rough surfaces, the start and end of contact with manipulated objects, and other important tactile events. While it does not provide low frequency forces, we believe vibrotactile feedback will be highly useful for surgical task execution, a hypothesis we we will test in future work.