1. Introduction
A haptic interface is an important topic in human–computer interaction. Haptic rendering algorithms and devices can provide feedback on common haptic feelings such as texture, compliance and shape. High-quality haptic feedback can enhance the immersion and realism in human–computer interaction, which has been widely used in many areas such as virtual surgery [
1], education for the blind [
2] and virtual reality games [
3].
Simulating the feelings of compliance is a very important part of haptic interaction. Force feedback from compliant objects could help users more easily determine the operating position and operate more precisely. Prior to simulating real compliance, it is a fundamental task to study the human haptic perception mechanism of compliance perception, which could provide lots of guidance for the design and improvement of rendering algorithms and devices.
According to previous studies on the compliance perception, people can perceive compliance in many different ways such as touching, tapping one’s fingers or with a tool [
4,
5,
6]. The perception of compliance is described as the subjective assessment of the amount of deformation on an object in response to an applied force, which is usually measured by stiffness or Young’s modulus [
7,
8,
9]. However, most of the compliant objects in our daily life have more than just one feeling besides stiffness, such as friction and viscosity. In most cases, compliance is a comprehensive description for this feeling [
10]. The human perceptual system perceives, transforms and processes these cues of haptic stimuli through different perceptual channels and dimensions. Thus, subjective feelings of compliance are influenced by a series of factors such as contact modes, rendering algorithm and interactive environments [
11,
12,
13,
14].
The haptic perception of virtual compliant objects is different from real ones due to the exploratory modality [
15]. In the real environment, users can perceive the objects either by directly pressing or tapping with bare fingers, or with a tool. However, force feedback devices are indispensable in most cases of compliance perception in the virtual environment, as users can only perceive compliance through a probe. This may lead to the disappearance of some key cutaneous information which is mainly conducted through the skin deformation of fingers. Many experiments and analyses have been performed to research the difference in recent years. Bergmann Tiest and Kappers [
8] determined that the information that humans use for the compliance perception consists of 90% cutaneous information and 10% kinesthetic information by comparing the discrimination thresholds with and without cutaneous information. This explained the principles of many experimental results. LaMotte [
16] found that the cutaneous information could be transmitted to human fingers when perceiving compliance using a rigid tool. Hauser [
17] also proved that force–rate cues play more important roles in discriminating compliances than the skin. Thus, in the simulation and perception of virtual rendering compliance, it is important to make sure that the probe is set as rigid to conduct the force-rate cues as much as possible.
The differences caused by the real and virtual perceptual environment are also reflected in the perceptual dimensions. For example, in the process of quantifying the fidelity of the haptic rendering of deformable objects, Leškowský [
18] found that a one-dimensional space was sufficient to describe real samples but two dimensions were required when virtual samples were added. The conclusion indicated that virtual rendering compliance might have different perceptual dimensions with real samples. Thus, the study of the potential perceptual dimensions of rendering compliance is a foundational work for follow-up studies. Rosenberg [
19] analyzed the feelings of compliance from a perceptual point of view. The conclusions indicated that perceptual compliance could be decomposed into three perceptual qualities: the crispness of initial contact, the hardness of surface rigidity, and the cleanness of final release. Their decomposition was mainly conducted according to the perception stages in the interaction process rather than different perceptual channels and dimensions. Conclusions from Üstün [
20] indeed showed the dissociation of perceptual dimensions. Cavdan [
21] also revealed how the perceptual dimensions were influenced by the material and perceptual task. However, most of the studies focused on the number of dimensions and had few discussions on the specific meanings and the relationships of the dimensions. Furthermore, the mapping relations between the controlling parameters and perceptual dimensions are also very important in the design and improvement of rendering hardware and algorithms.
In the real environment, haptic feelings of compliance are mainly affected by the materials of the samples. However, in the virtual environment, the perceptual feelings of compliance are mainly affected by rendering algorithms. Generally speaking, a model of stiffness, damping and inertia can cover most compliant objects in our daily life. Furthermore, in the process of actual rendering, different combinations of these parameters will generate different feedback. Studies [
22] have found that the perceived magnitude of compliance was closely related to the sequence of occurrence of force and deformation. Jacinto [
23] investigated how the discrimination ability would be affected by including a delay and damping in the interaction of the user with the virtual tissues. In 2000, Lawrence [
24] proposed a new performance metric named rate-hardness to measure the perceived compliance instead of the traditional ratio of force and displacement in the virtual environment. Based on it, Han [
25] presented the extended rate-hardness as a measure for perceived compliance, which covered a larger class of rendering algorithms and applications. Many studies [
26,
27,
28] found that it was an effective way to add damping into the compliance rendering system through the controller to ensure a higher rendering quality. Nuño, Basañez and Ortega [
29] also showed that one effective method to guarantee stability was to make sure that the ratio of adding damping by the controller and the proportional controller gain was bounded from below. Beek [
30] investigated the effect of damping on the perceived hardness of an object and the results showed that perceived compliance was influenced by damping in a task-specific way. Most of these studies qualitatively discussed controlling algorithms and hardware rather than discussing the perceptual characteristics or relationships between controlling parameters and the perceptual dimensions of simulated compliance.
In the area of haptic texture perception, many studies have demonstrated that the perception of textures consisted of different psychophysical dimensions [
31,
32,
33]. Okamoto [
34,
35] reviewed those methods and results and concluded that haptic textures are composed of three prominent psychophysical dimensions which are perceived as roughness/smoothness, hardness/softness, and coldness/warmness. These provided a lot of inspiration for the research in this paper. As such, the purpose of this research was to determine whether there are also basic psychophysical dimensions that constitute the comprehensive perception of compliance and analyze the relationships between them. We investigated the perceptual characteristics of compliance through a haptic rendering device in psychophysical experiments. Perceptual feelings of compliance were rated by subjects while physical parameters that probably affect the results were controlled. Relations between physical parameters and subjective feelings were analyzed by the MDS method and regression analysis in the process. The results in this paper may contribute to a better understanding of the generation of compliance perception and the factors that influence the perception.
5. Conclusions
This paper investigated the perceptual dimensionality of the compliance perception based on haptic interaction devices. Two experiments were conducted with the physical parameters of the stiffness coefficient, damping coefficient and exploration speed controlled. Five adjective labels were collected from the procedure and all the participants provided the perceptual results of grouping data and the adjective ratings of the five labels for the 27 test samples. Then, the MDS analysis method was introduced to generate 2D and 3D perceptual spaces based on the dissimilarity matrix obtained from the grouping data. Adjective rating data were projected into the perceptual spaces to study the relations between the parameters and subjective feelings. Results indicate that the haptic perception of compliance is a comprehensive perception consisting of feelings such as hardness, viscosity, roughness, crispness and cleanness. Correlation analysis shows that the parameter of stiffness has significant effects on the perception of hardness and crispness, the parameter of damping has significant effects on all the five adjective labels, while the exploration speed parameter has no significant effects on all five adjective labels but still influences the perceptual result by interacting with the stiffness and damping parameter. This was also confirmed by the analysis of the 2D and 3D MDS perceptual spaces and the regression analysis between parameters and subjective feelings. The MDS solution results show that viscosity, roughness and cleanness describe the same perceptual feeling for the compliance and can be merged into one label (viscosity). Therefore, hardness and viscosity are two basic psychophysical perceptual dimensions for the compliance perception, and crispness is a useful supplement for this perception.
This paper brings out some interesting problems worthy of further study. For example, the 2D or 3D perceptual spaces generated by the MDS method are both uniformly distributed, however, whether this reflects the real tactile perception mechanism is worth further verification. Perhaps some other mapping methods such as kernel principal component analysis have better results. Furthermore, the conclusions of this paper contribute to a better understanding of the haptic perception mechanism of compliance and may provide some guidance for the design and improvement of haptic devices and algorithms in future work. The basic dimensions of rendered compliance could be used comprehensively similar to the “RGB” in color modulation to generate more realistic feedback of virtual objects. This paper summarized a basic regression model of the simulation parameters, but in the actual design of the device, the physical properties of the device such as the time delay and the stability of the motor also have a significant impact on the rendering results. This is an important research problem in future work.