Abstract:This paper presents a design methodology of a hydraulically-driven soft robotic gripper for grasping a large and heavy object -- approximately 10 - 20 kg with 20 - 30 cm diameter. Most existing soft grippers are pneumatically actuated with several hundred kPa pressure, and cannot generate output force sufficient for such a large and heavy object. Instead of pneumatic actuation, hydraulic actuation has a potential to generate much larger power by several MPa pressure. In this study, we develop a hydraulically-driven soft gripper, in which its basic design parameters are determined based on a mathematical model that represents the relationship among the driving pressure, bending angle, object mass and grasping force. Moreover, we selected materials suitable for grasping a heavier object, based on the finite element analysis result of the detailed design. We report experimental results on a 20 kg object grasping and closed-loop control of the finger bending angle.
Abstract:Human crowd simulation in virtual reality (VR) is a powerful tool with potential applications including emergency evacuation training and assessment of building layout. While haptic feedback in VR enhances immersive experience, its effect on walking behavior in dense and dynamic pedestrian flows is unknown. Through a user study, we investigated how haptic feedback changes user walking motion in crowded pedestrian flows in VR. The results indicate that haptic feedback changed users' collision avoidance movements, as measured by increased walking trajectory length and change in pelvis angle. The displacements of users' lateral position and pelvis angle were also increased in the instantaneous response to a collision with a non-player character (NPC), even when the NPC was inside the field of view. Haptic feedback also enhanced users' awareness and visual exploration when an NPC approached from the side and back. Furthermore, variation in walking speed was increased by the haptic feedback. These results suggested that the haptic feedback enhanced users' sensitivity to a collision in VR environment.