SearcharxivSearch

arXiv subjects

Yasemin Vardar

Publications and source records attributed to Yasemin Vardar.

13 recordsLinked to original sources

An Interpretable Deep Learning Framework for Material Perception and Classification from Multisensory Tactile Data

Human tactile perception relies on complex multisensory cues. Yet the relationship between tactile signals and perceptual representations remains poorly understood, limiting the integration of touch in digital environments and human-like robotic perception. To address this gap, we developed a computational framework comprising three interconnected deep learning models that map multisensory touch data to material perception, without relying on hand-crafted features. The models represent progressively different routes from tactile signals to material class: from low-level interaction signals to perceptual attribute distributions (Model 1), from predicted attribute distributions to material classification (Model 2), and directly from tactile signals to material categories, bypassing intermediate representations (Model 3). By combining deep learning with Integrated Gradients, the framework achieved high accuracy while offering interpretability, revealing which sensory modalities most strongly drive its decisions. Our results show that deep learning can approach near-perfect material classification when unconstrained by intermediate perceptual stages, but matching human-like performance is harder once those stages are modeled explicitly. Notably, thermal cues emerged as particularly informative across all models, providing robust signals for material differentiation. The results offer a computational account of how tactile signals lead to material perception and show how interpretable deep learning can both approach human-level performance and reveal cues that robotic and haptic systems need to incorporate.

cs.RO

Perceptually Lossless Tactile Texture Synthesis with Compact Spectral Envelope Models

Modern audio-visual media rely on compact representations for efficient storage and transmission, whereas realistic digital touch still depends on high-resolution tactile recordings. Existing approaches for representing tactile signals constrain manipulation and limit the generation of new content. Here, we introduce two compact representations, spectral beta and spectral slope, that capture the temporal spectral structure of finger-surface friction signals while preserving perceptually relevant information. Spectral beta models spectral skewness using a two-parameter beta distribution, whereas spectral slope approximates the spectrum with an asymmetric bandpass filter defined by low- and high-pass orders. We evaluated these representations in a perceptual study with 14 participants using five virtual textures rendered on a friction-modulation display and compared them with physical textures and high-fidelity reproductions of recorded signals. Spectral beta achieved perceptual similarity ratings comparable to those of the original high-fidelity reproductions. Regression analysis further showed that matching spectral energy across nine critical frequency bands was the strongest predictor of perceived realism. Together, these findings suggest that tactile texture perception depends primarily on fundamental temporal spectral patterns and that modeling these patterns is sufficient for perceptually realistic rendering. These results establish an efficient and scalable framework for haptic compression, communication, and synthetic texture generation.

cs.HC

Learning to Feel Materials from Multisensory Tactile Data via Interpretable Models

Human tactile perception of materials relies on complex multisensory touch cues, yet the relationship between low-level tactile signals and perceptual representations remains poorly understood. This knowledge gap hinders the integration of touch in digital environments and the development of robots capable of human-like tactile perception. Here, we present an interpretable computational framework for modeling human material perception and recognition using multisensory touch data. Our framework comprises three interconnected models: Model 1 maps finger-surface interaction features to psychophysical sensory attributes, Model 2 classifies materials based on these perceptual representations, and Model 3 directly classifies materials from tactile features. The results showed that combining information from pressing, static contact, and sliding interactions improves prediction accuracy, and that thermal cues are particularly informative for both perceptual modeling and material classification. These findings highlight the importance of thermal and compliance cues, which remain underrepresented in current robotic fingers and haptic displays. Incorporating such cues may enhance artificial systems' ability to approximate human material perception and guide the design of more perceptually grounded haptic interfaces.

cs.RO

Generating Multimodal Textures with a Soft Hydro-Pneumatic Haptic Ring

The growing adoption of extended reality (XR) has increased demand for wearable technologies that provide naturalistic tactile sensations while allowing users to interact freely with their environments using bare fingers. However, most existing wearable haptic devices support only a limited range of tactile modalities. Here, we introduce a soft haptic ring and a data-driven rendering methodology for generating multimodal texture sensations. The device integrates pneumatic and hydraulic actuation to render roughness, thermal, and softness cues on the proximal phalanx. The ring can generate forces up to 1.75 N, produce displacements up to 0.27 mm within a 30-300 Hz operating range, and modulate display temperature by up to 25 Celcius within 65 s. The rendering methodology modulates these cues based on the user's exploratory actions: the hydraulic actuator conveys perceived temperature during static contact, while the pneumatic actuator generates pressure and vibration cues to convey softness and roughness during pressing and sliding gestures, respectively. We evaluated the system in a user study with 15 participants who matched six virtual textures generated by the ring to their real counterparts and rated their perceived sensations using guided exploratory actions. Participants achieved an average texture-matching precision of 68% and an F1 score of 0.68. Adjective ratings confirmed that the ring produces distinct and perceptually rich stimuli across all rendered modalities. These findings demonstrate the potential of the proposed haptic ring and rendering methodology to deliver multimodal tactile cues away from the fingertip for immersive XR applications, enabling diverse tactile feedback while preserving natural physical interaction.

cs.HC

Why Modeling Human Haptic Material Perception with AI Is Difficult

Touch plays a central role in how humans perceive and recognize materials through physical contact. Despite decades of research, the mechanisms by which tactile signals are transformed into meaningful perceptual representations remain poorly understood, limiting the design of interactive systems and intelligent agents with human-like haptic perception. Recent advances in artificial intelligence (AI) offer new opportunities to model and exploit tactile data; however, haptics presents fundamental challenges for contemporary AI due to its interaction-dependent, multimodal nature. This position paper argues that progress at the intersection of AI and haptics is constrained by three key bottlenecks: (1) the scarcity of large, diverse, and balanced haptic datasets; (2) the lack of standardized evaluation platforms and perceptual benchmarks; and (3) limitations in model capacity and interpretability when applied to tactile perception. I discuss how these challenges impede generalization, reproducibility, and scientific insight into human touch and review emerging strategies to address them. This paper highlights opportunities for coordinated, cross-disciplinary efforts to advance AI systems that not only perform robust haptic perception but also contribute to a deeper understanding of human touch.

cs.HC

Sliding Speed Influences Electrovibration-Induced Finger Friction Dynamics on Touchscreens

Electrovibration technology enables tactile texture rendering on capacitive touchscreens by modulating friction between the finger and the screen through electrostatic attraction forces, generated by applying an alternating voltage signal to the screen. Accurate signal calibration is essential for robust texture rendering but remains challenging due to variations in sliding speed, applied force, and individual skin mechanics, all of which unpredictably affect frictional behavior. Here, we investigate how exploration conditions affect electrovibration-induced finger friction on touchscreens and the role of skin mechanics in this process. Ten participants slid their index fingers across an electrovibration-enabled touchscreen at five sliding speeds ($20\sim100$ mm/s) and applied force levels ($0.2\sim0.6$ N). Contact forces and skin accelerations were measured while amplitude modulated voltage signals spanning the tactile frequency range were applied to the screen. We modeled the finger-touchscreen friction response as a first-order system and the skin mechanics as a mass-spring-damper system. Results showed that sliding speed influenced the friction response's cutoff frequency, along with the estimated finger moving mass and stiffness. For every $1$ mm/s increase in speed, the cutoff frequency, the finger moving mass, and stiffness increased by $13.8$ Hz, $3.23\times 10^{-5}$ kg, and $4.04$ N/m, respectively. Correlation analysis revealed that finger stiffness had a greater impact on the cutoff frequency than moving mass. Notably, we observed a substantial inter-participant variability in both finger-display interaction and skin mechanics parameters. Finally, we developed a speed-dependent friction model to support consistent and perceptually stable electrovibration-based haptic feedback across varying user conditions.

cs.HC

FITS: Ensuring Safe and Effective Touchscreen Use in Moving Vehicles

Touch interfaces are replacing physical buttons, dials, and switches in the new generation of cars, aircraft, and vessels. However, vehicle vibrations and accelerations perturb finger movements and cause erroneous touchscreen inputs by users. Furthermore, unlike physical buttons, touchscreens cannot be operated by touch alone and always require users' visual focus. Hence, despite their numerous benefits, touchscreens are not inherently suited for use in vehicles, which results in an increased risk of accidents. In a recently awarded research project titled "Right Touch Right Time: Future In-vehicle Touchscreens (FITS)", we aim to address these problems by developing novel in-vehicle touchscreens that actively predict and correct perturbed finger movements and simulate physical touch interactions with artificial tactile feedback.

eess.SY

Grounding Emotional Descriptions to Electrovibration Haptic Signals

Designing and displaying haptic signals with sensory and emotional attributes can improve the user experience in various applications. Free-form user language provides rich sensory and emotional information for haptic design (e.g., ``This signal feels smooth and exciting''), but little work exists on linking user descriptions to haptic signals (i.e., language grounding). To address this gap, we conducted a study where 12 users described the feel of 32 signals perceived on a surface haptics (i.e., electrovibration) display. We developed a computational pipeline using natural language processing (NLP) techniques, such as GPT-3.5 Turbo and word embedding methods, to extract sensory and emotional keywords and group them into semantic clusters (i.e., concepts). We linked the keyword clusters to haptic signal features (e.g., pulse count) using correlation analysis. The proposed pipeline demonstrates the viability of a computational approach to analyzing haptic experiences. We discuss our future plans for creating a predictive model of haptic experience.

cs.HC

SENS3: Multisensory Database of Finger-Surface Interactions and Corresponding Sensations

The growing demand for natural interactions with technology underscores the importance of achieving realistic touch sensations in digital environments. Realizing this goal highly depends on comprehensive databases of finger-surface interactions, which need further development. Here, we present SENS3 -- www.sens3.net -- an extensive open-access repository of multisensory data acquired from fifty surfaces when two participants explored them with their fingertips through static contact, pressing, tapping, and sliding. SENS3 encompasses high-fidelity visual, audio, and haptic information recorded during these interactions, including videos, sounds, contact forces, torques, positions, accelerations, skin temperature, heat flux, and surface photographs. Additionally, it incorporates thirteen participants' psychophysical sensation ratings (rough-smooth, flat-bumpy, sticky-slippery, hot-cold, regular-irregular, fine-coarse, hard-soft, and wet-dry) while exploring these surfaces freely. Designed with an open-ended framework, SENS3 has the potential to be expanded with additional textures and participants. We anticipate that SENS3 will be valuable for advancing multisensory texture rendering, user experience development, and touch sensing in robotics.

cs.HC

Tactile Weight Rendering: A Review for Researchers and Developers

Haptic rendering of weight plays an essential role in naturalistic object interaction in virtual environments. While kinesthetic devices have traditionally been used for this aim by applying forces on the limbs, tactile interfaces acting on the skin have recently offered potential solutions to enhance or substitute kinesthetic ones. Here, we aim to provide an in-depth overview and comparison of existing tactile weight rendering approaches. We categorized these approaches based on their type of stimulation into asymmetric vibration and skin stretch, further divided according to the working mechanism of the devices. Then, we compared these approaches using various criteria, including physical, mechanical, and perceptual characteristics of the reported devices and their potential applications. We found that asymmetric vibration devices have the smallest form factor, while skin stretch devices relying on the motion of flat surfaces, belts, or tactors present numerous mechanical and perceptual advantages for scenarios requiring more accurate weight rendering. Finally, we discussed the selection of the proposed categorization of devices and their application scopes, together with the limitations and opportunities for future research. We hope this study guides the development and use of tactile interfaces to achieve a more naturalistic object interaction and manipulation in virtual environments.

cs.HC

Design and evaluation of a multi-finger skin-stretch tactile interface for hand rehabilitation robots

Object properties perceived through the tactile sense, such as weight, friction, and slip, greatly influence motor control during manipulation tasks. However, the provision of tactile information during robotic training in neurorehabilitation has not been well explored. Therefore, we designed and evaluated a tactile interface based on a two-degrees-of-freedom moving platform mounted on a hand rehabilitation robot that provides skin stretch at four fingertips, from the index through the little finger. To accurately control the rendered forces, we included a custom magnetic-based force sensor to control the tactile interface in a closed loop. The technical evaluation showed that our custom force sensor achieved measurable shear forces of +-8N with accuracies of 95.2-98.4% influenced by hysteresis, viscoelastic creep, and torsional deformation. The tactile interface accurately rendered forces with a step response steady-state accuracy of 97.5-99.4% and a frequency response in the range of most activities of daily living. Our sensor showed the highest measurement-range-to-size ratio and comparable accuracy to sensors of its kind. These characteristics enabled the closed-loop force control of the tactile interface for precise rendering of multi-finger two-dimensional skin stretch. The proposed system is a first step towards more realistic and rich haptic feedback during robotic sensorimotor rehabilitation, potentially improving therapy outcomes.

cs.RO

Relocating thermal stimuli to the proximal phalanx may not affect vibrotactile sensitivity on the fingertip

Wearable devices that relocate tactile feedback from fingertips can enable users to interact with their physical world augmented by virtual effects. While studies have shown that relocating same-modality tactile stimuli can influence the one perceived at the fingertip, the interaction of cross-modal tactile stimuli remains unclear. Here, we investigate how thermal cues applied on the index finger's proximal phalanx affect vibrotactile sensitivity at the fingertip of the same finger when employed at varying contact pressures. We designed a novel wearable device that can deliver thermal stimuli at adjustable contact pressures on the proximal phalanx. Utilizing this device, we measured the detection thresholds of fifteen participants for 250 Hz sinusoidal vibration applied on the fingertip while concurrently applying constant cold and warm stimuli at high and low contact pressures to the proximal phalanx. Our results revealed no significant differences in detection thresholds across conditions. These preliminary findings suggest that applying constant thermal stimuli to other skin locations does not affect fingertip vibrotactile sensitivity, possibly due to perceptual adaptation. However, the influence of dynamic multisensory tactile stimuli remains an open question for future research.

cs.HC

Tactile Roughness Perception of Virtual Gratings by Electrovibration

Realistic display of tactile textures on touch screens is a big step forward for haptic technology to reach a wide range of consumers utilizing electronic devices on a daily basis. Since the texture topography cannot be rendered explicitly by electrovibration on touch screens, it is important to understand how we perceive the virtual textures displayed by friction modulation via electrovibration. We investigated the roughness perception of real gratings made of plexiglass and virtual gratings displayed by electrovibration through a touch screen for comparison. In particular, we conducted two psychophysical experiments with 10 participants to investigate the effect of spatial period and the normal force applied by finger on roughness perception of real and virtual gratings in macro size. We also recorded the contact forces acting on the participants' finger during the experiments. The results showed that the roughness perception of real and virtual gratings are different. We argue that this difference can be explained by the amount of fingerpad penetration into the gratings. For real gratings, penetration increased tangential forces acting on the finger, whereas for virtual ones where skin penetration is absent, tangential forces decreased with spatial period. Supporting our claim, we also found that increasing normal force increases the perceived roughness of real gratings while it causes an opposite effect for the virtual gratings. These results are consistent with the tangential force profiles recorded for both real and virtual gratings. In particular, the rate of change in tangential force ($dF_t/dt$) as a function of spatial period and normal force followed trends similar to those obtained for the roughness estimates of real and virtual gratings, suggesting that it is a better indicator of the perceived roughness than the tangential force magnitude.

cs.HC