Heather Culbertson

HC
h-index20
5papers
56citations
Novelty53%
AI Score44

5 Papers

5.5RODec 27, 2022
Development and Evaluation of a Learning-based Model for Real-time Haptic Texture Rendering

Negin Heravi, Heather Culbertson, Allison M. Okamura et al.

Current Virtual Reality (VR) environments lack the rich haptic signals that humans experience during real-life interactions, such as the sensation of texture during lateral movement on a surface. Adding realistic haptic textures to VR environments requires a model that generalizes to variations of a user's interaction and to the wide variety of existing textures in the world. Current methodologies for haptic texture rendering exist, but they usually develop one model per texture, resulting in low scalability. We present a deep learning-based action-conditional model for haptic texture rendering and evaluate its perceptual performance in rendering realistic texture vibrations through a multi part human user study. This model is unified over all materials and uses data from a vision-based tactile sensor (GelSight) to render the appropriate surface conditioned on the user's action in real time. For rendering texture, we use a high-bandwidth vibrotactile transducer attached to a 3D Systems Touch device. The result of our user study shows that our learning-based method creates high-frequency texture renderings with comparable or better quality than state-of-the-art methods without the need for learning a separate model per texture. Furthermore, we show that the method is capable of rendering previously unseen textures using a single GelSight image of their surface.

9.9HCApr 7
Language-Guided Multimodal Texture Authoring via Generative Models

Wanli Qian, Aiden Chang, Shihan Lu et al.

Authoring realistic haptic textures typically requires low-level parameter tuning and repeated trial-and-error, limiting speed, transparency, and creative reach. We present a language-driven authoring system that turns natural-language prompts into multimodal textures: two coordinated haptic channels - sliding vibrations via force/speed-conditioned autoregressive (AR) models and tapping transients - and a text-prompted visual preview from a diffusion model. A shared, language-aligned latent links modalities so a single prompt yields semantically consistent haptic and visual signals; designers can write goals (e.g., "gritty but cushioned surface," "smooth and hard metal surface") and immediately see and feel the result through a 3D haptic device. To verify that the learned latent encodes perceptually meaningful structure, we conduct an anchor-referenced, attribute-wise evaluation for roughness, slipperiness, and hardness. Participant ratings are projected to the interpretable line between two real-material references, revealing consistent trends - asperity effects in roughness, compliance in hardness, and surface-film influence in slipperiness. A human-subject study further indicates coherent cross-modal experience and low effort for prompt-based iteration. The results show that language can serve as a practical control modality for texture authoring: prompts reliably steer material semantics across haptic and visual channels, enabling a prompt-first, designer-oriented workflow that replaces manual parameter tuning with interpretable, text-guided refinement.

7.0HCApr 22
Vibrotactile Preference Learning: Uncertainty-Aware Preference Learning for Personalized Vibration Feedback

Rongtao Zhang, Xin Zhu, Masoume Pourebadi Khotbehsara et al.

Individual differences in vibrotactile perception underscore the growing importance of personalization as haptic feedback becomes more prevalent in interactive systems. We propose Vibrotactile Preference Learning (VPL), a system that captures user-specific preference spaces over vibrotactile parameters via Gaussian-process-based uncertainty-aware preference learning. VPL uses an expected information gain-based acquisition strategy to guide query selection over 40 rounds of pairwise comparisons of overall user preference, augmented with user-reported uncertainty, enabling efficient exploration of the parameter space. We evaluate VPL in a user study (N = 13) using the vibrotactile feedback from a Microsoft Xbox controller, showing that it efficiently learns individualized preferences while maintaining comfortable, low-workload user interactions. These results highlight the potential of VPL for scalable personalization of vibrotactile experiences.

3.0ROOct 13, 2021
Masking Effects in Combined Hardness and Stiffness Rendering Using an Encountered-Type Haptic Display

Naghmeh Zamani, Heather Culbertson

Rendering stable hard surfaces is an important problem in haptics for many tasks, including training simulators for orthopedic surgery or dentistry. Current impedance devices cannot provide enough force and stiffness to render a wall, and the high friction and inertia of admittance devices make it difficult to render free space. We propose to address these limitations by combining haptic augmented reality, untethered haptic interaction, and an encountered-type haptic display. We attach a plate with the desired hardness on the kinesthetic device's end-effector, which the user interacts with using an untethered stylus. This method allows us to directly change the hardness of the end-effector based on the rendered object. In this paper, we evaluate how changing the hardness of the end-effector can mask the device's stiffness and affect the user's perception. The results of our human subject experiment indicate that when the end-effector is made of a hard material, it is difficult for users to perceive when the underlying stiffness being rendered by the device is changed, but this stiffness change is easy to distinguish while the end-effector is made of a soft material. These results show promise for our approach in avoiding the limitations of haptic devices when rendering hard surfaces.

10.4HCMar 26, 2021
Data-driven sparse skin stimulation can convey social touch information to humans

M. Salvato, Sophia R. Williams, Cara M. Nunez et al.

During social interactions, people use auditory, visual, and haptic cues to convey their thoughts, emotions, and intentions. Due to weight, energy, and other hardware constraints, it is difficult to create devices that completely capture the complexity of human touch. Here we explore whether a sparse representation of human touch is sufficient to convey social touch signals. To test this we collected a dataset of social touch interactions using a soft wearable pressure sensor array, developed an algorithm to map recorded data to an array of actuators, then applied our algorithm to create signals that drive an array of normal indentation actuators placed on the arm. Using this wearable, low-resolution, low-force device, we find that users are able to distinguish the intended social meaning, and compare performance to results based on direct human touch. As online communication becomes more prevalent, such systems to convey haptic signals could allow for improved distant socializing and empathetic remote human-human interaction.