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Autori principali: Garzás-Villar, Alberto, Riera-Cardona, Alba, Derumigny, Alexis, Prendergast, J. Micah, Cramm, Jane Murray, Marchal-Crespo, Laura
Natura: Preprint
Pubblicazione: 2026
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Accesso online:https://arxiv.org/abs/2605.26782
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author Garzás-Villar, Alberto
Riera-Cardona, Alba
Derumigny, Alexis
Prendergast, J. Micah
Cramm, Jane Murray
Marchal-Crespo, Laura
author_facet Garzás-Villar, Alberto
Riera-Cardona, Alba
Derumigny, Alexis
Prendergast, J. Micah
Cramm, Jane Murray
Marchal-Crespo, Laura
contents Robotic haptic devices combined with virtual reality offer novel opportunities to train fine force generation, an essential yet overlooked component of post-stroke rehabilitation. This study proposes that manipulating the rendered dynamics of tangible virtual objects can be leveraged to train precise force control while engaging the somatosensory system. We conducted an experiment with fifty healthy participants who performed a curling-inspired task in which they had to stretch a virtual spring to generate a target release force to propel the stone to a predefined location on the ice sheet. During training, the spring's force-elongation relationship was modeled as either a linear or non-linear function, i.e., a Gaussian or antisymmetric Gaussian (AS-Gaussian) function with zero derivative at the release target force. Results indicate that the AS-Gaussian group consistently achieved higher force accuracy during training than the linear group, while the Gaussian group only outperformed the linear group toward the end of training. Analysis of personality traits revealed that higher Free Spirit scores were associated with poorer performance and reduced task exploration under Gaussian dynamics, whereas higher Transform-of-Challenge scores correlated with increased exploration. Despite these training effects, no significant differences in long-term retention were found across spring types or personality traits. Participants primarily relied on learned target elongation rather than target force, as evidenced by performance in a transfer task with a different stiffness but the same target force. While promising for somatosensory neurorehabilitation, these methods require refinement to reduce reliance on proprioceptive cues before testing with neurological patients.
format Preprint
id arxiv_https___arxiv_org_abs_2605_26782
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Manipulating Tangible Virtual Object Dynamics to Promote Learning of Precision Force Generation
Garzás-Villar, Alberto
Riera-Cardona, Alba
Derumigny, Alexis
Prendergast, J. Micah
Cramm, Jane Murray
Marchal-Crespo, Laura
Robotics
Human-Computer Interaction
Robotic haptic devices combined with virtual reality offer novel opportunities to train fine force generation, an essential yet overlooked component of post-stroke rehabilitation. This study proposes that manipulating the rendered dynamics of tangible virtual objects can be leveraged to train precise force control while engaging the somatosensory system. We conducted an experiment with fifty healthy participants who performed a curling-inspired task in which they had to stretch a virtual spring to generate a target release force to propel the stone to a predefined location on the ice sheet. During training, the spring's force-elongation relationship was modeled as either a linear or non-linear function, i.e., a Gaussian or antisymmetric Gaussian (AS-Gaussian) function with zero derivative at the release target force. Results indicate that the AS-Gaussian group consistently achieved higher force accuracy during training than the linear group, while the Gaussian group only outperformed the linear group toward the end of training. Analysis of personality traits revealed that higher Free Spirit scores were associated with poorer performance and reduced task exploration under Gaussian dynamics, whereas higher Transform-of-Challenge scores correlated with increased exploration. Despite these training effects, no significant differences in long-term retention were found across spring types or personality traits. Participants primarily relied on learned target elongation rather than target force, as evidenced by performance in a transfer task with a different stiffness but the same target force. While promising for somatosensory neurorehabilitation, these methods require refinement to reduce reliance on proprioceptive cues before testing with neurological patients.
title Manipulating Tangible Virtual Object Dynamics to Promote Learning of Precision Force Generation
topic Robotics
Human-Computer Interaction
url https://arxiv.org/abs/2605.26782