12
Soft Wearable Skin-Stretch Device for Haptic Feedback Using Twisted and Coiled Polymer Actuators Jean-Baptiste Chossat , Daniel K. Y. Chen, Yong-Lae Park , and Peter B. Shull Abstract—Soft and integrated design can enable wearable haptic devices to augment natural human taction. This paper proposes a novel, soft, haptic finger-worn wearable device based on compliant and adhesive silicone skin and lightweight twisted and coiled polymer (TCP) actuators using ultra high molecular weight polyethylene (UHMWPE) fibers to provide lateral skin stretch sensations. Recently, silicone elastomers have been used in wearable sensors and in haptic applications for their high compliance or adhesion. TCP actuators have also demonstrated high power to weight ratios, large stroke length, simple mechanism, and inherent softness. Lateral skin stretch is sensitive to small motions and has been used for intuitive proprioceptive feedback applications. We combined these characteristics to design and manufacture a wearable, functional haptic prototype. Prototype performance was evaluated using an optical tracking system, a force gauge test bench, and compared to vibrotactile haptic feedback in a experiment with 14 healthy participants. Results showed that participant mean reaction times were comparable to those of a vibrotactile feedback system, though task completion times were longer. This paper is the first to employ TCP actuators for haptic stimulation and could serve as a foundation for future applications involving soft wearable haptics in gaming, health, and virtual reality. Index Terms—Haptics, TCP Actuators, Silicone, Soft Robotics. I. INTRODUCTION U SE of haptics as a communication strategy is well accepted and employed by a growing number of every- day devices [1]. The skin, our body’s largest organ [2], is a highly innervated sensory organ responsible for a large part of what is considered our sense of touch. Touch is essential to many dexterous tasks [3], [4], and its loss can be debilitat- ing [5]. Correspondingly, tasks requiring high degrees of hand-eye coordination strongly benefit from recreating or supplementing the sense of touch through haptic feedback [4], [6]. Since it relies on different organs and separate neural pathways, the sense of touch has qualitative differences com- pared to other senses. These differences can also be harnessed by haptic technologies with goals, such as reducing the user’s cognitive load, averting sensory overload, or eliciting different emotions [7]–[9]. Consumer-based wearable haptic devices, such as cell- phones and video game controllers, primarily rely on simple vibration feedback while aiming at being worn with minimal user impairment (using the definition proposed in [10]). Although efforts have been made to create richer modali- ties [9], vibration stimulation is still generally used for simple notification purposes. Alternatively, grounded haptic devices have been used to provide meaningful feedback during highly dexterous and risky manipulation tasks, such as teleoperated surgeries [6], [11]. This discrepancy highlights a fundamental difference between grounded and wearable haptic devices. Grounded devices can generate high forces and measure motions accurately while transmitting contact reaction forces to the ground, thus creating haptic feedback. However, cost, size, weight, and limited work- space are limiting factors that can prevent wider adoption. Two key aspects toward increased haptic device performance and adoption are: 1) Expressiveness: Since perceptual importance of haptic feedback changes with the tasks performed by the user, in order to be relevant in a large number of situations, the haptic device should aim at creating a wide array of different haptic feedback [10]. 2) Wearability: Such a device would be worn by the user, it should be compact, lightweight, and comfortable, as well as minimally impair user motion [10]. Recent research has focused on creating expressive haptic devices; however, the design of wearable devices imposes constraints on the type of haptic feedback and, ultimately, on the device expressiveness. As a consequence, both the expres- sivity and the design of a device must be considered equally important [10]. Conventional materials used for the device structure or actuation are typically metal and hard plastics. When in con- tact with the user, hard materials are at best uncomfortable and at worst harmful. To avoid this issue, exoskeletons are Manuscript received March 19, 2019; revised August 30, 2019; accepted September 17, 2019. Date of publication September 23, 2019; date of current version December 12, 2019. This work was supported by the National Natural Science Foundation of China (51950410602). This paper was recommended for publication by Associate Editor E. Steinbach upon evaluation of the reviewers’ comments. (Corresponding author: Peter B. Shull.) J.-B. Chossat, D. K. Y. Chen, and P. B. Shull are with the State Key Labora- tory of Mechanical System and Vibration, Shanghai Jiao Tong University, Shanghai 200240, China (e-mail: [email protected]; danielchen@sjtu. edu.cn; [email protected]). Y.-L. Park is with the Department of Mechanical and Aerospace Engineering, Seoul National University, Seoul 08826, South Korea (e-mail: [email protected]). Digital Object Identifier 10.1109/TOH.2019.2943154 IEEE TRANSACTIONS ON HAPTICS, VOL. 12, NO. 4, OCTOBER-DECEMBER 2019 521 1939-1412 ß 2019 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.

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Page 1: Soft Wearable Skin-Stretch Device for Haptic Feedback Using …softrobotics.snu.ac.kr/publications/Chossat_IEEE_TOH... · 2019-12-19 · Soft Wearable Skin-Stretch Device for Haptic

Soft Wearable Skin-Stretch Device forHaptic Feedback Using Twisted and

Coiled Polymer Actuators

Jean-Baptiste Chossat , Daniel K. Y. Chen, Yong-Lae Park , and Peter B. Shull

Abstract—Soft and integrated design can enable wearable hapticdevices to augment natural human taction. This paper proposes anovel, soft, haptic finger-worn wearable device based on compliantand adhesive silicone skin and lightweight twisted and coiledpolymer (TCP) actuators using ultra high molecular weightpolyethylene (UHMWPE) fibers to provide lateral skin stretchsensations. Recently, silicone elastomers have been used inwearable sensors and in haptic applications for their highcompliance or adhesion. TCP actuators have also demonstratedhigh power to weight ratios, large stroke length, simplemechanism, and inherent softness. Lateral skin stretch is sensitiveto small motions and has been used for intuitive proprioceptivefeedback applications. We combined these characteristics todesign and manufacture a wearable, functional haptic prototype.Prototype performance was evaluated using an optical trackingsystem, a force gauge test bench, and compared to vibrotactilehaptic feedback in a experiment with 14 healthy participants.Results showed that participant mean reaction times werecomparable to those of a vibrotactile feedback system, though taskcompletion times were longer. This paper is the first to employTCP actuators for haptic stimulation and could serve as afoundation for future applications involving soft wearable hapticsin gaming, health, and virtual reality.

Index Terms—Haptics, TCP Actuators, Silicone, Soft Robotics.

I. INTRODUCTION

USE of haptics as a communication strategy is well

accepted and employed by a growing number of every-

day devices [1]. The skin, our body’s largest organ [2], is a

highly innervated sensory organ responsible for a large part of

what is considered our sense of touch. Touch is essential to

many dexterous tasks [3], [4], and its loss can be debilitat-

ing [5]. Correspondingly, tasks requiring high degrees of

hand-eye coordination strongly benefit from recreating or

supplementing the sense of touch through haptic feedback [4],

[6]. Since it relies on different organs and separate neural

pathways, the sense of touch has qualitative differences com-

pared to other senses. These differences can also be harnessed

by haptic technologies with goals, such as reducing the user’s

cognitive load, averting sensory overload, or eliciting different

emotions [7]–[9].

Consumer-based wearable haptic devices, such as cell-

phones and video game controllers, primarily rely on simple

vibration feedback while aiming at being worn with minimal

user impairment (using the definition proposed in [10]).

Although efforts have been made to create richer modali-

ties [9], vibration stimulation is still generally used for simple

notification purposes. Alternatively, grounded haptic devices

have been used to provide meaningful feedback during highly

dexterous and risky manipulation tasks, such as teleoperated

surgeries [6], [11].

This discrepancy highlights a fundamental difference between

grounded and wearable haptic devices. Grounded devices can

generate high forces and measure motions accurately while

transmitting contact reaction forces to the ground, thus creating

haptic feedback. However, cost, size, weight, and limited work-

space are limiting factors that can prevent wider adoption. Two

key aspects toward increased haptic device performance and

adoption are:

1) Expressiveness: Since perceptual importance of haptic

feedback changes with the tasks performed by the user,

in order to be relevant in a large number of situations,

the haptic device should aim at creating a wide array of

different haptic feedback [10].

2) Wearability: Such a device would be worn by the user,

it should be compact, lightweight, and comfortable, as

well as minimally impair user motion [10].

Recent research has focused on creating expressive haptic

devices; however, the design of wearable devices imposes

constraints on the type of haptic feedback and, ultimately, on

the device expressiveness. As a consequence, both the expres-

sivity and the design of a device must be considered equally

important [10].

Conventional materials used for the device structure or

actuation are typically metal and hard plastics. When in con-

tact with the user, hard materials are at best uncomfortable

and at worst harmful. To avoid this issue, exoskeletons are

Manuscript received March 19, 2019; revised August 30, 2019; acceptedSeptember 17, 2019. Date of publication September 23, 2019; date of currentversion December 12, 2019. This work was supported by the National NaturalScience Foundation of China (51950410602). This paper was recommended forpublication by Associate Editor E. Steinbach upon evaluation of the reviewers’comments. (Corresponding author: Peter B. Shull.)

J.-B. Chossat, D. K. Y. Chen, and P. B. Shull are with the State Key Labora-tory of Mechanical System and Vibration, Shanghai Jiao Tong University,Shanghai 200240, China (e-mail: [email protected]; [email protected]; [email protected]).

Y.-L. Park is with the Department of Mechanical and Aerospace Engineering,Seoul NationalUniversity, Seoul 08826, SouthKorea (e-mail: [email protected]).

Digital Object Identifier 10.1109/TOH.2019.2943154

IEEE TRANSACTIONS ON HAPTICS, VOL. 12, NO. 4, OCTOBER-DECEMBER 2019 521

1939-1412 � 2019 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.

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usually designed to contour to the user’s body, and use softer

materials, such as fabric straps, where they make contacts

with the user’s body. Even when significant efforts are

invested in designing miniature devices [12], [13], such a

design often results in somewhat bulky devices that compro-

mise the user natural interaction with the world. One alternate

possibility is to use a large number of small actuators arranged

on a flexible structure, each actuator being individually hard.

Because the actuators are small, the device is able to conform

to the body. For example, many gloves have been equipped

with large numbers of small vibration actuators [14], [15].

Another, is the use of cables to transmit forces while relocat-

ing the actuators to a more suitable position on the user [16].

These designs, although less cumbersome, still require the

transmission of significant forces and, as a consequence usu-

ally cover and anchors over a large area of the skin. Although

these devices can generate haptic sensations, they also prevent

users from directly touching objects, and therefore diminish

the overall user tactile experience of the world. Soft materials,

such as silicone elastomers, have been used in the past to cre-

ate wearable artificial skins which have little impact on user

comfort and motions [17]. Soft silicone has also been used to

create skin-safe distributed adhesion in the context of hap-

tics [18]. Twisted and coiled polymer (TCP) artificial

muscles [19], [20] have demonstrated a high power to weight

ratio in a compact and flexible form factor. They have been

used as an alternative to conventional actuation for applica-

tions such as orthotics [21], [22] or robotics [23]–[25] and soft

robotics [26], [27]. The transmission of forces capable of limb

motion assistance though a soft and minimally intrusive struc-

ture is challenging. However, skin stretch as a cutaneous

haptic feedback modality is promising for applications, such

as physical rehabilitation and training, while also requiring the

actuators to produce lower forces over smaller distances. As a

consequence, the design of a soft haptic device for skin strain

is both relevant and innovative [28]–[30].

The goal of this paper is to present the development and

implementation of these different smart materials for the

design of a soft wearable haptic silicone skin (shown in

Fig. 1), and to demonstrate the prototype potential for wear-

able haptic feedback in an interactive movement application.

II. DEVICE DESIGN MOTIVATION

A. Haptic Feedback

Haptic feedback devices are usually classified in two main

categories: cutaneous and kinesthetic [10]. While cutaneous

sensations are elicited by skin deformation, kinesthetic sensa-

tions refer to the sense of the body motion. This distinction is

essential to the understanding and classification of wearable

haptic devices and of their respective applications.

Wearable haptic devices that target kinesthetic feedback

usually take the shape of exoskeletons. As Pacchierotti et al.

describes [10], these haptic devices must be anchored at a dis-

tance from the target area to create strong feedback. As a conse-

quence, kinesthetic sensations are usually achieved using long

reaching, rigid devices. Although wearable, these devices are

often quite bulky. Placed on the targeted area, cutaneous haptic

feedback devices are usually more compact, as best exempli-

fied by the ubiquitous vibrations feedback present in video

game controllers and cell phones. Vibration-based haptic feed-

back has been studied in depth due to the availability of com-

pact eccentric mass vibration motors [14], [15] and, more

recently, linear resonant actuators and piezo-electric actua-

tors [31]. These are very good at transmitting sensations of

caress and textures [9], [32]. However, other less explored cuta-

neous sensations such as normal indentation, lateral stretch or

relative tangential motion also exist [10]. These other types of

cutaneous haptic stimuli can be used to intuitively convey dif-

ferent feedback. For example, lateral skin stretch has been used

as a means of intuitive proprioceptive feedback [29] or to evoke

illusory movements in the index finger [28].

Since mechanoreceptor density and type vary [2], choosing

a relevant skin surface for haptic feedback is of great impor-

tance. Our hands are our main tactile exploration tool, which

means that they possess a high density of mechanoreceptors.

Recent literature suggests that only a few millimeters of skin

stretch are necessary to create haptic feedback [28]. Our hands

are also vital in our daily interaction with the world. For both

these reasons, they provide a ground truth for wearable devi-

ces that aim at eliciting haptic sensations while creating little

tactile occlusion. In this paper, we propose to elicit lateral skin

stretch and create a skin stretch pull sensation as an intuitive

tactile cue for the user.

B. Twisted and Coiled Polymer Actuators

Previously proposed cutaneous haptic feedback actuators

have advantages and flaws. Pneumatic systems using air jets

Fig. 1. Soft wearable prototype ready for skin stretch feedback on the userindex finger.

522 IEEE TRANSACTIONS ON HAPTICS, VOL. 12, NO. 4, OCTOBER-DECEMBER 2019

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require compressors and pneumatic tubing [33], while pin

arrays are usually complex and use non-compliant and hard

materials [34], [35]. Dielectric elastomer actuators have also

been used to create cutaneous feedback through soft haptic

devices [36], [37]. Although promising, these devices require

high voltages and complex electronics while only generating

small forces.

The recent introduction of TCP actuators [19], [20] has

shown great promise in varied research fields, such as soft

robotics and prosthetics [22], [38]. These manufactured artifi-

cial muscles have a unique form factor and inherent softness

making them suitable for integration in clothes [21] and wear-

able devices [39]. Other advantages of TCP actuators include

high power to weight ratio, self sensing [40], large contractile

capabilities [19], scalability [41] and simplicity of actu-

ation [39], [42]. The TCP actuators numerous qualities moti-

vated us to use them as soft artificial muscles in a soft

wearable haptic feedback device.

These actuators are made of polymeric fibers, usually char-

acterized by a negative linear thermal coefficient. Thanks to

preliminary twisting and coiling, these fibers contract along

their length when heated [19]. Although different fibers have

been used for the manufacturing of TCP actuators, nylon is

the current fiber material of choice for TCP actuators. Nylon

TCP actuators can attain large contractions at temperatures

(up to 240� C) that may not be safe for a wearable device [19].

Although linear low density polyethylene (LLDPE) has been

proposed as an efficient alternative capable of large contrac-

tions at lower temperatures [21], [43], because of their lower

crystallinity LLDPE fibers are also mechanically weaker. As a

consequence, we decided to use ultra high molecular weight

polyethylene (UHMWPE) which is stronger and contracts in a

more efficient manner than nylon at lower temperatures (maxi-

mum temperature of up to 130 C) [19], [44].

C. Soft Wearable Silicone Skin

Apart from lightweight actuation, device wearability is also

of high importance [10]. This characteristic, relevant to any

worn haptic device, depends on both adhesion from the device

on the user and compliance of the device according to the

user’s motion.

Although it may seem a trivial problem at first, maintaining

good contacts between the user and the device is one of the

key factor for creating consistent and strong haptic feedback.

Many devices are attached by surrounding the target part of

the body. Gloves and straps are perfect examples of such strat-

egies. Although using these fastening elements might be

unavoidable in some cases, they should be minimized as they

can only diminish the overall user ability to move and to feel

the world. Glove-based haptic devices may be fitted with a

large number of haptic elements [14], [15], but may, in many

aspects, impair the user’s most important tactile body part.

Another point to consider is that fabric may not be the best

material to use for all tactile sensations. In our case, lateral

skin stretch relies heavily on close mechanical contact and

friction between the skin and the device. Although fabric

satisfies the requirements of proximity, it usually fails to

adhere and communicate skin stretch.

The second challenge encountered when designing haptic

devices is that, although human bodies are fairly soft, conven-

tional actuation uses rigid materials. As a consequence, even

though the device may be wearable, it may feel uncomfort-

able, or even hinder the user’s natural motion and grasping

capabilities. Smaller and lighter mechanisms can mitigate this

issue, but ultimately using soft materials may be the most

promising avenue. Silicone elastomer has been used in the

field of soft sensing for their extreme compliance and have

been molded into soft sensing artificial skins that can undergo

large deformations [17]. Furthermore, previous wearable hap-

tic devices have also used such materials as a soft adhesive

layer [18].

To solve the issues of both adhesion and compliance, we

developed a soft elastomeric adhesive skin as the haptic

device structure. This skin would be very compliant, light-

weight, adhere to the user, secure the TCP actuators, and as

added benefit, provide good thermal isolation to the user.

III. PROTOTYPE DESIGN

A. TCP Actuators

The TCP actuators were manufactured using UHMWPE

braided fibers (0.20 mm diameter, Nantong Jin Hong Environ-

ment New Material Co., Ltd.) as summarized in Fig. 2. The

UHMWPE fibers were twisted and coiled along with two sin-

gle nickel-chromium (NiCr) wires (0.05 mm diameter, Hui-

lide) using a weight of 100 g (� 31:2 MPa). The NiCr wires

were also suspended from the motor shaft, but only straight-

ened using a weight of approximately 1.4 g (3 paper clips) and

were left free to untwist. Because the NiCr wires were so thin,

they didn’t meaningfully impact the UHMWPE fiber coiling

process. First, the fibers and NiCr wires were twisted at a very

low speed1 (120 rpm, 1100 turn/m) as we experimentally

found that rotating at lower speed allowed the NiCr wires to

wrap around the UHMWPE in a slightly more regular and

Fig. 2. Schematic of the TCP actuator manufacturing process. a) Initial fiberssetup, b) twisting and coiling of the fibers, and c) annealing and thermal settingthrough Joule effect heating.

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dense manner. Finally, the UHMWPE fibers were twisted and

coiled (autocoiling) at a slightly higher speed1 (250 rpm,

� 550 turn/m). Overall, slow rotational speeds were used dur-

ing the manufacturing process since it has been shown to

impact actuator performances [45]. Once the UHMWPE fiber

was twisted and coiled, the NiCr wires were knotted to the

actuator end. The actuators were then annealed using the

embedded NiCr wires, and using the same 100 g weight

(� 31:2 MPa). No mandrel was used since actuator compact-

ness was preferred. Based on the actuator’s initial coiled

length, the actuator was annealed in four consecutive, five

minute long time periods, with the annealing power ranging

from 0.06 W/cm to 0.10 W/cm each period. Each period was

separated from the next one by a cooling phase of 50 seconds.

Over the course of the annealing process, the fiber elongated

by approximately 24% of it’s initial coiled length. Other meth-

ods for actuator heating and cooling have been proposed

(air [46] and water [47]). The control of a fluid thermal proper-

ties in a compact wearable device is a complex problem that is

beyond the scope of this paper. A simple and compact heating

method is to place a Joule heating element, such as the NiCr

wire, in contact with the polymeric fiber. Alternative

manufacturing processes for Joule heating capable fibers such

as conductive paint [42], carbon nanotubes [19], or silver

coated fibers [25], [38], are also available. However, they typi-

cally either restrain the user to use consumer grade fibers or

require specialized equipment, increasing the cost and com-

plexity in the manufacturing process.

Thanks to this manufacturing process, the actuators obtain a

very predictable resistance and are manufactured using only

cheap and readily available materials. This process is analo-

gous, although slightly different to other methods proposed

previously in literature [39], [40], [48]. The finished TCP actu-

ator had a resistivity r � 750 V/m, and an external diameter

of 0.55 mm. The TCP actuator coil index was C ¼ 2:75,where C is the average coil diameter divided by the filament

diameter (see Fig. 3b)).

Once annealed, our TCP actuators demonstrated a consis-

tent nondestructive contraction of 5.2% when heated using

0.08 W/cm and attached to a 100 g weight. The actuators were

capable of contraction using up to 0.12 W/cm constant linear

power, corresponding to approximately 110�C as measured

with a thermal camera (Ti 400, Fluke), but produced reduced

relative contraction. Above these temperatures, the UHMWPE

starts melting and the actuators are permanently damaged. Up

to 16% of actuator contraction has been previously achieved

using UHMWPE fibers [19], but through more complex

manufacturing or less wearable heating methods previously

mentioned. Isometric tests were conducted to evaluate the TCP

actuators pull force. As shown in Fig. 4, a single 10 cm TCP

actuator, pre-loaded at 500 mN to remove slack, was mounted

on test bench equipped with a 3 kg force gauge, HX711 analog-

to-digital converter module, and Arduino Mega 2560 micro-

controller development board. The actuator produces up to

650 mN of pull force when heated using 0.08 W/cm of linear

power. Although their contraction is modest, when compared

with TCP actuators made from commercially available conduc-

tive nylon fibers [25] the UHMWPE TCP actuators produce a

much larger force in isometric conditions (� þ440%) and have

a smaller diameter (� �25%) while only requiring a slightly

superior amount of power (� þ60%).

B. Soft Silicone Skin

Our device uses a two layer platinum-cure silicone rubber

structure for the artificial skin, the first silicone layer ensures

adhesion while the second layer eases skin handling and

strengthen the prototype, the full manufacturing process is

illustrated in Fig. 5.

The first layer was made by hand mixing an extremely soft

(Shore hardness 000-35, elongation at break > 1000%), skin-

Fig. 3. a) Overview of the device, b) detail of the TCP actuators, andc) detail of the TCP actuator and electrical wire crimped together by analuminium cylinder.

Fig. 4. Single 10 cm TCP actuator isometric maximal pull force using differ-ent linear power for heat generation.

1 We used an Arduino development board (Arduino Mega), a motor con-trol module (L298 N dual motor control module), and a small DC motor.

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certified silicone rubber (Ecoflex Gel, Smooth-On, 1 Part A,

1 Part B) with an additive (Slacker, Smooth-On, 2 Parts), mak-

ing the silicone softer and more adhesive. This mix was then

poured in a 1 mm depth, finger shaped, 3D printed mold

(Objet 30, Stratasys) previously sprayed with a release agent

(Mann, Ease Release 200). After the first silicone rubber layer

had cured, a second mold was added onto the first. This

allowed the deposition of a second 1 mm thick silicone rubber

layer (Ecoflex 00-10, Smooth-On) of similar shape and close

mechanical characteristics (Shore hardness 00-10, elongation

at break = 800%). This manufacturing process is slightly dif-

ferent but analogous to that of previously published work [18].

While the second silicone rubber layer was curing, four

rows of 3D printed (Objet 30, Stratasys) small low-profile

thread-through pins were placed on the skin’s first layer,

through the curing silicone, in two columns, starting from the

proximal and toward the distal end of the soft artificial skin.

This process allowed for good bonding between the silicone

elastomer and the 3D printed parts. The pins were positioned

along the edge of the skin in order to minimize the TCP

actuator’s change in length due to finger flexion. Their role is

to hold the TCP actuators in place while minimizing friction

and maximizing air contact. This increases heat dissipation,

improves the device serviceability, and prevents contact

between actuators. Given our simple electrical open-loop elec-

trical circuit, short circuits lead to the overheating and destruc-

tion of the actuators and it was vital to prevent them. Previous

to placing the two most proximal pins, these were glued (Sil-

Poxy silicone rubber adhesive, Smooth-On) on a simple piece

of office paper, mechanically coupling and anchoring them to

a large portion of the artificial skin. The last, most distal, pin

is of circular shape and designed to allow two of the TCP

actuators to loop back to each side of the finger, while the third

actuator was threaded from one side to the other.

C. Prototype Assembly

The TCP actuators were threaded through the pins on the

skin’s surface as the skin lay flat, and were pulled to remove

any slack (see Fig. 3a)). Due to the low melting point of

UHMWPE, the actuator cannot be soldered on, a small steel

cylinder of 1.2 mm of diameter was used to crimp together the

TCP actuator and conductive wires (Fig. 3c)), providing a reli-

able electrical contact and preventing the TCP actuator from

slipping through the holding pins. Heat shrink tubing was then

placed at the connections and tightened at a low temperature

using a heat gun.

We empirically determined that as much as 60 cm of actua-

tor fiber can be placed from one side of the finger to the other.

Although a single actuator will contract over a larger absolute

distance when compared to several smaller actuators of the

same total length, a single actuator contraction strength is also

lower. Using multiple shorter actuators requires additional

connections but also offers benefits in modularity and in safety

as they require lower voltage when driven in parallel. As a

consequence of these considerations, we decided to use three

separate actuators, each with length, resistance, and maximal

contraction of approximately 20 cm, 150 ohm and 1 cm,

respectively. The completed prototype weighs about 14 g, of

which 0.1 g were due to the actuators, 3.5 g the electrical wires

and connections, and 10.4 g the artificial skin. The device can

be worn for extended period of times, and is naturally adhe-

sive, and will remain so until covered by particles. It can be

worn many times and does not require special arrangements

before or after being worn.

TCP actuator contraction and heating is regulated using

a microcontroller (Arduino Mega) generated logic level

pulsed-width modulation (PWM) signal sent to a transistor

(FQP30N06 L, Fairchild Semiconductors). The transistor

controls two serially connected 30 V channels of a variable

DC power supply (UNI-T UTP3303).

D. Prototype Softness

Since the device aims to be wearable, the overall softness of

the device is a very important characteristic to assess. How-

ever, measuring the prototype overall softness is a non-trivial

endeavour. Indeed, the user finger flexion, responsible for the

device deformation during use, does not equally impact all the

parts of the device and is not uniform. As a consequence, we

first separately measured the strain that each component of

device undergoes during the course of a full finger bending

motion. To evaluate the different prototype component’s

strain, a non stretchable fiber was placed and marked on the

prototype before and after finger flexion. From the proximal to

the distal end of the silicone skin, we measured the silicone

skin elongation to be about 20 mm. The TCP actuators

Fig. 5. Schematic of the soft silicone artificial skin manufacturing process. a) First “sticky” layer molding, b) second stronger layer molding, c) placing of thethread-through pins while second silicone layer cure, d) threading the TCP actuators, and e) finished prototype with crimped TCP actuators and copper wires.

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maximal elongation was evaluated, respectively, at 6.5 mm

and 3 mm per 10 cm for central and lateral TCP actuators.

The softness of the device was then evaluated using a man-

ual strain test bench equipped with a 3 kg force gauge, HX711

analog-to-digital converter module, and Arduino Mega 2560

micro-controller development board. Fig. 6, shows the mea-

sured pressure and forces for each component, as well as com-

posite curve showing a linear fit of the pressure and forces

during a full finger flexion. The values were captured using a

single 10 cm TCP actuators pre-loaded to about 500 mN to

remove slack, and in accordance with the literature [41]. The

measured pressure and force were doubled and quadrupled to

respectively match the center and side prototype actuators

total length. The silicone skin pressure was computed based

on the the unstressed skin cross section area, while the TCP

actuators pressure are based on the most distal pin contact sur-

face with the user (4 mm radius disk), evaluating for the

device perceived rigidity in a worst case scenario where the

TCP actuators passive pull force is directed toward this single

pin. Although the silicone skin did exhibit a mostly elastic

behavior, the actuators showed significant hysteresis. This is

consistent with previous literature results and can be mitigated

by appropriate control algorithms [25]. Human skin Young

moduli under stretch ranges from 1.5 to 1 MPa. Based on the

Fig. 6c), our prototype is 5 to 7.5 times softer than human skin

under similar stretch [49], [50].

E. Haptic Stimuli

A direct consequence of using almost exclusively soft mate-

rials is that the design of a clear and meaningful haptic signal

is not straightforward but must instead be carefully studied.

1) Device Operation: As the three TCP actuators simulta-

neously contract, the most distal pin of the prototype is pulled

backwards. As the pin moves, it pulls the artificial silicone

skin whose adhesion transfers to the user skin, creating the

haptic stimuli. As the TCP actuators cool, the natural elasticity

of both the user skin and of the device artificial skin passively

pulls the pin back to it’s original place.

2) Stimuli Design & Optimization: To design the haptic stim-

uli, we evaluated the motion of the prototype pins created by

the interplay between the TCP actuators and the silicone skin

using an optical tracking system (SIMI Reality Motion Sys-

tems, Unterschleissheim, Germany). Since skin mechanics

involved in haptic stimuli is beyond the scope of this paper,

the experiment was performed as the device was attached on

the surface of a table, only evaluating the prototype character-

istics. Markers were placed on top of the thread-through pins,

allowing the system to track their motion as the actuators con-

tracted (see Fig. 7, Fig. 8, and Fig. 9). Three important TCP

actuator parameters regulating the haptic stimuli were identi-

fied: friction, contraction speed and contraction amplitude.

a) Friction: Depending on the manufacturing process and

on the thread-through pin design, friction may occur between

the pins and the TCP actuators. As the TCP actuators contract,

this friction distributes the TCP contraction forces to all the

Fig. 6. Experimental pressure and force relationship to strain. Strain valuesestimated for a full index bending motion. a) and b) presents the prototype sili-cone skin and TCP actuators absolute values while c) is a normalized compos-ite graph generated by adding each of the device element force and pressure,and linearly scaling over the full index motion.

Fig. 7. a) Markers relative motion using continuous 0.08 W/cm linear powerheating (data averaged and second order fit) and schematics illustrating thedevice motion during b) the actuators contraction phase and c) the siliconeskin relaxation phase.

Fig. 8. First marker motion during and after three TCP actuators overpower-ing experiments. Data points and second order fit.

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pins (see Fig. 7). Although this increases the skin surface on

which the haptic feedback is applied, it also shares the TCP

actuator contraction between all the pins. By minimizing the

number of pins moving, one can combine the pull from all

TCP actuators in one location, and therefore create and control

the haptic stimuli in a much easier manner. We decided to

concentrate the pull in the most distal pin, allowing for the use

of long TCP actuators as well as high mechanoreceptor den-

sity in that part of the skin.

In order to mitigate motion from the most proximal pins,

these were glued (Sil-Poxy, SmoothOn) on large paper insert

embedded in the silicone elastomer, as described in Section

III-B, thus limiting their motion. As can be seen in Fig. 7,

although this strategy was successful in almost eliminating

any movement from the intermediary pins and concentrating

the motion in the prototype most distal pin, it did not

completely remove all motion from pins eight and nine.

b) Contraction speed: Skin strain velocity has been shown

to be of major impact on mechanoreceptors discharges

rates [51]. As a consequence, TCP actuator contraction speed

must be considered as an important factor for skin strain haptic

feedback. The linear power limit used to contract the TCP

actuators can be exceeded for a short duration of time, grant-

ing a swift rise in the UHMWPE fiber temperature. By using

near maximum voltage of our setup (60 V), we were able to

overpower the actuators up to a peak linear power of 0.8 W/

cm per actuator. The measured peak speed on the most distal

pin was between 15 to 21 mm/s (see Fig. 8 and Fig. 9).

c) Contraction amplitude: As demonstrated in Fig. 8, the

rapid contraction of the TCP actuators for 100 ms generates

up to 2.1 mm of pin movement which is enough to create a

perceivable lateral skin stretch. Although further contraction

from the TCP actuators is possible, a conservative approach to

TCP actuation is required, since TCP cooling requires a much

longer time, and that the haptic stimuli may be triggered many

times in a row by the user during the experiment. As a conse-

quence, we aimed at using only the necessary constant linear

power to maintain the pin in position after the initial 100 ms

of TCP actuators overpowering. As showed in Fig. 9, about

0.03 W/cm of constant linear power was required.

IV. HAPTIC USER EXPERIMENT

Using the haptic skin, we sought to determine whether users

could locate static one-dimensional virtual targets relying

solely on haptic feedback, and if so, how long it would take

them. We also wanted to determine how the haptic skin per-

formed compared with vibration feedback. Fourteen partici-

pants with no known neurological conditions were recruited

for this study (10 males and 4 females, 21 to 36 years of age).

Two participants had previous experiences with the haptic

skin. In addition to determining whether or not our haptic skin

could guide participants in a real-time haptic feedback task,

we also tested the two hypotheses:

1) Is there a statistically significant difference in the reac-

tion time of a participant using the haptic skin compared

with the reaction time of 274.3 ms? (274.3 ms being the

mean time observed by Forster et al. for a tactile stimu-

lus [52]). The H0: mean reaction time = 274.3, with a =

0.05.

2) Is there a statistically significant difference in the means

of the completion times of the haptic task using the hap-

tic skin and a standard vibration motor? The H0: mean

completion time of haptic skin - mean completion time

of vibration motor = 0, with a = 0.05.

A. Experimental Set Up

A Vicon Motion Capture system (Oxford Metrics Group,

Oxford, UK) was used in this study for capturing the marker

translations (sampled at 100 Hz) which was attached to the tip

of the participants index finger on the same hand the haptic

skin was applied to. A MATLAB program was used to acquire

the marker position in real-time from the Vicon system whilst

simultaneously acting as a TCP client, sending feedback (on

or off) commands to a custom windows application which

acted as the TCP server. The TCP server then sent the corre-

sponding commands to the Arduino development board via a

serial COM port which controlled the switching of three tran-

sistors (FQP30N06 L, Fairchild Semiconductors) using PWM.

We used the linear power values determined in the previous

section (0.8 W/cm for overpowering, 0.03 W/cm for constant

contraction) but restrained the overpowering phase to once

every five seconds in order to prevent actuator overheating. A

similar set up was used during trials using vibration feedback,

whereby instead of the Arduino switching the transistors, they

turned on or off an eccentric rotating mass motor (9 mm diam-

eter) with an input of 2 V (40 mA) which was taped to the pal-

mar surface of the distal phalanx as shown in Fig. 10.

B. Procedure

1) Participants Goal: Participants were seated in the center

of a motion capture laboratory. The direction they were facing

was calibrated to be the Vicon x-axis coordinate, causing the

x-axis to be parallel to the participant median plane, while the

origin of the coordinate was placed near them. A reflective

marker (10 mm diameter) was placed on the nail of their index

finger, tracking the finger translation along the x-axis. The

haptic skin was placed on their index finger with the most dis-

tal pin just behind their nail, and adhered toward the back of

their dominant hand. Participants wore a blindfold throughout

the duration of the experiment to prevent any possibility of

Fig. 9. First marker motion during TCP overpowering phase (0.8 W/cm) andlower linear power phase (0.03, 0.04, and 0.06 W/cm). Second order fit.

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visual feedback from occurring. The participants were asked

to explore the space directly in front of them, thus following

the x-axis using their finger equipped with the haptic device.

They were told the goal of the task was to position their finger

just before the static virtual wall. The virtual wall was a 2D

plane, perpendicular to the direction the participant was facing

(x-axis) stretching infinitely in the y and z axes. Haptic feed-

back was activated as the users finger moved past the wall,

and stayed active as long as the distance of the marker in the

x-axis was greater than the nominal target distance of the wall

from the origin. Otherwise, the haptic feedback remained inac-

tive. The participants were told that the goal of the experiment

was for their finger to be in the tolerance region just in front of

the wall and to remain there for two seconds. When they had

successfully reached and remained inside the target area, the

participants were told that the trial was completed. If nothing

was said, then the participants were told to assume they were

out of the tolerance region. A timeout period of five minutes

was used, if the participants were unable to complete the task

within that time, the trial was deemed “not complete”. Fig. 12

illustrates the experiment’s procedure as a block diagram.

2) Virtual Wall Tolerance Region: Noting that it is almost

impossible for participants to maintain a perfectly static pose

in free space for the time period required for the completion

condition of the user study, we sought to determine the natural

variance of the participants position in the x-direction while

they attempted to maintain this static pose. A pilot experiment

with just the reflective marker on the index finger was per-

formed with ten participants (nine of which were part of the

main study) to determine a suitable tolerance based on the

marker trajectory variation when the participants tried to

maintain a static pose. Participants were told to point their fin-

ger away from their body, along the x-axis, to reach the middle

of their full arm extension and to hold the position for five sec-

onds. The standard deviation of their “static” finger position in

the x-axis during the five seconds was pooled (n = 10). The

upper limit of the 95% confidence interval (CI) of the distribu-

tion (s = 2.09 mm) was used as a conservative s for when

one’s finger is maintaining a “static” pose. Using the sample

s, the 95% CI for an arbitrary marker position “x” when one

is attempting to maintain a “static” pose is x � 2s. The toler-

ance region thus has a total length of 4s = 8.36 mm. For the

given nominal target distance (250 mm), the actual target is

therefore the nominal target minus 4.18 mm (2s), howeveronly the nominal target will be referred to in this paper.

3) Experiment: A crossover study was implemented in which

half the participants were chosen randomly to begin the study

using the haptic skin, and other half with vibration feedback. A

practice target position of 100 mm in front of the participant

was set, and participants were given one to two minutes to

experience the haptic skin feedback as they extended their arm

and that their index finger moved back and forth through the

target. After the practice trial, each participant performed the

haptic experiment with the target distance set at 250 mm. Par-

ticipants were not given any other instructions as to how they

should move. The same experiment was then performed using

the other type of feedback, there was at least a five minute break

between the testing of the two feedback modalities. Fig. 11

shows a typical marker trajectory during the haptic experiment,

illustrating the nominal target, feedback zone and tolerance

region. Temporal event T1 correspond to the haptic feedback

starting, event T2 marks the user motion change, and event T3

shows the user entry in the virtual wall tolerance region.

C. Results

1) Reaction Time: Using the collected Vicon marker trajec-

tories, we investigated if there was a difference in the mean

reaction time in the participants responding to the feedback.

Reaction time is defined as the time difference from the

moment participants first passed the target distance and the

time for them to reverse their trajectory in the x-axis after per-

ceiving the skin stretch feedback (T2 - T1, from Fig. 11). The

bootstrapped sample mean of the reaction times was

321.7 � 48.3 ms (mean � 2*SE). After performing a one sam-

ple bootstrapped (n = 10,000) hypothesis test we conclude that

there is no statistically significant difference by failing to

reject the H0: mean reaction time = 274.3 (p = 0.0556).

Fig. 10. a) Participant during the haptic experiment with the haptic skin onhis dominant hand and close up on the participant hand b) during vibrationfeedback and c) during skin stretch feedback.

Fig. 11. Typical x-axis Vicon marker trajectory during the hapticexperiment.

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2) Completion Time: The results show that every participant

in this study was able to complete the task before the five min-

ute timeout period. Fig. 13 shows participants were able to

complete the task much quicker using vibration feedback with

mean differences in completion times of 21.22 seconds. After

performing a two sample bootstrapped (n = 10,000) hypothesis

test we reject the H0: mean completion time of haptic skin -

mean completion time of vibration motor = 0 (p = 0.0112),

and conclude the mean difference in completion times are sta-

tistically significant.

V. DISCUSSION

A. Soft Silicone Skin

The design of this soft adhesive silicone skin is relevant to

wearable haptics as it allows the user to safely and easily cover

relevant parts of the skin without occluding tactile perceptions

from other parts of the skin. It is also reusable, and does not

require using additives or other chemicals prior to use, which

makes the device operation very convenient. We expect this

type of adhesive skin to be used for soft wearable haptics and

soft wearable sensing systems. However, the reader should

note that the difference in hardness and limited bonding

between silicone elastomer and some hard materials (plastics,

metal) can make some of the parts of this device subject to

delamination when large deformation occur. Good mitigation

strategies involve using silicone elastomers of increasingly

high hardness (Sil-Poxy), creating composite material struc-

tures (paper, textile), using as few hard components as possi-

ble, and generally handling this type of device with care

during the removal phase.

The overall weight of the device might be further reduced

by creating openings in the skin and reducing the skin surface.

However, this should be done carefully as the device must

stay robust enough to endure removal from the user. Skin

thickness is another axis of improvement. Using the aforemen-

tioned silicone polymers, our manufacture experience has

shown that the optimal skin thickness is about 1 millimetre for

each layer. Thinner silicone layers either lack in adhesion or

in mechanical strength.

The silicone skin showed no significant changes in softness

or adhesion during and after the experiment, and after being

worn more than a hundred times over a period of several

month. However, aging is known to affect silicone mechanical

properties and anecdotal evidence from previous experience

suggests the idea that these devices adhesion may diminish

after several years.

B. TCP Actuators

Compared to heavy and bulky conventional electromagnetic

actuators, the TCP actuators we manufactured are also flexible

and lightweight (� 0.7% of total device weight). Another ben-

efit of using thin, low coil index TCP actuators is that they can

be used for manufacture in a very similar manner as threads

would. They can be braided, weaved [41], knotted, or threaded

to achieve contractions along various directions, and have

demonstrated self-sensing capabilities [40]. One of TCP

actuator’s most important challenge is their safety when used

in wearable devices. With the notable exception of Hiraoka

et al. [21], recent papers on TCP actuators have not targeted

wearable applications, and as a consequence, have not focused

on this issue. We proposed the use of thin, lower temperature,

UHMWPE actuators that have little thermal inertia, as well as

a thermally insulating silicone artificial skin. Because of their

multiple advantages and new opportunities in design they

Fig. 12. Block diagram showing the procedure of the user study. Blue, red, and green dashed boxes indicate the start, unsuccessful, and successful end conditions,respectively.

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provide, with proper care, we expect to see TCP actuators

being used in the creation of wearable haptic devices.

The TCP actuators used in this work demonstrated a maxi-

mum contraction of about 5.2%. However, not only was this

enough to create simple haptic feedback, but the device’s abso-

lute maximum contraction can also be easily increased by

embedding longer actuators. As a consequence, the prototype’s

limitations are mostly due to the actuators’ thermal characteris-

tics. Improved cooling will lead to better actuation bandwidth,

and better or different haptic sensations for the user. Applying

an even electrically and thermally conductive layer at the sur-

face of the fiber might help in that regard [42]. Since we used

simple open loop actuation, a second avenue for the improve-

ment of the device haptic capabilities is closed loop con-

trol [25]. Due to their high weight to force ratio, large stroke,

rapid contraction, flexible nature, and thanks to the aforemen-

tioned numerous improvement avenues, we expect to see TCP

actuators being used in future wearable haptic devices, espe-

cially for applications related to haptic skin stretch.

C. Haptic Experiment

In order for us to determine how suitable our haptic skin is

for a real-time haptic feedback task; we measured the time it

took for participants to react to the cue from the haptic skin.

We were also interested in comparing the completion time

performance of our haptic skin with the most commonly used

modality in literature of vibration feedback for this virtual

wall positioning task. Despite having statistically significant

differences in the mean completion times between vibration

and skin stretch feedback, there was no statistically significant

difference in the time it took for participants to react to the

skin stretch feedback when comparing with the mean reaction

time to tactile stimuli from Forster et al. of 274.3 ms [52].

The authors hypothesise that one probable cause for this

disparity is due to the much slower “relaxation” phase of the

actuators when the feedback is turned off. Although the initial

overpowering of the TCP actuators allowed the most distal

pin to displace 2 mm at a velocity of > 15 mm/s during con-

traction leading to the quick reaction times, the rate at which

it returns back to its original displacement takes substantially

longer with a velocity of < 0.6 mm/s (estimated from Fig. 9).

Webers law states that the proportion of the Just-Noticeable

Difference (JND) to that of a reference stimulus is constant.

Following from this law, it would seem that a greater difference

in displacement is required going from skin stretch (feedback

on) to no skin stretch (feedback off) in order for it to be notice-

able. It is known that the initial ramp of the skin stretch pro-

vided activates both Fast Adapting (FA) and Slow Adapting

(SA) mechanoreceptors [51] which helps in the perception of a

skin stretch event, but it is possible that during the constant

stretch phase that amplitude of the stretch may not have been

large enough for substantial firing of SAII mechanoreceptors.

Another cause, which was also mentioned by a few partici-

pants, was the temporal limit we placed on overpowering the

actuators to prevent it from overheating excessively. Some

participants noted after the experiment that they were exclu-

sively utilising the overpowering event (which happened at

most once every 5 s) for converging on the tolerance region.

This could explain the large disparity between the reaction

and completion times. From Fig. 13, it is interesting to note

that the variance when comparing completion times were dra-

matically different despite the mean reaction time of using the

haptic skin being not statistically significantly different from

the mean value found in literature. This suggests that most

participants found the skin stretch event intuitive despite the

lack of prior exposure, however, it seems some participants

were able to quickly develop an effective strategy whereas

some did not. It is possible that with additional training and

exposure, participants could possibly perform similarly using

both feedback modalities, however additional studies would

need to be performed to confirm this.

In this experiment we only presented binary on/off haptic

cues, however, because skin stretch is directional, further

improvements could allow different directions to be elicited.

Indeed, Chen et al. [53] found that a skin stretch displacement

limited to 2 mm, at a velocity of 4 mm/s, was already sufficient

to yield directional perception accuracies of close to 100% on

the lower limb. Likewise, Gleeson et al. [54] found that displace-

ments of 0.5 mm at velocities of 4 mm/s were sufficient for close

to 100% accuracies at the fingertip. The authors hypothesise that

the use of antagonistic muscles in the futuremay address the lim-

itations found in the user study by allowing for fast transitions in

opposing directions as well as devices which are capable of vari-

ous strains and directions. Even though the device is safe, some

users still reported a sensation of heat. Future work will aim at

decoupling all haptic modalities and compare the device with

known sensory substitution techniques.

VI. CONCLUSION

The purpose of this paper was to propose and study a softer

alternative to current wearable haptic devices. We presented a

soft wearable skin-stretch device worn on the index finger.

The support structure and the actuators were manufactured

using off-the-shelf materials. The overall design is lightweight

comfortable, and restrains very little the user’s motion. The

paper details the manufacturing of the silicone skin and TCP

actuators as well as the assembly of the prototype. Insights

Fig. 13. Boxplot showing mean completion times for each condition.

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regarding actuator force, silicone skin softness, and device

haptic capabilities were also provided. This device represents

the first use of TCP actuators to generate haptic feedback as

well as the first design of a haptic device using UHMWPE

fibers as precursors for the manufacture of the TCP actuators.

We finally conducted a simple haptic experiment in which our

device was used to provide cues to the user to detect a virtual

wall. Although the mean completion time was longer when

participants’ performed the haptic task using the skin com-

pared with vibrotactile feedback, the mean reaction time for

reacting to a haptic cue was not statistically significant as

compared with data from literature.

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Jean-Baptiste Chossat received the M.E. degree inembedded systems from the �Ecole Centraled’�Electronique, Paris, France, in 2012, and the Ph.D.degree in mechatronics from the �Ecole de Technolo-gie Sup�erieure, Montreal, QC, Canada, in 2018. He iscurrently a Postdoctoral Research Fellow with theWearable Systems Laboratory, Mechanical Engineer-ing Department, Shanghai Jiao Tong University,Shanghai, China. His research interests include actu-ation and sensing for soft robotics and haptics.

Daniel K. Y. Chen received the B.E. (Hons.) degreein mechatronics engineering and the Ph.D. degree inbioengineering, in 2013 and 2017, respectively, bothfrom the University of Auckland, Auckland, NewZealand. He is currently a Postdoctoral Research Fel-low with the Wearable Systems Laboratory, Mechan-ical Engineering Department, Shanghai Jiao TongUniversity. His research interests include human-computer interaction with a focus on haptics, softsensing, and robotics.

Yong-Lae Park received the M.S. and Ph.D. degreesin mechanical engineering from Stanford University,Stanford, CA, USA, in 2005 and 2010, respectively.He is currently an Associate Professor with theDepartment of Mechanical Engineering, SeoulNational University (SNU), Seoul, South Korea.Prior to joining SNU, he was an Assistant Professorwith the Robotics Institute, Carnegie Mellon Univer-sity, Pittsburgh, PA, USA, from 2013 to 2017. Hiscurrent research interests include soft robots, artificialskin sensors and muscle actuators, and soft wearablerobots and devices.

Peter B. Shull received the B.S. degree in mechani-cal engineering and computer engineering fromLeTourneau University, Longview, TX, USA, in2005, and the M.S. and Ph.D. degrees in mechanicalengineering from Stanford University, Stanford, CA,USA, in 2008 and 2012, respectively. From 2012 to2013, he was a Postdoctoral Fellow with the Bioengi-neering Department, Stanford University. He is cur-rently an Associate Professor in mechanicalengineering with Shanghai Jiao Tong University. Hisresearch interests include wearable systems, real-time movement sensing and feedback, gait retraining,and biomechanics.

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