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Opening the Haptic Loop: Network Degradation Limits for Haptic Task Performance Rahul Chaudhari * , Clemens Schuwerk * , Verena Nitsch , Eckehard Steinbach * and Berthold F¨ arber * Institute for Media Technology, Technische Universit¨ at M¨ unchen, Germany Email: {rahul.chaudhari, clemens.schuwerk, eckehard.steinbach}@tum.de Human Factors Institute, Universit¨ at der Bundeswehr, Munich, Germany Email: {verena.nitsch, berthold.faerber}@unibw.de Abstract—For realtime teleoperation with haptic feedback, network-induced artifacts like delay, packet loss and lossy coding of haptic data deteriorate the operability of the system. We provide a systematic quantification of the limits within which, these network-induced degradations are tolerable for human task performance in executing a given haptic task. These limits are conservative in the sense that we do not account for any stabilizing approaches from control engineering to counter the impact of the network-induced degradations. Through experimental evaluation with a pursuit tracking task, we show that task performance is most affected by delay on the network and a strong lossy coding scheme. With statistical analysis we show that task performance is significantly decreased for one-way delay higher than 14 ms and strong lossy coding with a deadband parameter higher than 27 %. For the given task, packet loss is found not to affect task performance significantly. I. I NTRODUCTION Haptic teleoperation in remote environments is made feasi- ble by existing communications infrastructure like the Internet. This extensive gain in outreach, nevertheless, is plagued with its own set of problems. Realtime teleoperation (see Figure 1 for a conceptual overview) imposes exacting demands on the communication network, in terms of volume and rates of data traffic generated and strong delay constraints. Efficient haptic data communication and coding schemes have been introduced in the past to address these concerns [1]. Subsequently, they have repeatedly been proven to be very successful at limiting the network data transfer rates, making realtime haptic inter- actions tractable. Like every real physical system, communication networks introduce finite artifacts into the haptic interaction. On the other hand, the human user can also tolerate some disturbances arising from the network and the communication schemes. In other words, in presence of degrading artifacts, a haptic task can still be executed without significant deterioration in performance [2], [3], [4], [5], [6]. In this paper, we aim to provide a systematic quantification of the limits within which the network induced degradations are tolerable to the human user in executing a given haptic task. We achieve this by performing extensive experiments with subjects interacting with a dynamic virtual environment (VE). The haptic task and the VE have been chosen to be representative of typical tele- operation applications, and comprehensive objective analyses of the haptic interactions are presented. At this point, to place this paper in a larger context, two fundamental motivations for this work meriting attention are explained next. Objective quality evaluation (OQE) of haptic communica- tion schemes requires not only a perception model of the hu- man haptic system, but also a human action model, on account of bidirectional physical interaction with the system [7]. In order to simplify the complexity of such an undertaking, we intend to separate the perception modeling from the action modeling. Obviously, such a decomposition is only reasonable if the interaction between these two components is small. In [8], studies performed by Witmer and Singer led to the conclusion that although there does exist a coupling between presence and task performance for teleoperation, this link is indeed very weak. The results from the present work can be used to determine the network degradation limits, within which, haptic tasks can be executed satisfactorily. If we stay within these limits, OQE for haptic interaction can ignore the forward (action) channel and concentrate on the reverse (perception) channel. Besides OQE, knowing the degradation limits on the task performance is also essential for designing shared haptic virtual environments (SHVE). If multiple users can explore a virtual environment simultaneously, several challenges like scalability and synchronization between the users arise. Net- work impairments and their effect on the overall task perfor- mance become even more important in this case. Two common communication architectures, client-server and Peer-to-Peer (P2P), are deployable for an SHVE and both have their own pros and cons [9]. But both approaches struggle with the same network-induced degradations - namely delay, jitter and high packet rates. We state that there are different types of haptic teleop- eration tasks depending more either on the user experience of the haptic feedback or on the haptic task performance. A perfect scenario would be where the user could not feel any degradation; this would then lead to the best task performance. But as network-induced degradations cannot be avoided, we think that it is reasonable to reduce the demands on the communication channel as long as a given task can still be 978-1-4577-0499-4/11/$26.00 ©2011 IEEE

[IEEE 2011 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2011) - Qinhuangdao, Hebei, China (2011.10.14-2011.10.17)] 2011 IEEE International Workshop

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Opening the Haptic Loop: Network DegradationLimits for Haptic Task Performance

Rahul Chaudhari∗, Clemens Schuwerk∗, Verena Nitsch†, Eckehard Steinbach∗ and Berthold Farber†∗Institute for Media Technology,

Technische Universitat Munchen, GermanyEmail: {rahul.chaudhari, clemens.schuwerk, eckehard.steinbach}@tum.de

†Human Factors Institute,Universitat der Bundeswehr, Munich, Germany

Email: {verena.nitsch, berthold.faerber}@unibw.de

Abstract—For realtime teleoperation with haptic feedback,network-induced artifacts like delay, packet loss and lossy codingof haptic data deteriorate the operability of the system. Weprovide a systematic quantification of the limits within which,these network-induced degradations are tolerable for human taskperformance in executing a given haptic task. These limits areconservative in the sense that we do not account for any stabilizingapproaches from control engineering to counter the impact of thenetwork-induced degradations. Through experimental evaluationwith a pursuit tracking task, we show that task performance ismost affected by delay on the network and a strong lossy codingscheme. With statistical analysis we show that task performanceis significantly decreased for one-way delay higher than 14 msand strong lossy coding with a deadband parameter higher than27 %. For the given task, packet loss is found not to affect taskperformance significantly.

I. INTRODUCTION

Haptic teleoperation in remote environments is made feasi-ble by existing communications infrastructure like the Internet.This extensive gain in outreach, nevertheless, is plagued withits own set of problems. Realtime teleoperation (see Figure 1for a conceptual overview) imposes exacting demands on thecommunication network, in terms of volume and rates of datatraffic generated and strong delay constraints. Efficient hapticdata communication and coding schemes have been introducedin the past to address these concerns [1]. Subsequently, theyhave repeatedly been proven to be very successful at limitingthe network data transfer rates, making realtime haptic inter-actions tractable.

Like every real physical system, communication networksintroduce finite artifacts into the haptic interaction. On theother hand, the human user can also tolerate some disturbancesarising from the network and the communication schemes.In other words, in presence of degrading artifacts, a haptictask can still be executed without significant deteriorationin performance [2], [3], [4], [5], [6]. In this paper, we aimto provide a systematic quantification of the limits withinwhich the network induced degradations are tolerable to thehuman user in executing a given haptic task. We achieve thisby performing extensive experiments with subjects interactingwith a dynamic virtual environment (VE). The haptic task andthe VE have been chosen to be representative of typical tele-

operation applications, and comprehensive objective analysesof the haptic interactions are presented. At this point, to placethis paper in a larger context, two fundamental motivations forthis work meriting attention are explained next.

Objective quality evaluation (OQE) of haptic communica-tion schemes requires not only a perception model of the hu-man haptic system, but also a human action model, on accountof bidirectional physical interaction with the system [7]. Inorder to simplify the complexity of such an undertaking, weintend to separate the perception modeling from the actionmodeling. Obviously, such a decomposition is only reasonableif the interaction between these two components is small.In [8], studies performed by Witmer and Singer led to theconclusion that although there does exist a coupling betweenpresence and task performance for teleoperation, this link isindeed very weak. The results from the present work canbe used to determine the network degradation limits, withinwhich, haptic tasks can be executed satisfactorily. If we staywithin these limits, OQE for haptic interaction can ignorethe forward (action) channel and concentrate on the reverse(perception) channel.

Besides OQE, knowing the degradation limits on the taskperformance is also essential for designing shared hapticvirtual environments (SHVE). If multiple users can explorea virtual environment simultaneously, several challenges likescalability and synchronization between the users arise. Net-work impairments and their effect on the overall task perfor-mance become even more important in this case. Two commoncommunication architectures, client-server and Peer-to-Peer(P2P), are deployable for an SHVE and both have their ownpros and cons [9]. But both approaches struggle with the samenetwork-induced degradations - namely delay, jitter and highpacket rates.

We state that there are different types of haptic teleop-eration tasks depending more either on the user experienceof the haptic feedback or on the haptic task performance. Aperfect scenario would be where the user could not feel anydegradation; this would then lead to the best task performance.But as network-induced degradations cannot be avoided, wethink that it is reasonable to reduce the demands on thecommunication channel as long as a given task can still be

978-1-4577-0499-4/11/$26.00 ©2011 IEEE

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Perceptual Data Reduction

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Fig. 1. A real teleoperation scenario

completed satisfactorily. This would be of course at the costof degradations in perceived haptic feedback.

The organization of this paper is as follows. In Section II, wereview related work done in the area of task performance eval-uation for haptic teleoperation. We also summarize Quality-of-Service (QoS) determination and provisioning approachesfor networked haptics. Section III describes typical networkimpairments that occur in haptic data transmission over packet-switched communication networks. Section IV describes thedesign of the experimental evaluation and procedure. In Sec-tion V, we analyze the experimental data obtained, test itagainst objective performance measures and summarize theresults. Finally in Section VI, we conclude with some limita-tions of this work and how it can be improved and expandedupon in the future.

II. RELATED WORK

A number of researchers have studied the effect of networkdelays on haptic task performance previously. For example, inexperiments conducted in [4], [5], subjects performed targetacquisition tasks with a haptic device in the presence of delayson the haptic and/or visual channels. In [6], for a cube stackingtask, effects of network delay on objective task performancemeasures like task completion time, failed attempts at liftingthe cube up and the quality of stacking were tested. Forhaptic network traffic, Marshall et al. [10] establish Quality-of-Service (QoS) requirements and propose architectures for QoSprovisioning. In [11], the authors investigate the influence ofconstant network delay on haptic collaboration with subjectivetests and objective measurements. All of these works, however,consider haptic tasks in which the start- and end-points ofmotion are specified, but not the intermediate trajectory. As aresult, the haptic signals generated out of the haptic interactioncan vary widely across two different evaluation runs. Thismakes it impossible to compare task performance between thetwo runs based on sample-by-sample comparisons of signals.We perform our study around a controlled pursuit trackingtask, the rationale behind which is explained in Section IV-A.

The authors of [12] investigate the effects of packet lossand time-varying delay in haptic telepresence systems oper-ating over packet-switched networks. This work studies theimpact of these network-induced degradations on stability ofthe deployed robot control architectures. Additionally, systemperformance criteria like the magnitude of maximum dis-playable force feedback as well as fidelity of the teleoperator

robot’s motion with operator-commanded motion are alsostudied. In [13], the same authors further analyze the influenceof packet-loss and the corresponding compensating packet-processing strategies on stability and system performance.Similar to [12], human operator performance in haptic taskswas irrelevant to the scope of [13].

Other researchers have studied the influence of haptic datareduction (lossy coding) on perceived haptic quality andhuman task performance in virtual simulations of telepresencesystems [3] as well as real-world systems [2]. Promptedby safety-critical operations, where there is little margin forerror, performance criteria like surface penetration depth andits variance are considered for virtual haptic simulations.Beyond lossy data reduction dealt with in [2] and [3], wealso include delay and packet loss in our analyses. Moreover,our motivations for doing so are fundamentally different, asdescribed in the introduction. We conduct our experiments ina more realistic virtual environment with dynamically movingobjects. Therefore, the results we present are also interestingfor the design of shared haptic environments operating over anetwork, where implementation of static environments wouldotherwise be trivial.

III. TYPICAL NETWORK COMMUNICATION ARTIFACTS

Delay/jitter

Delay and its time variance (jitter) in packet-switched net-works originates from factors like signal processing, dynamicmulti-path routing of packets, background traffic, congestionat intermediate routers, etc. In this work, we deal with delayon the haptic channel only, with the haptic feedback alwaysarriving later than the visual one. Nevertheless, if the delay isknown (or measured) and constant, the two modalities can besynchronized by simply delaying the visual feedback to matchthe haptic one. But for time-varying delay, this would not beas easy. In any case, we presently neglect these additionalcomplexities, and view the delay as being a discrepancybetween the two feedbacks, without pinning it to a specificcause.

Packet loss

When the Internet is used as a communication channelbetween the human operator and the remote teleoperator,packet loss becomes a pivotal factor influencing the quality-of-service (QoS). Researchers have emphasized previously onthis fact for other delay-sensitive multimedia applications [14].Several models accounting for packet losses in the Internethave been employed in research on networked multimedia.Correlated packet-losses (commonly called bursty losses) havebeen modeled successfully using the Gilbert-Elliot model,which we also use for our simulations.

Lossy coding

The state-of-the-art approach for online lossy haptic codingreduces the number of transmitted haptic samples using anirregular subsampling process [1]. This process exploits lim-itations of human haptic perception, represented by Weber’s

law of psychophysics. According to this law, a stimulus Iis compared with a reference stimulus Iref , ∆I being thedifference between them. This difference is only perceivableif it exceeds the Just Noticeable Difference (JND). Such arelationship can be mathematically described as ∆I/Iref = kwhere k denotes the deadband parameter and can be empir-ically determined for several types of stimuli such as force,velocity, pain and temperature [15].

We translate this to haptic data reduction in the followingmanner. Whenever a haptic sample f(n+) falls within theso-called deadband thresholds f(n) ± ∆f(n), defined bythe last transmitted haptic sample f(n), it is dropped fromtransmission. At the receiver side, the dropped sample isestimated by holding the last received haptic sample f(n).On the other hand, if the haptic sample f(n+) violates theperception thresholds, the inter-sample difference from f(n)to f(n+) is said to be perceivable and f(n+) needs to betransmitted. Following this transmission, the last transmittedsample is updated to its new value as f(n) = f(n+), and theprocess repeats.

Stabilizing approaches for network artifacts

In the control engineering literature, a number of passivity-based stabilization methods have been proposed to counterpotential instabilities in teleoperation arising from network-induced artifacts. For example, transmission of wave-variablesinstead of haptic signals for countering constant time-delay [16], filtering or rate-bounding for stable compensationof packet-loss [13] and energy-supervised reconstruction forlossy deadband coding [17]. For the present work, however,we do not implement any of these in determining networkdegradation limits on task performance. Assuming that suchstabilizing strategies will only relax the limits we determine,we can safely operate inside them for our purposes.

IV. EXPERIMENTS

A. Task description

In this work, we design our evaluation methodology arounda pursuit tracking task. A number of factors drive this choice.First and foremost, it is a good abstraction of a variety ofelementary tasks commonly performed in haptic teleoperation,wherein an object is moved from a start-location to an end-location following a certain path.

Secondly, being able to specify a reference signal to followbrings along a number of advantages. Haptic tasks, on accountof their bidirectional nature may lead to widely varying hapticinteractions across subjects. Tracking tasks, for a given refer-ence signal, significantly reduce this variability and establish acommon basis for evaluation across subjects [7]. In addition,such a design furnishes us with the possibility to deviseconvenient objective performance measures (elaborated uponin Section V-A) based on sample-by-sample comparisons ofclean signals and signals distorted by network-induced degra-dations. Moreover, tracking tasks have been widely studied inmanual control to propose and identify human control actionmodels [18], [19].

Fig. 2. The dynamic virtual environment used for the pursuit tracking task.

B. Experienced human operators

At this juncture, it should be noted that we study humanperformance for the purposes of engineering design. As an-alyzed in [20], general human behavior is too complex andvariable to lend itself willingly to quantitative modeling. Inthe context of man-machine interaction, prediction of humanperformance is desired for situations in which the humanoperator behaves rationally, skillfully and in a goal-orientedmanner. Hence we distinguish between an operator and alayperson, which is reflected in our choice of subjects for theexperimental evaluation.

Thirteen subjects participated in the evaluation, 2 of themfemale and 11 male. The participants’ age was in the rangeof 23-31 with a mean of 26.8 years and standard deviationof 2.4 years. All of them were right-handed. Six of themare researchers working with haptic data compression andare daily users of desktop haptic devices. The rest havefrequently participated in subjective tests for evaluation ofhaptic compression schemes in the past and were thereforefamiliar with haptic devices. Nevertheless, before the actualexperiment, they were trained in a training session to ensurethey were at par with the more experienced participants forthe given task.

C. Experimental procedure

As mentioned before, to eliminate individual differencesrelated to experience with the experimental setup, or differ-ences in understanding the instructions, a training session wasconducted at the beginning of the experiment. Herein, the taskto be performed was explained to the subjects and they had thechance to get familiar with the task execution, the experimentalsetting and the parameter variations. We used a within-subjectexperimental design, with all participants executing the samehaptic task under the same parameter settings.

The pursuit tracking task consisted of a one-DoF dynamicvirtual environment (VE) (refer to Figure 2). In this VE,the “reference” cube (white) was to be pursued as closelyas possible with the “pursuit” (green) cube. The referencecube was only a visual reference, and could not be hapticallytouched. The subjects could, on the other hand, hapticallyinteract with the pursuit cube and push it to follow the whitecube. The start- and the end-points of the pursuit task werefixed. The velocity of the reference cube was controlled tohave a Gaussian function profile with the Gaussian mean setto 2.0 cm/s and the standard deviation to 0.85 cm/s. Thisafforded a reasonable degree of control over the reference

input, while ensuring smooth variation in the pursuit velocity.The choice of the velocity profile is also motivated with theshape of a typical velocity profile that a human arm follows inreaching from one point to another in task space [21]. This taskto be executed remained the same throughout the experiment.

The main experiment, after the training session, containedfour sub-experiments, characterized by which independentvariable (D = one-way network delay, DBK = deadbandparameter k and PL = packet loss) was controlled, and whichones were kept constant:

1) variation of D in the range 0 to 20 ms, with DBK = 0and PL = 0 %,

2) variation of DBK in the range 0 to 80 %, with D = 0and PL = 0 %,

3) variation of PL in the range 0 to 75 %, with D = 0 andDBK = 0 %,

4) variation of PL in the range 0 to 75 %, with D = 0 andDBK = 10 %

The range of this independent variables was determined inpilot tests, where we found these values to be reasonable forour experiment setup. The choice of DBK = 10 % in sub-experiment 4 is motivated by the results in [1].

Each sub-experiment had 7 runs. In a random manner, theorder of sub-experiments changed from one subject to another,along with the order of the controlled variable values. Thiswas done to prevent prediction of trends by the subjects andto avoid any systematic manifestation of fatigue in the resultsof the evaluation. The seating posture and hand-device config-uration was standardized across subjects. In order to preventdistractions due to noise emanating from the haptic device,they wore headphones playing music. In addition, distractionsdue to visual observation of the haptic device were avoidedby blocking the view to the haptic device by a cardboard. ThePHANToM Omni haptic device (Sensable Technologies Corp.,Woburn, MA) was used for the experiments.

V. ANALYSIS OF COLLECTED DATA

A. Objective task performance measures

We describe here various measurements used in the ex-periment in order to score the task performance objectively.As we concentrate on a pursuit tracking task, an obviousmeasurement of task performance would be the error betweenthe reference and the actual velocity profiles. The velocitysignals, and not the position signals, are interesting for analysissince the velocity of the reference cube is controlled bythe experimenter. According to the description of the pursuittracking task, the subject will in turn control the velocityof the pursuit cube to match that of the reference cube.Moreover, vibrations occurring in the force feedback signaldue to communication artifacts are clearly reflected in thevariations of the velocity signal.

We also measure the variance of force displayed to the user.Ideally, the force profile would be similar to the referencevelocity profile (up to user variability), but artifacts in hapticdisplay due to network impairments may lead to disturbances

from the nominal at the haptic device. This is why the usercannot control the exerted force as accurately as would benecessary to achieve perfect task performance.

Another measurement is the contact time of the hapticinterface point (HIP) with the cube relative to the total taskexecution time. Ideally, the user should push the cube andadjust his velocity according to the reference smoothly byincreasing or decreasing the exerted force. Disturbances fromthe network impairments, however, may prevent continuouscontact. Relative contact time is also a measurement forinstability in the haptic loop, which leads to sudden high forcesbeing displayed. All the objective measurements are calculatedin real world units, representing the actual velocity or positiondisplacement of the stylus of the haptic device.

B. Results

Aiming to ascertain whether any measured impairmentsin task performance could be confidently attributed to theexperimental manipulation rather than chance, statistical anal-yses were conducted with the obtained data. Due to thesmall sample size, non-parametric tests were chosen as anormal distribution could not be assumed [22]. Consequently,main effects were investigated with Friedman’s Analysis ofVariance (ANOVA). Significant findings were followed upwith Wilcoxon tests, comparing each measurement in theexperimental conditions to those in the respective baselineconditions. In order to minimize the inflated risk of Type Ierrors (false positive findings) due to multiple comparisons,a Bonferroni correction was applied to the accepted α-level.Consequently, observed differences in task performance wereonly accepted as significant if p < .008. For significant find-ings, effect sizes were also calculated as Pearson correlationcoefficients (r). According to [23], a value of r = .10 signifiesa small effect, a value of r = .30 a medium effect. A valueof r ≥ .50 denotes a large effect, as it indicates that theexperimental manipulation accounts for more than 25% ofvariance in the observed scores.

a) The effect of time delay on task performance: InFigure 4a, the mean square error (MSE) between the referencevelocity and the traced velocities can be seen to increasewith increasing delay. This suggests that increasing delayinterferes with the task performance. Friedman’s ANOVAconfirmed that the difference in reference and tracing velocitieswas significantly affected by the introduction of time delay(χ2(6) = 64.45, p < .001). Follow-up Wilcoxon tests showeda significant deterioration in this performance measure with atime delay of 14 ms. (z = −3.04, p < .008, r = −.84) andhigher. The same is suggested by profiles of the relative contacttime and the force variance. Relative contact time can be seento decrease while force variance increases with increasingdelay. Physically, this delay interference manifests itself bycausing instability of haptic interaction with the virtual object(see Figure 3). The ANOVA confirmed this finding withrespect to relative contact time (χ2(6) = 69.00, p < .001).Here, Wilcoxon tests showed a significant deterioration in

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relative contact time with a time delay of 17 ms. (z =−2.62, p < .008, r = −.73) and higher. The statisticalanalyses also confirmed a significant influence of time delayon the force variance (χ2(6) = 62.04, p < .001). A significantperformance impairment was observed with a time delay of14 ms. (z = −3.04, p < .008, r = −.84) and higher.These findings are in accordance with the results presentedin [11], which found that the mean-opinion-score (MOS) fortask performance significantly decreases for a complete roundtrip delay of about 30 milliseconds.

b) The effect of deadband coding on task performance:Similar conclusions can be drawn from the sub-experimentcomprising variation of the strength of the deadband codingscheme (Figure 4b). The highly non-linear distortion intro-duced into the haptic interaction on account of the lossy codingscheme, increasingly degrades the task performance accordingto the criteria considered here. The user’s ability to match theirvelocity to that of the target object was significantly affectedby the deadband coding scheme (χ2(6) = 57.30, p < .001),and was significantly impaired with deadband parameters ofk = 67 (z = −3.11, p < .008, r = −.86) and higher. Theforce variance also indicated an effect of deadband codingon task performance (χ2(6) = 66.33, p < .001). This aspectof task performance was particularly sensitive to its effects,as it was significantly affected with a deadband parameter aslow as k = 27 (z = −2.97, p < .008, r = −.82). Althoughrelative contact time varied significantly with the differentdeadband parameters (χ2(6) = 18.30, p < .05), none of theindividual follow-up comparisons to the baseline conditionsreached significance at p < .008.

c) The effect of packet loss on task performance: Finally,the interference of packet-loss in the haptic interaction is not

found to be as strong as for the previous two sub-experimentswith delay and deadband coding. Figures 4c and 4d showmore or less random variations in the values of the objec-tive measures, without any evidence of a conclusive pattern.The statistical analysis confirmed this observation for eachperformance measure (velocity MSE:χ2(6) = 8.80, p = .19;contact time: χ2 = 4.44, p = .62; force variance: χ2 =12.33, p = .06). This phenomenon can be explained as fol-lows. A haptic signal affected by packet-loss is reconstructedaccording to the hold-last-sample (HLS) method. The selectionof the smooth Gaussian velocity profile for the motion of thereference cube inherently limits the pursuit tracking task tothe low-frequency region. Therefore, the HLS reconstructionof the haptic feedback signal works very well, which explainsminimal interference of packet-loss with the haptic interactionand therefore the task performance. The sub-experiment inwhich packet loss was combined with a deadband codingscheme (k = 10) led to similar (non-significant) results.

The results of the delay sub-experiment (Figure 4a) forall three performance criteria are seen to consistently havelarger scales as compared to those of the deadband codingsub-experiment (Figure 4b) for the respective ranges. Thevelocity MSE for example is increasing up to 3 cm2/s2 forthe delay sub-experiment, while it increases upto 1 cm2/s2

for the deadband sub-experiment. Additionally, the amplitudescales for the task performance criteria in case of the packet-loss sub-experiments are considerably smaller than those ofthe previous two sub-experiments. The velocity MSE staysbelow 0.5 cm2/s2 for the complete range of the independentvariables. This corroborates the previously stated observationwith respect to packet loss.

VI. CONCLUSIONS AND FUTURE WORK

This work establishes limits on the network-induced degra-dations, beyond which task performance starts getting affectedunacceptably, for the given pursuit tracking task. We foundthat delay as well as lossy coding affect task performance ad-versely, with a monotonic degradation for the task performancemeasurement criteria we use. For the given task, packet-losswas found to not affect task performance significantly. Sincewe do not account for any stabilizing approaches from controlengineering to counter the impact of the network-induceddegradations, the limits that we determine are conservative.

As mentioned before, in the future, we plan to concentrateon perception modeling for haptic communication, while re-maining within these degradation limits. We plan to conductsubjective psychophysical tests for our experimental setup fol-lowed by a multi-dimensional analysis of the results. This willhelp us to extract the perceptual dimensions of the subjectiveQuality-of-Experience when dealing with haptic feedback innetworked haptic applications, and their relative importancescales. Knowledge of the underlying perceptual dimensionswill contribute towards arriving at a more elaborate model forobjective evaluation of haptic perceptual quality in networkedhaptics.

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Rel

ativ

e C

onta

ct T

ime

0 20 40 600.11

0.115

0.12

0.125

Packet Loss [%], DBK=10%

Forc

e Va

rianc

e [N

2 ]

(d)

Fig. 4. Results for the different sub-experiments, averaged across all users. (a) delay sub-experiment (b) deadband coding sub-experiment (c) packet losssub-experiment (d) packet loss with fixed DBK=10% sub-experiment

For the future we also plan to investigate haptic tasks wheretwo or more users collaboratively contribute to task execution.Performance limits for asymmetric variations of independentvariables for different collaborators should be investigated formulti-user haptic tasks. With the knowledge of these limitsand requirements, multi-user haptic communications schemescan be designed efficiently.

ACKNOWLEDGMENT

This work has been supported, in part, by the GermanResearch Foundation (DFG) under the project STE 1093/4-1 and, in part, by the European Research Council under theEuropean Union’s Seventh Framework Programme (FP7/2007-2013) / ERC Grant agreement no. 258941.

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