Quantum Fluctuation Fusion Haptics

By integrating pseudorandom and quantum random number generation with operation-dependent weighting, the method enhances tactile feedback for realistic and varied sensations, addressing data efficiency and consistency issues in existing technologies.

JP7807189B1Active Publication Date: 2026-01-27田中 芳明
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Patent Information

Application Number
JP2025184268
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-10-31
Publication Date
2026-01-27
Estimated Expiration
2045-10-31

AI Technical Summary

Technical Problem

Existing tactile feedback technologies face challenges in achieving smooth and non-deterministic tactile sensations due to high data loads with high-resolution models and deterministic pseudorandom noise, or inconsistent textures with quantum random noise, leading to monotonous and artificial impressions.

Method used

A method combining pseudorandom numbers for structured patterns with quantum random numbers for natural fluctuations, using weighting functions that adapt to user operations, calculates a final tactile unevenness value, and applies it to control tactile sensation devices.

Benefits of technology

This approach provides dynamic and natural tactile experiences by varying sensations based on user interaction, efficiently reproducing diverse textures with reduced data requirements, applicable to both physical and neural interfaces.

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Abstract

When presenting tactile sensations to 3D models, directly using high-resolution shape information increases the communication and computational load, and using pseudo-random numbers alone results in a monotonous sensation. Therefore, the challenge is to achieve natural and diverse tactile sensations with low load. [Solution] This invention is a method for achieving tactile feedback that combines smoothness and natural variation by generating a structured and smooth basic unevenness pattern using a pseudorandom number generator and adding a non-deterministic fluctuation component using a quantum random number generator. The contributions of both are controlled by a weighting function that varies over time depending on the user's operation speed, direction, contact duration, etc., and the tactile unevenness height corresponding to the coordinates on the 3D model is calculated to drive the tactile reproduction device. The tactile reproduction device can be either a device that outputs physical stimuli or an interface device that provides stimulating signals to the nerves and brain, enabling realistic and diverse tactile presentation with low load.
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Description

[Technical Field]

[0001] The present invention relates to a tactile presentation technology for 3D models, and to a tactile feedback method and device that reproduces a realistic and natural texture by combining pseudorandom numbers and quantum random numbers. In particular, this technology can be applied not only to physical tactile presentation devices such as tactile gloves and tactile suits, but also to neuro-interface type tactile reproduction systems that send stimulation signals directly to the brain (so-called brain haptics). [Background technology]

[0002] There is a known technology that reproduces the surface irregularities of a 3D model and presents tactile sensations through a haptic device. However, when high-resolution shape information is directly used, the amount of data becomes enormous, increasing the communication and computational load. On the other hand, for low-resolution models and procedural generation techniques, methods are used to generate smooth unevenness using pseudorandom functions such as Perlin noise and Simplex noise. However, because pseudorandom numbers return deterministic values, the same tactile sensation is always felt at the same location, which can create a monotonous and artificial impression. In addition, a method using quantum random numbers has been proposed, but since quantum random numbers are completely non-deterministic values, it is difficult to achieve smoothness and consistency in the material. Description of the Invention

[0003] Problems to be solved by the invention: The present invention aims to achieve tactile feedback that is both smooth and non-deterministic by combining the generation of smooth, structured patterns using pseudorandom numbers with the addition of natural fluctuations using quantum random numbers. This provides a tactile experience that realistically presents a variety of natural textures while minimizing the amount of data and calculations required. Furthermore, the present invention aims to achieve natural tactile reproduction using the same principles, regardless of whether the tactile presentation medium is a physical device or a nerve stimulation pathway. Solution to the problem: One aspect of the haptic feedback method according to the present invention is realized by the following means, although the present invention is not limited thereto. (1) A pseudo-random number generating means calculates a base unevenness value corresponding to a coordinate on the 3D model. (2) A non-deterministic fluctuation value corresponding to the coordinates is obtained by a quantum random number generating means. (3) The basic unevenness value and fluctuation value are combined using weighting functions α(t) and β(t) based on the user's operating conditions to calculate the final tactile unevenness height value. (4) The tactile sensation reproduction device is controlled based on the calculated unevenness height value, and the tactile sensation is presented. The weighting function changes over time based on the user's operation speed, touch direction, touch duration, etc., and provides dynamic changes to the haptic experience. This makes it possible to present different tactile sensations depending on the operating conditions, even with the same 3D model. Furthermore, by storing unique random number information such as the type of pseudo-random number function, scale, quantum random number weight, and range of unevenness height for each texture area of ​​the 3D model, it is possible to efficiently reproduce the textures of multiple materials. Embodiments of the invention: In one aspect of the present invention, the tactile unevenness value may be obtained by combining a basic unevenness pattern generated by pseudorandom numbers and a fine fluctuation pattern generated by quantum random numbers at a ratio that changes depending on time and operating conditions. For example, if the user moves the haptic device slowly, the proportion of pseudo-random numbers may be increased to make the texture of the material more clearly perceptible, while if the user moves quickly, the proportion of quantum random numbers may be increased to make subtle textures or natural variations perceptible. For example, the height of the bumps felt by the touch may be calculated for each position on the 3D model by combining two types of noise values: pseudorandom numbers and quantum random numbers. Algorithms such as Perlin noise and Simplex noise can be used as pseudorandom number generation means. These pseudo-random numbers return smooth, continuous values, making them suitable for generating textures that resemble the texture of materials such as cloth or metal. On the other hand, quantum random number generation means can use QRNG devices that utilize quantum phenomena such as the polarization of light, the electron tunneling effect, or superconducting quantum interference devices (SQUIDs), or quantum random number acquisition APIs via the cloud. Quantum random numbers generate completely unpredictable values, allowing us to reproduce the natural fluctuations that occur when touched. The height H(x, y, t) of the unevenness presented as a tactile sensation may be expressed by, for example, the following formula: H(x, y, t) = α(t) × P(x, y) + β(t) × Q(x, y) Here, P(x, y) is a basic pattern created using pseudorandom numbers, Q(x, y) is a fluctuation pattern created using quantum random numbers, and α(t) and β(t) are weights that change depending on time and operating conditions (α(t) + β(t) = 1). When the user moves the device slowly, α(t) may be large, emphasizing a structural tactile sensation, and when the user moves the device quickly, β(t) may be large, emphasizing a natural fluctuation. Note that x and y represent coordinates on the haptic device or the 3D model, and t represents time. This allows the haptic output to be dynamically changed depending on the user's operation position and timing. The tactile generation method of the present invention can be applied to various tactile output devices, including piezoelectric elements, electrostatic force, ultrasound, friction control, electromagnetic stimulation, and even neural interface devices (electrical stimulation to the cerebral cortex or peripheral nerves, ultrasonic stimulation signals, etc.). In other words, in addition to physical output such as tactile gloves and suits, this invention also functions in direct brain signal tactile reproduction systems (neurohaptics), and is effective in presenting tactile information as electrical signals to neural pathways or brain regions. Advantages of the present invention: According to the embodiment of the present invention, the following effects can be achieved. (1) By combining structural patterns generated by pseudorandom numbers with non-deterministic fluctuations generated by quantum random numbers, it may be possible to reproduce more natural and realistic tactile sensations. (2) By using quantum random numbers as fluctuation components, it is possible to present slightly different tactile sensations even at the same position, preventing the tactile output from becoming monotonous. (3) If a configuration is adopted in which the weighting function changes depending on time and the operating situation, dynamic tactile changes can be generated in response to the user's movements, resulting in a higher sense of realism. (4) By adopting a configuration that retains or reuses random number information for each processing area, it may be possible to efficiently reproduce a variety of textures while reducing the amount of data. (5) It can also be applied to nerve stimulation tactile reproduction systems, which can reproduce direct tactile information via brain signals and neural potentials. Industrial Applicability: The present invention can be widely applied to various interface technologies that utilize haptic feedback. Specifically, it can be applied to tactile presentation systems in virtual reality (VR) and augmented reality (AR), improving the operating feel of remote robots and telepresence devices, surgical training and palpation simulators in the medical field, and material evaluation support in industrial design and digital fabrication. Furthermore, by combining it with neural interface technology, it can also be applied to the field of Brain-Haptics, which sends tactile signals directly to the brain and nerves, and is expected to be used in areas such as brain disease rehabilitation, sensory reproduction for prosthetic limbs, and neuro-VR experiences. It can also be applied to tactile presentation in the gaming and entertainment fields, sensory presentation devices in the education and welfare fields, and general consumer devices such as smartphones and wearable devices. As described above, the present invention is highly useful in a variety of industrial fields that require improved tactile information transmission and operability.

Claims

1. A pseudo-random number generator is used to determine a base unevenness value corresponding to the coordinates of the 3D model; Obtaining fluctuation values ​​corresponding to the same coordinates by a quantum random number generating means; These are combined based on a weighting function that varies over time depending on at least one of the user's operation speed, touch direction, and touch time, A tactile feedback method comprising generating a tactile presentation signal based on the synthesis result and presenting the signal via a tactile reproduction device or a nerve stimulation device.

2. 2. The haptic feedback method according to claim 1, The basic unevenness value generated by the pseudorandom number generating means and the fluctuation value generated by the quantum random number generating means are A tactile feedback method characterized in that the tactile unevenness height value is calculated by weighting and combining the respective weights α(t) and β(t).

3. 3. The haptic feedback method according to claim 1, For each texture portion of the 3D model, retain or refer to unique random number information for tactile reproduction, including at least one of the type of pseudo-random number generation means, parameters, the ratio of quantum random numbers, and the range of tactile unevenness height values; A tactile feedback method characterized in that a tactile unevenness height value is calculated based on the unique random number information.

4. A storage medium storing a program for executing the haptic feedback method according to claim 1.

5. A processing device for performing the haptic feedback method of claim 1.

6. 2. The haptic feedback method according to claim 1, A tactile reproduction system, wherein the tactile reproduction device is a neural interface device.

Citation Information

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