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  1. Practical robot applications that require grasping often fail due to failed grasp planning, and a good grasp quality measure is the key to successful grasp planning. In this paper, we developed a novel grasp quality measure that quantifies and evaluates grasp quality in real-time. To quantify the grasp quality, we compute a set of object movement features from analyzing the interaction between the gripper and the object’s projections in the image space. The normalizations and weights of the features are tuned to make practical and intuitive grasp quality predictions. To evaluate our grasp quality measure, we conducted a real robot grasping experiment with 1000 robot grasp trials on ten household objects to examine the relationship between our grasp scores and the actual robot grasping results. The results show that the average grasp success rate increases, and the average amount of undesired object movement decrease as the calculated grasp score increases, which validates our quality measure. We achieved a 100% grasp success rate from 100 grasps of the ten objects when using our grasp quality measure in planning top quality grasps. 
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  3. Resonant frequency skin stretch uses cyclic lateral skin stretches matching the skin’s resonant frequency to create highly noticeable stimuli, signifying a new approach for wearable haptic stimulation. Four experiments were performed to explore biomechanical and perceptual aspects of resonant frequency skin stretch. In the first experiment, effective skin resonant frequencies were quantified at the forearm, shank, and foot. In the second experiment, perceived haptic stimuli were characterized for skin stretch actuations across a spectrum of frequencies. In the third experiment, perceived haptic stimuli were characterized for different actuator masses. In the fourth experiment, haptic classification ability was determined as subjects differentiated haptic stimulation cues while sitting, walking, and jogging. Results showed that subjects perceived stimulations at, above, and below the skin’s resonant frequency differently: stimulations lower than the skin resonant frequency felt like distinct impacts, stimulations at the skin resonant frequency felt like cyclic skin stretches, and stimulations higher than the skin resonant frequency felt like standard vibrations. Subjects successfully classified stimulations while sitting, walking, and jogging, perceived haptic stimuli was affected by actuator mass, and classification accuracy decreased with increasing speed, especially for stimulations at the shank. This work could facilitate more widespread use of wearable skin stretch. Potential applications include gaming, medical simulation, and surgical augmentation, and for training to reduce injury risk or improve sports performance. 
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