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Haptics
‘ Touch the virtual’

            By
             Priya Shetty
             III MCA
             Mangalore University
‘Haptics’ is derived from the Greek word ‘haptikos’
which means – ‘being able to come into contact’
THE SCIENCE OF TOUCH
Basic idea

• Haptics, is the technology of adding the sensation of
  touch and feeling to computers.
• A haptic device gives people a sense of touch with
  computer-generated environments, so that when
  virtual objects are touched, they seem real and
  tangible.
• Understanding and enabling a compelling experience
  of Presence not limited to "being there", but extended
  to "being in touch" with remote or virtual surroundings.




                                                             3
•Haptic technology refers to technology that interfaces the user
  with a virtual environment via the sense of touch by applying
          forces, vibrations, and/or motions to the user.
•This mechanical stimulation may be used to assist in the creation
 of virtual objects (objects existing only in a computer simulation),
  for control of such virtual objects, and to enhance the remote
         control of machines and devices (teleoperators).




                                                              4
History of Haptics



• In the early 20th century, psychophysicists introduced the
  word haptic to label the subfield of their studies that
  addressed human touch-based perception and
  manipulation.
• In the 1970s and 1980s, significant research efforts in a
  completely different field,robotics also began to focus on
  manipulation and perception by touch. Initially concerned
  with building autonomous robots, researchers soon found
  that building a dexterous robotic hand was much more
  complex and subtle than their initial naive hopes had
  suggested.

                                                       5
•In the early 1990s a new usage of the word haptics began to
emerge. The confluence of several emerging technologies
made virtualized haptics, or computer haptics possible.
•Much like computer graphics, computer haptics enables the
display of simulated objects to humans in an interactive
manner. However, computer haptics uses a display technology
through which objects can be physically palpated.




                                                          6
WORKING OF HAPTICS




                     7
Basically a haptic system consist of two parts namely the
human part and the machine part. In the figure shown above,
the human part (left) senses and controls the position of the
hand, while the machine part (right) exerts forces from the
hand to simulate contact with a virtual object. Also both the
systems will be provided with necessary sensors, processors
and actuators. In the case of the human system, nerve
receptors performs sensing, brain performs processing and
muscles performs actuation of the motion performed by the
hand while in the case of the machine system, the above
mentioned functions are performed by the encoders,
computer and motors respectively.




                                                           8
Areas of Haptics


• Human Haptics
• Machine Haptics
• Computer Haptics




                        9
Virtual Reality


• Virtual reality is a form of human - computer
  interaction providing a virtual environment that
  one can explore through direct interaction with
  our senses.

• It’s only an imitation of the real world.




                                                10
The real world

• User should be able to touch the virtual object
  and feel a response from it.

• In order to complete the imitation of the real world
  one should be able to interact with the
  environment and get a feedback.

• This feedback is called Haptic Feedback




                                                 11
The Technology

Haptics is implemented through different type of
interactions with a haptic device communicating with
the computer. These interactions can be categorized
into the different types of touch sensations a user can
receive:
• Tactile feedback
• Force feedback




                                                 12
Tactile feedback

• Refers to the sensations felt by the skin.

• It allows the user to feel things such as the texture
  of surfaces, temperature and vibration.




                                                   13
Force feedback

• It reproduces the directional forces that can
  result from solid boundaries.

• E.g. the weight of virtual objects.




                                                  14
Haptic devices

It allows users to touch, feel and manipulate
3-D objects in virtual environments.




                                                15
How are Haptic devices different?
• Common interface devices like mouse and
  joystick are only input devices. No feedback.
• Haptic devices are input-output devices.




                                                  16
Phantom device
• Developed by a company named Sensable
  technologies.

• It works by monitoring the position of a
  users fingertip or hand through optical
  encoders attached to the device

• The geometric, meterial, and dynamic
  properties of the world we wish to represent
  can be modeled and stored.
            PHANTOM® interface
            from Sensable Technologies

                                             17
Cyber Grasp


                    Immersion
                    Corporation




This device fits over the user's entire hand
like an exoskeleton and adds resistive force
feedback to each finger.
                                               18
Force Feedback
• Connected to computer systems applying forces
  to simulate the sensation of weight and
  resistance providing information to the user.

• Input from the user in the form of hand, or other
  body segment whereas feedback from the
  computer or other is in the form of force or
  position.


      Force FeedBack
      By Logitec

                                                19
Magnetic Levitation Haptic Interfaces


                 A technology for feeling
                 sensation over total body




                                        20
Exoskeletons


• large and immobile systems that the user must
  attach him or herself to.
• their large size and immobile nature allow for
  the generation of large and varied force
  information.




                                             21
Applications


• Games

• Virtual reality

• Virtual surgery

• Tele-presence




                         22
Gaming Application

In various sports games, Altogether, more than 500 games
use force feedback, and more than 20 peripheral
manufacturers now market in excess of 100 haptics
hardware products for gaming.




                   Novint Falcon haptics controller

                                                   23
Surgery
• physical interactions needed to become skilfull in
  their art. A computer based teaching tool has been
  developed using haptic technology to train
  veterinary students to examine the bovine
  reproductive tract, simulating rectactal palpation.
  The student receives touch feedback from a
  haptic device while palpating virtual objects. The
  teacher can visualize the student's actions on a
  screen and give training and guidance.




                                                   24
MobIies

Samsung has made a phone, which vibrates, differently
for different callers. Motorola too has made haptic
phones.


                        Nokia and Prada
                        Implemented using
                        piezoelectric sensor pads




                                                    25
Military Training

• Specialized military training can be very
  expensive, particularly for vehicle pilots. Some
  training procedures have an element of danger
  when using real situations.
• While the initial development of virtual reality gear
  and software is expensive, in the long run it‘s
  much more cost effective than putting soldiers
  into real vehicles or physically simulated
  situations.
• Virtual reality technology also has other potential
  applications that can make military activities
  safer.
Haptic torch for the blind

• The device, has used in a torch, detects the
  distance to objects, while a turning dial on which
  the user puts his thumb indicates the changing
  distance to an object. The pictured device was
  tested and found to be a useful tool.
ADVANTAGES

• Communication is centered through touch and the
  digital world can behave like the real world.
• Working time is reduced since objects can be
  captured, manipulated, modified and rescaled
  digitally.
• Medical field simulators allow would be surgeons
  to practice digitally, gaining confidence in the
  procedure before working on breathing patients.
• With haptic hardware and software, the designer
  can maneuver the part and feel the result, as if
  he/she were handling the physical object.
Disadvantages(areas of improvement)

• Expensive in some cases.
• Debugging issues—these are complicated.
• Haptic device position sensors have finite resolution.
• The precision of touch requires a lot of advance
  design. With only a sense of touch, haptic interfaces
  cannot deliver warnings.
• Haptics applications can be extremely complex,
  requiring highly specialized hardware and
  considerable processing power.
Conclusion
 • Haptic is the future for online computing and
 e-commerce, it will enhance the shopper
experience and help online shopper to feel the
merchandise without leave their home.

• Large potential for applications in critical fields as
  well as for leisurely pleasures.

• Haptic devices must be smaller so that they are
  lighter, simpler and easier to use.

• With many new haptic devices being sold to
  industrial companies, haptics will soon be a part
  of a person’s normal computer interaction.
31

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Haptics - Touch the Virtual

  • 1. Haptics ‘ Touch the virtual’ By Priya Shetty III MCA Mangalore University
  • 2. ‘Haptics’ is derived from the Greek word ‘haptikos’ which means – ‘being able to come into contact’ THE SCIENCE OF TOUCH
  • 3. Basic idea • Haptics, is the technology of adding the sensation of touch and feeling to computers. • A haptic device gives people a sense of touch with computer-generated environments, so that when virtual objects are touched, they seem real and tangible. • Understanding and enabling a compelling experience of Presence not limited to "being there", but extended to "being in touch" with remote or virtual surroundings. 3
  • 4. •Haptic technology refers to technology that interfaces the user with a virtual environment via the sense of touch by applying forces, vibrations, and/or motions to the user. •This mechanical stimulation may be used to assist in the creation of virtual objects (objects existing only in a computer simulation), for control of such virtual objects, and to enhance the remote control of machines and devices (teleoperators). 4
  • 5. History of Haptics • In the early 20th century, psychophysicists introduced the word haptic to label the subfield of their studies that addressed human touch-based perception and manipulation. • In the 1970s and 1980s, significant research efforts in a completely different field,robotics also began to focus on manipulation and perception by touch. Initially concerned with building autonomous robots, researchers soon found that building a dexterous robotic hand was much more complex and subtle than their initial naive hopes had suggested. 5
  • 6. •In the early 1990s a new usage of the word haptics began to emerge. The confluence of several emerging technologies made virtualized haptics, or computer haptics possible. •Much like computer graphics, computer haptics enables the display of simulated objects to humans in an interactive manner. However, computer haptics uses a display technology through which objects can be physically palpated. 6
  • 8. Basically a haptic system consist of two parts namely the human part and the machine part. In the figure shown above, the human part (left) senses and controls the position of the hand, while the machine part (right) exerts forces from the hand to simulate contact with a virtual object. Also both the systems will be provided with necessary sensors, processors and actuators. In the case of the human system, nerve receptors performs sensing, brain performs processing and muscles performs actuation of the motion performed by the hand while in the case of the machine system, the above mentioned functions are performed by the encoders, computer and motors respectively. 8
  • 9. Areas of Haptics • Human Haptics • Machine Haptics • Computer Haptics 9
  • 10. Virtual Reality • Virtual reality is a form of human - computer interaction providing a virtual environment that one can explore through direct interaction with our senses. • It’s only an imitation of the real world. 10
  • 11. The real world • User should be able to touch the virtual object and feel a response from it. • In order to complete the imitation of the real world one should be able to interact with the environment and get a feedback. • This feedback is called Haptic Feedback 11
  • 12. The Technology Haptics is implemented through different type of interactions with a haptic device communicating with the computer. These interactions can be categorized into the different types of touch sensations a user can receive: • Tactile feedback • Force feedback 12
  • 13. Tactile feedback • Refers to the sensations felt by the skin. • It allows the user to feel things such as the texture of surfaces, temperature and vibration. 13
  • 14. Force feedback • It reproduces the directional forces that can result from solid boundaries. • E.g. the weight of virtual objects. 14
  • 15. Haptic devices It allows users to touch, feel and manipulate 3-D objects in virtual environments. 15
  • 16. How are Haptic devices different? • Common interface devices like mouse and joystick are only input devices. No feedback. • Haptic devices are input-output devices. 16
  • 17. Phantom device • Developed by a company named Sensable technologies. • It works by monitoring the position of a users fingertip or hand through optical encoders attached to the device • The geometric, meterial, and dynamic properties of the world we wish to represent can be modeled and stored. PHANTOM® interface from Sensable Technologies 17
  • 18. Cyber Grasp Immersion Corporation This device fits over the user's entire hand like an exoskeleton and adds resistive force feedback to each finger. 18
  • 19. Force Feedback • Connected to computer systems applying forces to simulate the sensation of weight and resistance providing information to the user. • Input from the user in the form of hand, or other body segment whereas feedback from the computer or other is in the form of force or position. Force FeedBack By Logitec 19
  • 20. Magnetic Levitation Haptic Interfaces A technology for feeling sensation over total body 20
  • 21. Exoskeletons • large and immobile systems that the user must attach him or herself to. • their large size and immobile nature allow for the generation of large and varied force information. 21
  • 22. Applications • Games • Virtual reality • Virtual surgery • Tele-presence 22
  • 23. Gaming Application In various sports games, Altogether, more than 500 games use force feedback, and more than 20 peripheral manufacturers now market in excess of 100 haptics hardware products for gaming. Novint Falcon haptics controller 23
  • 24. Surgery • physical interactions needed to become skilfull in their art. A computer based teaching tool has been developed using haptic technology to train veterinary students to examine the bovine reproductive tract, simulating rectactal palpation. The student receives touch feedback from a haptic device while palpating virtual objects. The teacher can visualize the student's actions on a screen and give training and guidance. 24
  • 25. MobIies Samsung has made a phone, which vibrates, differently for different callers. Motorola too has made haptic phones. Nokia and Prada Implemented using piezoelectric sensor pads 25
  • 26. Military Training • Specialized military training can be very expensive, particularly for vehicle pilots. Some training procedures have an element of danger when using real situations. • While the initial development of virtual reality gear and software is expensive, in the long run it‘s much more cost effective than putting soldiers into real vehicles or physically simulated situations. • Virtual reality technology also has other potential applications that can make military activities safer.
  • 27. Haptic torch for the blind • The device, has used in a torch, detects the distance to objects, while a turning dial on which the user puts his thumb indicates the changing distance to an object. The pictured device was tested and found to be a useful tool.
  • 28. ADVANTAGES • Communication is centered through touch and the digital world can behave like the real world. • Working time is reduced since objects can be captured, manipulated, modified and rescaled digitally. • Medical field simulators allow would be surgeons to practice digitally, gaining confidence in the procedure before working on breathing patients. • With haptic hardware and software, the designer can maneuver the part and feel the result, as if he/she were handling the physical object.
  • 29. Disadvantages(areas of improvement) • Expensive in some cases. • Debugging issues—these are complicated. • Haptic device position sensors have finite resolution. • The precision of touch requires a lot of advance design. With only a sense of touch, haptic interfaces cannot deliver warnings. • Haptics applications can be extremely complex, requiring highly specialized hardware and considerable processing power.
  • 30. Conclusion • Haptic is the future for online computing and e-commerce, it will enhance the shopper experience and help online shopper to feel the merchandise without leave their home. • Large potential for applications in critical fields as well as for leisurely pleasures. • Haptic devices must be smaller so that they are lighter, simpler and easier to use. • With many new haptic devices being sold to industrial companies, haptics will soon be a part of a person’s normal computer interaction.
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Editor's Notes

  1. Embedded Systems