This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
HAPTICSPRESENTED bY : BHAVYA SHAH(09bce056)
PRESENTATION FLOW Introductin Application How it works? Haptic
information Haptic Functions Haptic devices Virtual Reality Devices
Feedback Devices Limitations Future exceptation Conclusion
WHAT IS HAPTICS? Haptics is related to sense of touch which
comes from the Greek word HAPTESTHAI for to grasp or to touch.
Touch is the first language. From a very early age we become
sensitive to the specific qualities of touch rather than its mere
presence or absence.
You can convey messagesthat are just as specific asthose
conveyed by othersmeans such as facial expression. The interface
between humans andcomputers has been described as aninformation
bottleneck.
Computer can store and processvast amounts of data and
humanexperience and learn through 5senses. But computers typically
only takeadvantage of one or two sensory channels (sight and
sound)to transmit information to people.
Haptics promises to open this bottleneck by adding a new
channel of communication using the sense of touch. Haptics expands
the notion of bidirectional communication between humans and
computers to include sensory feedback. Haptics = Touch =
Connection
The Pew ReportTouch is natural and intuitiveand it will
succeed. --TheFuture of the Internet III,Pew Internet &
American LifeProject.
Where it is used? Desktop GUI augmentation Medical and surgical
simulators sharp realism needed for effective training
environments. Gaming systems greater realism, excitement, and
enjoyment. Industrial & commercial systems safer, more
efficient, and more accurate control in distractive
environments.
Touchscreens of all types theability to touch back
withunmistakable confirmation.
HAPTICS HARDWARE
Industrial & commercialsystems
HISTORY One of the earliest forms of haptic devices is used in
large modern aircraft that use servomechanism systems to operate
control systems. Such systems tend to be "one-way" in that forces
applied aerodynamically to the control surfaces are not perceived
at the controls, with the missing normal forces simulated with
springs and weights.
In earlier, lighter aircraft without servo systems, as the
aircraft approached a stall the aerodynamic buffeting was felt in
the pilots controls, a useful warning to the pilot of a dangerous
flight condition.
This control shake is not felt when servo control systems are
used. To replace this missing cue, the angle of attack is measured,
and when it approaches the critical stall point a "stick shaker"
(an unbalanced rotating mass) is engaged, simulating the effects of
a simpler control system. This is known as haptic feedback.
HOW IT WORKS? Haptics applications use specialized hardware to
provide sensory feedback that simulates physical properties and
forces. Haptic interfaces can take many forms; a common
configuration uses separate mechanical linkages to connect a
persons fingers to a computer interface.
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.
So,when the user moves his fingers, sensors translate those
motions into actions on screen, and motors transmit feedback
through the linkages to the users fingers. The screen might show a
ball, for example, and by manipulating a virtual hand through the
device, the user can feel the ball, discerning how much it weighs
or the texture of its surface.
HAPTICS INFORMATION Tactileinformation Haptic
informationKinestheticinformation
Tactile information refers the information acquired by the
sensors which are actually connected to the skin of the human body
with a particular reference to the spatial distribution of
pressure, or more generally, tractions, across the contact area.
For example when we handle flexible materials like fabric and
paper, we sense the pressure variation across the fingertip. This
is actually a sort of tactile information.
Tactile sensing is also the basis of complex perceptual tasks
like medical palpation, where physicians locate hidden anatomical
structures and evaluate tissue properties using their hands.
Kinesthetic information refers to the information acquired through
the sensors in the joints. Interaction forces are normally
perceived through a combination of these two informations.
FUNCTIONS OF HAPTICS :- How touch and its underlying brain
functions work :- Haptic technology:- technology that interfaces
with the user through the sense of touch. Haptic communication:-
the means by which people and other animals communicate via
touching.
Haptic perception:- the process of recognizing objects through
touch. Haptic poetry:- a liminal art form combining characteristics
of typography and sculpture.
HAPTICS COMMUNICATION Haptic communication is the means by
which people and other animals communicate via touching. It
providing information about surfaces and textures. It is a
component of nonverbal communication in interpersonal
relationships, and vital in conveying physical intimacy.
Humanbabies havebeenobserved tohaveenormousdifficultysurviving
ifthey do notpossess asense oftouch, evenif they retainsight
and
In chimpanzees the sense of touch is highly developed. As new
borns they see and hear poorly but cling strongly to their mothers.
Heslin (1974) outlines the four haptic categories:
Functional/professional Social/polite Friendship/warmth
Love/intimacy
HAPTICSPERCEPTION Sometostati -onary Touch combining with skin
surface. Recognizing the object.
HAPTIC PERCEPTION Haptic perception is the process of
recognizing objects through touch. It involves a combination of
somatosensory perception of patterns on the skin surface (e.g.,
edges, curvature, and texture) and hand position and conformation.
People can rapidly and accurately identify 3-D objects by touch.
They do so through the use of exploratory procedures, such as
moving the fingers over the outer surface of the object or holding
the entire object in the hand
HAPTIC POETRY Haptic poetry, like visual poetry and sound
poetry, is a liminal art form combining characteristics of
typography and sculpture to create objects not only to be seen, but
to be touched and manipulated. Indeed, in haptic poetry, the sense
of touch is equal to, if not more important than, the sense of
sight, yet both text-based poetry and haptic poetry have the same
goals: to create an aesthetic effect in the minds of the intended
audience.
HAPTIC TECHNOLOGY Everyapplications use the hapticconcepts
directlyor indirectly. In this fig. intouchscreencell,
internallythere are verysmall boxes.when we touchany button, itwill
sense thatwhat we want.And it give it asa output.
APPLICATONS
MICROSOFT SURFACE34 Touch Screen
Project began in 2001 Introduced in 2007 A surface computing
platform from Microsoft. Microsoft Surface represents a fundamental
change in the way we interact with digital content. With Surface,
we can actually grab data with our hands, and move information
between objects with natural gestures and touch. Surface features a
30-inch tabletop display whose unique abilities allow for several
people to work independently or simultaneously. All without using a
mouse or a keyboard.35 Touch Screen
A form of computing that offers a natural way of interacting
with information, rather than the traditional user interface.
Direct Interaction: The ability to "grab" digital information with
hands - interacting with touch/gesture, not with a mouse or
keyboard. MultiTouch: The ability to recognize multiple points of
contact at the same time, not just one (Ex. One finger, like with
most touch screens), but dozens. MultiUser: The Surfaces screen is
horizontal, allowing many people to come together around it and
experience a collaborative, facetoface computing experience. Object
Recognition: Physical objects can be placed on the Surfaces screen
to trigger different types of digital responses (Ex. cell phones,
cameras, & glasses of wine).36 Touch Screen
3-D gaming Disney Research, Pittsburg (DRP) has shown off a
revolutionary technology called Surround Haptics that can bring
real life experience in video gaming and film watching.
Once you are playing a video game, your spine will shiver based
on the movements. For instance, if you ride a car at its maximum
speed and smash into a car coming opposite, your body will feel
exactly like you are in a real car accident. Many other virtual
experiences can be created to physical sensation with Surround
Haptics. The DRP technology is a simply gaming chair, equipped with
several simulating actuators. The gamer needs to sit in the chair
to feel the innovative gaming experience in his/her body. The
actuators will vibrate in response to the music and action from the
game or film resulting in the shivering experience for the gamers.
In short, the Surround Haptics system will realize the
HAPTIC DEVICES A haptic device is the one that provides a
physical interface between the user and the virtual environment by
means of a computer. This can be done through an input/output
device that senses the body movement, such as joystick or data
glove. By using haptic devices, the user can not only feed
information to the computer but can also receive information from
the computer in the form of a felt sensation on some part of the
body. This is referred to as a haptic interface.
HAPTIC DEVICES Virtual reality/ FeedbackTelerobotics devices
based devices
a) Virtual reality/ Telerobotics based devicesI. Exoskeletons
and Stationary deviceII. Gloves and wearable devicesIII.
Point-sources and Specific task devicesIV. Locomotion Interfaces b)
Feedback devicesI. Force feedback devicesII. Tactile displays
i) Exoskeletons and Stationary devices The term exoskeleton
refers to the hard outer shell that exists on many creatures. In a
technical sense, the word refers to a system that covers the user
or the user has to wear. Current haptic devices that are classified
as exoskeletons are large and immobile systems that the user must
attach him- or herself to.
HAPTIC DEVICE :
ii) Gloves and wearable devices These devices are smaller
exoskeleton-like devices that are often, but not always, take the
down by a large exoskeleton or other immobile devices. Since the
goal of building a haptic system is to be able to immerse a user in
the virtual or remote environment. The drawback of the wearable
systems is that since weight and size of the devices are a concern,
the systems will have more limited sets of capabilities.
HAPTIC HARDWARE HANDLE
iii) Point sources and specifictask devices This is a class of
devices that are very specialized for performing a particular given
task. Designing a device to perform a single type of task restricts
the application of that device to a much smaller number of
functions. However it allows the designer to focus the device to
perform its task extremely well. These task devices have two
general forms, single point of interface devices and specific task
devices.
iv) Locomotion interfaces An interesting application of haptic
feedback is in the form of full body Force Feedback called
locomotion interfaces. Locomotion interfaces are movement of force
restriction devices in a confined space. These interfaces overcomes
the limitations of using joysticks for maneuvering or whole body
motion platforms, in which the user is seated and does not expend
energy, and of room environments, where only short distances can be
traversed.
Feedback devices
Limitations :1. Limitations of haptic device systems have
sometimes made applying the forces exact value as computed by
force-rendering algorithms impossible.As this would lead to
erroneous or discontinuous application of forces to the user. In
addition, haptic devices are not ideal force transducers.2. An
ideal haptic device would render zero impedance when simulating
movement in free space, and any finite impedance when simulating
contact with an object featuring such impedance characteristics.
The friction, inertia, and backlash present in most haptic devices
prevent them from meeting this ideal.
3. Touching a virtual object extracts energy from it. This
extra energy can cause an unstable response from haptic devices.4.
Finally, haptic device position sensors have finite resolution.
Consequently, attempting to determine where and when contact occurs
always results in a quantization error. Although users might not
easily perceive this error, it can create stability problems. The
first two issues usually depend more on the device mechanics; the
latter two depend on the digital nature of VR applications.
FUTURE SCOPE As this IT technology is growing very fast. So to
think about the future technology is very tough. A survey of
experts shows they expect major tech advances as the phone becomes
a primary device for online access, voice-recognition improves, and
the structure of the Internet itself improves. Technology
stakeholders and critics were asked in an online survey to assess
scenarios about the future social, political, and economic impact
of the Internet and they said the following: Voice recognition and
touch user-interfaces will be more prevalent and accepted by 2020.
The survey found that there were mixed reactions to how haptic
technology, will be or wont be adopted in the future.
CONCLUSION Haptic technology, which attempts to provide
compelling sensations to human operators in virtual and
teleoperated environments It is a relatively new,but fast-growing
and dynamic area of research. The field relies not only on
fundamental foundations from robotics and control theory, but also
on fields in the human sciences, particularly neuroscience and
psychology. Todays, commercial success of haptics has been in the
areas of entertainment, medical simulation, and design, although
new devices and applications are regularly appearing.