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2019, Proceedings of the 2019 ACM Southeast Conference
Over the past decade, the advancements in force-feedback (haptic) systems, facilitated the inclusion of the tactile communication channel in a variety of user interfaces. Tactile sensors are distributed over the entire human body, hence a diversity of haptic hardware configurations are possible. The applications span from: force-feedback systems-conveying large forces, to vibrotactile systems-conveying smaller forces to the human sensory system. This paper provides a comprehensive survey of state-of-the-art in force-feedback and vibrotactile hardware with references to associated software. The main application domains, several prominent applications, as well as significant research efforts are highlighted. Additionally the survey defines the terms and the paradigms used in the haptic technology domain. CCS CONCEPTS • Human-centered computing → Haptic devices • Hardware → Tactile and hand-based interfaces
2012
In telemanipulation and 3D virtual interactions it is important to transmit force sen- sation from the remote or virtual environment to the operator. Due to the weak points (control issues, robustness, cost) of real force feedback devices, methods where force is rendered on non-native sensory channels have grounds. In this paper, a survey of the related literature is presented and the concept of sensor-bridging type cognitive infocommunications based force reflecting schemes is discussed. A complete experimental infrastructure with hardware and soft- ware components is built providing a background for the investigation of the proposed methods from practical usability aspects. This environment is utilized in a pilot experiment with human participants providing substantial observations on the usability of sensor-bridging type vibro- tactile force feedback methods. The test confirms that vibrotactile glove equipped with shaftless vibration motors can be successfully applied as tactile/...
2010
A prototype of a joystick where the kinesthetic feedback is substituted by tactile feedback is proposed. Tactile feedback is provided by a wearable device able to apply vertical stress to the fingertip in contact with the joystick. To test the device, rigid wall rendering is considered. Preliminary experiments show that the sensation of touching a virtual wall using the force feedback provided by the electric motor of the joystick is nearly indistinguishable from the sensation felt by the user using the tactile display only. The proposed device does not suffer from typical stability issues of teleoperation systems and is intrinsically safe.
2019
Computer haptics is an emerging technology that provides force feedback and tactile sensations to users as they interact with a virtual object. Haptic hardware provides sensory feedback that simulates physical properties and forces. The monitor enables sighted users to see computer generated images and audio speakers allow users to hear sounds, the haptic device makes it possible for blind or visually impaired users to feel force feedback and textures while they manipulate virtual two and three dimensional objects. The haptic device allows the user to interact with a virtual object, such as a planet surface feature or a cell membrane, using the sense of touch. Other physical properties can also be simulated, such as textures, magnetism, viscosity, vibration, or elasticity. Science related haptic software was used with students with visual impairments, the researcher found that adding forces to the visual display enhanced users understanding of the binding energy of a drug molecule. ...
This paper presents a novel approach to the understanding of Haptic and its related fields where haptics is used extensively like in display systems, communication, different types of haptic devices, and interconnection of haptic displays where virtual environment should feel like equivalent physical systems. There have been escalating research interests on areas relating to haptic modality in recent years, towards multiple fields. However, there seems to be limited studies in determining the various subfields and interfacing and related information on haptic user interfaces and its influence on the fields mentioned. This paper aims to bring forth the theory behind the essence of Haptics and its Subfields like haptic interfaces and its applications.
Telerobotic systems enable humans to explore and manipulate remote environments for applications such as surgery and disaster response, but few such systems provide the operator with cutaneous feedback. This article presents a novel approach to remote cutaneous interaction; our method is compatible with any fingertip tactile sensor and any mechanical tactile display device, and it does not require a position/force or skin deformation model. Instead, it directly maps the sensed stimuli to the best possible input commands for the device’s motors using a data set recorded with the tactile sensor inside the device. As a proof of concept, we considered a haptic system composed of a BioTac tactile sensor, in charge of measuring contact deformations, and a custom 3-DoF cutaneous device with a flat contact platform, in charge of applying deformations to the user’s fingertip. To validate the proposed approach and discover its inherent tradeoffs, we carried out two remote tactile interaction experiments. The first one evaluated the error between the tactile sensations registered by the BioTac in a remote environment and the sensations created by the cutaneous device for six representative tactile interactions and 27 variations of the display algorithm. The normalized average errors in the best condition were 3.0% of the BioTac’s full 12-bit scale. The second experiment evaluated human subjects’ experiences for the same six remote interactions and eight algorithm variations. The average subjective rating for the best algorithm variation was 8.2 out of 10, where 10 is best.
Human Computer Interaction, 2008
IEEE Transactions on Haptics, 2012
This paper presents the development of a compact tactile display and its integration in teleoperation. The system's operation is based on the display of surface shape to an area of the fingertip through a 4 Â 4 array of tactors moving perpendicularly to the skin surface. The tactors are spring loaded and are actuated remotely by dc motors through a flexible tendon transmission. This novel implementation of conventional actuation principles achieves a compact design with superior performance compared to devices of a similar footprint, demonstrating an excellent combination of tactor spatiotemporal resolution, force, and amplitude. The display's ergonomic design and high performance make it suitable for integration on haptic devices for tactile feedback in VR and in Teleoperation. This paper presents the design, control, and performance of the tactile display and of the transmission system. It also demonstrates its integration on an Omega7 force feedback device for the teleoperation of an LWR KUKA manipulator. An experiment is presented where users teleoperated the stylus of the robot in a 3D contour following task with and without tactile feedback. In this experiment, force feedback from the slave is fused with model-based local tactile feedback. Subjects' performances indicate an improvement in teleoperation when both tactile and force feedback are present.
2012 IEEE International Conference on Systems, Man, and Cybernetics (SMC), 2012
Interfaces capable of providing tactile and force feedback are required to enhance interaction in VR applications, especially in those applications that involve the exploration of small geometric features and manipulation of small objects. This paper presents a high performance haptic interface capable of displaying tactile and force feedback information when interacting with virtual objects. The main objective of this work is to examine the capabilities of this interface to provide realistic sensations during the exploration of small surface features, such as ridges and convex shapes. To achieve this goal, two exploratory experiments under different feedback modalities were conducted. In the first experiment was evaluated the performance of users in detecting and localizing small convex shapes. In the second experiment was measured the users' ability to discriminate the angle of two chevron-shaped ridges. Results from the first experiment indicated a significant increase in performance not only when the interface provided tactile and force feedback but also when it provided only tactile feedback. Results from the second experiment showed that relatively small differences in angle (±7%) can be discriminated using the tactile and force feedback interface. An average threshold of 6.4 was obtained.
2004
We demonstrate a 30-element vibrotactile array that fits the palm of a large-handed user. The array is driven by input to a touchpad, thereby allowing one user to haptically "draw" on a remote user's hand. Pulse-width modulation is used to control tactor intensity, and the multiple intensity levels are used by an anti-aliasing procedure that allows the array to represent
2002
Haptic feedback is a crucial sensorial modality in virtual reality interactions. Haptics means both force feedback (simulating object hardness, weight, and inertia) and tactile feedback (simulating surface contact geometry, smoothness, slippage, and temperature). Providing such sensorial data requires desk-top or portable special-purpose hardware called haptic interfaces. Modeling physical interactions involves precise collision detection, real-time force computation, and high control-loop bandwidth. This results in a large computation load which requires multi-processor parallel processing on networked computers. Applications for haptics-intensive VR simulations include CAD model design and assembly. Improved technology (wearable computers, novel actuators, haptic toolkits) will increase the use of force/tactile feedback in future VR simulations.
Journal of Ambient Intelligence and Smart Environments, 2009
Haptic interaction has for a long time been a promise that has not fully been realized in everyday technology due to several reasons. Already for more than 20 years the research community in the field of human-technology interaction has identified multimodal interaction as a potential next mainstream interaction paradigm to replace graphical user interfaces. At the same time, both personal computers and mobile devices have developed rapidly allowing more computing power, more sophisticated feedback through different channels such as display and audio, and more ways of interaction to be used in everyday computing tasks. Within the past few years, haptic interaction has been under rapid research and development. In this article, we will give an introduction to the present state of the art in haptic interaction technology and its promises in mainstream information and communication technology.
Lecture Notes in Computer Science, 2001
This paper presents a short review of the history surrounding the development of haptic feedback systems, from early manipulators and telerobots, used in the nuclear and subsea industries, to today's impressive desktop devices, used to support real-time interaction with 3D visual simulations, or Virtual Reality. Four examples of recent VR projects are described, illustrating the use of haptic feedback in ceramics, aerospace, surgical and defence applications. These examples serve to illustrate the premise that haptic feedback systems have evolved much faster than their visual display counterparts and are, today, delivering impressive peripheral devices that are truly usable by non-specialist users of computing technology.
2017
Haptic technology is tactile feedback technology. Haptic technology take advantage of user sense of touch by applying force, vibration or motion to the user. Haptic refers to manipulation and sensing through touch. In the proposed paper we have discussed an overview, important concepts in haptic technology, discusses the most broadly used haptics system like 'phantom', 'cyberglove' devices. We have explained in details how haptic technology implemented in various fields of study. In the proposed paper also includes how haptic technology works, its applications its advantages, its disadvantages, and its future applications.
Sensor Review, 2004
Haptic interfaces enable person‐machine communication through touch, and most commonly, in response to user movements. We comment on a distinct property of haptic interfaces, that of providing for simultaneous information exchange between a user and a machine. We also comment on the fact that, like other kinds of displays, they can take advantage of both the strengths and the limitations of human perception. The paper then proceeds with a description of the components and the modus operandi of haptic interfaces, followed by a list of current and prospective applications and a discussion of a cross‐section of current device designs.
The 34th Annual ACM Symposium on User Interface Software and Technology, 2021
Wearable vibrotactile devices have many potential applications, including sensory substitution for accessibility and notifcations. Currently, vibrotactile experimentation is done using large lab setups. However, most practical applications require standalone on-body devices and integration into small form factors. Such integration is time-consuming and requires expertise. With a goal to democratize wearable haptics we introduce VHP, a vibrotactile haptics platform. It includes a low-power miniature electronics board that can drive up to 12 independent channels of haptic signals with arbitrary waveforms at a 2 kHz sampling rate. The platform can drive vibrotactile actuators including linear resonant actuators and voice coils. The control hardware is battery-powered and programmable, and has multiple input options, including serial and Bluetooth, as well as the ability to synthesize haptic signals internally. We developed current-based loading sensing, thus allowing for unique features such as actuator auto-classifcation, and skin-contact quality sensing. Our technical evaluations showed that the system met all our initial design criteria and is an improvement over prior methods as it allows all-day wear, has low latency, has battery life between 3 and 25 hours, and can run 12 actuators simultaneously. We demonstrate unique applications that would be timeconsuming to develop without the VHP platform. We show that VHP can be used as bracelet, sleeve and phone-case form factors. The bracelet was programmed with an audio-to-tactile interface and was successfully worn for multiple days over months by developers. To facilitate more use of this platform, we open-source our design and plan to make the hardware widely available. We hope this work will motivate the use and study of vibrotactile all-day wearable devices. CCS CONCEPTS • Human-centered computing → Haptic devices. This work is licensed under a Creative Commons Attribution International 4.0 License.
2004
This paper presents work we have done on the design and implementation of an untethered system to deliver haptic cues for use in immersive virtual environments through a body-worn garment. Our system can control a large number of body-worn vibration units, each with individually controllable vibration intensity. Several design iterations have helped us to refine the system and improve such aspects as robustness, ease of donning and doffing, weight, power consumption, cable management, and support for many different types of feedback units, such as pager motors, solenoids, and muffin fans. In addition, experience integrating the system into an advanced virtual reality system has helped define some of the design constraints for creating wearable solutions, and to further refine our implementation.
Proceedings of the ACM Symposium on Applied Perception - SAP '13, 2013
Mobile and wearable embedded devices connect the user with digital information in a continuous and pervasive way. The need for portability and unobtrusiveness limits the possibilities of user interaction with such devices, challenging the designer to exploit new input and output modalities. A key benefit is given by the possibility to use multi-modal interaction capabilities that can dynamically act on different human senses and the cooperative capabilities of the small and pervasive devices. In this scenario we present HapticLib, a software library for the development and implementation of vibro-tactile feedback on resource-constrained embedded devices. It was designed to offer a high level programming interface for the rendering of haptic patterns, accurately modeling the nature of vibro-tactile actuators and different touch experiences.
Communications of the ACM, 2011
After more than 20 years of research and development, are haptic interfaces finally getting ready to enter the computing mainstream? E Ve R S I N Ce the first silentmode cell phones started buzzing in our pockets a few years ago, many of us have unwittingly developed a fumbling familiarity with haptics: technology that invokes our sense of touch. Video games now routinely employ force-feedback joysticks to jolt their players with a sense of impending onscreen doom, while more sophisticated haptic devices have helped doctors conduct surgeries from afar, allowed deskbound soldiers to operate robots in hazardous environments, and equipped musicians with virtual violins. Despite recent technological advances, haptic interfaces have made only modest inroads into the mass consumer market. Buzzing cell phones and shaking joysticks aside, developers have yet to create a breakthrough product-a device that would do for haptics what the iPhone has done for touch screens. The slow pace of market acceptance stems partly from typical new-technology growing pains: high production costs, the lack of standard application programming interfaces (APIs), and the absence of established user interface conventions. Those issues aside, however, a bigger question looms over this fledgling industry: What are haptics good for, exactly? Computer scientists have been exploring haptics for more than two decades. Early research focused largely on the problem of sensory substitution, converting imagery or speech information into electric or vibratory stimulation patterns on the skin. As the technology matured, haptics found new applications in teleoperator systems and virtual environments, useful for robotics and flight simulator applications. Today, some researchers think the big promise of haptics may involve
Interacting with Computers, 2009
For hand-object interaction in real situations the interplay between the local tactile interaction and force interaction seems to be very important. In current haptic interfaces, however, two different trends are present: force feedback devices which offer a permanent invariable grip and a resultant force, and tactile devices, which offer variable local patterns, often used for texture rendering. The purpose of the present work is to combine the two types of devices in a coherent manner. In the new device presented here, the tactile stimulation is obtained from strictly the same interaction loop, and obeys to the same physical model, as the force feedback, providing the information on the spatial distribution of forces circulating between the object and the fingertip. An experiment on following sharp edges of virtual object comparing the force feedback alone and different tactile augmentations is presented and discussed, alone with some open epistemological issues.
Haptics Rendering and Applications, 2012
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