Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
2012, Haptics Rendering and Applications
AI
The paper explores the evolution and significance of haptic technology in gaming, emphasizing its role in enhancing player interaction and immersion. It discusses the transition from basic feedback methods to advanced haptic devices that offer realistic sensations during gameplay. Additionally, it highlights the growing integration of haptics in mobile gaming and serious applications, forecasting a future where haptic capabilities continue to expand across various fields.
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
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.
Touch and feel senses of human beings provide important information about the environment. When those senses are integrated with the eyesight, we may get all the necessary information about the environment. In terms of human-computer-interaction, the eyesight information is provided by visual displays. On the other hand, touch and feel senses are provided by means of special devices called "haptic" devices. Haptic devices are used in many fields such as computer-aided design, distance-surgery operations, medical simulation environments, training simulators for both military and medical applications, etc. Besides the touch and sense feelings haptic devices also provide forcefeedbacks, which allows designing a realistic environment in virtual reality applications. Haptic devices can be categorized into three classes: tactile devices, kinesthetic devices and hybrid devices. Tactile devices simulate skin to create contact sensations. Kinesthetic devices apply forces to guide or inhibit body movement, and hybrid devices attempt to combine tactile and kinesthetic feedback. Among these kinesthetic devices exerts controlled forces on the human body, and it is the most suitable type for the applications such as surgical simulations. The education environments that require skill-based improvements, the touch and feel senses are very important. In some cases providing such educational environment is very expensive, risky and may also consist of some ethical issues. For example, surgical education is one of these fields. The traditional education is provided in operating room on real patients. This type of education is very expensive, requires long time periods, and does not allow any error-andtry type of experiences. It is stressfully for both the educators and the learners. Additionally there are several ethical considerations. Simulation environments supported by such haptic user interfaces provide an alternative and safer educational alternative. There are several studies showing some evidences of educational benefits of this type of education (Tsuda et al 2009; Sutherland et al 2006). Similarly, this technology can also be successfully integrated to the physical rehabilitation process of some diseases requiring motor skill improvements (Kampiopiotis & Theodorakou, 2003). Hence, today simulation environments are providing several opportunities for creating low cost and more effective training and educational environment. Today, combining three dimensional (3D) simulation environments with these
Serious gaming often requires high level of realism for training and learning purposes. Haptic technology has been proved to be useful in many applications with an additional perception modality complementary to the audio and the vision. It provides novel user experience to enhance the immersion of virtual reality with a physical control-layer. This survey focuses on the haptic technology and its applications in serious gaming. Several categories of related applications are listed and discussed in details, primarily on haptics acts as cog-nitive aux and main component in serious games design. We categorize haptic devices into tactile, force feedback and hybrid ones to suit different haptic interfaces , followed by description of common haptic gadgets in gaming. Haptic modeling methods, in particular, available SDKs or libraries either for commercial or academic usage, are summarized. We also analyze the existing research difficulties and technology bottleneck with haptics and foresee the future research directions.
Haptic is the science of applying touch (tactile) sensation and control to interact with pc programs. Haptic tool gives people a feel of contact with pc generated environments, so that once virtual objects are touched, they appear real and tangible. Haptic technology refers to era that interfaces the user with a digital environment via the experience of touch with the aid of applying forces, vibrations, and/or motions to the consumer. This mechanical stimulation can be used to assist in the introduction of virtual items (gadgets existing most effective in a laptop simulation), for control of such virtual objects, and to beautify the far flung manipulate of machines and devices. This paper consists of how haptic era works, about its devices.
This chapter sets about to provide the background and orientation needed to set a novice designer on his or her way to bringing haptics successfully into an interactive product. To define appropriate roles for haptic interaction, it is necessary to integrate a basic awareness of human capabilities on one hand and current device technology on the other. Here, I explore this integration by first summarizing the most salient constraints imposed by both humans and hardware. I then proceed to relate perceptual, motor, and attentional capabilities to a selection of emerging application contexts chosen to be relevant to contemporary design trends and opportunities. These include abstract communication and notification, augmentation of graphical user interfaces, expressive control, affective communication, and mobile and handheld computing. Our touch (haptic) sense is such an integral part of our everyday experience that few of us really notice it. Notice it now, as you go about your business. Within and beneath our skin lie layers of ingenious and diverse tactile receptors comprising our tactile sensing subsystem. These receptors enable us to parse textures, assess temperature and material , guide dexterous manipulations, find a page's edge to turn it, and deduce a friend's mood from a touch of his hand. Intermingled with our muscle fibers and within our joints are load cells and position transducers making up our proprioceptive sense, which tell our nervous systems of a limb's position and motion and the resistance it encounters. Without these and their close integration with our body's motor control, it would be exceedingly difficult to break an egg neatly into a bowl, play a piano, walk without tripping, stroke a pet, write, draw, or even type. Touch is our earliest sense to develop (Montagu, 1986). It has evolved to work in a tight partnership with vision and hearing in many ways we are only beginning to understand, as we study processes (such as hand-eye coordination) and how we process conflicting or competing information from different senses. In stark contrast to the importance of touch in our everyday experience, the use of touch is marginalized in contemporary computer interfaces, overlooked in the rush to accommodate graphical capability in desktop-based systems. The primary advances have been in feel-focused improvements in nonactuated pointing tools for both function and aesthetics. Scroll wheels have been designed for the user to click with just the right resistance and frequency; and most cell phones now come with vibrators that indicate incoming calls. Meanwhile, the use of haptic feedback in the consumer sphere is largely limited to gaming, and tactile feedback to simple cell phone alerts.
Visual Communications and Image Processing 2010, 2010
New 3D video representations enable new modalities of interaction, such as haptic interaction, with 2D and 3D video for truly immersive media applications. Haptic interaction with video includes haptic structure and haptic motion for new immersive experiences. It is possible to compute haptic structure signals from 3D scene geometry or depth information. This paper introduces the concept of haptic motion, as well as new methods to compute haptic structure and motion signals for 2D video-plus-depth representation. The resulting haptic signals can be rendered using a haptic cursor attached to a 2D or 3D video display. Experimental results and a demo system are available.
David Prytherch and Mairghread McLundie The term haptics in its broadest sense relates to the study of touch and the cutaneous senses. The word itself derives from the Greek haptikos, able to touch. The aim of this paper is to review the research on haptics from its foundations in the work of Ernst Weber to the later work of David Katz and others. The paper considers the relationship between touch and vision, and the implications of this research for thinking about the making,of art. In addition to the main paper this issue also contains a guide to digital haptics
Proceedings of the First International Conference on Ambient Media and Systems, 2008
Current and potential applications of online virtual worlds are attracting the interest of many researchers around the world. One and perhaps the most famous example of such systems is Linden Lab's Second Life. Recently, sources for its client application have been released under the GPL license, allowing anyone to extend it and build a modified client. This work presents an effort to explore the possibilities that haptic technologies can offer to multiuser online virtual worlds, to provide users with an easier, more interactive and immersive experience. A haptic-enabled version of the Second Life Client, supporting major haptic devices, is proposed. Two haptic-based input modes have been added which help visually impaired people to navigate and explore the simulated 3D environment by exploiting force feedback capabilities of these devices.
Computers & Graphics, 1997
Haptic displays are emerging as effective interaction aids for improving the realism of virtual worlds. Being able to touch, feel, and manipulate objects in virtual environments has a large number of exciting applications. The underlying technology, both in terms of electromechanical hardware and computer software, is becoming mature and has opened up novel and interesting research areas. In this paper, we clarify the terminology of human and machine haptics and provide a brief overview of the progress recently achieved in these fields, based on our investigations as well as other studies. We describe the major advances in a new discipline, Computrr Huptics (analogous to computer graphics), that is concerned with the techniques and processes associated with generating and displaying haptic stimuli to the human user. We also summarize the issues and some of our results in integrating haptics into multimodal and distributed virtual environments, and speculate on the challenges for the future.
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. ...
2012 IEEE RO-MAN: The 21st IEEE International Symposium on Robot and Human Interactive Communication, 2012
This paper presents a prototype of a hands-on immersive peripheral device for controlling a virtual hand with high dexterity. Based on the results of users' tests on previous versions of our device and on the analysis of a manipulation task, this prototype is as easy as a mouse to use and allows the control of a high number of degrees of freedom (dofs) with tactile feedback. Design issues, physical phenomena and physiological behaviors are tightly linked and highly influence interaction. The goals corresponding to these issues include the choice of sensors' technology and their position on the device, low efforts exerted while using the device, relevant multisensorial feedback, performance of achieved tasks. An example of a grasping task illustrates the effectiveness of our device to achieve intuitive and efficient interactions, bringing new insights for collaborative interaction.
Proceedings of the 2019 ACM Southeast Conference, 2019
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
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.
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.
International journal of engineering research and technology, 2018
Haptic Interface are designed to allow humans to touch virtual objects as they were real. Unfortunately, virtual surface models currently require extensive hand tuning and do not feel authentic, which limits the usefulness and applicability of such systems. The proposed approach of Haptography seeks to address this deficiency by basing models on haptic data recorded from real interactions between a human and a target object. The studio Haptographer uses a fully instrumented stylus to tap, press and stroke an item in a controlled environment while a computer system records position, orientation, velocities, accelerations and forces. The point and touch Haptographer carries a simple instrumented Stylus around during daily life, using it to capture interesting haptic properties of items in the real world. Recorded data is distilled into Haptographer, the Haptic impressing of object or surface patch, including properties such as local shape, stiffness, friction and texture. Finally the ...
2022
Technological advancement provides an increasing number and variety of solutions to interact with digital content. However, the complexity of the devices we use to interact with such content grows according to the users' needs as well as the complexity of the target interactions. This also includes all those tools designed to mediate touch interactions with virtual and/or remote environments, i.e., haptic interfaces and rendering techniques. We propose three hours of tutorials to discuss the technology, challenges, and perspective of haptic systems and rendering techniques for immersive human-computer interaction. CCS Concepts: • Human-centered computing → Haptic devices.
ascilite 2009: 26th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education: Same Places, Different Spaces, 2009
"Three-dimensional immersive spaces such as those provided by virtual worlds, give unparalleled opportunities for learners to practically engage with simulated authentic settings that may be too expensive or too dangerous to experience in the real world. The potential afforded by these environments is severely constrained by the use of a keyboard and mouse moving in two dimensions. While most technologies have evolved rapidly in the early 21st century, the mouse and keyboard as standard navigation and interaction tools have not. However, talented teams from a range of disciplines are on serious quests to address this limitation. Their Holy Grail is to develop ways to interact with 3D immersive spaces using more natural human movements with haptic feedback. Applications would include the training of surgeons and musical conductors, training elite sports people and even physical rehabilitation. This paper reports on the cutting-edge technology projects that look most likely to provide a solution for this complex problem, including the Wiimote and the Microsoft’s Project Natal."
Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.