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Haptic
‘Touch the virtual’
By
R. Abhinav Bharadwaj
II C.S.E
S.M.K.F.I.T.
‘Haptic’ is derived from the Greek word ‘haptikos’
which means ‘being able to come into contact’
The Science of Touch
Basic Idea of Haptic Technology
 Haptic is the technology of adding the sensation of touch
and feeling to computers & devices.
 A Haptic device gives people a sense of touch with
computer-generated environment, so that when ‘Virtual’
objects are touched, they seem to be 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.
 Haptic aims in giving the user a sense of Touch as long as
the ‘Contact’ is present, which is implemented by ‘Being
in Touch’ concept.
 Haptic refers to the technology the bridges the user with a Virtual
Environment via sense of touch by either exerting a force or a vibration
of shorter magnitude and length. At times motion are even used to give
the ‘feedback’ to user.
 These ‘Feedbacks’ enable the user to feel and understand the Virtual
Surrounding a more realistic manner.
 This ‘Mechanical Simulation’ may be used to assist in creating &
controlling a ‘Virtual Object’ (here ‘Virtual’ in the sense, they are
available only in a computer simulation).
 Also Haptic helps in enhance the Control of machines and devices
remotely (Teleoperations).
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.
 Later in 1970s & 1980s, significant research efforts in a
completely different field of technology called Robotics
also began to focus on manipulation and perception of
objects by touch.
 Researchers soon found that building a dexterous robotic
hand (considering it for the purpose of an autonomous
robot) was much more complex and subtle than their
initial naive hopes had suggested.
 Finally in late 1990s, the confluence of several
technologies made the word ‘Haptic’ in more important
focus factor. Also ‘Virtualized Haptics’ became possible.
 Computer Haptics was far more different for Computer
Graphics. It enabled the display of simulated objects to
human users in an interactive manner.
 However Computer Haptics uses a display methodology
though which object can be physically palpated. It
enabled to examine the object physically (i.e. by
touching).
Working of Haptics
 Basically a Haptic system consists of Two parts :
(i) Human part (user) (ii) Machine part (computer)
 The Human part senses and controls the position of the hand & The
Machine part exerts force to and from the hand in order to simulate
contact with a ‘Virtual’ object.
 Both the systems will be provided with the core components for the
simulation process. The components are a)Sensors, b) Processors and
c) Actuators.
 Sensors, sense the position, size & other traits of the object. These
information is then transmitted to Processors.
 Processors, do the processing and gives appropriate commands to the
Actuators.
 Actuators perform to role of giving physical ‘Feedbacks’ to the users
as well as the ‘Virtual’ object.
 In Human part, Nerve Receptors perform sensing & transmission of
the traits. The Brain handles the Processing section & Muscles perform
actuation of the movements & motions done by hand.
 In the same way, these operations & functions are performed in the
Machine side by Encoders, Computer System and Motors respectively.
Areas of Haptics
Human Haptics
Machine Haptics
Computer Haptics
Virtual Reality
 Virtual Reality is nothing complex. It is a simple Human –
Computer interaction more similar like a Human – Human
interaction.
 In Virtual Reality, the Computer System is portrayed as a
Human. This Interaction creates a ‘Virtual Environment’.
 A ‘Virtual Environment’ thus created can be explored
directly with the help of our senses.
 In other words, it is just an Imitation of Real World and its
object through a Computer System.
Virtual World vs. Real World
 Object in Real World are explored by touching them.
While doing so, our brain gets the traits of the object with
the help of our senses.
 As said earlier, ‘Virtual World’ must be able to give the
exact experience that a User gets when the same is done
in our Real World.
 In order achieving that exact experience, user must be
able to touch and feel a response from the ‘Virtual
Object’.
 Also to complete this Imitation, user must be able get
some ‘Feedback’ from the Computer System.
 These ‘Feedbacks’ are called ‘Haptic Feedback’.
Implementation of Haptic Technology
 Haptic Technology is implemented in different approaches
& types of interactions. Also it differs from one Haptic
Device to another.
 These Interactions are categorized based on the types of
touch sensations (Feedback) that a user can receive from
the Computer.
 A) Tactile Feedback
 B) Force Feedback
Tactile Feedback
 Feedbacks received by a user that are felt by his/her
‘skin’.
 Traits of the Object like Texture of surfaces, temperature
and vibrations exerted by it are felt by the skin.
Force Feedback
 These Feedbacks are used to identify and reproduce the
directional forces exerted by the solid boundaries of the
object.
 In most cases the weight of ‘Virtual Objects’ are
identified using the feedbacks.
Haptic Devices
 Gadgets which help to touch, sense and identify the type,
shape and properties of an ‘Object’ in a ‘Virtual
Environment’.
How are Haptic devices different?
 Common interfaces like Mouse and joystick are non-
haptic. They get only input and give no feedback.
 But, Haptic devices are input-output (feedback) in nature.
Phantom Device
 Developed by a company named Sensable Technologies.
 It works by monitoring the position of a users fingertip or
entire hand through optical encoders attached to the
device.
 The Geometric, Material and Dynamic properties of the
World we wish to represent can be modeled and stored.
Exoskeletons
 These are like Large and immobile
systems that a user must attach
him/her self to it.
 In order to generate larger and
varied force of information
(feedback) from the computer,
they have been designed and
constructed in Large size.
Cyber Grasp
 Immersion Corporation
 This device fits over the user’s
entire hand more like a
Exoskeleton and adds resistive
force feedback to each finger.
Applications
 Gaming
 Virtual Reality
 Tele-Presence
 Virtual Reality
 Haptic Torch for Blind
 Jaeger program
Gaming
 In various sports and games,
Altogether, more than 500 of them
use Force Feedback.
 Also more then 20 peripheral
manufactures now market in
excess of 100 Haptic Hardware
products for Gaming.
Mobiles
 Smartphones are now added this feature of Haptic Feedback.
 Google has introduced an app called ‘Google Talkback’, which use Haptic feedback to
guide blind users in handling the menus.
 Example is that, It presets different Vibrating patterns for each caller on the contact list.
It is helpful in identifying the person who’s calling.
 Nokia and Prada implemented
Haptic Feedback in their
phones using piezoelectric
sensor pads.
Military Training
 Specialized military training can be very expensive,
particularly for vehicle pilots. Some training procedures
have an element of high dangers in real simulation period.
 While the initial development of Virtual Reality Gear and
Software is expensive, later in the long run it is much
more cost efficient than putting soldiers into real vehicles
or physically simulated situations.
 Virtual Realty Technology also has other potential
applications that can make military activities even more
safer.
Haptic Torch for Blind
 This Haptic Technology has
been used in a torch which
detects the distance objects.
 While a turning dial on which
the user puts his/her thumb,
indicating the change in
distance of the object.
 The pictured device was
tested and found to be an
essential tool.
Jaeger Program
 Jaeger Program was a concept
used in the film ‘Pacific Rim’.
 It’s aim to control a giant robot
by engaging a ‘Neural
Handshake’ between the pilot
and the robot.
 This ‘Neural Handshake’ is
implemented by simple Haptic
Feedback methodology.
 Any setback occurring in the
part of the Robot is brought to
the notice of the pilot by either
Force or Tactile Feedback.
Advantages
 Communication in centered through touch and the ‘Digital
(Virtual) World’ can behave like the ‘Real World’.
 Working time is reduced since objects can be captured,
manipulated, modified and rescaled Virtually.
 Medical field simulations can allow Surgeons practice
Virtually thereby helping to gain confidence in the
procedures and reducing fatal accidents in Surgeries.
 With the help of Haptic Hardware and Software, the
designer could maneuver the part and feel the result, as if
he/she were handling that object physically in real.
Disadvantages (Areas of Improvement)
 Expensive in some of the exceptional cases.
 Debugging issues – as the coding for implementation on
Haptic feedback in more complex.
 Position Resolution of a Haptic Device is restricted to a finite
limit.
 Since only with the help of Sense of Touch the Haptic
Interfaces could be able to deliver warnings, more advanced
designs are required for improving the precision of Touch.
 Haptic applications could be extremely complex. They may
also require highly Specialized and Specific Hardware
thereby increasing the considerable power consumption
factor too.
Conclusion
 Haptic is considered to be future of Online Shopping Experience
and E-Commerce. It will be helpful in enhancing the shopping
experience and to feel the merchandise ‘Virtually’ from their
home.
 Haptic has larger potential application in many fields including
some of the critical fields as well as productive purposes.
 Haptic devices need to designed in a smaller and compact size,
so that they are portable and enabling to use in almost all
fields.
 The Market of Haptic is growing in huge manner. May in the
future, Haptics could become a part of daily usage like current
scenario of Smartphones and other Gadgets.
Haptic Technology

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Haptic Technology

  • 1. Haptic ‘Touch the virtual’ By R. Abhinav Bharadwaj II C.S.E S.M.K.F.I.T.
  • 2. ‘Haptic’ is derived from the Greek word ‘haptikos’ which means ‘being able to come into contact’ The Science of Touch
  • 3. Basic Idea of Haptic Technology  Haptic is the technology of adding the sensation of touch and feeling to computers & devices.  A Haptic device gives people a sense of touch with computer-generated environment, so that when ‘Virtual’ objects are touched, they seem to be 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.  Haptic aims in giving the user a sense of Touch as long as the ‘Contact’ is present, which is implemented by ‘Being in Touch’ concept.
  • 4.  Haptic refers to the technology the bridges the user with a Virtual Environment via sense of touch by either exerting a force or a vibration of shorter magnitude and length. At times motion are even used to give the ‘feedback’ to user.  These ‘Feedbacks’ enable the user to feel and understand the Virtual Surrounding a more realistic manner.  This ‘Mechanical Simulation’ may be used to assist in creating & controlling a ‘Virtual Object’ (here ‘Virtual’ in the sense, they are available only in a computer simulation).  Also Haptic helps in enhance the Control of machines and devices remotely (Teleoperations).
  • 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.  Later in 1970s & 1980s, significant research efforts in a completely different field of technology called Robotics also began to focus on manipulation and perception of objects by touch.  Researchers soon found that building a dexterous robotic hand (considering it for the purpose of an autonomous robot) was much more complex and subtle than their initial naive hopes had suggested.
  • 6.  Finally in late 1990s, the confluence of several technologies made the word ‘Haptic’ in more important focus factor. Also ‘Virtualized Haptics’ became possible.  Computer Haptics was far more different for Computer Graphics. It enabled the display of simulated objects to human users in an interactive manner.  However Computer Haptics uses a display methodology though which object can be physically palpated. It enabled to examine the object physically (i.e. by touching).
  • 8.  Basically a Haptic system consists of Two parts : (i) Human part (user) (ii) Machine part (computer)  The Human part senses and controls the position of the hand & The Machine part exerts force to and from the hand in order to simulate contact with a ‘Virtual’ object.  Both the systems will be provided with the core components for the simulation process. The components are a)Sensors, b) Processors and c) Actuators.  Sensors, sense the position, size & other traits of the object. These information is then transmitted to Processors.  Processors, do the processing and gives appropriate commands to the Actuators.  Actuators perform to role of giving physical ‘Feedbacks’ to the users as well as the ‘Virtual’ object.  In Human part, Nerve Receptors perform sensing & transmission of the traits. The Brain handles the Processing section & Muscles perform actuation of the movements & motions done by hand.
  • 9.  In the same way, these operations & functions are performed in the Machine side by Encoders, Computer System and Motors respectively.
  • 10. Areas of Haptics Human Haptics Machine Haptics Computer Haptics
  • 11. Virtual Reality  Virtual Reality is nothing complex. It is a simple Human – Computer interaction more similar like a Human – Human interaction.  In Virtual Reality, the Computer System is portrayed as a Human. This Interaction creates a ‘Virtual Environment’.  A ‘Virtual Environment’ thus created can be explored directly with the help of our senses.  In other words, it is just an Imitation of Real World and its object through a Computer System.
  • 12. Virtual World vs. Real World  Object in Real World are explored by touching them. While doing so, our brain gets the traits of the object with the help of our senses.  As said earlier, ‘Virtual World’ must be able to give the exact experience that a User gets when the same is done in our Real World.  In order achieving that exact experience, user must be able to touch and feel a response from the ‘Virtual Object’.  Also to complete this Imitation, user must be able get some ‘Feedback’ from the Computer System.  These ‘Feedbacks’ are called ‘Haptic Feedback’.
  • 13. Implementation of Haptic Technology  Haptic Technology is implemented in different approaches & types of interactions. Also it differs from one Haptic Device to another.  These Interactions are categorized based on the types of touch sensations (Feedback) that a user can receive from the Computer.  A) Tactile Feedback  B) Force Feedback
  • 14. Tactile Feedback  Feedbacks received by a user that are felt by his/her ‘skin’.  Traits of the Object like Texture of surfaces, temperature and vibrations exerted by it are felt by the skin.
  • 15. Force Feedback  These Feedbacks are used to identify and reproduce the directional forces exerted by the solid boundaries of the object.  In most cases the weight of ‘Virtual Objects’ are identified using the feedbacks.
  • 16. Haptic Devices  Gadgets which help to touch, sense and identify the type, shape and properties of an ‘Object’ in a ‘Virtual Environment’.
  • 17. How are Haptic devices different?  Common interfaces like Mouse and joystick are non- haptic. They get only input and give no feedback.  But, Haptic devices are input-output (feedback) in nature.
  • 18. Phantom Device  Developed by a company named Sensable Technologies.  It works by monitoring the position of a users fingertip or entire hand through optical encoders attached to the device.  The Geometric, Material and Dynamic properties of the World we wish to represent can be modeled and stored.
  • 19. Exoskeletons  These are like Large and immobile systems that a user must attach him/her self to it.  In order to generate larger and varied force of information (feedback) from the computer, they have been designed and constructed in Large size.
  • 20. Cyber Grasp  Immersion Corporation  This device fits over the user’s entire hand more like a Exoskeleton and adds resistive force feedback to each finger.
  • 21. Applications  Gaming  Virtual Reality  Tele-Presence  Virtual Reality  Haptic Torch for Blind  Jaeger program
  • 22. Gaming  In various sports and games, Altogether, more than 500 of them use Force Feedback.  Also more then 20 peripheral manufactures now market in excess of 100 Haptic Hardware products for Gaming.
  • 23. Mobiles  Smartphones are now added this feature of Haptic Feedback.  Google has introduced an app called ‘Google Talkback’, which use Haptic feedback to guide blind users in handling the menus.  Example is that, It presets different Vibrating patterns for each caller on the contact list. It is helpful in identifying the person who’s calling.  Nokia and Prada implemented Haptic Feedback in their phones using piezoelectric sensor pads.
  • 24. Military Training  Specialized military training can be very expensive, particularly for vehicle pilots. Some training procedures have an element of high dangers in real simulation period.  While the initial development of Virtual Reality Gear and Software is expensive, later in the long run it is much more cost efficient than putting soldiers into real vehicles or physically simulated situations.  Virtual Realty Technology also has other potential applications that can make military activities even more safer.
  • 25. Haptic Torch for Blind  This Haptic Technology has been used in a torch which detects the distance objects.  While a turning dial on which the user puts his/her thumb, indicating the change in distance of the object.  The pictured device was tested and found to be an essential tool.
  • 26. Jaeger Program  Jaeger Program was a concept used in the film ‘Pacific Rim’.  It’s aim to control a giant robot by engaging a ‘Neural Handshake’ between the pilot and the robot.  This ‘Neural Handshake’ is implemented by simple Haptic Feedback methodology.  Any setback occurring in the part of the Robot is brought to the notice of the pilot by either Force or Tactile Feedback.
  • 27. Advantages  Communication in centered through touch and the ‘Digital (Virtual) World’ can behave like the ‘Real World’.  Working time is reduced since objects can be captured, manipulated, modified and rescaled Virtually.  Medical field simulations can allow Surgeons practice Virtually thereby helping to gain confidence in the procedures and reducing fatal accidents in Surgeries.  With the help of Haptic Hardware and Software, the designer could maneuver the part and feel the result, as if he/she were handling that object physically in real.
  • 28. Disadvantages (Areas of Improvement)  Expensive in some of the exceptional cases.  Debugging issues – as the coding for implementation on Haptic feedback in more complex.  Position Resolution of a Haptic Device is restricted to a finite limit.  Since only with the help of Sense of Touch the Haptic Interfaces could be able to deliver warnings, more advanced designs are required for improving the precision of Touch.  Haptic applications could be extremely complex. They may also require highly Specialized and Specific Hardware thereby increasing the considerable power consumption factor too.
  • 29. Conclusion  Haptic is considered to be future of Online Shopping Experience and E-Commerce. It will be helpful in enhancing the shopping experience and to feel the merchandise ‘Virtually’ from their home.  Haptic has larger potential application in many fields including some of the critical fields as well as productive purposes.  Haptic devices need to designed in a smaller and compact size, so that they are portable and enabling to use in almost all fields.  The Market of Haptic is growing in huge manner. May in the future, Haptics could become a part of daily usage like current scenario of Smartphones and other Gadgets.