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   Haptics , is the technology of adding the sensation of
    touch and feeling
    to computers.

   When virtual objects are touched, they seem real and
    tangible.

   Haptic senses links to the the brain's sensing position and
    movement of the body by means of sensory nerves within
    the muscles and joints.
HAPTICS…???
    Derived from greek word
    „haptikos‟ meaning “ABLE TO
    COME INTO CONTACT WITH”

   Haptics = Touch = Connection



   Touch is at the core of personal experience.

   Of the five senses, touch is the most proficient, the
    only one capable of simultaneous input and
    output
   Scientists used term haptics to label the subfield of their studies that
    addressed human touch-based perception and manipulation

   By 70‟s and 80‟s research efforts in a completely different field,
    robotics also began to focus on manipulation and perception by touch
    building a dexterous robotic hand

   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
4                                                      2



                                                                    Computer
3                                                                   haptics
                                                      Sensors
        Muscles
                             End effector
                         1
                                                Machine
        Human     Hand

                                            1
                         Virtual object
                                                4                       3
    2



        Sensors
                                                    Actuators
Combination Of :

   Tactile Information
           Refers to the information acquired by the sensors
            connected to the body


   Kinesthetic Information

           Refers to the information acquired by the sensors in
            the joints
CREATION OF VIRTUAL ENVIRONMENT
Virtual Reality
       allows user to interact with a computer-simulated
        environment
Users interact with a VR either through input devices
 or through multimodal devices

Simulated environment can be either similar or different
 from reality

Very difficult to create a high fidelity VR experience due
 to technical limitations

Used to describe a wide variety of applications
1)   VIRTUAL REALITY/ TELEROBOTICS BASED DEVICES
        EXOSKELETONS AND STATIONARY DEVICES

        GLOVES AND WEARABLE DEVICES

        POINT SOURCES AND SPECIFIC TASK DEVICES

        LOCOMOTION INTERFACES

2)   FEEDBACK DEVICES
        FORCE FEEDBACK DEVICES

        TACTILE DISPLAY DEVICES
HAPTIC DEVICES




PHANTOM INTERFACE   CYBER GRASP SYSTEM
COMMONLY USED HAPTIC DEVICES
1. PHANTOM

• providing a 3D touch to the virtual
  objects

• provides 6 d.o.f

• when the user move his finger, then
  he could really feel the shape and
  size of the virtual 3D object that has
  been already programmed

• virtual 3 dimensional space in
  which the phantom operates is
  called haptic scene
2. CYBER GRASP
   • The CyberGrasp system fits over the user's
     entire hand like an exoskeleton and adds
     resistive force feedback to each finger

   • Allows 4 dof for each finger

   • Adapted to different size of the fingers

   • Located on the back of the hand

   • Measure finger angular flexion (The
     measure of the joint angles are independent
     and can have a good resolution given the
     important paths traveled by the cables
     when the finger shut
HAPTIC RENDERING
 PRINCIPLE OF HAPTIC INTERFACE
   Interaction occurs at an interaction tool that mechanically couples two controlled
    dynamical systems :
                a) haptic interface with a computer
                 b) human user with a central nervous system


 CHARACTERISTICS
   Low back-drive inertia and friction


   Balanced range,resolution and bandwidth of position sensing and force
    reflection,minimal constraints on motion


   Symmetric inertia,friction,stiffness and resonant frequency properties,proper
    ergonomics
•   sense of touch is crucial for medical training

•   various haptic interfaces for medical simulation may prove
    especially useful for training


MILITARY APPLICATIONS
   For certain applications, for example where terrain or texture
    information needs to be conveyed, haptics may be the most
    efficient communication channel.
 ASSISTIVE TECHNOLOGY FOR THE BLIND AND VISUALLY IMPAIRED

    ◦ feel maps that are displayed on the internet and also learn
      mathematics by tracing touchable mathematical course

    ◦ most haptic systems still rely heavily on a combined
      visual/haptic interface

   MUSEUM DISPLAY

    o for 3D digitization of priceless artifacts and objects from their sculpture and
      decorative arts collections, making the images available via CD-ROM
   ENTERTAINMENT
    o Haptics is used to enhance gaming experience

    o software also allows you to program force feedback sensations to your
      game controller button press

    o "Submarines" is a PHANTOM variant of the well known battleship game


   HOLOGRAPHIC INTERACTION
          The feedback allows the user to interact with a hologram and receive
           tactile response as if the holographic object were real

          Ultrasound waves to create a phenomenon called acoustic radiation
           pressure which provides tactile feedback as users interact with the
           holographic object.
   High cost involved

   Large weight and size of haptic devices (especially wearable
    ones)

   Haptic interfaces can only exert forces with limited magnitude
    and not equally well in all directions

   haptic-rendering algorithms operate in discrete time whereas
    users operate in continuous time
1.Holographic Interaction
   The feedback allows the user to interact with a hologram and actually
  receive tactile response using acoustic radiation pressure

2.Medical Application
  Use of a central workstation from which surgeons would perform
  operations in various locations; with machine setup and patient
  preparation performed by local nursing staff

3. Textile Industry
  User could study and feel the texture and quality of materail during the
  sale of cloth through internet
   Continued implementation of tactile devices to aid people with
    disabilities will advance further

   Currently limited to consumers

   Future generations of mobile devices and game console
    accessories will implement more haptic feedback

   Perhaps also in desktop computers and laptops

   Still embroyonic when compared to full fledged VR simulations
QUESTIONS ???

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Haptic Technology ppt

  • 1.
  • 2. Haptics , is the technology of adding the sensation of touch and feeling to computers.  When virtual objects are touched, they seem real and tangible.  Haptic senses links to the the brain's sensing position and movement of the body by means of sensory nerves within the muscles and joints.
  • 3. HAPTICS…???  Derived from greek word „haptikos‟ meaning “ABLE TO COME INTO CONTACT WITH”  Haptics = Touch = Connection  Touch is at the core of personal experience.  Of the five senses, touch is the most proficient, the only one capable of simultaneous input and output
  • 4. Scientists used term haptics to label the subfield of their studies that addressed human touch-based perception and manipulation  By 70‟s and 80‟s research efforts in a completely different field, robotics also began to focus on manipulation and perception by touch building a dexterous robotic hand  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
  • 5. 4 2 Computer 3 haptics Sensors Muscles End effector 1 Machine Human Hand 1 Virtual object 4 3 2 Sensors Actuators
  • 6. Combination Of :  Tactile Information  Refers to the information acquired by the sensors connected to the body  Kinesthetic Information  Refers to the information acquired by the sensors in the joints
  • 7. CREATION OF VIRTUAL ENVIRONMENT Virtual Reality  allows user to interact with a computer-simulated environment Users interact with a VR either through input devices or through multimodal devices Simulated environment can be either similar or different from reality Very difficult to create a high fidelity VR experience due to technical limitations Used to describe a wide variety of applications
  • 8. 1) VIRTUAL REALITY/ TELEROBOTICS BASED DEVICES  EXOSKELETONS AND STATIONARY DEVICES  GLOVES AND WEARABLE DEVICES  POINT SOURCES AND SPECIFIC TASK DEVICES  LOCOMOTION INTERFACES 2) FEEDBACK DEVICES  FORCE FEEDBACK DEVICES  TACTILE DISPLAY DEVICES
  • 9. HAPTIC DEVICES PHANTOM INTERFACE CYBER GRASP SYSTEM
  • 10. COMMONLY USED HAPTIC DEVICES 1. PHANTOM • providing a 3D touch to the virtual objects • provides 6 d.o.f • when the user move his finger, then he could really feel the shape and size of the virtual 3D object that has been already programmed • virtual 3 dimensional space in which the phantom operates is called haptic scene
  • 11.
  • 12. 2. CYBER GRASP • The CyberGrasp system fits over the user's entire hand like an exoskeleton and adds resistive force feedback to each finger • Allows 4 dof for each finger • Adapted to different size of the fingers • Located on the back of the hand • Measure finger angular flexion (The measure of the joint angles are independent and can have a good resolution given the important paths traveled by the cables when the finger shut
  • 13. HAPTIC RENDERING PRINCIPLE OF HAPTIC INTERFACE Interaction occurs at an interaction tool that mechanically couples two controlled dynamical systems : a) haptic interface with a computer b) human user with a central nervous system CHARACTERISTICS Low back-drive inertia and friction Balanced range,resolution and bandwidth of position sensing and force reflection,minimal constraints on motion Symmetric inertia,friction,stiffness and resonant frequency properties,proper ergonomics
  • 14.
  • 15. sense of touch is crucial for medical training • various haptic interfaces for medical simulation may prove especially useful for training MILITARY APPLICATIONS  For certain applications, for example where terrain or texture information needs to be conveyed, haptics may be the most efficient communication channel.
  • 16.  ASSISTIVE TECHNOLOGY FOR THE BLIND AND VISUALLY IMPAIRED ◦ feel maps that are displayed on the internet and also learn mathematics by tracing touchable mathematical course ◦ most haptic systems still rely heavily on a combined visual/haptic interface  MUSEUM DISPLAY o for 3D digitization of priceless artifacts and objects from their sculpture and decorative arts collections, making the images available via CD-ROM
  • 17. ENTERTAINMENT o Haptics is used to enhance gaming experience o software also allows you to program force feedback sensations to your game controller button press o "Submarines" is a PHANTOM variant of the well known battleship game  HOLOGRAPHIC INTERACTION  The feedback allows the user to interact with a hologram and receive tactile response as if the holographic object were real  Ultrasound waves to create a phenomenon called acoustic radiation pressure which provides tactile feedback as users interact with the holographic object.
  • 18. High cost involved  Large weight and size of haptic devices (especially wearable ones)  Haptic interfaces can only exert forces with limited magnitude and not equally well in all directions  haptic-rendering algorithms operate in discrete time whereas users operate in continuous time
  • 19. 1.Holographic Interaction The feedback allows the user to interact with a hologram and actually receive tactile response using acoustic radiation pressure 2.Medical Application Use of a central workstation from which surgeons would perform operations in various locations; with machine setup and patient preparation performed by local nursing staff 3. Textile Industry User could study and feel the texture and quality of materail during the sale of cloth through internet
  • 20. Continued implementation of tactile devices to aid people with disabilities will advance further  Currently limited to consumers  Future generations of mobile devices and game console accessories will implement more haptic feedback  Perhaps also in desktop computers and laptops  Still embroyonic when compared to full fledged VR simulations
  • 21.