Haptic technology

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Haptic technology

  1. 1. HAPTIC TECHNOLOGY (TOUCH THE VIRTUAL) PRESENTED BY S.CHANAKYA MVSR Engineering college
  2. 2. WHAT IS HAPTICS ? ‘Haptics’ is derived from the Greek word ‘haptikos’ which means – ‘being able to come into contact’. Haptics is the science of applying touch (tactile) sensation and control to interact with computer applications.
  3. 3.  Generally computers typically only take advantage 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
  4. 4. VIRTUAL REALITY Virtual reality is a form of human-computer interaction providing a virtual environment that one can explore through direct interaction with our senses.
  5. 5. THE REAL WORLD User should be able to touch the virtual object and feel a response from it. In order to complete the imitation of the real world one should be able to interact with the environment and get a feedback. This feedback is called Haptic Feedback.
  6. 6. HAPTICS FEEDBACK Haptics is implemented through different type of interactions with a haptic device communicating with the computer. These interactions can be categorized into the different types of touch sensations a user can receive: 1)Tactile Feedback 2)Force Feedback
  7. 7. TACTILE FEEDBACK Refers to the sensations felt by the skin. It allows the user to feel things such as the texture of surfaces, temperature and vibration.
  8. 8. FORCE FEEDBACK It reproduces the directional forces that can result from solid boundaries. E.g. the weight of virtual objects, inertia, etc.
  9. 9. HAPTICS TECHNOLOGY Haptic technology is a tactile feedback technology which takes advantage of the sense of touch by applying forces, vibrations, or motions to the user. A haptic device gives people a sense of touch with computer-generated environments, so that when virtual objects are touched, they seem real and tangible.
  10. 10. HOW IT WORKS 4 23 Computer Sensors haptics Muscles End effector 1 Machine Human Hand 1 Virtual object 4 3 2 Sensors Actuators
  11. 11.  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.
  12. 12.  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.
  13. 13. HAPTIC DEVICESIt allows users to touch, feel and manipulate3-D objects in virtual environments.
  14. 14. HOW ARE HAPTIC DEVICES DIFFERENT? Common interface devices like mouse and joystick are only input devices. No feedback. Haptic devices are input-output devices.
  15. 15. COMMONLY USED HAPTIC DEVICES
  16. 16. 1. PHANTOM Provides a 3D touch to the virtual objects 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
  17. 17. 2. CYBER GRASP The CyberGrasp system fits over the users entire hand like an exoskeleton and adds resistive force feedback to each finger Adapted to different size of the fingers Located on the back of the hand
  18. 18. 3.MAGNETIC LEVITATION HAPTIC INTERFACES  A technology for feeling sensation over total body
  19. 19. APPLICATIONS OF HAPTICS TECHNOLOGY Computer and video games-Haptic feedback is commonly used in arcade games, especially racing video games. 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.
  20. 20.  Personal computers- Apples MacBook and MacBook Pro started incorporating a "Tactile Touchpad" design. Mobile devices- Tactile haptic feedbac k is becoming common in cellular devices.Nokia and prada implemented it using piezoelectric sensor pads.
  21. 21.  Robotics-Haptic technology is also widely used in teleoperation, or telerobotics.Arts and design-Haptics is used in virtualarts, such as sound synthesisor graphic design andanimation
  22. 22. LIMITATIONS 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
  23. 23. FUTURE VISION1.Holographic Interaction The feedback allows the user to interact with a hologram and actually receive tactile response using acoustic radiation pressure2.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 staff3. Textile Industry User could study and feel the texture and quality of materail during the sale of cloth through internet
  24. 24. CONCLUSION The next important step towards realistically simulated environments that have been envisioned by science fiction authors. Continued implementation of tactile devices to aid people with disabilities will advance further Future generations of mobile devices and game console accessories will implement more haptic feedback Still embryonic when compared to full fledged VR simulations
  25. 25. THANK YOU

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