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Output Devices:
Graphics, 3-D Sound, Haptics and olfactory
Output Devices



 The human senses need specialized interfaces

  Graphics displays for visual feedback;
  3-D audio hardware for localized sound;
  Haptic interfaces for force and touch feedback;
  Interested in smell and not yet in taste feedback.
Output Devices



     Definition:

     A graphics display is a computer interface
     that presents synthetic world images to
     one or several users interacting with the
     virtual world.
Output Devices

             Graphics Displays

              Human stereo viewing;
              Personal displays;
              Large volume displays:
                 –Active glasses
                 – Workbenches;
                 – Microsoft Surface
                 – Caves;
                 – Walls;
Output Devices
  Human Visual System

    Vision is the dominant sensorial channel;
   Depth perception in mono images is based

   - on occlusion (one objects blocks another
  from view;
  - on shadows, textures and motion parallax

   (closer images appear to move more than
   distant ones)
Human Visual System-continued

  Depth perception in stereo is based on seteropsis
when the brain registers and fuses two images;
 Image parallax means that the two eyes

 register different images (horizontal shift);
 The amount of shift depends on the “inter-
pupillary distance” (IPD) (varies for each person in
the range of 53-73 mm);
 Works in the near field (to a few meters from the
eye)
Output Devices
Output Devices (same principle
used in new 3D HDTVs)




Left eye image




 Right eye image
Output Devices
   Implications for Stereo Viewing devices
    Need to present two images of the same VR
   environment;
    The two images can be presented at the same
   time on two displays (HMD);
    The two images can also be presented time-
   sequenced on one display (active glasses);
    The two images can also be presented spatially-
   sequenced on one display (auto-stereoscopic
   displays).
Output Devices

                   Personal Displays
     Definition:

     A graphics display that outputs a virtual
     scene destined to be viewed by a single
     user. Such image may be monoscopic or
     stereoscopic, monocular (for a single eye)
     or binocular (displayed on both eyes).
Output Devices


    Personal Displays
     Head Mounted Displays;
     3-D Binoculars (hand supported);
     Booms (floor supported);
     Virtual windows (floor supported);
     Auto-stereoscopic displays (desk supported).
Simplified HMD optics model
Output Devices


 HMD Characteristics
  Stereo or monoscopic
  Resolution;
  Field of view (horizontal);
  Field of view (vertical);
  Weight
  Price
HMD integration in a VR system

                     Consumer HMD




                      Professional HMD
Output Devices


 HMD Field of view (FoV) – what is good enough?
      Horizontal FoV          Vertical FoV




                                    Sensics survey
Output Devices


 HMD Resolution– what is good enough?




                                  Sensics survey
Output Devices


 HMD Weight – what is good enough?




                                 Sensics survey
Output Devices


 HMD Characteristics (Summary)

A field of view of at least 120x50 degrees.
At least 1600x1200 resolution, but preferably HD
1080.
Bright displays with a very fast dynamic response.
No more than 250 grams (8-10 oz) in weight.
Easy user interface and cable management
(based on responses from 84 universities)
AMLCD display,
                                              Resolution: 267x225
                                              FOV: 30x23 degrees–
                                              Equivalent to 62 in at 2 m
                                              Weight: 100 grams
                                              Can be worn over glasses




Olympus Eye Trek Face Mounted Display (FMD 200)
Olympus Eye Trek Head Mounted Display Optics
          – uses free-form lens to compensate for aberrations;
- an eccentric optical system to reduce size (eliminate 45 degree mirror)
Olympus Eye Trek Face Mounted Display Optics
Daeyang “cy-visor” Face Mounted Display

                                               LCOS display,
                                               Resolution: 800x600
                                               FOV: 60x43 degrees–
                                               Weight: 160 grams
                                               Can be worn over glasses




             Liquid Crystal on Silicon display (LCOS)
Daeyang “cy-visor” Face Mounted Display




                    It is reflective – needs external lighting
Organic LEDs (OLED)
Active-matrix OLED display, each pixel can be addressed independently via the
associated TFT’s and capacitors in the electronic back plane.  Each pixel element
can be selected to stay “on” during the entire frame time.  Since OLED is an
emissive device, the display aperture factor is not critical.
            There are no intrinsic limitations to the pixel count, resolution, or
size of an active-matrix OLED display, leaving the possibilities for commercial use
open to our imagination.  Also, because of the TFT’s in the active-matrix design, a
defective pixel produces only a dark effect, which is considered to be much less
objectionable than a bright point defect, like found in LCD’s.
Organic LEDs (OLED)
Robust Design - OLED’s are tough enough to use in portable devices

Viewing Angles –up to 160 degrees screens provide a clear image, even in bright
light.

 High Resolution –Each pixel can be turned on or off independently to create
multiple colors in a fluid and smooth edged display.

 “Electronic Paper” – OLED’s are paper-thin.  Due to the exclusion of certain
hardware goods that normal LCD’s require, OLED’s are as thin as a dime.

 Production Advantages –20% to 50% cheaper than LCD processes. 

Video Capabilities –handle streamlined video, which could revolutionize the PDA and
cellular phone market.

Hardware Content – Lighter and faster than LCD’s.  out of plastic and bendable. 
do not need lamps, polarizers, or diffusers. Takes less power to run (2 to 10 volts).
5DT Head Mounted Display



                           800x600 pixels
                           40o diagonal view
                           Organic LED
                           Frame sequential stereo
                           600 grams
                           $4k
Samsung Emagin z800 OLED HMD
            Weight 8 oz
  PC connection - USB, RGB input
SVGA resolution (800x600 pixels) stereo
    Tracking - 360 degrees pan
          60 degrees pitch
   $1200 USD www.3dvisor.com
Sensics piSight panoramic OLED HMDs
Sensics piSight panoramic HMDs
Uses Organic LED
A series of micro-displays with
special optics to generate a
panoramic view
Weight 2 lbs (1 Kg)
SVGA input
resolution (2400x1729 pixels)
Field of view 179ο horizontal
by 58ο vertical
Binocular overlap 82ο
Cost? USD
sensics.com
Sensics xSight panoramic HMDs
Uses Organic LED
A series of micro-displays with
special optics to generate a
panoramic view
Weight 0.35 kg
DVI input
resolution (1680x1050 pixels)
Field of view 123ο horizontal
by 58ο vertical
Binocular overlap 123ο
Cost? USD
sensics.com
Sensics wireless HMD

A wireless video link optimized HMDs
Low latency (<30 msec)
Support for HD1080p high definition video at
full 60Hz frame rates.
Ability to use multiple transmitter/receiver pairs
simultaneously to drive multiple independent HMDs
Available battery option for both HMD and wireless video
link.
Integrated stereo audio
High-quality H.264 MPEG-4 compression
Wi-Fi wireless N technology which does not require line of
sight and works over large distances
Sensics wireless smart goggles
•On-board 1.2 GHz dual-core processor with
graphics and 3D co-processor running Android 4.0
•Allows execution of on-board applications without
requiring connection to a PC or a gaming console.
•First-person hand tracking provides real-time
tracking and location information of the user’s
hands.
•Hand position can be used to drive user interface,
identify gestures and interact with the game.
•Embedded head tracker for head angular position and
linear acceleration
•Dual SXGA (1280×1024) OLED displays.
•64 degree field of view for excellent immersion
•Embedded stereo audio and microphone
•Battery operated On-board WiFi and Bluetooth services.
Virtual Binoculars
Floor-supported displays




                 Boom3C (courtesy of Fakespace Labs.)
21” LCD display,
                                                         Resolution: SXGA
                                                         (1600x1200)
                                                         Weight: Counter-
                                                         Balanced;
                                                         No dead space but
                                                         High latencies due to
                                                         Third-party tracker




Virtual Window 3-D Display (courtesy of Virtual Research Co.)
Output Devices



 Auto-stereoscopic displays

  Do not require use of special glasses;
  Passive auto-stereoscopic displays do not track

 user’s head and thus restrict user’s position;
  Active auto-stereoscopic displays track the head

 motion and give more freedom of motion.
Passive Auto-stereoscopic 3-D Display (Dimension Technologies Co.)
18.1” LCD display,
                                                           Resolution:
                                                           1280x1024 (mono)
                                                           640 x 1024 (stereo)
                                                           Weight: 11.25 kg




Auto-stereoscopic 3-D Display(courtesy of Dimension Technologies Co.)
40” LCD display,
                                                Resolution:
                                                1280x768 pixels
                                                70o horizontal viewing
                                                (7 to 15 feet)
                                                Weight: 33.2 kg




SynthaGram 404 (courtesy of StereoGraphics Co. - $12,000)
20” LCD display,
                                                Resolution:
                                                1600x1200 (mono)
                                                100o horizontal viewing
                                                (1.5 to 6 feet)
                                                Weight: 8.4 kg




SynthaGram 204 (courtesy of StereoGraphics Co. - $3,000)
18” LCD display,
                                                 Resolution:
                                                 1280x1024 (mono)
                                                 640 x 1024 (stereo)
                                                 Weight: 17 kg




Active auto-stereoscopic 3-D Display (courtesy of Dresden 3D Co.)
Single-user Auto-stereoscopic display…
   The display redirects the appropriate frames to the right and left eye
    so that each eye can only see the relevant frame.
   The tracker locates each eye and sends the information to the
    control box.
   The control box then tells the LCD screen what pixels to display.
   Through the optics system in the screen, the image will get directed
    through the TFT directly to the appropriate eye.
   A split second later it would do the same to the other eye.
   Hence, creating a 3D image.
Active tracking accommodates ±25 degrees
change in view direction
Multi-user Auto-stereoscopic display…
 Multiple users can be tracked simultaneously and more pixels
can be opened up at any given time allowing light beams to be
directed simultaneously to more than one eye and more than one 3D
user.
Position finders already track pupils of multiple viewers with very
small delay. Good resolution but still shows some flicker.
 OLED’s becoming mainstream can help eliminate flicker

What needs to be done?
Better displays (100Hz…120Hz)
Complete the multi-user concept
 http://www.dresden3d.com/en/autostereoscopy/papers/EI08%206803-
24%20Web.pdf
Sharp autostereoscopic laptop
 Pentium 4, 15” diagonal display, 1024x768 resolution, 2D and 3
D mode, uses parallax barrier.




            http://www.inition.co.uk/inition/product_stereovis_sharp_actius_rd3d.php
Autostereoscopic cell phones!
 Ocuity (UK) and NEC make 2.5” diameter autostereoscopic cell
phones. InTouch mobile handset (TTPCom)
 2.1” Transflective 2D/3D TFT-LCD
 132xRGBx176 pixel display
 Automatic control of 2D to 3D switching function
 Running TTPCom WGE 3D stereo game demonstration
Holographic displays
 • The image source is based on standard flat panel technology of
 which the image is seen upon a nine optical layer glass panel.
 Objects will appear to float in space.
 •For the maximum 3D effect, the background seen through the
 display should be several feet behind the display and dark in color.

http://www.eonreality.com/files/
brochures/eon_icrystal_hd.pdf
Holographic displays – EON TouchLight
 • Bare-hand 3D interaction virtual reality display system
 • VR scene can be zoomed, panned and rotated with both hands
 • Uses image processing techniques to combine the output of two
 video cameras placed behind a semi-transparent plane in front of
 the user. Incorporates IR cameras and image processing board
http://www.eonreality.com/files/brochures/eon_touchlight_hd.pdf
Output Devices


  Large Volume Displays
   Allow several co-located users to view a
  monoscopic or stereoscopic view of the virtual
  world;
   Can be classified as monitor-based large

  volume displays or projector-based large
  volume displays.
   Allow more freedom of motion vs. personal
  displays.
Output Devices



   Monitor-based Large Volume Displays
    Use active or passive glasses;
    Several users can look at a monitor;
    Can have a single monitor, or multiple side-by-
   side monitors;
    If side-by-side, image continuity becomes an
   issue.
Untracked
   and wireless




Tracked
and wireless




                  Active glasses
Output Devices     Active glasses vs. FMDs

   Some advantages:
    no cables if head position is not tracked;
    light and ergonomic (can be used over vision glasses);
    work well with large volume displays.
    allows full screen resolution 1280x1024

   Some disadvantages:
    lose 2/3 of image light intensity through LCD filtering;
    require special CRT “stereo ready” that has twice
     the hardware refresh rate (Hz) 120 Hz or more;
    require direct line of sight for IR controller;
    different viewing metaphor “through the window”.
Wireless – old model    Active glasses




Wireless – new model

                                  Wired to the synchronizing
                                  jack of the graphics card


I-O Display Systems Inc. $99 vs. $1000 for StereoGraphics
wireless glasses
Wired/wireless glasses need a “stereo enabler” when connected
to a VGA card without a 3-pin mini DIN output jack)
Passive glasses vs. active glasses
Passive glasses vs. active glasses
Passive glasses vs. active glasses
Passive glasses vs. active glasses
Through the window metaphor


The projection factor is changes by a factor K which
such that

              K = r (u – U) + U

Where: r is the responsiveness factor (optimally 1.25);
        u is the current head distance from the screen;
        U is the default distance (say 30 cm).

Unfortunately tracker jitter is amplified as well
Active glasses system
Tiled monitors-based display




VC 3.1
on book CD

     Resolution is 3840 x 1024 and dimensions are 1,11 x 0.29 m2
Non-synchronized tiled image   discontinuity




  Synchronized tiled image
Output Devices


Projector-based Large-Volume Displays

 Old technology is CRT-based
(analog) three projector tubes (R, G, B);
 Requires special “fast green” coating to avoid the

   fogging due to fast switching (at 120 Hz);
 Suffer from low luminosity problems

  (200-300 lumens)
Output Devices
  Projector-based Large-Volume Displays

   Technology made transition from CRT-based
  (analog) to Digital Micro-mirror Device (DMD)
  (digital) projectors;
   Workbench-type displays (Fakespace Responsive

    Workbench, Barco Baron, V-desk, etc.)
   Cave-type display (CAVE, RAVE)
   Wall-type displays
   Domes
Output Devices


 Digital Micro-mirror Device
           Display




Light intensities are much larger
than for CRT-based projectors
300 lumens to 1500 or more lumens
Thus ambient light does not
hinder image quality
Tilted surface
                              Viewing Cone


Reflector mirror


Floor CRT projector
(not shown)




                      The old Fakespace “ImmersaDesk” workbench
IR Controllers        CRT Projector




 Mirrors                  Tilting mechanism




                 Baron workbench (courtesy of BARCO Co.)
Baron


Workbench-type display
     geometries




                          V-desk
CRT Projector
                                            Screen




                      Mirror

CAVE 3-D large volume display (courtesy of Fakespace Co.)
CAVE 3-D large volume display (courtesy of Fakespace Co.)
RAVE (“Re-configurable Virtual Environment”)

 Modular construction that allows various viewing
configuration, from flat wall, to angled theater, to
CAVE;
 Vertical wall image 2.3 m X 2.4 m;
 Several CRT projectors (260 lumens, 1280x1024
resolution);
 Takes 30 minutes or less to reconfigure
New types of stereo displays
 Such as BARCO Trace
 Driven by Barco Galaxy Stereo DLP projectors 3000 Lumens;
 800:1 contrast ratio
 WARP geometry distortion for edge matching;
 1400 x 1050 pixel resolution
 70 inch diagonal screen
 active stereo glasses
Microsoft SURFACE
 one large display (projector)
 five infrared cameras
tracks user’s finger contact with the surface
PC included in the enclosure
 40” diagonal        Samsung SUR 40 new SURFACE
 1920 x 1080 resolution
Dual-core CPU, AMD HD6750M GPU
Viewing angle 178 degrees
PixelSense™ to sense fingers and objects touching the
screen. It sees and reacts to light – taking sixty pictures every
second in a way that is similar to a movie camera.
MultiTouch technologies
* Two layers of electrodes. Electrodes
   parallel in same layer and orthogonal
   to to the other layer
 * Capacitive sensors can be constructed
   from copper or Indium tin oxide
   (ITO).



* Methods for measuring capacitance
are Relaxation Oscillator(in figure),
Charge Time, Voltage Divider, Charge
Transfer, Sigma-Delta Modulation.
* Self capacitance, mutual capacitance
Resistive
* Two ITO patterned plates separated by spacing dots.
The top layer has ITO columns and bottom layer has
ITO rows.


* 5V is applied to a is applied to a column, and voltage
is measured at every horizontal sensing line. In order to
prevent masking, inactive sensing lines are set to high
impedance



    Multi touch Optical technologies
                                                               Images from www.touchuserinterface.com





    Optical Imaging : two optical sensors track the
    movement of any object close to the surface by
    detecting the interruption of an infra-red light source.
Multi touch Optical technologies

    Rear Diffused Illumination : Infrared light is shone
    from the opposite side of the touch surface. Finger
    interrupts the infrared light, reflects back to the
    camera .


    Frustrated Total Internal Reflection (FTIR) : floods
    the inside of a piece of acrylic with infrared light by
    trapping the light rays within the acrylic.

    Kinect : Uses near infrared transmitter creates a
    pattern of near-infrared dots.



    In-Cell : 2D grid of retro-reflective optosensors
    which are placed behind an LCD panel.

                                              http://www.articlesbase.com/electronics-articles/technologies-of-multitouch-part-3-optical-technologies-
                                              5485162.html
Output Devices


                    Wall-type displays


     Accommodate more users
     Using a single projector on a large wall means small
    image resolution;
     Thus tiled displays place smaller images side-by-side
    so they need multiple projectors;
     Images need to have overlap, to assure continuity;
     However overlap from two projectors means intensity
    discontinuity (brighter images in the overlap areas)
     Projectors need to modulate intensities to dim their
    light for overlap pixels.
Pano-Wall display
                    Three projectors;
                    Approx. 7 x 2 m2
PanoWall display
Output Devices
Tiled composite image from
      four projectors
Tiled composite image from four
  projectors after adjustment
Wall and Dome-type displays
Advantages:
 Accommodate more users (tens to hundreds)
 Give users more freedom of motion;

Disadvantages:
 Large cost (up to millions of dollars);
 Even with multiple projectors, resolution is much
lower than for CRTs (because the area is large).
 Example PanoWall has 200,000 pixels/m2 while a
monitor has 18,200,000 pixels/m2
 To have equal numbers of pixels/unit are – more
projectors (military)
Output Devices
                 3-D Audio Displays

     Definition:

     Sound displays are computer interfaces
     that provide synthetic sound feedback to
     the user interacting with the virtual world.
     The sound can be monoaural (both ears
     hear the same sound) or binaural (each
     ear hears a different sound).
Output Devices

            3-D Audio Displays

             3-D audio should not be
            confused with stereo sound;
             Human hearing model;
             HRTF-based 3-D sound;
             Convolvotron;
             3-D sound cards.
Stereo vs.
     3-D sound




….
Output Devices

        Human Hearing Model

         Polar coordinate system – azimuth,
        elevation, distance (range);
         azimuth cues;
         elevation cues;
         Effect of pinna (outer ear);
         HRTFs
Output Devices




            Head Related Transfer Function (HRTF)
Output Devices
3-D Sound
Effect of pinna filtering of
sound (elevation and azimuth
cues)
Output Devices


       NASA again a pioneer in 3-D sound

        put microphones in dummy heads;
        played localized sound and measured
       signal;
        Determined the HRTF;
        Worked on first circuitry;
3D sound
localization
The Convolvotron PC
3-D sound boards




                      ….
The Huron workstation
     ….
Output Devices
                 5.1 3-D Audio Displays
….
Cross-talk effect
 Sound from one speaker reaches both ears:



[ ] [ ][ ]
  Yleft
  Yright
         =
                 Hl,l Hl,r
                 Hr,l Hr,r
                                Sleft
                                Sright


where Hl,l is the HRTF between the left speaker and the left ear,
      Hl,r is the HRTF between the right speaker and the left ear,
      Yleft is the sound reaching the left ear
      Yright is the sound reaching the right ear
Cross-talk effect cancellation
 Sound from both speakers is adjusted such that:



[ ] [ ][ ]
                             -1
   Sleft         Hl,l Hl,r        Yleft
            =
   Sright        Hr,l Hr,r        Yright

where Yleft and Yright are known (the output if the convolving
process)
Commercial 3D Sound Cards

What they have to offer:

      Digital Output

      Multi-speaker compatibility
             (7.1 channel format allows for 8 speakers)

      Positional Audio
             offers 3D dimensions of sound
USB 3D Sound Adapter




•Supports 3-dimensional sound
•Virtual 5.1 sound effects
•USB powered, no external power required
•Digital Class-B power amplifier
•27 Environment sound effects
•10 Band / Pre-set equalizer
•$30
Sabrent 7.1 PCI Sound Card
               Internal connectors
                                                8-channels of audio,
                                                a PCI interface,
                                                3D sound and great quality
                                                $14

                                          PCI Bus connector

Audio ports



                              HRTF-base 3D positional audio, supporting
                              DirectSound 3D, EAX and A3D interface.
     MIDI Game port           Support multi-speaker output to
                              2/2.1/4.1/5.1/7.1 speakers. Support Karaoke
                              key, Echo sound effects.
Creative Labs Sound Blaster Audigy 4 Pro
     Aureal 3D (A3D)
            •Two Versions
            •1.0 was very similar to DS3D plain Microsoft
            DirectX component for positional audio
            •2.0 could more accurately simulate how sound
            sources in a complex environment behave
                               •An extension of DS3D (by itself,
                               its just reverb)
                               •PC environmental reverb
                               standard created by Creative Lab
                               •All sound cards can have EAX
                               capability
                               •$150
Effects of 3D Sound Cards on graphics output
Output Devices


                 Haptic Interfaces

     Haptics…

      Comes from Greek Hapthai meaning the
     sense of touch;
      Groups touch feedback and force feedback
Output Devices



  Touch Feedback

   Relies on sensors in and close to the skin;
   Conveys information on contact surface

  geometry, roughness, slippage, temperature;
   Does not actively resist user contact motion;
   Easier to implement than force feedback.
Output Devices

Force Feedback

 Relies on sensors on muscle tendons and
bones/joints proprioception;
 Conveys information on contact surface

compliance, object weight, inertia;
 Actively resist user contact motion;
 More difficult to implement than touch feedback

(no commercial products until mid 90s).
Haptic Interfaces
Human touch sensing mechanism
 Most touch sensors are on the hand (much less

density on other parts of the body);
 Four primary types of sensors:
40 % are Meissner’s corpuscles – detect movement
 across the skin – velocity detectors
25% are Merkel’s disks – measure pressure and vibrations
13 % are Pacinian corpuscles – deeper in skin (dermis) –
acceleration sensors. Most sensitive to vibrations of about 250 Hz
19% are Rufini corpuscles – detect skin shear and temperature
changes
Haptic Interfaces




                    Skin touch sensors
Haptic Interfaces
  Sensorial adaptation
   Measure the decrease in electrical signals from

  the skin sensor over time, for a constant stimulus;
   If the sensor produces a constant electrical

  discharge for a constant mechanical stimulus –
  It is called “Slow Adapting” (SA);
   If the rate of electrical discharge drops rapidly

  over time for a constant stimulus – called
  “Rapidly Adapting” (RA)
Haptic Interfaces
  Spatial resolution
   Measure the receptive field size of a sensor;
   If the sensor has a large receptive field – it

  has low spatial resolution (Pacinian and Ruffini)
  SA-II, RA-II
   If the receptive field is small – has high

  spatial resolution (Meissner and Merkel) SA-I,
  RA-I
Haptic Interfaces




Two-point limen test: 2.5 mm fingertip, 11 mm for palm, 67 mm
for thigh
Haptic Interfaces
Haptic Interfaces




              Human grasping configurations
Haptic Interfaces
  Maximum and sustained force exertion
   Maximum force exerted during “power” grasp

  Averages 400 N (male) and 225 N (female);
   Looking at body location, force output
  Grows from 50 N at PIP finger joint, to 100 N

  at shoulder;
   Sustained force feedback is much smaller than

  maximum, owing to fatigue and pain
Haptic Interfaces




   Fatigue measured as a function of % Maximum
   Voluntary Contraction (MVC) and rest cycle
Haptic Interfaces
    Haptic feedback actuators
     Need to maximize power/weight ratio;
     Need to have high power/volume ratio;
     Need to have high bandwidth;
     Need to have high dynamic range
    (fidelity);
     Need to be safe for the user

     - None of the current actuator technology
    satisfies all these requirements
Haptic Interfaces




                    Actuator comparison based on P/W ratio
Output Devices



    Touch Feedback Interfaces…

     Can be desk-top or wearable (gloves);
     touch feedback mouse;
     CyberTouch glove;
     Temperature feedback actuators;
Haptic Interfaces




         The iFeel Mouse (0-125 Hz).
Haptic Interfaces

                                      6 individually
                                      Controlled
                                      Vibrotactile
                                      actuators

                                      0-125 Hz frequency
                                      1.2 N amplitude at
                                      125 Hz




              CyberTouch Glove (Virtex)
Output Devices




      VC 3.3 on book CD
Output Devices

   Temperature feedback

    Added simulation realism by simulating
   surface thermal “feel”;
    No moving parts;
    Uses thermoelectric pumps made of solid-state

   materials sandwiched between “heat source” and
   “heat sink”;
    Single pump can produce 65°C differentials;
Temperature feedback actuator
User comfort zone
13-46°C




If system fails
Heat travels back
Through the pump
and can burn
skin


            Temperature feedback actuator control
Output Devices


 Force Feedback Interfaces…

  Need mechanical grounding to resist user
 motion;
  Can be grounded on desk, wall, or on user body;
  More difficult to construct and more expensive

 Than tactile feedback interfaces
Haptic Interfaces
The PHANToM used for 3D “sculpting”
(courtesy of SensAble Technology Co.)
PHANToM Omni
PHANToM Comparison
NOVINT FALCON
3 DOF Force Feedback
• 3 DOF (right-left,
forward/backward, up/down) 75 ×75
× 75 mm
• rumble, vibrations
•3D exploration and textures
• Dynamic effects (inertia, weight,
momentum)
• Cost less than $300
• Resolution >0.06 mm
• Max continuous force 10 N
• Stiffness 5 N/mm
• Connectivity USB 2.0
• 1 kHz control bandwidth
•http://home.novint.com/
The Haptic Master


3 DOF cylindrical robot
Max force output 250 N
Stiffness 50 N/mm
Uses force-in, position-out
arrangement
Exoskeleton
          over CyberGlove)




                                          Cables and pulleys


16 N/finger (continuous?); Weight 539 grams;
 remote electrical actuators in a control box.
                   The CyberGrasp force feedback glove
The CyberGrasp force feedback glove




VC 3.4 on book CD
CyberGrasp glove

Electronic
interface box




 Tether


                                                         Wrist Tracker




                The CyberPack (courtesy of Virtex Co.)
6 DOF mechanical arm
Wrist position and
Force feedback –
No need for a tracker




Allows simulation of weight and inertia, not possible with
glove-only interfaces CyberForce interface (introduced recently)
Haptic Interfaces




                              VC 3.5 on book
       CyberForce interface   CD
Olfactory Feedback
Olfactory feedback refers to the inclusion of the sense of
smell as an output in a virtual world or simulation.

Aroma therapy has proven to be an effective form of
treatment for rehabilitation and treatment.

The notion of “olfactory-evoked recall” can be vital to
immersion in a VR world. “Smell has the greatest impact
on human emotions.” (Enviroscent)
Challenges in Smell Technologies
No “primary smells” unlike colors, makes smell synthesis
difficult.

Consumable.

More difficult to modulate and control compared to sound
and light.

Size.
Applications of Olfactory Stimuli
Used by Dr. Albert Rizzo at USC for treatment of
PTSD patients.

USAF researched FiVe FiRe training system for fire fighters which
includes multiple odors for burning objects.


Entertainment purposes; the original
Smell-o-Vision was used in theaters to
add additional movie going enjoyment.
Technologies for Olfactory Stimuli
Enviroscent has a line of smell machines such
as the ES-1 Fragrance Machine.

Scents in Metagel dispersion cartridges
-8 different scents gunpowder, diesel, burning
rubber, body odor, etc.)
- through which compressed air is pumped to
carry the smell temporarily into the users
simulation space.
- researchers think PTSD that this adds to the
sense of presence. Since the olfactory bulb is
closely linked to areas of the limbic system
implicated to be involved with memory and
emotion
Smell as Input
Smell is actually a relatively common input source with
applications in medicine, security, and more.

Can be used to detect pollutants, identify diseases,
or even used to identify an individual.

Typically designed as an array of chemical sensors.
Projection-based olfactory display
Projection-based olfactory display
Projection-based olfactory display
VR for Addict Rehabilitation
Virtually Better, a company focused on VR
rehabilitation techniques, in cooperation with
addiction researcher Dr. Bordnick of the
University of Houston, have created VR
Simulations of addict tempting environments.




                                            Video Courtesy ScienCentral, Inc.
Further Reading and Resources
Albert Rizzo article

Smell Cannon

UoW Document on Olfaction for VR

Sony/Matsushita Smellovision

Using VR with Olfaction for Addiction Rehabilitation

              Robot Nose

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Chapter.3

  • 1. Output Devices: Graphics, 3-D Sound, Haptics and olfactory
  • 2. Output Devices The human senses need specialized interfaces  Graphics displays for visual feedback;  3-D audio hardware for localized sound;  Haptic interfaces for force and touch feedback;  Interested in smell and not yet in taste feedback.
  • 3. Output Devices Definition: A graphics display is a computer interface that presents synthetic world images to one or several users interacting with the virtual world.
  • 4. Output Devices Graphics Displays  Human stereo viewing;  Personal displays;  Large volume displays: –Active glasses – Workbenches; – Microsoft Surface – Caves; – Walls;
  • 5. Output Devices Human Visual System  Vision is the dominant sensorial channel;  Depth perception in mono images is based - on occlusion (one objects blocks another from view; - on shadows, textures and motion parallax (closer images appear to move more than distant ones)
  • 6. Human Visual System-continued  Depth perception in stereo is based on seteropsis when the brain registers and fuses two images;  Image parallax means that the two eyes register different images (horizontal shift);  The amount of shift depends on the “inter- pupillary distance” (IPD) (varies for each person in the range of 53-73 mm);  Works in the near field (to a few meters from the eye)
  • 8. Output Devices (same principle used in new 3D HDTVs) Left eye image Right eye image
  • 9. Output Devices Implications for Stereo Viewing devices  Need to present two images of the same VR environment;  The two images can be presented at the same time on two displays (HMD);  The two images can also be presented time- sequenced on one display (active glasses);  The two images can also be presented spatially- sequenced on one display (auto-stereoscopic displays).
  • 10. Output Devices Personal Displays Definition: A graphics display that outputs a virtual scene destined to be viewed by a single user. Such image may be monoscopic or stereoscopic, monocular (for a single eye) or binocular (displayed on both eyes).
  • 11. Output Devices Personal Displays  Head Mounted Displays;  3-D Binoculars (hand supported);  Booms (floor supported);  Virtual windows (floor supported);  Auto-stereoscopic displays (desk supported).
  • 13. Output Devices HMD Characteristics  Stereo or monoscopic  Resolution;  Field of view (horizontal);  Field of view (vertical);  Weight  Price
  • 14. HMD integration in a VR system Consumer HMD Professional HMD
  • 15. Output Devices HMD Field of view (FoV) – what is good enough? Horizontal FoV Vertical FoV Sensics survey
  • 16. Output Devices HMD Resolution– what is good enough? Sensics survey
  • 17. Output Devices HMD Weight – what is good enough? Sensics survey
  • 18. Output Devices HMD Characteristics (Summary) A field of view of at least 120x50 degrees. At least 1600x1200 resolution, but preferably HD 1080. Bright displays with a very fast dynamic response. No more than 250 grams (8-10 oz) in weight. Easy user interface and cable management (based on responses from 84 universities)
  • 19. AMLCD display, Resolution: 267x225 FOV: 30x23 degrees– Equivalent to 62 in at 2 m Weight: 100 grams Can be worn over glasses Olympus Eye Trek Face Mounted Display (FMD 200)
  • 20. Olympus Eye Trek Head Mounted Display Optics – uses free-form lens to compensate for aberrations; - an eccentric optical system to reduce size (eliminate 45 degree mirror)
  • 21. Olympus Eye Trek Face Mounted Display Optics
  • 22. Daeyang “cy-visor” Face Mounted Display LCOS display, Resolution: 800x600 FOV: 60x43 degrees– Weight: 160 grams Can be worn over glasses Liquid Crystal on Silicon display (LCOS)
  • 23. Daeyang “cy-visor” Face Mounted Display It is reflective – needs external lighting
  • 24. Organic LEDs (OLED) Active-matrix OLED display, each pixel can be addressed independently via the associated TFT’s and capacitors in the electronic back plane.  Each pixel element can be selected to stay “on” during the entire frame time.  Since OLED is an emissive device, the display aperture factor is not critical.             There are no intrinsic limitations to the pixel count, resolution, or size of an active-matrix OLED display, leaving the possibilities for commercial use open to our imagination.  Also, because of the TFT’s in the active-matrix design, a defective pixel produces only a dark effect, which is considered to be much less objectionable than a bright point defect, like found in LCD’s.
  • 25. Organic LEDs (OLED) Robust Design - OLED’s are tough enough to use in portable devices Viewing Angles –up to 160 degrees screens provide a clear image, even in bright light. High Resolution –Each pixel can be turned on or off independently to create multiple colors in a fluid and smooth edged display.  “Electronic Paper” – OLED’s are paper-thin.  Due to the exclusion of certain hardware goods that normal LCD’s require, OLED’s are as thin as a dime.  Production Advantages –20% to 50% cheaper than LCD processes.  Video Capabilities –handle streamlined video, which could revolutionize the PDA and cellular phone market. Hardware Content – Lighter and faster than LCD’s.  out of plastic and bendable.  do not need lamps, polarizers, or diffusers. Takes less power to run (2 to 10 volts).
  • 26. 5DT Head Mounted Display 800x600 pixels 40o diagonal view Organic LED Frame sequential stereo 600 grams $4k
  • 27. Samsung Emagin z800 OLED HMD Weight 8 oz PC connection - USB, RGB input SVGA resolution (800x600 pixels) stereo Tracking - 360 degrees pan 60 degrees pitch $1200 USD www.3dvisor.com
  • 29. Sensics piSight panoramic HMDs Uses Organic LED A series of micro-displays with special optics to generate a panoramic view Weight 2 lbs (1 Kg) SVGA input resolution (2400x1729 pixels) Field of view 179ο horizontal by 58ο vertical Binocular overlap 82ο Cost? USD sensics.com
  • 30. Sensics xSight panoramic HMDs Uses Organic LED A series of micro-displays with special optics to generate a panoramic view Weight 0.35 kg DVI input resolution (1680x1050 pixels) Field of view 123ο horizontal by 58ο vertical Binocular overlap 123ο Cost? USD sensics.com
  • 31. Sensics wireless HMD A wireless video link optimized HMDs Low latency (<30 msec) Support for HD1080p high definition video at full 60Hz frame rates. Ability to use multiple transmitter/receiver pairs simultaneously to drive multiple independent HMDs Available battery option for both HMD and wireless video link. Integrated stereo audio High-quality H.264 MPEG-4 compression Wi-Fi wireless N technology which does not require line of sight and works over large distances
  • 32. Sensics wireless smart goggles •On-board 1.2 GHz dual-core processor with graphics and 3D co-processor running Android 4.0 •Allows execution of on-board applications without requiring connection to a PC or a gaming console. •First-person hand tracking provides real-time tracking and location information of the user’s hands. •Hand position can be used to drive user interface, identify gestures and interact with the game. •Embedded head tracker for head angular position and linear acceleration •Dual SXGA (1280×1024) OLED displays. •64 degree field of view for excellent immersion •Embedded stereo audio and microphone •Battery operated On-board WiFi and Bluetooth services.
  • 34. Floor-supported displays Boom3C (courtesy of Fakespace Labs.)
  • 35. 21” LCD display, Resolution: SXGA (1600x1200) Weight: Counter- Balanced; No dead space but High latencies due to Third-party tracker Virtual Window 3-D Display (courtesy of Virtual Research Co.)
  • 36. Output Devices Auto-stereoscopic displays  Do not require use of special glasses;  Passive auto-stereoscopic displays do not track user’s head and thus restrict user’s position;  Active auto-stereoscopic displays track the head motion and give more freedom of motion.
  • 37. Passive Auto-stereoscopic 3-D Display (Dimension Technologies Co.)
  • 38. 18.1” LCD display, Resolution: 1280x1024 (mono) 640 x 1024 (stereo) Weight: 11.25 kg Auto-stereoscopic 3-D Display(courtesy of Dimension Technologies Co.)
  • 39. 40” LCD display, Resolution: 1280x768 pixels 70o horizontal viewing (7 to 15 feet) Weight: 33.2 kg SynthaGram 404 (courtesy of StereoGraphics Co. - $12,000)
  • 40. 20” LCD display, Resolution: 1600x1200 (mono) 100o horizontal viewing (1.5 to 6 feet) Weight: 8.4 kg SynthaGram 204 (courtesy of StereoGraphics Co. - $3,000)
  • 41. 18” LCD display, Resolution: 1280x1024 (mono) 640 x 1024 (stereo) Weight: 17 kg Active auto-stereoscopic 3-D Display (courtesy of Dresden 3D Co.)
  • 42. Single-user Auto-stereoscopic display…  The display redirects the appropriate frames to the right and left eye so that each eye can only see the relevant frame.  The tracker locates each eye and sends the information to the control box.  The control box then tells the LCD screen what pixels to display.  Through the optics system in the screen, the image will get directed through the TFT directly to the appropriate eye.  A split second later it would do the same to the other eye.  Hence, creating a 3D image.
  • 43. Active tracking accommodates ±25 degrees change in view direction
  • 44. Multi-user Auto-stereoscopic display…  Multiple users can be tracked simultaneously and more pixels can be opened up at any given time allowing light beams to be directed simultaneously to more than one eye and more than one 3D user. Position finders already track pupils of multiple viewers with very small delay. Good resolution but still shows some flicker.  OLED’s becoming mainstream can help eliminate flicker What needs to be done? Better displays (100Hz…120Hz) Complete the multi-user concept
  • 46. Sharp autostereoscopic laptop  Pentium 4, 15” diagonal display, 1024x768 resolution, 2D and 3 D mode, uses parallax barrier. http://www.inition.co.uk/inition/product_stereovis_sharp_actius_rd3d.php
  • 47. Autostereoscopic cell phones! Ocuity (UK) and NEC make 2.5” diameter autostereoscopic cell phones. InTouch mobile handset (TTPCom) 2.1” Transflective 2D/3D TFT-LCD 132xRGBx176 pixel display Automatic control of 2D to 3D switching function Running TTPCom WGE 3D stereo game demonstration
  • 48. Holographic displays • The image source is based on standard flat panel technology of which the image is seen upon a nine optical layer glass panel. Objects will appear to float in space. •For the maximum 3D effect, the background seen through the display should be several feet behind the display and dark in color. http://www.eonreality.com/files/ brochures/eon_icrystal_hd.pdf
  • 49. Holographic displays – EON TouchLight • Bare-hand 3D interaction virtual reality display system • VR scene can be zoomed, panned and rotated with both hands • Uses image processing techniques to combine the output of two video cameras placed behind a semi-transparent plane in front of the user. Incorporates IR cameras and image processing board http://www.eonreality.com/files/brochures/eon_touchlight_hd.pdf
  • 50. Output Devices Large Volume Displays  Allow several co-located users to view a monoscopic or stereoscopic view of the virtual world;  Can be classified as monitor-based large volume displays or projector-based large volume displays.  Allow more freedom of motion vs. personal displays.
  • 51. Output Devices Monitor-based Large Volume Displays  Use active or passive glasses;  Several users can look at a monitor;  Can have a single monitor, or multiple side-by- side monitors;  If side-by-side, image continuity becomes an issue.
  • 52. Untracked and wireless Tracked and wireless Active glasses
  • 53. Output Devices Active glasses vs. FMDs Some advantages:  no cables if head position is not tracked;  light and ergonomic (can be used over vision glasses);  work well with large volume displays.  allows full screen resolution 1280x1024 Some disadvantages:  lose 2/3 of image light intensity through LCD filtering;  require special CRT “stereo ready” that has twice the hardware refresh rate (Hz) 120 Hz or more;  require direct line of sight for IR controller;  different viewing metaphor “through the window”.
  • 54. Wireless – old model Active glasses Wireless – new model Wired to the synchronizing jack of the graphics card I-O Display Systems Inc. $99 vs. $1000 for StereoGraphics wireless glasses
  • 55. Wired/wireless glasses need a “stereo enabler” when connected to a VGA card without a 3-pin mini DIN output jack)
  • 56. Passive glasses vs. active glasses
  • 57. Passive glasses vs. active glasses
  • 58. Passive glasses vs. active glasses
  • 59. Passive glasses vs. active glasses
  • 60. Through the window metaphor The projection factor is changes by a factor K which such that K = r (u – U) + U Where: r is the responsiveness factor (optimally 1.25); u is the current head distance from the screen; U is the default distance (say 30 cm). Unfortunately tracker jitter is amplified as well
  • 62. Tiled monitors-based display VC 3.1 on book CD Resolution is 3840 x 1024 and dimensions are 1,11 x 0.29 m2
  • 63. Non-synchronized tiled image discontinuity Synchronized tiled image
  • 64. Output Devices Projector-based Large-Volume Displays  Old technology is CRT-based (analog) three projector tubes (R, G, B);  Requires special “fast green” coating to avoid the fogging due to fast switching (at 120 Hz);  Suffer from low luminosity problems (200-300 lumens)
  • 65. Output Devices Projector-based Large-Volume Displays  Technology made transition from CRT-based (analog) to Digital Micro-mirror Device (DMD) (digital) projectors;  Workbench-type displays (Fakespace Responsive Workbench, Barco Baron, V-desk, etc.)  Cave-type display (CAVE, RAVE)  Wall-type displays  Domes
  • 66. Output Devices Digital Micro-mirror Device Display Light intensities are much larger than for CRT-based projectors 300 lumens to 1500 or more lumens Thus ambient light does not hinder image quality
  • 67. Tilted surface Viewing Cone Reflector mirror Floor CRT projector (not shown) The old Fakespace “ImmersaDesk” workbench
  • 68. IR Controllers CRT Projector Mirrors Tilting mechanism Baron workbench (courtesy of BARCO Co.)
  • 69. Baron Workbench-type display geometries V-desk
  • 70. CRT Projector Screen Mirror CAVE 3-D large volume display (courtesy of Fakespace Co.)
  • 71. CAVE 3-D large volume display (courtesy of Fakespace Co.)
  • 72. RAVE (“Re-configurable Virtual Environment”)  Modular construction that allows various viewing configuration, from flat wall, to angled theater, to CAVE;  Vertical wall image 2.3 m X 2.4 m;  Several CRT projectors (260 lumens, 1280x1024 resolution);  Takes 30 minutes or less to reconfigure
  • 73.
  • 74. New types of stereo displays  Such as BARCO Trace  Driven by Barco Galaxy Stereo DLP projectors 3000 Lumens;  800:1 contrast ratio  WARP geometry distortion for edge matching;  1400 x 1050 pixel resolution  70 inch diagonal screen  active stereo glasses
  • 75. Microsoft SURFACE  one large display (projector)  five infrared cameras tracks user’s finger contact with the surface PC included in the enclosure
  • 76.  40” diagonal Samsung SUR 40 new SURFACE  1920 x 1080 resolution Dual-core CPU, AMD HD6750M GPU Viewing angle 178 degrees PixelSense™ to sense fingers and objects touching the screen. It sees and reacts to light – taking sixty pictures every second in a way that is similar to a movie camera.
  • 77. MultiTouch technologies * Two layers of electrodes. Electrodes parallel in same layer and orthogonal to to the other layer * Capacitive sensors can be constructed from copper or Indium tin oxide (ITO). * Methods for measuring capacitance are Relaxation Oscillator(in figure), Charge Time, Voltage Divider, Charge Transfer, Sigma-Delta Modulation. * Self capacitance, mutual capacitance
  • 78. Resistive * Two ITO patterned plates separated by spacing dots. The top layer has ITO columns and bottom layer has ITO rows. * 5V is applied to a is applied to a column, and voltage is measured at every horizontal sensing line. In order to prevent masking, inactive sensing lines are set to high impedance Multi touch Optical technologies Images from www.touchuserinterface.com  Optical Imaging : two optical sensors track the movement of any object close to the surface by detecting the interruption of an infra-red light source.
  • 79. Multi touch Optical technologies  Rear Diffused Illumination : Infrared light is shone from the opposite side of the touch surface. Finger interrupts the infrared light, reflects back to the camera .  Frustrated Total Internal Reflection (FTIR) : floods the inside of a piece of acrylic with infrared light by trapping the light rays within the acrylic.  Kinect : Uses near infrared transmitter creates a pattern of near-infrared dots.  In-Cell : 2D grid of retro-reflective optosensors which are placed behind an LCD panel. http://www.articlesbase.com/electronics-articles/technologies-of-multitouch-part-3-optical-technologies- 5485162.html
  • 80. Output Devices Wall-type displays  Accommodate more users  Using a single projector on a large wall means small image resolution;  Thus tiled displays place smaller images side-by-side so they need multiple projectors;  Images need to have overlap, to assure continuity;  However overlap from two projectors means intensity discontinuity (brighter images in the overlap areas)  Projectors need to modulate intensities to dim their light for overlap pixels.
  • 81. Pano-Wall display Three projectors; Approx. 7 x 2 m2
  • 84. Tiled composite image from four projectors
  • 85. Tiled composite image from four projectors after adjustment
  • 86. Wall and Dome-type displays Advantages:  Accommodate more users (tens to hundreds)  Give users more freedom of motion; Disadvantages:  Large cost (up to millions of dollars);  Even with multiple projectors, resolution is much lower than for CRTs (because the area is large).  Example PanoWall has 200,000 pixels/m2 while a monitor has 18,200,000 pixels/m2  To have equal numbers of pixels/unit are – more projectors (military)
  • 87.
  • 88. Output Devices 3-D Audio Displays Definition: Sound displays are computer interfaces that provide synthetic sound feedback to the user interacting with the virtual world. The sound can be monoaural (both ears hear the same sound) or binaural (each ear hears a different sound).
  • 89. Output Devices 3-D Audio Displays  3-D audio should not be confused with stereo sound;  Human hearing model;  HRTF-based 3-D sound;  Convolvotron;  3-D sound cards.
  • 90. Stereo vs. 3-D sound ….
  • 91. Output Devices Human Hearing Model  Polar coordinate system – azimuth, elevation, distance (range);  azimuth cues;  elevation cues;  Effect of pinna (outer ear);  HRTFs
  • 92. Output Devices Head Related Transfer Function (HRTF)
  • 94. 3-D Sound Effect of pinna filtering of sound (elevation and azimuth cues)
  • 95. Output Devices NASA again a pioneer in 3-D sound  put microphones in dummy heads;  played localized sound and measured signal;  Determined the HRTF;  Worked on first circuitry;
  • 97. The Convolvotron PC 3-D sound boards ….
  • 99. Output Devices 5.1 3-D Audio Displays
  • 100. ….
  • 101. Cross-talk effect  Sound from one speaker reaches both ears: [ ] [ ][ ] Yleft Yright = Hl,l Hl,r Hr,l Hr,r Sleft Sright where Hl,l is the HRTF between the left speaker and the left ear, Hl,r is the HRTF between the right speaker and the left ear, Yleft is the sound reaching the left ear Yright is the sound reaching the right ear
  • 102. Cross-talk effect cancellation  Sound from both speakers is adjusted such that: [ ] [ ][ ] -1 Sleft Hl,l Hl,r Yleft = Sright Hr,l Hr,r Yright where Yleft and Yright are known (the output if the convolving process)
  • 103. Commercial 3D Sound Cards What they have to offer: Digital Output Multi-speaker compatibility (7.1 channel format allows for 8 speakers) Positional Audio offers 3D dimensions of sound
  • 104. USB 3D Sound Adapter •Supports 3-dimensional sound •Virtual 5.1 sound effects •USB powered, no external power required •Digital Class-B power amplifier •27 Environment sound effects •10 Band / Pre-set equalizer •$30
  • 105. Sabrent 7.1 PCI Sound Card Internal connectors 8-channels of audio, a PCI interface, 3D sound and great quality $14 PCI Bus connector Audio ports HRTF-base 3D positional audio, supporting DirectSound 3D, EAX and A3D interface. MIDI Game port Support multi-speaker output to 2/2.1/4.1/5.1/7.1 speakers. Support Karaoke key, Echo sound effects.
  • 106. Creative Labs Sound Blaster Audigy 4 Pro Aureal 3D (A3D) •Two Versions •1.0 was very similar to DS3D plain Microsoft DirectX component for positional audio •2.0 could more accurately simulate how sound sources in a complex environment behave •An extension of DS3D (by itself, its just reverb) •PC environmental reverb standard created by Creative Lab •All sound cards can have EAX capability •$150
  • 107. Effects of 3D Sound Cards on graphics output
  • 108. Output Devices Haptic Interfaces Haptics…  Comes from Greek Hapthai meaning the sense of touch;  Groups touch feedback and force feedback
  • 109. Output Devices Touch Feedback  Relies on sensors in and close to the skin;  Conveys information on contact surface geometry, roughness, slippage, temperature;  Does not actively resist user contact motion;  Easier to implement than force feedback.
  • 110. Output Devices Force Feedback  Relies on sensors on muscle tendons and bones/joints proprioception;  Conveys information on contact surface compliance, object weight, inertia;  Actively resist user contact motion;  More difficult to implement than touch feedback (no commercial products until mid 90s).
  • 111. Haptic Interfaces Human touch sensing mechanism  Most touch sensors are on the hand (much less density on other parts of the body);  Four primary types of sensors: 40 % are Meissner’s corpuscles – detect movement across the skin – velocity detectors 25% are Merkel’s disks – measure pressure and vibrations 13 % are Pacinian corpuscles – deeper in skin (dermis) – acceleration sensors. Most sensitive to vibrations of about 250 Hz 19% are Rufini corpuscles – detect skin shear and temperature changes
  • 112. Haptic Interfaces Skin touch sensors
  • 113. Haptic Interfaces Sensorial adaptation  Measure the decrease in electrical signals from the skin sensor over time, for a constant stimulus;  If the sensor produces a constant electrical discharge for a constant mechanical stimulus – It is called “Slow Adapting” (SA);  If the rate of electrical discharge drops rapidly over time for a constant stimulus – called “Rapidly Adapting” (RA)
  • 114. Haptic Interfaces Spatial resolution  Measure the receptive field size of a sensor;  If the sensor has a large receptive field – it has low spatial resolution (Pacinian and Ruffini) SA-II, RA-II  If the receptive field is small – has high spatial resolution (Meissner and Merkel) SA-I, RA-I
  • 115. Haptic Interfaces Two-point limen test: 2.5 mm fingertip, 11 mm for palm, 67 mm for thigh
  • 117. Haptic Interfaces Human grasping configurations
  • 118. Haptic Interfaces Maximum and sustained force exertion  Maximum force exerted during “power” grasp Averages 400 N (male) and 225 N (female);  Looking at body location, force output Grows from 50 N at PIP finger joint, to 100 N at shoulder;  Sustained force feedback is much smaller than maximum, owing to fatigue and pain
  • 119. Haptic Interfaces Fatigue measured as a function of % Maximum Voluntary Contraction (MVC) and rest cycle
  • 120. Haptic Interfaces Haptic feedback actuators  Need to maximize power/weight ratio;  Need to have high power/volume ratio;  Need to have high bandwidth;  Need to have high dynamic range (fidelity);  Need to be safe for the user - None of the current actuator technology satisfies all these requirements
  • 121. Haptic Interfaces Actuator comparison based on P/W ratio
  • 122. Output Devices Touch Feedback Interfaces…  Can be desk-top or wearable (gloves);  touch feedback mouse;  CyberTouch glove;  Temperature feedback actuators;
  • 123. Haptic Interfaces The iFeel Mouse (0-125 Hz).
  • 124. Haptic Interfaces 6 individually Controlled Vibrotactile actuators 0-125 Hz frequency 1.2 N amplitude at 125 Hz CyberTouch Glove (Virtex)
  • 125. Output Devices VC 3.3 on book CD
  • 126. Output Devices Temperature feedback  Added simulation realism by simulating surface thermal “feel”;  No moving parts;  Uses thermoelectric pumps made of solid-state materials sandwiched between “heat source” and “heat sink”;  Single pump can produce 65°C differentials;
  • 128. User comfort zone 13-46°C If system fails Heat travels back Through the pump and can burn skin Temperature feedback actuator control
  • 129. Output Devices Force Feedback Interfaces…  Need mechanical grounding to resist user motion;  Can be grounded on desk, wall, or on user body;  More difficult to construct and more expensive Than tactile feedback interfaces
  • 131. The PHANToM used for 3D “sculpting” (courtesy of SensAble Technology Co.)
  • 132.
  • 135. NOVINT FALCON 3 DOF Force Feedback • 3 DOF (right-left, forward/backward, up/down) 75 ×75 × 75 mm • rumble, vibrations •3D exploration and textures • Dynamic effects (inertia, weight, momentum) • Cost less than $300 • Resolution >0.06 mm • Max continuous force 10 N • Stiffness 5 N/mm • Connectivity USB 2.0 • 1 kHz control bandwidth •http://home.novint.com/
  • 136. The Haptic Master 3 DOF cylindrical robot Max force output 250 N Stiffness 50 N/mm Uses force-in, position-out arrangement
  • 137. Exoskeleton over CyberGlove) Cables and pulleys 16 N/finger (continuous?); Weight 539 grams; remote electrical actuators in a control box. The CyberGrasp force feedback glove
  • 138. The CyberGrasp force feedback glove VC 3.4 on book CD
  • 139. CyberGrasp glove Electronic interface box Tether Wrist Tracker The CyberPack (courtesy of Virtex Co.)
  • 140. 6 DOF mechanical arm Wrist position and Force feedback – No need for a tracker Allows simulation of weight and inertia, not possible with glove-only interfaces CyberForce interface (introduced recently)
  • 141. Haptic Interfaces VC 3.5 on book CyberForce interface CD
  • 142.
  • 143. Olfactory Feedback Olfactory feedback refers to the inclusion of the sense of smell as an output in a virtual world or simulation. Aroma therapy has proven to be an effective form of treatment for rehabilitation and treatment. The notion of “olfactory-evoked recall” can be vital to immersion in a VR world. “Smell has the greatest impact on human emotions.” (Enviroscent)
  • 144. Challenges in Smell Technologies No “primary smells” unlike colors, makes smell synthesis difficult. Consumable. More difficult to modulate and control compared to sound and light. Size.
  • 145. Applications of Olfactory Stimuli Used by Dr. Albert Rizzo at USC for treatment of PTSD patients. USAF researched FiVe FiRe training system for fire fighters which includes multiple odors for burning objects. Entertainment purposes; the original Smell-o-Vision was used in theaters to add additional movie going enjoyment.
  • 146. Technologies for Olfactory Stimuli Enviroscent has a line of smell machines such as the ES-1 Fragrance Machine. Scents in Metagel dispersion cartridges -8 different scents gunpowder, diesel, burning rubber, body odor, etc.) - through which compressed air is pumped to carry the smell temporarily into the users simulation space. - researchers think PTSD that this adds to the sense of presence. Since the olfactory bulb is closely linked to areas of the limbic system implicated to be involved with memory and emotion
  • 147. Smell as Input Smell is actually a relatively common input source with applications in medicine, security, and more. Can be used to detect pollutants, identify diseases, or even used to identify an individual. Typically designed as an array of chemical sensors.
  • 151. VR for Addict Rehabilitation Virtually Better, a company focused on VR rehabilitation techniques, in cooperation with addiction researcher Dr. Bordnick of the University of Houston, have created VR Simulations of addict tempting environments. Video Courtesy ScienCentral, Inc.
  • 152. Further Reading and Resources Albert Rizzo article Smell Cannon UoW Document on Olfaction for VR Sony/Matsushita Smellovision Using VR with Olfaction for Addiction Rehabilitation Robot Nose