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1 of 33
Technical Seminar on PHANTOM
( hap tics
tech)
• Virtual reality is a form of human-computer
interaction providing a virtual environment
that one can explore through direct interaction
with our senses.
• It’s a mere imitation of the real world.
• BUT IS IT COMPLETE???
 Our primary interface with the real world is
our haptic sense (sense of touch).
 How important is our sense of touch?
 In order to complete the imitation of the real
world one should be able to interact with the
environment and get a feedback.
 User should be able to touch the virtual object
and feel a response from it.
 This feedback is called Haptic Feedback.
 Haptics, is the technology of adding the
sensation of touch and feeling to computers.
 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.
 Understanding and enabling a compelling
experience of Presence not limited to "being
there", but extended to "being in touch" with
remote or virtual surroundings
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:
 Tactile feedback
 Force feedback
• Virtual Reality Modeling language (VRML)
• Tells the interface how much force the haptic
device should return when it is touched.
10
 It works by monitoring the position of a users
fingertip or hand through optical encoders
attached to the device
 The geometric, material, kinematic, and
dynamic properties of the world we wish to
represent can be modeled and stored.
11
 Force and motion are the most important hap tic
cues
 Many meaningful hap tic interactions involve
little or no torque
 A small wrist-centered workspace is sufficient
12
A significant component of our ability to "visualize,"
remember and establish cognitive models of the
physical structure of our environment systems from
hap tic interactions with objects in the environment.
13
 The most significant design feature of the
Phantom is the passive, 3 degree-of-freedom
"thimble-gimbal.“
 Introducing three passive freedoms with the
"thimble-gimbal" greatly simplifies
programming as well as mechanism design
14
 Many meaningful hap tic interactions occur
within the volume that the finger tip spans
when the fore-arm is allowed only limited
movement
 PHANTOM should be constructed such that a
user could move the wrist freely without
encountering the edges of the workspace
15
 Free space must feel free
 Solid virtual objects must feel stiff
 Virtual constraints must not be easily saturated
 PHANTOM Mechanics
 Virtual Worlds
 Perceptual Observations
It allows users to touch, feel and manipulate
3-D objects in virtual environments.
18
• Common interface devices like mouse and
joystick are only input devices. No feedback.
• Haptic devices are input-output devices.
19
20
The Novint Falcon is the first haptic interface device to
bring 3D touch.
 As the Novint Falcon is moved, the computer keeps
track of a 3D cursor.
 When the 3D cursor touches a virtual object, the
computer registers contact with that object.
 And updates currents to motors in the device to create
an appropriate force to the device’s handle, which the
user feels.
21
 large and immobile systems that the user must
attach him or herself to.
 their large size and immobile nature allow for
the generation of large and varied force
information.
22
 The user can move naturally without being
weighed down by a large exoskeleton or
immobile device
 E.g.Hand Master
23
24
 In a confined space, simulate unrestrained
human mobility such as walking and running
for virtual reality.
25
 Tactile feedback tells us the texture of the
surfaces.
 Using this we can feel different surfaces and
slipping sensations can be produced.
26
 Virtual reality
 Virtual surgery Surgery
 Tele-presence Tele-presence
 Human assistive devices Slide 23
 Games & many more…
27
28
29
30
 The development of the PHANTOM device has
demonstrated the feasibility of a relatively low-
cost system which can provide convincing
sensations of interactions with virtual object
 With the evolution of this device ,today
multiple finger interactions and multiple user
interactions in shared workspaces with the
device
31
 www.globalhaptics.com
 www.worldhaptics.com
 www.nasa.gov
 www.immersion.com
 www.sensable.com
 www.sarcos.com
32
33 9/24/2022

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fdocuments.in_ppt-of-phantom (1).pptx

  • 1. Technical Seminar on PHANTOM ( hap tics tech)
  • 2.
  • 3. • Virtual reality is a form of human-computer interaction providing a virtual environment that one can explore through direct interaction with our senses. • It’s a mere imitation of the real world. • BUT IS IT COMPLETE???
  • 4.  Our primary interface with the real world is our haptic sense (sense of touch).  How important is our sense of touch?
  • 5.  In order to complete the imitation of the real world one should be able to interact with the environment and get a feedback.  User should be able to touch the virtual object and feel a response from it.  This feedback is called Haptic Feedback.
  • 6.  Haptics, is the technology of adding the sensation of touch and feeling to computers.  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.  Understanding and enabling a compelling experience of Presence not limited to "being there", but extended to "being in touch" with remote or virtual surroundings
  • 7. 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:  Tactile feedback  Force feedback
  • 8. • Virtual Reality Modeling language (VRML) • Tells the interface how much force the haptic device should return when it is touched.
  • 9.
  • 10. 10
  • 11.  It works by monitoring the position of a users fingertip or hand through optical encoders attached to the device  The geometric, material, kinematic, and dynamic properties of the world we wish to represent can be modeled and stored. 11
  • 12.  Force and motion are the most important hap tic cues  Many meaningful hap tic interactions involve little or no torque  A small wrist-centered workspace is sufficient 12
  • 13. A significant component of our ability to "visualize," remember and establish cognitive models of the physical structure of our environment systems from hap tic interactions with objects in the environment. 13
  • 14.  The most significant design feature of the Phantom is the passive, 3 degree-of-freedom "thimble-gimbal.“  Introducing three passive freedoms with the "thimble-gimbal" greatly simplifies programming as well as mechanism design 14
  • 15.  Many meaningful hap tic interactions occur within the volume that the finger tip spans when the fore-arm is allowed only limited movement  PHANTOM should be constructed such that a user could move the wrist freely without encountering the edges of the workspace 15
  • 16.  Free space must feel free  Solid virtual objects must feel stiff  Virtual constraints must not be easily saturated
  • 17.  PHANTOM Mechanics  Virtual Worlds  Perceptual Observations
  • 18. It allows users to touch, feel and manipulate 3-D objects in virtual environments. 18
  • 19. • Common interface devices like mouse and joystick are only input devices. No feedback. • Haptic devices are input-output devices. 19
  • 20. 20
  • 21. The Novint Falcon is the first haptic interface device to bring 3D touch.  As the Novint Falcon is moved, the computer keeps track of a 3D cursor.  When the 3D cursor touches a virtual object, the computer registers contact with that object.  And updates currents to motors in the device to create an appropriate force to the device’s handle, which the user feels. 21
  • 22.  large and immobile systems that the user must attach him or herself to.  their large size and immobile nature allow for the generation of large and varied force information. 22
  • 23.  The user can move naturally without being weighed down by a large exoskeleton or immobile device  E.g.Hand Master 23
  • 24. 24
  • 25.  In a confined space, simulate unrestrained human mobility such as walking and running for virtual reality. 25
  • 26.  Tactile feedback tells us the texture of the surfaces.  Using this we can feel different surfaces and slipping sensations can be produced. 26
  • 27.  Virtual reality  Virtual surgery Surgery  Tele-presence Tele-presence  Human assistive devices Slide 23  Games & many more… 27
  • 28. 28
  • 29. 29
  • 30. 30
  • 31.  The development of the PHANTOM device has demonstrated the feasibility of a relatively low- cost system which can provide convincing sensations of interactions with virtual object  With the evolution of this device ,today multiple finger interactions and multiple user interactions in shared workspaces with the device 31
  • 32.  www.globalhaptics.com  www.worldhaptics.com  www.nasa.gov  www.immersion.com  www.sensable.com  www.sarcos.com 32