Spelling suggestions: "subject:"haptics."" "subject:"bhaptics.""
131 |
Networked haptic cooperation with remote dynamic proxiesLi, Zhi 21 October 2009 (has links)
Networked haptic cooperation entails direct interactions among the networked users in addition to joint manipulations of shared virtual objects. For example, therapists may want to feel and guide the motions of their remote patients directly rather than via an intervening virtual object during tele-rehabilitation sessions. To support direct user-to-user haptic interaction over a network, this dissertation introduces the concept of remote dynamic proxies and integrates it into two distributed control architectures. The remote dynamic proxies are avatars of users at the sites of their distant peers. They have second order dynamics and their motion is coordinated to the remote user whom they represent either via virtual coupling or via wave-based control. The remote dynamic proxies render smooth motion of the distant peers regardless of the infrequent and delayed information received over the network. Therefore, the integration of remote dynamic proxies into distributed networked haptic cooperation allows stiffer contacts to be rendered to users and improves position coherency in the presence of longer constant network delays.
The thesis investigates the advantages and limitations of the remote dynamic proxies for two distributed haptic architectures. These architectures coordinate the peer users and their virtual environments via:
- virtual coupling control. For virtual coupling-based networked haptics with remote dynamic proxies, stability is analyzed within a multi-rate state space framework and the analysis is validated through experiments involving both cooperative manipulations and direct user-to-user interactions. The results show that the remote dynamic proxies maintain high coherency between the distributed virtual environments and enable users to see and feel their peers moving smoothly. They also increase the stiffness of direct user-to-user contact in the presence of larger constant network delay. However, the remote dynamic proxies do not lessen users' perception of a predominantly viscous virtual environment in the presence of network delay.
- wave-based control. To enable users to feel other dynamics in addition to viscosity during networked haptic cooperation, this dissertation further develops a wave-based distributed coordination approach for the remote dynamic proxies. The performance of the proposed approach is investigated via experiments involving both cooperative manipulations and direct user-to-user interactions. The results demonstrate that the remote dynamic proxies mitigate the poor coherency typical to wave-based coordination architectures and enable users to touch their peers. Furthermore, the remote dynamic proxies improve users' perception of inertia in the presence of network delay.
|
132 |
Real-time collaborative volumetric virtual sculpting with haptic force-feedbackPrior, Anthony January 2008 (has links)
[Truncated abstract] Virtual sculpting is an interactive 3D modeling process that allows users to create and modify solid objects in a virtual world, with applications in art, rapid proto- typing and design. This thesis investigates methods for a collaborative, voxel-based virtual sculpting with haptic force-feedback. The objective is to devise such a system that operates in real-time. I make three main contributions in the fields of voxel-based virtual sculpting, haptics and collaborative virtual environments. First, I have devised a method for virtual sculpting where a voxel-based sculpture is created using a tool to build up or erode material. In existing real-time systems, due to the complexity of the algorithms that determine which voxels have been touched by the tool in a given time-step, the size or shape of the sculpting tool is limited and can often only be applied at a fixed orientation. My solution allows the tool to take the shape of any arbitrary triangle-based polyhedron that can be applied at any orientation. To determine which voxels are intersected by the tool, the tool is voxelized (converted into its discrete voxel representation) at each time-step against the voxels of the sculpture, which are then modified according to the desired operation. To give the resulting voxel-based sculpture a realistic appearance, I use the well-known Marching Cubes algorithm to form a triangular- mesh isosurface where the voxels representing sculpture material meet free-space. '...' For this I have borrowed concepts from the existing Voxmap-PointShell (VPS) model where the tool is represented by an array of points that cover its surface, each of which is tested for collisions with the sculpture. Each colliding point will form a component force, and the overall collision force is the vector sum of these components. My model is unique in that the component forces are formed in a direction tangential to the isosurface nearest the voxel of collision and can operate while the voxels of the sculpture are changing. While the VPS model is designed for force-feedback on a 6- degrees-of-freedom haptic device (delivers translational and rotational forces to the user), my model is designed to suit commodity 3-degrees-of-freedom (translational forces only) devices which are much more common. Third, I have developed a collaborative virtual sculpting paradigm to allow several users to simultaneously work on the same sculpture from different locations. This allows collaborative design without the requirement of being co-present. I will discuss methods for relaying the rapidly changing voxel and isosurface data between workstations, such that the local environment on each is synchronized in a manner that is immediate and transparent to the users. In addition, collisions between the different users' tools are felt through force-feedback. I implemented a collaborative haptic virtual sculpting simulation using the above methods in order to validate the system. The simulation was used to test the capabilities and limits of each contribution, as well as the real-time capability of the overall system. Ultimately this thesis demonstrates that it is possible to combine these technologies to form a flexible and intuitive collaborative virtual sculpting experience that operates in real-time.
|
133 |
Quality of Experience Evaluation for Haptic Multimedia ApplicationsHamam, Abdelwahab January 2013 (has links)
Haptic-based Virtual Reality (VR) applications have many merits. What is still obscure, from the designer’s perspective of these applications, is the experience the users will undergo when they use the VR system. Quality of Experience (QoE) is an evaluation metric from the user’s perspective that unfortunately has received limited attention from the research community. Assessing the QoE of VR applications reflects the amount of overall satisfaction and benefits gained from the application in addition to laying the foundation for ideal user-centric design in the future. In this thesis, we address certain issues and concerns regarding QoE of virtual environments.
In essence, we propose a taxonomy for the evaluation of the QoE for multimedia applications and in particular VR applications. The taxonomy classifies QoE related parameters into groups. The groups’ organization is generated from the definition we have adopted for the QoE which is the Quality of Service (QoS) plus the user experience (UX). We model this taxonomy using first mathematical modeling based on weighted averages and then a Fuzzy logic Inference System (FIS) to quantitatively measure the QoE of haptic virtual environments. We test both models conducting user study analysis to evaluate the QoE of a VR application. These models serve as engines that facilitate the calculation of QoE with minimal amount of users.
We specifically attend to the issue of the new media, haptics, within the context of increasing the QoE of virtual environments (VE). This special attention is important for comparing the effect of tactile and kinesthetic feedback on the QoE. In accordance, we investigate a particular topic that seems to have a colossal effect on QoE throughout our analysis, which is fatigue.
Our analysis involved users' studies since the main focus is on the user. The QoE for virtual environments is in its primary stages. This thesis tackles issues that are vital in dealing with and understanding the importance of QoE. The various results suggest a positive user's disposition toward haptics and virtual environments, yet there will always be obstacles and challenges such as fatigue that if minimized will enhance the QoE of haptic-based applications.
|
134 |
Espaces virtuels pour l’éducation et l’illustration scientifiques : contribution à l’appréhension de la Théorie de la Relativité Restreinte par la réalité virtuelle / Virtual spaces for scientific exploration and education : contribution to the apprehension of the Theory of Special Relativity through virtual realityDoat, Tony 20 September 2012 (has links)
La Théorie de la Relativité (TRR), est une théorie particulièrement contre-intuitive dont les implications sont inaccessibles à l'expérience sensible humaine ; ce qui pose un certain nombre de difficultés de compréhension aux étudiants. Cependant, la Réalité Virtuelle (RV) offre une approche intéressante en permettant à un utilisateur d'être immergé et d'interagir dans un monde virtuel où la vitesse de la lumière est ramenée à 1 m/s. Les phénomènes relativistes deviennent ainsi directement accessibles par ses sens. Cette caractéristique, point départ de nos travaux, permet alors d’appréhender les phénomènes relativistes par une expérience « par la pratique ». L'enjeu de notre travail porte plus précisément sur la définition de moyens et de méthodes intégrés dans une plate-forme immersive permettant d'appréhender les phénomènes relativistes. Dans ce contexte, nous proposons, tout d’abord, des méthodes novatrices pour simuler les phénomènes relativistes sur un nombre quelconque d'objets en mouvement arbitraire et tenant compte de la dynamique relativiste des objets dans la scène, notamment durant leurs interactions. Nous nous focalisons sur les effets qui déforment les objets vus par l'observateur, à savoir le délai de propagation des photons, la relativité des longueurs et l'effet d'aberration. Nous définissons ensuite des méthodes pour intégrer une simulation relativiste dans un environnement immersif basé intrinsèquement sur un monde newtonien. Nous proposons également une plate-forme expérimentale dans laquelle sont intégrées des méthodes d'interaction utilisées pour mettre en scène un « jeu sérieux », ici un billard relativiste. Enfin, nous démontrons la portée de notre outil expérimental par deux voies : l'une concerne l'utilisation de l'application dans des évaluations de didactique et l'autre concerne un exemple d'extension de l'outil pour mettre en lumière un autre aspect de la Physique relativiste : la relation entre vitesse et énergie. / The Theory of Special Relativity (TSR) is a particularly counterintuitive theory. Its implications are, by nature, out of reach by human experience. Therefore we cannot perceive its effects directly, thus raising problems of comprehension for the students confronted to it. However, Virtual Reality (VR) enables us to overcome this limitation by immersing a user into a world where the velocity of light is reduced to 1 m/s. As a result, the relativistic phenomena become directly perceivable through our senses. This possibility, which is the cornerstone of our work, brings a unique way to apprehend the relativistic phenomenon trough a "hands-on" experiment.In this context, we propose, first, innovative methods to include relativistic effects in simulation containing any number of objects moving in an arbitrary direction and velocity and taking into account the relativistic dynamics of the objects, including object-to-object interaction. We focused on the relativistic phenomenon involved in the deformation of objects: the delay of propagation of the photons from the light source to the observer, as well as the relativity of length and the aberration of light. We describe, second, methods to integrate the simulation techniques, previously introduced, into an immersive environment intrinsically based on Newtonian physics. We also provide interaction methods and a concrete application in a serious game framework: a relativistic carom billiard. Finally, we demonstrate the possibilities of our platform are demonstrated in two ways: one tackles usage in the context of learning evaluation and the other is an extension of the tool to access new pieces of information relevant to TSR, such as the force profile used to launch an object with a relativistic velocity.
|
135 |
Outdoor-navigation in public spaces for the elderly visually impairedWidqvist, Elias January 2019 (has links)
The elderly visually impaired is not only a neglected user group within interaction design but also a large one in our society. Within this user group, I discovered that they do not get enough exercise because of their inability to move in public spaces without feeling unsafe. To feel safe, they would have to use both their rollator and their white cane at the same time; an impossibility. This paradoxical issue brings forth design opportunities of both physical artifacts with combined effectiveness of a white cane and a rollator. Also, it includes an exploration with a user-centered design approach on how haptic feedback could help them navigate. Haptics being the suitable alternative for a non-visual interaction. An add-on attached to the existing rollator with sensors and haptic feedback would enhance the feeling safety of an elderly visually impaired and would enable them to move in public spaces to get their exercise.
|
136 |
An Explorative Study of Interaction with Tracked Objects in a Virtual Reality GameGolan, Jonathan January 2019 (has links)
In recent years, Internet enabled objects (Internet of Things) and their augmentation through virtual reality has become both technically possible and increasingly advanced. This paper explores how interaction between physical IoTs and their virtual and digital twins can be advanced. Three virtual reality games focusing on three different interactions were created. One game focused on rotating, another on pushing and pulling, and a third on lifting and dropping. All games revolved around the use of real tracked cardboard boxes which were represented in the games by a virtual box in the same relative position and rotation to the player, allowing participants to manipulate the virtual boxes by manipulating the physical boxes. 14 participants were asked to play the games and were afterwards interviewed in regards to the games, their interactions with them, their enjoyability and their thoughts regarding them and the concept in general. The results were acquired from game performance, the reflections of the participants, and the subsequent analysis of recorded audio and video. The study presents the difficulties, challenges and opportunities of such a system, while also providing insight into lessons learned from the creation of the system and the games. The main contributions of the paper are the lessons learned in creating the games and experiences in addition to a few specific areas of interest for future research on the area, namely the importance of ergonomic consideration and affordance evaluation. / De senaste åren har föremål kopplade till Internet (Internet of Things eller Sakernas Internet) och deras augmentering genom virtuell verklighet både blivit möjligt och mer tekniskt avancerat. Denna rapport utforskar hur interaktioner mellan fysiska IoT föremål och deras virtuella och digitala tvillingar kan förbättras. Tre VR-spel med fokus på tre olika interaktioner utvecklades. Ett av spelen fokuserade på rotation, ett annat på rörelsen fram och tillbaka, och det tredje på rörelsen upp och ner. Alla spel involverade användandet av riktiga kartonglådor som representerades i spelet av en virtuell låda i samma position och rotation i relation till spelaren, vilket lät spelaren manipulera de virtuella lådorna genom att manipulera de fysiska lådorna. 14 deltagare ombads spela spelen och intervjuades i efterhand angående spelen, interaktionerna, underhållningsvärdet och deras tankar kring konceptet. Resultaten kom från deltagarnas prestationer i spelen, deras reflektioner och efterföljande analys av inspelad audio och video. Studien presenterar svårigheter, utmaningar och möjligheter hos det beskrivna systemet och delar med sig av insikter från skapandeprocessen av systemet och spelen. Studiens huvudsakliga bidrag är de nämnda insikterna från skapandeprocessen samt ett par specifika intresseområden för framtida forskning: vikten av hänsyn till ergonomi och utvärdering av affordans.
|
137 |
Motorized tensioner systemfor prosthetic handsTjomsland, Jonas, Hardell, Felix January 2018 (has links)
Modern research in prosthetic devices and other assistive technologies are constantly pushing boundaries. While the technology is impressive, it is still inaccessible for the greater part of the people in need of it. Advanced devices are often extremely expensive and require regularly maintenance from professionals. Enabling the Future is a global network of volunteers and was founded to face these problems. They design and 3D-print mechanical prosthetics for people in need all over the world. Most of the designs used by Enabling the Future are purely mechanical and do not implement motors. The purpose of this thesis was to take a new approach to the design and construction of low-cost motorized prosthetic hands. By distancing all the electronic components from the hand, including the motor, the project aimed to create a device compatible with all current designs of the Enabling the Future community. To conceptualize this approach a demonstrator was constructed and tested. It utilized a muscle sensor which allowed users to control the hand by tightening their muscles. The distance between the electronic components and the prosthetic hand measured approximately one and a half meters and still transfered enough force, from the motor to the hand, to deliver an adequate grip strength. / Modern forskning inom protestillverkning och andra handikapphjälpmedel gör kontinuerligt stora framsteg. Trots att tekniken är imponerade är den fortfarande otillgänglig för den största del människor som behöver den. Avancerade hjälpmedel är ofta extremt dyra och kräver kontinuerligt underhåll från yrkesverksamma. Enabling the Future, ett globalt nätverk av volontärer, grundades för att utmana dessa problem. De konstruerar och tillverkar 3D-skrivna mekaniska proteser för människor med behov över hela världen. De flesta konstruktioner som används av Enabling the Future är helt mekaniska och använder inga motorer. Syftet med detta kandidatexamensarbete var att med nya tillvägagångssätt konstruera en billig motoriserad handprotes. Genom att placera all elektronik på en distans från handen, inklusive motorn själv, var tanken att skapa ett system som är kompatibelt med de konstruktioner som Enabling the Future använder. För att förverkliga detta konstruerades en prototyp som testats. Prototypen använde sig av en muskelsensor som lät användaren kontrollera proteshanden genom att spänna sin arm. Distansen mellan de elektriska komponenterna och protesen var ungefär en och en halv meter, samtidigt som tillräckligt stor kraft kunde transporteras för att stänga handen med ett tillräckligt grepp.
|
138 |
MAPPING STRATEGIES OF DISTANCE INFORMATION BASED ON CONTINUOUS VIBROTACTILE AMPLITUDE AND FREQUENCY VARIATION - THESIS JOHANNES F. RUESCHENJohannes Friedrich Rueschen (14238116) 09 December 2022 (has links)
<p>Our study investigates how different mapping strategies of distance information affect performance in an object exploration task with a teleoperated virtual robot. The task was to find an object inside a backpack using a simulated robotic gripper. A virtual proximity sensor tracked the distance between the tip of the gripper and the object. The distance was conveyed as a vibration pattern on the users index finger. This is the only information that was received to guide the user towards the object. The goal was to locate the hidden object by moving the tip of the gripper as quickly and as closely towards the object as possible without touching it. We implemented three different mapping strategies that utilized continuous frequency and amplitude variations of sinusoidal vibrations to encode distance. The present study provides empirical evidence that the mapping strategy can affect accuracy when approaching an object. We found that linear feedback sensations help to sense the rate of approach. Non- linear feedback perception can provide cues that enable more accurate approximation of the absolute distance. We found that experienced participants could selectively attend to and integrate frequency and intensity cues when both modalities are changed simultaneously. Inexperienced participants were not able to make this distinction and found it difficult to interpret such a signal. They preferred one-dimensional changes.</p>
|
139 |
Computational Models and Analyses of Human Motor Performance in Haptic ManipulationFu, Michael J. 27 April 2011 (has links)
No description available.
|
140 |
Improvement and Evaluation of Three Cable Haptic InterfaceShank, Jeffrey A. 05 August 2008 (has links)
No description available.
|
Page generated in 0.0552 seconds