Perception-Based Traffic Control for Shared Haptic Virtual Environments

2014 ◽  
Vol 23 (3) ◽  
pp. 320-338 ◽  
Author(s):  
Clemens Schuwerk ◽  
Giulia Paggetti ◽  
Rahul Chaudhari ◽  
Eckehard Steinbach

Shared Haptic Virtual Environments (SHVEs) are often realized using a client–server communication architecture. In this case, a centralized physics engine, running on the server, is used to simulate the object-states in the virtual environment (VE). At the clients, a copy of the VE is maintained and used to render the interaction forces locally, which are then displayed to the human through a haptic device. While this architecture ensures stability in the coupling between the haptic device and the virtual environment, it necessitates a high number of object-state update packets transmitted from the server to the clients to achieve satisfactory force feedback quality. In this paper, we propose a perception-based traffic control scheme to reduce the number of object-state update packets by allowing a variable but not perceivable object-state error at the client. To find a balance between packet rate reduction and force rendering fidelity, our approach uses different error thresholds for the visual and haptic modality, where the haptic thresholds are determined by psychophysical experiments in this paper. Force feedback quality is evaluated with subjective tests for a variety of different traffic control parameter settings. The results show that the proposed scheme reduces the packet rate by up to 97%, compared to communication approaches that work without data reduction. At the same time, the proposed scheme does not degrade the haptic feedback quality significantly. Finally, it outperforms well-known dead reckoning, commonly used in visual-only distributed applications.

1994 ◽  
Vol 3 (4) ◽  
pp. 255-264 ◽  
Author(s):  
Rich Gossweiler ◽  
Robert J. Laferriere ◽  
Michael L. Keller ◽  
Randy Pausch

This paper is an introductory level tutorial describing how to implement a distributed multiparticipant virtual environment (VE). This tutorial is intended for students who are competent programmers and who now wish to implement a distributed multiparticipant application. We describe the fundamental concepts of distributed computing for multiplayer simulations and provide a concrete example, including C source code available via the Internet. The template program demonstrates a simple multiplayer, distributed application, where each player controls the position of a space ship, and communicates the ship's position data over the network. The template uses broadcast communication and a technique called dead-reckoning to improve performance. We give detailed instructions on how to obtain and modify the template, so that students can quickly create their own distributed applications. We conclude by briefly discussing advanced issues that are important when constructing more sophisticated multiparticipant VEs.


2013 ◽  
Vol 2013 ◽  
pp. 1-15 ◽  
Author(s):  
Faraz Shah ◽  
Ilia G. Polushin

The paper deals with the design of control algorithms for virtual reality based telerobotic system with haptic feedback that allows for the remote control of the vertical drilling operation. The human operator controls the vertical penetration velocity using a haptic device while simultaneously receiving the haptic feedback from the locally implemented virtual environment. The virtual environment is rendered as a virtual spring with stiffness updated based on the estimate of the stiffness of the rock currently being cut. Based on the existing mathematical models of drill string/drive systems and rock cutting/penetration process, a robust servo controller is designed which guarantees the tracking of the reference vertical penetration velocity of the drill bit. A scheme for on-line estimation of the rock intrinsic specific energy is implemented. Simulations of the proposed control and parameter estimation algorithms have been conducted; consequently, the overall telerobotic drilling system with a human operator controlling the process using PHANTOM Omni haptic device is tested experimentally, where the drilling process is simulated in real time in virtual environment.


Author(s):  
Evagoras G. Xydas ◽  
Loucas S. Louca

In the area of rehabilitation robotics, many researchers have investigated the therapeutic effects of forces that are proportional to the difference of the user’s hand trajectory with an optimum trajectory that is usually based on the Minimum Jerk Model (MJM). Forces applied in different studies were based on MJM trajectory variables, e.g., velocity, acceleration, position, etc. Consequently, MJM is a key component for upper limb robotic rehabilitation. However, it is critical to establish the validity of this model in the working environment prior of employing it as a reference control function. This work investigates the validity of the MJM under a haptic-virtual environment. The original ‘real’ tests (with no obstacles) that were employed for validating the MJM in planar motion are duplicated in a virtual environment. Haptic feedback is achieved with the use of a Phantom 1.5 High Force haptic interface. Experiments with healthy users are performed to investigate the validity of the MJM in virtual reality conditions. The experiments demonstrated that the MJM is also valid in virtual environments. Nevertheless it was found that in the virtual world, higher time durations are required for completing the tasks than in the real world. The results of this work will be used in the design of haptic-virtual environments for the rehabilitation of upper limbs of people with neuro-disabilities. Therapeutic forces based on the MJM can be applied given that the Minimum Jerk Model is valid in virtual environments.


Author(s):  
Hugo I. Medellín-Castillo ◽  
Germánico González-Badillo ◽  
Eder Govea ◽  
Raquel Espinosa-Castañeda ◽  
Enrique Gallegos

The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.


Machines ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. 76
Author(s):  
Sébastien Timmermans ◽  
Bruno Dehez ◽  
Paul Fisette

A piano key prototype actuated by a custom-made linear actuator is proposed to enhance the touch of digital pianos by reproducing the force feedback of an acoustic piano action. This paper presents the design and the validation of the haptic device. The approach exploits a multibody model to compute the action dynamics and the corresponding force on the key in real time. More specifically, a grand piano model that includes the five action bodies, its geometry and the specific force laws, is computed in the haptic device. A presizing step along with Finite Element Method (FEM) analysis produced an especially made actuator satisfying the design requirements, in particular the highly dynamic nature of the force to be transmitted. Force peaks, up to 50 (N) in less than 20 (ms), are reachable with low power consumption. Compared to previous solutions: (i) the key physical characteristics are preserved; (ii) the feedback is based on a real-time multibody model that is easily configurable and interchangeable; (iii) an experimental validation of the actuator within the prototype is developed and demonstrates its feasibility. The results confirm that the voice coil can produce suitable haptic feedback. In particular, rendering a grand piano action within the device shows promising haptic force profiles.


Author(s):  
Jisheng Zhang ◽  
Jiting Li ◽  
Mileta M. Tomovic ◽  
Yuru Zhang

Haptic devices and man-machine interaction have attracted intense research interest in recent years due to numerous potential applications, including medical, dental, military, and nuclear. One of the challenges involved with haptic devices is providing human operator realistic sensory feeling through force feedback output from the haptic device. In order to acquire adequate fidelity, the stiffness of the virtual environment must be sufficiently large. However, this is typically accompanied with vibration of the haptic device. Hence, one of the key issues related to haptic systems is to ensure system’s stability. Although some effort has been done to address this issue, this is so far an unresolved problem. This paper presents current closed-loop PID control method for achieving system stability on the example of one-degree-of-freedom haptic device. In order to identify parameters of the PID controller, the control system is first modeled and the equation of the current closed-loop PID control is formulated. Then, by generalizing the relationship between the motor output torque and the virtual force at the output end of the device, the current closed-loop equation is transferred into that of the force. In addition, the paper analyzes the robustness of PID controlled haptic device. To validate the method, three simulation experiments are performed, with spring model, damper model, and spring damper model. The results show that there is a set of PID parameters which result in stable haptic device. One of the advantages of the proposed method is that it can regulate PID parameters to fit different virtual environment. This provides a fundamental approach to improve stability of haptic systems. In addition, the proposed method can be embedded in the software.


2009 ◽  
Vol 18 (1) ◽  
pp. 39-53 ◽  
Author(s):  
Anatole Lécuyer

This paper presents a survey of the main results obtained in the field of “pseudo-haptic feedback”: a technique meant to simulate haptic sensations in virtual environments using visual feedback and properties of human visuo-haptic perception. Pseudo-haptic feedback uses vision to distort haptic perception and verges on haptic illusions. Pseudo-haptic feedback has been used to simulate various haptic properties such as the stiffness of a virtual spring, the texture of an image, or the mass of a virtual object. This paper describes the several experiments in which these haptic properties were simulated. It assesses the definition and the properties of pseudo-haptic feedback. It also describes several virtual reality applications in which pseudo-haptic feedback has been successfully implemented, such as a virtual environment for vocational training of milling machine operations, or a medical simulator for training in regional anesthesia procedures.


2011 ◽  
Vol 2011 ◽  
pp. 1-8 ◽  
Author(s):  
Futoshi Kobayashi ◽  
George Ikai ◽  
Wataru Fukui ◽  
Fumio Kojima

A haptic feedback system is required to assist telerehabilitation with robot hand. The system should provide the reaction force measured in the robot hand to an operator. In this paper, we have developed a force feedback device that presents a reaction force to the distal segment of the operator's thumb, middle finger, and basipodite of the middle finger when the robot hand grasps an object. The device uses a shape memory alloy as an actuator, which affords a very compact, lightweight, and accurate device.


Author(s):  
Jukka Kuusisto ◽  
Asko Ellman ◽  
Joonas Reunamo ◽  
Joonatan Kuosa

In mechanical engineering, hardware mock-ups are increasingly being replaced by virtual models. Virtual environments enable the testing of different designs with considerable savings on time and money. Haptic feedback helps the user in getting a realistic conception about the cabin dimensions and how different controls actually look and feel. The haptic interface must be convenient to use and give realistic feedback on the functioning of the controls. The haptic force-feedback glove “SPM Glove” with soft pneumatic muscles — SPMs for short — on the palm side has been developed at the Department of Mechanics and Design at Tampere University of Technology. The glove provides force feedback to the thumb, index, and middle fingertips. In this paper, the usability of the SPM Glove for grasping, moving, and comparing the size of virtual objects is investigated. For achieving finger position information, the SPM Glove was worn over a data glove. Hand position was tracked with a magnetic tracker. The results indicate that users find manipulating cylindrical objects easier, more comfortable, and more natural with force feedback provided by the SPM Glove than without it. Moreover, all test users managed to arrange three invisible virtual cylinders of different sizes in order of increasing thickness using the SPM Glove.


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