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Friday 28 September 2012

haptics






    



    


    


THE SENSE OF TOUCH



    






 

ABSTRACT
                 Haptic technology refers to technology that interfaces the user with a virtual environment via the sense of touch by applying forces, vibrations, and/or motions to the user. This mechanical stimulation may be used to assist in the creation of virtual objects (objects existing only in a computer simulation), for control of such virtual objects, and to enhance the remote control of machines and devices (teleoperators). This emerging technology promises to have wide-reaching applications as it already has in some fields. For example, haptic technology has made it possible to investigate in detail how the human sense of touch works by allowing the creation of carefully controlled haptic virtual objects. These objects are used to systematically probe human haptic capabilities, which would otherwise be difficult to achieve. These new research tools contribute to our understanding of how touch and its underlying brain functions work. Although haptic devices are capable of measuring bulk or reactive forces that are applied by the user, it should not to be confused with touch or tactile sensors that measure the pressure or force exerted by the user to the interface.The term haptic originated from the Greek word pt (haptikos), meaning pertaining to the sense of touch and comes from the Greek verb ptesa (haptesthai) meaning to “contact” or “touch”.

HISTORY OF HAPTICS
                      In the early 20th century, psychophysicists introduced the word haptics to label the subfield of their studies that addressed human touch-based perception and manipulation. In the 1970s and 1980s, significant research efforts in a completely different field, robotics also began to focus on manipulation and perception by touch. Initially concerned with building autonomous robots, researchers soon found that building a dexterous robotic hand was much more complex and subtle than their initial naive hopes had suggested.In time these two communities, one that sought to understand the human hand and one that aspired to create devices with dexterity inspired by human abilities found fertile mutual interest in topics such as sensory design and processing, grasp control and manipulation, object representation and haptic information encoding, and grammars for describing physical tasks.In the early 1990s a new usage of the word haptics began to emerge. The confluence of several emerging technologies made virtualized haptics, or computer haptics possible. Much like computer graphics, computer haptics enables the display of simulated objects to humans in an interactive manner. However, computer haptics uses a display technology through which objects can be physically palpated.

           WORKING OF HAPTIC SYSTEMS

BASIC SYSTEM CONFIGURATION

4

3

2

4

3

2

1

1



End effector

Hand

Actuators

Muscles

Sensors

Tactile &kinesthetic Info:



Motor Commands

Motion

Contact Forces

Virtual object

Position information

Machine

Human

Motion

Forces

Torque Commands

Computer haptics

Sensors



Fig 2.1 haptics system configuration

              Basically a haptic system consist of two parts namely the human part and the machine part. In the figure shown above, the human part (left) senses and controls the position of the hand, while the machine part (right) exerts forces from the hand to simulate contact with a virtual object. Also both the systems will be provided with necessary sensors, processors and actuators. In the case of the human system, nerve receptors performs sensing, brain performs processing and muscles performs actuation of the motion performed by the hand while in the case of the machine system, the above mentioned functions are performed by the













 encoders, computer and motors respectively.

HAPTIC INFORMATION
             Basically the haptic information provided by the system will be the combination of (i) Tactile information and (ii) Kinesthetic information.
Tactile information refers the information acquired by the sensors which are actually connected to the skin of the human body with a particular reference to the spatial distribution of pressure, or more generally, tractions, across the contact area.For example when we handle flexible materials like fabric and paper, we sense the pressure variation across the fingertip. This is actually a sort of tactile information. Tactile sensing is also the basis of complex perceptual tasks like medical palpation, where physicians locate hidden anatomical structures and evaluate tissue properties using their hands.Kinesthetic information refers to the information acquired through the sensors in the joints.Interaction forces are normally perceived through a combination of these two informations.

CREATION OF VIRTUAL ENVIRONMENT (VIRTUAL REALITY).
                 Virtual reality is the technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution and communication bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time.
              Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays; database gloves and miniaturization have helped popularize the motion. The most successful use of virtual reality is the computer generated 3-D simulators. The pilots use flight simulators. These flight simulators have designed just like cockpit of the airplanes or the helicopter. The screen in front of the pilot creates virtual environment and the trainers outside the simulators commands the simulator for adopt different modes. The pilots are trained to control the planes in different difficult situations and emergency landing. The simulator provides the environment. These simulators cost millions of dollars.The virtual reality games are also used almost in the same fashion. The player has to wear special gloves, headphones, goggles, full body wearing and special sensory input devices. The player feels that he is in the real environment. The special goggles have monitors to see. The environment changes according to the moments of the player. These games are very expensive.



Human
Operator
HAPTIC FEEDBACK ARCHITECTURE Fig haptic feedback architecture

Video
& Audio

Haptic
device

 Audio-Visual
Rendering

Simulation
engine

Haptic
 Rendering
                   Virtual reality (VR) applications strive to simulate real or imaginary scenes with which users can interact and perceive the effects of their actions in real time. Ideally the user interacts with the simulation via all five senses. However, today’s typical VR applications rely on a smaller subset, typically vision, hearing, and more recently, touch.
Figure below shows the structure of a VR application incorporating visual, auditory, and haptic feedback.
The application’s main elements are:
1) The simulation engine, responsible for computing the virtual environment’s behavior over time;
2) Visual, auditory, and haptic rendering algorithms, which compute the virtual environment’s graphic, sound, and force responses toward the user; and












3) Transducers, which convert visual, audio, and force signals from the computer into a form the operator can perceive.
The human operator typically holds or wears the haptic interface device and perceives audiovisual feedback from audio (computer speakers, headphones, and so on) and visual displays (for example a computer screen or head-mounted display).Whereas audio and visual channels feature unidirectional information and energy flow (from the simulation engine toward the user), the haptic modality exchanges information and energy in two directions, from and toward the user. This bidirectionality is often referred to as the single most important feature of the haptic interaction modality

HAPTIC DEVICES

             A haptic device is the one that provides a physical interface between the user and the virtual environment by means of a computer. This can be done through an input/output device that senses the body’s movement, such as joystick or data glove. By using haptic devices, the user can not only feed information to the computer but can also receive information from the computer in the form of a felt sensation on some part of the body. This is referred to as a haptic  interface.
Haptic devices can be broadly classified into

VIRTUAL REALITY/ TELEROBOTICS BASED DEVICES

EXOSKELETONS AND         STATIONARYDEVICES
              The term exoskeleton refers to the hard outer shell that exists on many creatures. In a technical sense, the word refers to a system that covers the useror the user has to wear. Current haptic devices that are classified as exoskeletons are large and immobile systems that the user must attach him- or herself to.

GLOVES AND WEARABLE DEVICES
              These devices are smaller exoskeleton-like devices that are often, but not always, take the down by a large exoskeleton or other immobile devices. Since the goal of building a haptic system is to be able to immerse a user in the virtual or remote environment and it is important to provide a small remainder of the user’s actual environment as possible. The drawback of the wearable systems is that since weight and size of the devices are a concern, the systems will have more limited sets of capabilities.

POINT SOURCES AND SPECIFIC TASK DEVICES
             This is a class of devices that are very specialized for performing a particular given task. Designing a device to perform a single type of task restricts the application of that device to a much smaller number of functions. However it allows the designer to focus the device to perform its task extremely well. These task devices have two general forms, single point of interface devices and specific task devices.
LOCOMOTION INTERFACES
              An interesting application of haptic feedback is in the form of full body Force Feedback called locomotion interfaces. Locomotion interfaces are movement of force restriction devices in a confined space, simulating unrestrained mobility such as walking and running for virtual reality. These interfaces overcomes the limitations of using joysticks for maneuvering or whole body motion platforms, in which the user is seated and does not expend energy, and of room environments, where only short distances can be traversed.

FEEDBACK DEVICES
FORCE FEEDBACK DEVICES
            Force feedback input devices are usually, but not exclusively, connected to computer systems and is designed to apply forces to simulate the sensation of weight and resistance in order to provide information to the user. As such, the feedback hardware represents a more sophisticated form of input/output devices, complementing others such as keyboards, mice or trackers. Input from the user in the form of hand, or other body segment whereas feedback from the computer or other device is in the form of hand, or other body segment whereas feedback from the computer or other device is in the form of force or position. These devices translate digital information into physical sensations.
TACTILE DISPLAY DEVICES
             Simulation task involving active exploration or delicate manipulation of a virtual environment require the addition of feedback data that presents an object’s surface geometry or texture. Such feedback is provided by tactile feedback systems or tactile display devices. Tactile systems differ from haptic systems in the scale of the forces being generated. While haptic interfaces will present the shape, weight or compliance of an object, tactile interfaces present the surface properties of an object such as the object’s surface texture. Tactile Feedback applies sensation to the skin.

                                                        
COMMONLY USED HAPTIC INTERFACING DEVICES

 PHANTOM
                  It is a haptic interfacing device developed by a company named Sensable technologies. It is primarily used for providing a 3D touch to the virtual objects. This is a very high resolution 6 DOF device in which the user holds the end of a motor controlled jointed arm. It provides a programmable sense of touch that allows the user to feel the texture and shape of the virtual object with a very high degree of realism. One of its key features is that it can model free floating 3 dimensional objects.Figure above shows the contact display design of a Phantom device. Here when the user puts one of his finger in the thimble connected to the metal arm of the phantom device and when the user move his finger, then he could really feel the shape and size of the virtual 3 dimensional object that has been already programmed inside the computer. The virtual 3 dimensional space in which the phantom operates is called haptic scene which will be a collection of separate haptic objects with different behaviors and properties. The dc motor assembly is mainly used for converting the movement of the finger into a corresponding virtual movement.
                              
                        
Fig 4.1 phantom

CYBERGLOVE
               The principle of a Cyberglove is simple. It consists of opposing the movement of the hand in the same way that an object squeezed between the fingers resists the movement of the latter. The glove must therefore be capable, in the absence of a real object, of recreating the forces applied by the object on the human hand with (1) the same intensity and (2) the same direction. These two conditions can be simplified by requiring the glove to apply a torque equal to the interphalangian joint.The solution that we have chosen uses a mechanical structure with three passive joints which, with the interphalangian joint, make up a flat four-bar closed-link mechanism. This solution use cables placed at the interior of the four-bar mechanism and following a trajectory identical to that used by the extensor tendons which, by nature, oppose the movement of the flexor tendons in order to harmonize the movement of the fingers. Among the advantages of this structure one can cite:
•Allows 4 dof for each finger
•Adapted to different size of the fingers
•Located on the back of the hand
• Apply different forces on each phalanx (The possibility of applying a lateral force on the fingertip by motorizing the abduction/adduction joint)
• Measure finger angular flexion (The measure of the joint angles are independent and can have a good resolution given the important paths traveled by the cables when the finger shut.
                                                 
                                              Fig 4.2 cyber glove




HAPTIC RENDERING

PRINCIPLE OF HAPTIC INTERFACE
             The haptic interaction occurs at an interaction tool of a haptic interface that mechanically couples two controlled dynamical systems: the haptic interface with a computer and the human user with a central nervous system. The two systems are exactly symmetrical in structure and information and they sense the environments, make decisions about control actions, and provide mechanical energies to the interaction tool through motions.

CHARACTERISTICS DESIRABLE FOR HAPTIC DEVICES
1) Low back-drive inertia and friction;
2) Minimal constraints on motion imposed by the device kinematics so free motion feels free;
3) Symmetric inertia, friction, stiffness, and resonant frequency properties (thereby regularizing    the device so users don’t have to unconsciously compensate for parasitic forces);
4) Balanced range, resolution, and bandwidth of position sensing and force reflection; and
5) Proper ergonomics that let the human operator focus when wearing or manipulating the haptic interface as pain, or even discomfort, can distract the user, reducing overall performance.

CREATION OF AN AVATAR
                   An avatar is the virtual representation of the haptic through which the user physically interacts with the virtual environment. Clearly the choice of avatar depends on what’s being simulated and on the haptic device’s capabilities. The operator controls the avatar’s position inside the virtual environment. Contact between the interface avatar and the virtual environment sets off action and reaction forces. The avatar’s geometry and the type of contact it supports regulate these forces. Within a given application the user might choose among different avatars. For example, a surgical tool can be treated as a volumetric object exchanging forces and positions with the user in a 6D space or as a pure point representing the tool’s tip, exchanging forces and positions in a 3D space.


SYSTEM ARCHITECTURE FOR HAPTIC RENDERING

                                        
Fig 5.1 architecture for haptic rendering
Haptic-rendering algorithms compute the correct interaction forces between the haptic interface representation inside the virtual environment and the virtual objects populating the environment. Moreover, haptic rendering algorithms ensure that the haptic device correctly renders such forces on the human operator. Several components compose typical haptic rendering algorithms. We identify three main blocks, illustrated in Figure shown above.
Collision-detection algorithms detect collisions between objects and avatars in the virtual environment and yield information about where, when, and ideally to what extent collisions (penetrations, indentations, contact area, and so on) have occurred.
Force-response algorithms compute the interaction force between avatars and virtual objects when a collision is detected. This force approximates as closely as possible the contact forces that would normally arise during contact between real objects. Force-response algorithms typically operate on the avatars’ positions, the positions of all objects in the virtual environment, and the collision state between avatars and virtual objects. Their return values are normally force and torque vectors that are applied at the device-body interface. Hardware limitations prevent haptic devices from applying the exact force computed by the force-response algorithms to the user. Control algorithms command the haptic device in such a way that minimizes the error between ideal and applicable





Material






Collision
Detection

Collision
Response

Object database
Geometry















Position orientation

Force
torque

Collision
Informatory
 haptic device in such a way that minimizes the error between ideal and applicable
forces. The discrete-time nature of the haptic-rendering algorithms often makes this difficult; as we explain further later in the article. Desired force and torque vectors computed by force response algorithms feed the control algorithms. The algorithms’ return values are the actual force and torque vectors that will be commanded to the haptic device.












APPLICATION
MEDICAL APPLICATIONS
            The sense of touch is crucial for medical training. Many diagnostic, surgical and interventional procedures require that physicians train and utilize their sense of touch. Effective medical training utilizing computes, therefore, has not been feasible before now.
DENTAL TRAINING
             Dental students currently use artificial teeth and jaws, along with real dental instruments, to practice cavity preparation and other procedures. These plastic models, however, lack the level of detail and material properties needed to accurately simulate real teeth and procedures. For example, real life complications, such as bleeding, and many common procedures, such as tooth extraction, cannot be simulated with these plastic training systems. Current training procedures, therefore, require that dental students gain a significant portion of their required experience while practicing on live patients.
             This is obviously less than optimal. Furthermore, utilizing classical, visual-only, computer simulations are not acceptable- a significant part of the student’s learning is tactile in nature. A “hands-on” curriculum is literally required. System dental simulator application, however, provides the tactile involvement needed for dental training. Moreover, VRDTS offers training benefits that are not possible with either plastic models or live patients. The student for example can repeat procedures many times, precisely measure and quantify their results, and work at different size scales.
MEDICAL DIAGNOSIS, PLANNING, AND VISUALIZATION    
                    Novint’s voxelNotepad (VNP) application allows 3D medical data to be felt as well as viewed in real time. Novint integrated the PHANToM haptic interface with a Windows based PC system and advanced volumetric software to create the first 3D touch-enabled environment for medical data analysis and diagnosis. There has been a growing disconnect between the computing needs of radiologists and surgeons and the capabilities of their computer tools. MRI, CT, and 3D Ultrasound Scan data is inherently 3D and growing more detailed and complex all the time. Yet the human computer interface typically used for interpreting this data comprised of the mouse, keyboard and video display terminal is 2D and (many would argue) less than intuitive. Novint’s VNP software makes it possible to interpret MRI, CT, and 3D ultrasound data completely in 3D directly and intuitively. Using VNP, the user can set the visual and touch properties of the medical data interactively, enabling the haptic and visual highlighting of areas of interest (such as a tumor or arterial calcification). No longer must a radiologist or surgeon “guess” when trying to determine the depth or extent of 3D structures on 2D media such as film or traditional computer displays.  
NEEDLE INSERTION
                  There are a wide range of needle insertion procedures for which it is not currently possible to adequately train medical students and residents. These include anesthetic blocks (epidural, celiac plexus, etc), obstetric (amniocentesis, cordocentesis, etc), orthopedic (injection of joint lubricants), this is but a small portion of a very long list. In addition, physicians, nurses and other medical personnel all require training in various needle procedures. Training in all of this procedures is fundamentally similar it is only the anatomical region of interest and the goals of the procedure that vary. Because of these factors, a family of “needle insertion” trainers has been developed. 

MUSEUM DISPLAY
                 Although it is not yet commonplace, a few museums are exploring methods for 3D digitization of priceless artifacts and objects from their sculpture and decorative arts collections, making the images available via CD-ROM or in-house kiosks. For example, the Canadian Museum of Civilization collaborated with Ontario-based Hymarc to use the latter's ColorScan 3D laser camera to create three-dimensional models of objects from the museum's collection (Canarie, Inc., 1998; Shulman, 1998). A similar partnership was formed between the Smithsonian Institution and Synthonic Technologies, a Los Angeles-area company.
                 At Florida State University, the Department of Classics has worked with a team to digitize Etruscan artifacts using the RealScan 3D imaging system from Real 3D (Orlando, Florida), and art historians from Temple University have collaborated with researchers from the Watson Research Laboratory's visual and geometric computing group to create a model of Michaelangelo's Pieta, using the Virtuoso shape camera from Visual Interface.Haptics raises the prospect of offering museum visitors not only the opportunity to examine and manipulate digitized 3D art objects visually, but also to interact  remotely, in real time. 


MILITARY APPLICATIONS
                  Haptics has also been used in aerospace and military training and simulations. There are a number of circumstances in a military context in which haptics can provide a useful substitute information source; that is, there are circumstances in which the modality of touch could convey information that for one reason or another is not available, not reliably communicated, nor even best apprehended through the modalities of sound and vision. In some cases, combatants may have their view blocked or may not be able to divert attention from a display to attend to other information sources. Battlefield conditions, such as the presence of artillery fire or smoke, might make it difficult to hear or see. Conditions might necessitate that communications be inaudible (Trans dimension, 2000). For certain applications, for example where terrain or texture information needs to be conveyed, haptics may be the most efficient communication channel.
                    In circumstances like those described above, haptics is an alternative modality to sound and vision that can be exploited to provide low-bandwidth situation information, commands, and threat warning (Transdimension, 2000). In other circumstances haptics could function as a supplemental information source to sound or vision. Interface based on the human gestural system. The resistance and friction provided by stylus-based force feedback adds an intuitive feel to such everyday tasks as dragging, sliding levers, and depressing buttons. There are more complex operations, such as concatenating or editing, for which a grasping metaphor may be appropriate.
                   Here the whole-hand force feedback provided by glove-based devices could convey The Naval Aerospace Medical Research Laboratory has developed a "Tactile Situation Awareness System" for providing accurate orientation information in land, sea, and aerospace environments. One application of the system is to alleviate problems related to the spatial disorientation that occurs when a pilot incorrectly perceives the attitude, altitude, or motion of his aircraft; some of this error may be attributable to momentary distraction, reduced visibility, or an increased workload. 


INTERACTION TECHNIQUES
                  An obvious application of haptics is to the user interface, in particular its repertoire of interaction techniques, loosely considered that set of procedures by which basic tasks, such as opening and closing windows, scrolling, and selecting from a menu, are performed (Kirkpatrick & Douglas, 1999). Indeed, interaction techniques have been a popular application area for 2D haptic mice like the Wingman and I-Feel, which work with the Windows interface to add force feedback to windows, scroll bars, and the like. For some of these force-feedback mice, shapes, textures, and other properties of objects (spring, damping) can be "rendered" with JavaScript and the objects delivered for exploration with the haptic mice via standard Web pages. Haptics offers a natural user interface based on the human gesture system. 

ASSISTIVE TECHNOLOGY FOR THE BLIND AND VISUALLY IMPAIRED
                          With a haptic computer interface a blind person can play haptic computer games, feel maps that are displayed on the internet and also learn mathematics by tracing touchable mathematical course.  Most haptic systems still rely heavily on a combined visual/haptic interface. This dual modality is very forgiving in terms of the quality of the haptic rendering. This is because ordinarily the user is able to see the object being touched and naturally persuades herself that the force feedback coming from the haptic device closely matches the visual input.
                  However, in most current haptic interfaces, the quality of haptic rendering is actually poor and, if the user closes her eyes, she will only be able to distinguish between very simple shapes (such as balls, cubes, etc)   .Date  been a modest amount of work on the use of machine haptics for the blind and visually impaired. Among the two-dimensional haptic devices potentially useful in this context, the most recent are the Moose, the Wingman, the I-Feel, and the Sidewinder. The Moose, a 2D haptic interface developed at Stanford (O'Modhrain & Gillespie, 1998), reinterprets a Windows screen with force feedback such that icons, scroll bars, and other screen elements like the edges of windows are rendered haptically, providing an alternative to the conventional graphical user interface (GUI). For example, drag-and-drop operations are realized by increasing or decreasing the apparent mass of the Moose's manipulandum.
                      Among the three-dimensional haptic devices, Immersion's Impulse Engine 3000 has been shown to be an effective display system for blind users. Colwell et al. (1998) had blind and sighted subjects make magnitude estimations of the roughness of virtual textures using the Impulse Engine and found that the blind subjects were more discriminating with respect to the roughness of texture and had different mental maps of the location of the haptic probe relative to virtual object than sighted users. The researchers found, however, that for complex virtual objects, such as models of sofas and chairs, haptic information was simply not sufficient to produce recognition and had to be supplemented with information from other sources for all users.
ENTERTAINMENT
                 Haptics is used to enhance gaming experience. An example is Touch Ware Gaming technology; it uses your sound card data to produce sensations for your force feedback devices, whether it’s game pad, joystick, wheel or mouse. The software also allows you to program force feedback sensations to your game controller button press.  With a library of button effects optimized for many force feedback controllers you can Program your favorite game for the ultimate “touch”. 
CONSUMER ELECTRONICS
                Haptic devices are now launched in consumer electronics segment. TouchWare Desktop brings feeling to Microsoft Windows and the Internet. Immersion TouchWare Desktop helps makes it easier to locate and select icons and move through menus. As you move from one menu item to the next, you will feel small pulses as if you were moving across the rungs of a ladder.

LIMITATIONS OF HAPTIC SYSTEMS

            Limitations of haptic device systems have sometimes made applying the force’s exact value as computed by force-rendering algorithms impossible.Various issues contribute to limiting a haptic device’s capability to render a desired force or, more often, desired impedance are given below.
1) Haptic interfaces can only exert forces with limited magnitude and not equally well in all directions, thus rendering algorithms must ensure that no output components saturate, as this would lead to erroneous or discontinuous application of forces to the user. In addition, haptic devices aren’t ideal force transducers.
2) An ideal haptic device would render zero impedance when simulating movement in free space, and any finite impedance when simulating contact with an object featuring such impedance characteristics. The friction, inertia, and backlash present in most haptic devices prevent them from meeting this ideal.
3) A third issue is that haptic-rendering algorithms operate in discrete time whereas users operate in continuous time, as Figure shown below illustrates. While moving into and out of a virtual object, the sampled avatar position will always lag behind the avatar’s actual continuous-time position. Thus, when pressing on a virtual object, a user needs to perform less work than in reality.And when the user releases, however, the virtual object returns more work than its real-world counterpart would have returned. In other terms, touching a virtual object extracts energy from it. This extra energy can cause an unstable response from haptic devices.

4) Finally, haptic device position sensors have finite resolution. Consequently, attempting to determine where and when contact occurs always results in a quantization error. Although users might not easily perceive this error, it can create stability problems.All of these issues, well known to practitioners in the field, can limit a haptic application’s realism. The first two issues usually depend more on the device mechanics; the latter two depend on the digital nature of VR applications.

FUTURE VISION

                    As haptics moves beyond the buzzes and thumps of today’s video games, technology will enable increasingly believable and complex physical interaction with virtual or remote objects. Already haptically enabled commercial products let designers sculpt digital clay figures to rapidly produce new product geometry, museum goers feel previously inaccessible artifacts, and doctors train for simple procedures without endangering patients.
Past technological advances that permitted recording, encoding, storage, transmission, editing, and ultimately synthesis of images and sound profoundly affected society. A wide range of human activities, including communication, education, art, entertainment, commerce, and science, were forever changed when we learned to capture, manipulate, and create sensory stimuli nearly indistinguishable from reality. It’s not unreasonable to expect that future advancements in haptics will have equally deep effects. Though the field is still in its infancy, hints of vast, unexplored intellectual and commercial territory add excitement and energy to a growing number of conferences, courses, product releases, and invention efforts.

                   For the field to move beyond today’s state of the art, researchers must surmount a number of commercial and technological barriers. Device and software tool-oriented corporate efforts have provided the tools we need to step out of the laboratory, yet we need new business models. For example, can we create haptic content and authoring tools that will make the technology broadly attractive.Can the interface devices be made practical and inexpensive enough to make them widely accessible Once we move beyond single-point force-only interactions with rigid objects, we should explore several technical and scientific avenues. Multipoint, multi-hand, and multi-person interaction scenarios all offer enticingly rich interactivity. Adding sub-modality stimulation such as tactile (pressure distribution) display and vibration could add subtle and important richness to the experience. Modeling compliant objects, such as for surgical simulation and training, presents many challenging problems to enable realistic deformations, arbitrary collisions, and topological changes caused by cutting and joining actions.
                    Improved accuracy and richness in object modeling and haptic rendering will require advances in our understanding of how to represent and render psychophysically and cognitively germane attributes of objects, as well as algorithms and perhaps specialty hardware (such as haptic or physics engines) to perform real-time computations.Development of multimodal workstations that provide haptic, visual, and auditory engagement will offer opportunities for more integrated interactions. We’re only beginning to understand the psychophysical and cognitive details needed to enable successful multimodality interactions. For example, how do we encode and render an object so there is a seamless consistency and congruence across sensory modalities—that is, does it look like it feels Are the object’s densities, compliance, motion, and appearance familiar and unconsciously consistent with context Are sensory events predictable enough that we consider objects to be persistent, and can we make correct inference about properties Hopefully we could get bright solutions for all the queries in the near future itself.

CONCLUSION
  Science fiction is by any measure the perfect way to see the future of computer developments and devices for human interaction. The continued implementation of haptic and tactile devices to aid people with disabilities we continue to advance and  will benefit as we increasing design products with Universal Design central to the development process. Much of haptic technology is currently limited to consumers however it is believe that future generations of mobile phone devices and games console accessories will continue to implement more haptic feedback into these product ranges. Perhaps also into desktop computer and laptop with the increasing application of touch user interfaces for user input. It could be concluded that however impressive haptic technology is for consumers it is still embryonic when compared to full fledged VRsimulations.


REFERENCES
[1] J.C. Roberts and S. Pane¨els, “Where Are We with Haptic Visualization?” Proc. World Haptics Conf. (WHC ’07), pp. 316-323, 2007

[2] Salisbury, J K and Srinivasan, M A, Sections on Haptics, In Virtual Environment
Technology for Training, BBN Report No. 7661, Prepared by The Virtual Environment
and Teleoperator Research Consortium (VETREC), MIT, 1992.


[4] www.wikipedia.org \haptics









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