Output Devices: Graphics, 3-D Sound, and Haptic Displays Output - - PowerPoint PPT Presentation

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Output Devices: Graphics, 3-D Sound, and Haptic Displays Output - - PowerPoint PPT Presentation

Output Devices: Graphics, 3-D Sound, and Haptic Displays Output Devices The human senses need specialized interfaces The human senses need specialized interfaces Graphics displays for visual feedback; 3-D audio hardware for localized


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Output Devices: Graphics, 3-D Sound, and Haptic Displays

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Output Devices

The human senses need specialized interfaces 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; Not interested in smell and taste feedback.

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Definition: Definition: A graphics display is a computer interface that presents synthetic world images to

  • ne or several users interacting with the

virtual world.

Output Devices

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Graphics Displays Graphics Displays

Human stereo viewing; Personal displays; Large volume displays:

–Active glasses – Workbenches; – Caves; – Walls;

Output Devices

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Human Visual System Human Visual System

Vision is the dominant sensorial channel; FOV 1200v, 1500h (1800 for both eyes) Depth perception in mono images is based

  • on perspective & occlusion (one object

blocks another from view;

  • on shadows, textures, object detail and

motion parallax (closer objects appear to move more than distant ones).

Output Devices

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Human Visual System Human Visual System-

  • continued

continued

Depth perception in stereo is based on stereopsis

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 53-73 mm);

Works in the near field (to a few meters from the

eye)

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Output Devices

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Implications for Stereo Viewing 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

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Personal Displays Definition: 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)

  • r binocular (displayed on both eyes).

Output Devices

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Personal Displays Personal Displays

Head Mounted Displays; 3-D Binoculars (hand supported); Booms (floor supported); Virtual windows (floor supported); Auto-stereoscopic displays (desk supported). Output Devices

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Simplified HMD optics model Simplified HMD optics model

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HMD

Image is seen floating 1-5m in front of the

user.

Optics to fill as much of the FOV.

– Virtual granularity (arc-min/pixel) increases

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HMD integration in a VR system HMD integration in a VR system

Consumer HMD Professional HMD

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Olympus Eye Trek Face Mounted Display (FMD 200)

AMLCD display, Resolution: 267x225 FOV: 30x23 degrees– Equivalent to 62 in at 2 m Weight: 100 grams Can be worn over glasses

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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)
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Olympus Eye Trek Face Mounted Display Optics

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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)

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It is reflective – needs external lighting

Daeyang “cy-visor” Face Mounted Display

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Professional HMDs

Kaiser ProView AMLCD display, Resolution: 1024x768 FOV: 28x21 degrees– Weight: 992 grams 1.6 arcmin/pixel 19500$

Three LCD panels: R G B Fewer visual artifacts

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Professional HMDs

N-Vision Datavisor CRT display, Resolution: 1280x1024 FOV: 78x39 degrees– Weight: 1587 grams

1 Monochrome CRT with 3 R-G-B filters alternating in time Can be used for see-through apps

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LCOS Virtual Binoculars

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Virtual Binoculars

User can go in/out of VR environment Zoom allowed

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Floor-supported displays

Boom3C (courtesy of Fakespace Labs.)

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Floor-supported displays

Mechanical trackers allow almost zero

latency

Larger FOV and resolution Limited motion (dead zone)

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

21” LCD display, Resolution: SXGA (1600x1200) Weight: Counter- Balanced; No dead space but High latencies due to Third-party tracker Monoscopic display Handles assist navigation

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Auto Auto-

  • stereoscopic displays

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..

The two views are presented in a column interlaced

format.

Horizontal resolution is limited. Output Devices

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Lenticular autostereoscopic displays

Lenticular lenses superimposed on an LCD

display that is column-interlaced.

Each lens two sub-pixels wide Left half directed towards left eye, right half

directed towards right eye.

Fixed viewing spot.

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Lenticular autostereoscopic displays

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Lenticular autostereoscopic displays

Can be active or passive (track the users’

head)

Multiview displays can be constructed Commercially available products.

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Passive Auto-stereoscopic 3-D Display (Dimension Technologies Co.)

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Auto-stereoscopic 3-D Display(courtesy of Dimension Technologies Co.)

18.1” LCD display, Resolution: 1280x1024 (mono) 640 x 1024 (stereo) Weight: 11.25 kg

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Active auto-stereoscopic 3-D Display (courtesy of Dresden 3D Co.)

18” LCD display, Resolution: 1280x1024 (mono) 640 x 1024 (stereo) Weight: 17 kg

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Active tracking accommodates ±25 degrees Change in view direction

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Large Volume Displays 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

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Monitor Monitor-

  • based Large Volume Displays

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.

Output Devices

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Active glasses

Stereo views are time alternating Monitor should operate at twice the normal

refresh rate

Monitor & glasses are IR synchronized Can be combined with tracking to change

view according to viewing direction

– For multiple viewers, one user controls the view direction others see artefacts (tilted

  • bjects)
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Untracked and wireless Tracked and wireless Active glasses

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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”. Active glasses vs. FMDs Output Devices

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wireless Wired to the synchronizing jack of the graphics card Active glasses

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Active glasses system

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Passive glasses

Polarized Anaglyph (cannot display color images)

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Increased immersion through larger FOV

– Smaller viewing distance – Larger screen size

Multipanel displays Can be generated by different graphics

pipelines: they should be synchronized

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Tiled monitors-based display Resolution is 3840 x 1024 and dimensions are 1,11 x 0.29 m2

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Link to VC 3.1 on book CD

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Non-synchronized tiled image Synchronized tiled image discontinuity

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Projector Projector-

  • based Large

based Large-

  • Volume Displays

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 for frame sequential stereo);

Suffer from low luminosity problems

(200-300 lumens)

Output Devices

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Passive glasses (polarized)

– One projector, double frequency, alternating polarization – Two projectors, normal frequency, fixed polarization in front of each projector

Active shutter glasses

– Double frequency synchronized projector.

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Projector Projector-

  • based Large

based Large-

  • Volume Displays

Volume Displays

Technology makes 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

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Digital Micro-mirror Device Display DLP technology from TI

Light intensities are much larger than for CRT-based projectors 300 lumens to 1000 or more lumens Thus ambient light does not hinder image quality

Output Devices

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The old Fakespace “ImmersaDesk” workbench

Tilted surface Reflector mirror Floor CRT projector (not shown)

Viewing Cone

Tall structures will be clipped: stereo collapse effect

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Baron workbench (courtesy of BARCO Co.)

IR Controllers CRT Projector Mirrors Tilting mechanism

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Workbench-type display geometries Baron V-desk

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CAVE 3-D large volume display (courtesy of Fakespace Co.) Invented at Un Illinois @ Chicago

CRT Projector Mirror Screen

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CAVE 3-D large volume display (courtesy of Fakespace Co.)

Image on floor created so that the shadows are behind the user Each wall is driven by a different graphics workstation

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RAVE (“Re-configurable Virtual Environment”) Modular construction ( 4 modules) 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); 500.000$

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Link to VC 3.2 on book CD

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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. Wall-type displays Output Devices

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Pano-Wall display

Three projectors;

  • Approx. 7 x 2 m2
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PanoWall display

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Output Devices

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Tiled composite image from four projectors

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Tiled composite image from four projectors after adjustment

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Multiple projectors arranged around a hemi-sphere (back projection) V-dome (SEOS): 7 projectors Image pre-distortion is necessary. IMAX-3D Polarized glasses can be used Dome-type displays

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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 must use more projectors (military) Wall and Dome-type displays

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Definition: 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). 3 3-

  • D Audio Displays

D Audio Displays

Output Devices

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3 3-

  • D Audio Displays

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. Output Devices

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….

Stereo vs. 3-D sound Reflected sound should be also taken into account

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Human Hearing Model Human Hearing Model

Head attached polar coordinate system azimuth, elevation, distance (range); Different cues are utilized in order to

infer azimuth, elevation & range cues;

Output Devices

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Head Related Transfer Function (HRTF) Output Devices

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Azimuth cues Maximum for θ=90, minimum when source in front or behind the head

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Azimuth cues

The closest ear hears a sound with higher

intensity (head shadow effect)

Interaural intensity difference (IID) Detectable for high freq. Sounds (>1.5Khz) For lower frequencies ITD dominates (near

sources)

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Elevation cues

Reflections in pinna help in elevation

determination – Cones of confusion

Some frequencies are amplified other are

suppressed.

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3-D Sound

Effect of pinna filtering of sound (elevation cues)

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Range cues

Prior knowledge of a given source

combined with the perceived intensity

Motion parallax: change of azimuth when

user translates head

Large motion parallax indicates source is

near

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Range cues

Ratio of direct versus reflected sound Direct sound energy drops with square of

distance

Reflected sound energy does not change

much with range

Small ratio of direct/reverberated sound: far

source.

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HRTF

Source position known, should model the

sound reaching the inner ear: Head related transfer function

Depends on person, azimuth, elevation,

frequency & range (only for near field sources).

Experimental evaluation.

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NASA again a pioneer in 3 NASA again a pioneer in 3-

  • D sound

D sound

put microphones in dummy

heads;

played localized sound and

measured signal;

Determined the HRIR FT->HRTF; Worked on first circuitry; Output Devices

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For a sound to be localized: convolve the

appropriate HRTF with the sound (using FIR filters) – High computational load (increases with number of sources)

Not very good results when using HRTF

from other persons.

Compromise: use “generic” HRTF.

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….

The Convolvotron PC 3-D sound boards

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….

The Huron workstation

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Speaker based sound

Stereo sound Multichannel 5.1 sound Sound seems to stick in the room perimeter. Sound coming from a location other than

loudspeakers cannot be realized

Use of two loudspeakers to create surround

sound (phantom speakers)

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….

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Cross Cross-

  • talk effect

talk effect

Sound from one speaker reaches both ears:

[ ] = [ ][ ]

Hl,l Hl,r Hr,l Hr,r Yleft Yright 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

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where Yleft and Yright are known (the output of the convolving process)

Cross Cross-

  • talk effect cancellation

talk effect cancellation

Sound from both speakers is adjusted such that:

[ ] = [ ] [ ]

Hl,l Hl,r Hr,l Hr,r

  • 1

Yleft Yright Sleft Sright

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Haptic Interfaces Haptics Haptics… …

Comes from Greek αφή meaning the

sense of touch;

Groups touch feedback and force feedback Output Devices

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Touch (tactile) Feedback Touch (tactile) 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

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Force Feedback 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).

Output Devices

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Haptic Interfaces Human touch sensing mechanism 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

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Haptic Interfaces

Skin touch sensors

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Haptic Interfaces Sensorial adaptation 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 – called “Slow Adapting” (SA);

Detect constant or slowly changing forces

(Merkel & Rufffini)

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Haptic Interfaces Sensorial adaptation Sensorial adaptation

If the rate of electrical discharge drops rapidly

  • ver time for a constant stimulus –

“Rapidly Adapting” (RA)

Detect vibrations, accelerations on the skin

(high frequency forces): Meissner & Pacinian

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Haptic Interfaces Spatial resolution Spatial resolution

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

Temporal resolution

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Haptic Interfaces

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

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Haptic Interfaces

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Haptic Interfaces Temperature sensing Temperature sensing

  • Thermoreceptors
  • Nociceptors (extreme temperatures, trigger pain)

Proprioception Proprioception

  • Perception of one’s own body position
  • Sensors located at skeletal articulations.
  • Their discharge depends on the joint angle

Kinesthesia Kinesthesia

  • Perception of one’s own body motion
  • Sensed through muscle contraction and stretching.
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Sensory-motor control

Tactile, proprioceptive & kinesthetic

sensing used by sensory-motor control to affect forces on an object or haptic interface

Precision grasp: dexterous object

manipulation, fingers

Power grasp: higher force exertion: fingers

& palm

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Haptic Interfaces

Human grasping configurations

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Haptic Interfaces Maximum and sustained force exertion Maximum and sustained force exertion

Maximum force exerted during “power” grasp

Averages 400 N (male) and 225 N (female);

Sustained force is much smaller than

maximum, owing to fatigue and pain

No need for a force feedback interface to

generate large forces.

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Touch Feedback Interfaces Touch Feedback Interfaces… …

Can be desk-top or wearable (gloves); Touch feedback mouse; CyberTouch glove; Temperature feedback actuators; Electrotactile feedback Output Devices

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Haptic Interfaces

The iFeel Mouse (0-125 Hz).

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Tactile mouse

Software detects contact between cursor and

haptically enabled borders, icons, surfaces and sends commands to the mouse.

Haptic “bump”: single impulse Haptic texture: complex amplitude

modulated commands

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Haptic Interfaces

CyberTouch Glove (Virtex) 6 individually Controlled Vibrotactile actuators 0-125 Hz frequency 1.2 N amplitude at 125 Hz

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Output Devices Combination with Cyberglove Suitable for dexterous manipulation tasks

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Link to VC 3.3 on book CD

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Temperature feedback 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; Output Devices

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Temperature feedback actuator

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Temperature feedback actuator control User comfort zone 13-46°C If system fails Heat travels back Through the pump And can burn skin

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Force Feedback Interfaces 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

Output Devices

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Haptic Interfaces

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Logitech Force feedback joystick Uses potentiometers to sense position in spherical coordinates; Uses electrical actuators to apply resistive torques;

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Provides force feedback in case

  • f haptic events

(shooting, explosions, accelerations) Vibrations, springlike forces jolts

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The PHANToM used for 3D “sculpting” (courtesy of SensAble Technology Co.)

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6 DOF, 3 are active (provide translation

force feedback)

Small inertia & friction: efficient simulation

  • f motion in free space (no feedback)

Mechanical bandwidth: frequency of

force/torque refreshes as felt by the user – Limited by the inertia of the structure

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Peak output force 6.4 N Max continuous force: 1.7N Stiffness: 3X103N/m : for contact with walls

and other hard objects

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PHANToM 1.5/6.0 Outputs torques 56K$

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The Haptic Master

3 DOF cylindrical robot Max force output 250 N Stiffness 5x104 N/m Uses force-in, position-out arrangement

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The CyberGrasp force feedback glove Exoskeleton

  • ver CyberGlove)

Cables and pulleys 16 N/finger (continuous?); Weight 539 grams; remote electrical actuators in a control box. Only unidirectional forces can be applied

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The CyberGrasp force feedback glove

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The CyberPack (courtesy of Virtex Co.)

CyberGrasp glove Electronic interface box Wrist Tracker Tether

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Link to VC 3.4 on book CD

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

6 DOF mechanical arm Wrist position and Force feedback – No need for a tracker

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Haptic Interfaces

CyberForce interface

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Link to VC 3.5 on book CD

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