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Virtual Reality: Touch/Haptics

Haptic technology does for the sense of touch what computer graphics do for vision. Haptic technology creation of computer-generated haptic virtual objects (HVOs), which can be touched and manipulated with one's hands or body. HVOs provide a rich combination of cutaneous and kinesthetic stimulation through a bidirectional haptic (touch) information flow between HVOs and human users.

Many mechanical properties of everyday objects are experienced through touch. These properties include weight and shape of objects, object elasticity, object's surface texture (e.g., smooth or rough), and so forth. HVOs can have many of these real-object mechanical properties. Perhaps more importantly, HVOs can have mechanical properties that do not exist in nature. For example, HVOs can possess paradoxical, normally impossible, combinations of mechanical properties. People touching such paradoxical HVOs can experience surprising perceptual effects. For example, people actually touching a surface with a hole can instead haptically perceive a surface with a bump on it. Human haptic capabilities can be investigated in totally new ways with these and other HVOs. HVOs are also used in touch-enabled human-machine interface applications. For example, HVOs are used to create virtual internal organs that can be touched and manipulated by surgical trainees. This entry discusses the creation of haptic virtual objects and using them as experimental stimuli.

Creation of Haptic Virtual Objects

Generally, HVOs are created through force fields (or “force-feedback”), generated by computer-controlled mechanical systems called haptic interfaces (HIs). An HI delivers the force-feedback to a person's hands or body. This reproduces major aspects of what actually happens when touching real, everyday objects.

For example, in Figure 1(a), a person handles a stick to poke and deform a real (not an HVO), flexible surface (e.g., a rubber sheet). Following the physics of this mechanical interaction, the surface exerts a force back into the stick. This contact force is transmitted to the person's hand. The person experiences this force as the surface's resistance to deformation. This interaction scenario can be reproduced with an HVO. For this, the person holds an HI's sticklike manipulandum (Figure 1b). The rest of the HI mechanism is only partially shown (the bar connected to the manipulandum's tip, Figure 1b). The person moves the manipulandum in an empty, delimited, three-dimensional space (the HI workspace). HVOs are created within this workspace. The person uses the manipulandum to “poke” an HVO (dashed surface, Figure 1b). The HVO is not a physical object at all. It consists only of computer-controlled forces that are generated as follows.

As the person moves the manipulandum, HI's sensors measure the current position of the manipulandum's tip (Figure 1b). A control computer (CC) monitors this position. When the person moves the manipulandum's tip into the workspace region occupied by the HVO, the CC detects this “collision” of the manipulandum's tip with the HVO. Then, the CC calculates a simulated contact force from a model (e.g., equations) of the real interaction's physics. Next, the CC activates the HI's actuators (e.g., electric motors) that, in combination with HI mechanics, produce an actual physical force that is applied into the manipulandum's tip (Figure 1b). This force physically realizes the simulated contact force. As when touching the real surface (Figure 1a), the person feels HI forces through the manipulandum. As the person explores and even “deforms” the HVO, adequate HI forces sculpt, so to speak, the HVO. This software-controlled HVO creation process is called haptic rendering (HR). The CC executes HR events (collision detection and force calculation and generation when necessary) at a high rate (1 kHz or more). In contrast, graphics rendering typically works at a rate of 30 Hz.

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