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HAPTIC TECHNOLOGY
      (TOUCH THE VIRTUAL)




                  PRESENTED BY
                   S.CHANAKYA
              MVSR Engineering college
WHAT IS HAPTICS ?

   ‘Haptics’ is derived from the Greek word ‘haptikos’
    which means – ‘being able to come into contact’.

   Haptics is the science of applying touch (tactile)
    sensation and control to interact with computer
    applications.
   Generally computers typically only take
    advantage of one or two sensory channels (sight
    and sound) to transmit information to people.

   Haptics promises to open this bottleneck by
    adding a new channel of communication using
    the sense of touch.

   Haptics expands the notion of bidirectional
    communication between humans and computers
    to include sensory feedback.

   Haptics = Touch = Connection
VIRTUAL REALITY

   Virtual reality is a form of human-computer
    interaction providing a virtual environment that one
    can explore through direct interaction with our
    senses.
THE REAL WORLD

   User should be able to touch the virtual object and
    feel a response from it.

   In order to complete the imitation of the real world
    one should be able to interact with the environment
    and get a feedback.

   This feedback is called Haptic Feedback.
HAPTICS FEEDBACK

   Haptics is implemented through different type of
    interactions with a haptic device communicating
    with the computer. These interactions can be
    categorized into the different types of touch
    sensations a user can receive:

    1)Tactile Feedback
    2)Force Feedback
TACTILE FEEDBACK

   Refers to the sensations felt by the skin.

   It allows the user to feel things such as the texture
    of surfaces, temperature and vibration.
FORCE FEEDBACK

 It reproduces the directional forces that can result
  from solid boundaries.
 E.g. the weight of virtual objects, inertia, etc.
HAPTICS TECHNOLOGY

 Haptic technology is a tactile feedback technology
  which takes advantage of the sense of touch by
  applying forces, vibrations, or motions to the user.
 A haptic device gives people a sense of touch with
  computer-generated environments, so that when
  virtual objects are touched, they seem real and
  tangible.
HOW IT WORKS

         4                                                      2



3                                                                   Computer
                                                      Sensors       haptics
        Muscles
                             End effector
                         1
                                                Machine
        Human     Hand
                                            1
                         Virtual object
                                                4                       3
    2


        Sensors
                                                    Actuators
   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 DEVICES

It allows users to touch, feel and manipulate
3-D objects in virtual environments.
HOW ARE HAPTIC DEVICES DIFFERENT?

   Common interface devices like mouse and joystick
    are only input devices. No feedback.

   Haptic devices are input-output devices.
COMMONLY USED HAPTIC DEVICES
1. PHANTOM

   Provides a 3D touch to the virtual objects

   When the user move his finger, then he could
    really feel the shape and size
    of the virtual 3D object
    that has been already
    programmed
2. CYBER GRASP


   The CyberGrasp system fits over the user's entire
    hand like an exoskeleton and adds resistive force
    feedback to each finger

   Adapted to different size of the
    fingers

   Located on the back of the
    hand
3.MAGNETIC LEVITATION HAPTIC INTERFACES




                         A technology for feeling
                          sensation over total body
APPLICATIONS OF HAPTICS TECHNOLOGY

   Computer and video
    games-Haptic feedback is
    commonly used in arcade
    games, especially racing
    video games.
    Disney Research, Pittsburg
    (DRP) has shown off a
    revolutionary technology
    called ‘Surround Haptics’ that
    can bring real life experience in video
    gaming and film watching.
    Personal computers-
    Apple's MacBook and
    MacBook Pro started
    incorporating a
    "Tactile Touchpad" design.

    Mobile devices-
    Tactile haptic feedbac
    k is becoming common
    in cellular devices.Nokia
    and prada implemented
    it using piezoelectric
    sensor pads.
   Robotics-Haptic technology
    is also widely used in
    teleoperation, or telerobotics.

Arts and design-
Haptics is used in virtual
arts, such as sound synthesis
or graphic design and
animation
LIMITATIONS

   High cost involved

   Large weight and size of haptic devices
    (especially wearable ones)

   Haptic interfaces can only exert forces with
    limited magnitude and not equally well in all
    directions

   haptic-rendering algorithms operate in discrete
    time whereas users operate in continuous time
FUTURE VISION

1.Holographic Interaction
  The feedback allows the user to interact with a
  hologram and actually receive tactile response using
  acoustic radiation pressure

2.Medical Application
  Use of a central workstation from which surgeons
  would perform operations in various locations; with
  machine setup and patient preparation performed by
  local nursing staff

3. Textile Industry
  User could study and feel the texture and quality of
  materail during the sale of cloth through internet
CONCLUSION

 The next important step towards realistically
  simulated environments that have been
  envisioned by science fiction authors.
 Continued implementation of tactile devices to
  aid people with disabilities will advance further
 Future generations of mobile devices and game
  console accessories will implement more haptic
  feedback
 Still embryonic when compared to full fledged VR
  simulations
THANK
 YOU
Haptic technology

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Haptic technology

  • 1. HAPTIC TECHNOLOGY (TOUCH THE VIRTUAL) PRESENTED BY S.CHANAKYA MVSR Engineering college
  • 2. WHAT IS HAPTICS ?  ‘Haptics’ is derived from the Greek word ‘haptikos’ which means – ‘being able to come into contact’.  Haptics is the science of applying touch (tactile) sensation and control to interact with computer applications.
  • 3. Generally computers typically only take advantage of one or two sensory channels (sight and sound) to transmit information to people.  Haptics promises to open this bottleneck by adding a new channel of communication using the sense of touch.  Haptics expands the notion of bidirectional communication between humans and computers to include sensory feedback.  Haptics = Touch = Connection
  • 4. VIRTUAL REALITY  Virtual reality is a form of human-computer interaction providing a virtual environment that one can explore through direct interaction with our senses.
  • 5. THE REAL WORLD  User should be able to touch the virtual object and feel a response from it.  In order to complete the imitation of the real world one should be able to interact with the environment and get a feedback.  This feedback is called Haptic Feedback.
  • 6. HAPTICS FEEDBACK  Haptics is implemented through different type of interactions with a haptic device communicating with the computer. These interactions can be categorized into the different types of touch sensations a user can receive: 1)Tactile Feedback 2)Force Feedback
  • 7. TACTILE FEEDBACK  Refers to the sensations felt by the skin.  It allows the user to feel things such as the texture of surfaces, temperature and vibration.
  • 8. FORCE FEEDBACK  It reproduces the directional forces that can result from solid boundaries.  E.g. the weight of virtual objects, inertia, etc.
  • 9. HAPTICS TECHNOLOGY  Haptic technology is a tactile feedback technology which takes advantage of the sense of touch by applying forces, vibrations, or motions to the user.  A haptic device gives people a sense of touch with computer-generated environments, so that when virtual objects are touched, they seem real and tangible.
  • 10. HOW IT WORKS 4 2 3 Computer Sensors haptics Muscles End effector 1 Machine Human Hand 1 Virtual object 4 3 2 Sensors Actuators
  • 11. 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.
  • 12. 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.
  • 13. HAPTIC DEVICES It allows users to touch, feel and manipulate 3-D objects in virtual environments.
  • 14. HOW ARE HAPTIC DEVICES DIFFERENT?  Common interface devices like mouse and joystick are only input devices. No feedback.  Haptic devices are input-output devices.
  • 16. 1. PHANTOM  Provides a 3D touch to the virtual objects  When the user move his finger, then he could really feel the shape and size of the virtual 3D object that has been already programmed
  • 17.
  • 18. 2. CYBER GRASP  The CyberGrasp system fits over the user's entire hand like an exoskeleton and adds resistive force feedback to each finger  Adapted to different size of the fingers  Located on the back of the hand
  • 19. 3.MAGNETIC LEVITATION HAPTIC INTERFACES  A technology for feeling sensation over total body
  • 20. APPLICATIONS OF HAPTICS TECHNOLOGY  Computer and video games-Haptic feedback is commonly used in arcade games, especially racing video games. Disney Research, Pittsburg (DRP) has shown off a revolutionary technology called ‘Surround Haptics’ that can bring real life experience in video gaming and film watching.
  • 21. Personal computers- Apple's MacBook and MacBook Pro started incorporating a "Tactile Touchpad" design. Mobile devices- Tactile haptic feedbac k is becoming common in cellular devices.Nokia and prada implemented it using piezoelectric sensor pads.
  • 22. Robotics-Haptic technology is also widely used in teleoperation, or telerobotics. Arts and design- Haptics is used in virtual arts, such as sound synthesis or graphic design and animation
  • 23. LIMITATIONS  High cost involved  Large weight and size of haptic devices (especially wearable ones)  Haptic interfaces can only exert forces with limited magnitude and not equally well in all directions  haptic-rendering algorithms operate in discrete time whereas users operate in continuous time
  • 24. FUTURE VISION 1.Holographic Interaction The feedback allows the user to interact with a hologram and actually receive tactile response using acoustic radiation pressure 2.Medical Application Use of a central workstation from which surgeons would perform operations in various locations; with machine setup and patient preparation performed by local nursing staff 3. Textile Industry User could study and feel the texture and quality of materail during the sale of cloth through internet
  • 25. CONCLUSION  The next important step towards realistically simulated environments that have been envisioned by science fiction authors.  Continued implementation of tactile devices to aid people with disabilities will advance further  Future generations of mobile devices and game console accessories will implement more haptic feedback  Still embryonic when compared to full fledged VR simulations