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1.
The development of a realistic virtual assembly environment is challenging because of the complexity of the physical processes
and the limitation of available VR technology. Many research activities in this domain primarily focused on particular aspects
of the assembly task such as the feasibility of assembly operations in terms of interference between the manipulated parts.
The virtual assembly environment reported in this research is focused on mechanical part assembly. The approach presented
addresses the problem of part-to-part contacts during the mating phase of assembly tasks. The system described calculates
contact force sensations by making their intensity dependent on the depth of penetration. However the penetration is not visible
to the user who sees a separate model, which does not intersect the mating part model. The two 3D models of the part, the
off-screen rendered model and the on-screen rendered model are connected by a spring-dumper arrangement. The force calculated
is felt by the operator through the haptic interface when parts come in contact during the mating phase of the assembly task.
An evaluation study investigating the effect of contact force sensation on user performance during part-to-part interface
was conducted. The results showed statistically significant effect of contact force sensation on user performance in terms
of task completion time. The subjective evaluation based on feedback from users confirmed that contact force sensation is
a useful cue for the operator to find the relative positions of components in the final assembly state. 相似文献
2.
Haptic systems and devices are a recent addition to multimodal systems. These devices have widespread applications such as
surgical simulations, medical and procedural training, scientific visualizations, assistive and rehabilitative devices for
individuals who have physical or neurological impediments and assistive devices for individuals who are blind. While the potential
of haptics in natural human machine interaction is undisputable, the realization of such means is still a long way ahead.
There are considerable research challenges to development of natural haptic interfaces. The study of human tactile abilities
is a recent endeavor and many of the available systems still do not incorporate the domain knowledge of psychophysics, biomechanics
and neurological elements of haptic perception. Development of smart and effective haptic interfaces and devices requires
extensive studies that link perceptual phenomena with measurable parameters and incorporation of such domain knowledge in
the engineering of haptic interfaces. This paper presents design, development and usability testing of a neuro-cognitively
inspired haptic user interface for individuals who are blind. The proposed system design is inspired by neuro-cognitive basis
of haptic perception and incorporates the computational aspects and requirements of multimodal information processing system.
Usability testing of the system suggests that a biologically inspired haptic user interfaces may form a powerful paradigm
for haptic user interface design.
相似文献
Sethuraman PanchanathanEmail: |
3.
Desktop haptic virtual assembly using physically based modelling 总被引:1,自引:0,他引:1
This research investigates the feasibility of using a desktop haptic virtual environment as a design tool for evaluating assembly
operations. Bringing virtual reality characteristics to the desktop, such as stereo vision, further promotes the use of this
technology into the every day engineering design process. In creating such a system, the affordability and availability of
hardware/software tools is taken into consideration. The resulting application combines several software packages including
VR Juggler, open dynamics engine (ODE)/open physics abstraction layer (OPAL), OpenHaptics, and OpenGL/GLM/GLUT libraries to
explore the benefits and limitations of combining haptics with physically based modelling. The equipment used to display stereo
graphics includes a Stereographics emitter, Crystal Eyes shutter glasses, and a high refresh rate CRT Monitor. One or two-handed
force feedback is obtained from various PHANTOM haptic devices from SensAble Technologies Inc. The application’s ability to
handle complex part interactions is tested using two different computer systems, which approximate the higher and lower end
of a typical engineer’s workstation. Different test scenarios are analyzed and results presented. 相似文献
4.
《International journal of human-computer studies》2014,72(10-11):689-703
Haptic assistance is an emerging field of research that is designed to improve human–computer interaction (HCI) by reducing error rates and targeting times through the use of force feedback. Haptic feedback has previously been investigated to assist motion-impaired computer users, however, limitations such as target distracters have hampered its integration with graphical user interfaces (GUIs). In this paper two new haptic assistive techniques are presented that utilise the 3DOF capabilities of the Phantom Omni. These are referred to as deformable haptic cones and deformable virtual switches. The assistance is designed specifically to enable motion-impaired operators to use existing GUIs more effectively. Experiment 1 investigates the performance benefits of the new haptic techniques when used in conjunction with the densely populated Windows on-screen keyboard (OSK). Experiment 2 utilises the ISO 9241-9 point-and-click task to investigate the effects of target size and shape. The results of the study prove that the newly proposed techniques improve interaction rates and can be integrated with existing software without many of the drawbacks of traditional haptic assistance. Deformable haptic cones and deformable virtual switches were shown to reduce the mean number of missed-clicks by at least 75% and reduce targeting times by at least 25%. 相似文献
5.
Interaction model between elastic objects for haptic feedback considering collisions of soft tissue 总被引:5,自引:0,他引:5
Kuroda Y Nakao M Kuroda T Oyama H Komori M 《Computer methods and programs in biomedicine》2005,80(3):216-224
The simulation of organ–organ interaction is indispensable for practical and advanced medical VR simulator such as open surgery and indirect palpation. This paper describes a method to represent real-time interaction between elastic objects for accurate force feedback in medical VR simulation. The proposed model defines boundary deformation of colliding elements based on temporary surface forces calculated by temporary deformation. The model produces accurate deformation and force feedback considering collisions of objects as well as prevents unrealistic overlap of objects. A prototype simulator of rectal palpation is constructed on general desktop PC with a haptic device, PHANToM. The system allows users to feel different stiffness of a rear elastic object located behind another elastic object. The results of experiments confirmed the method expresses organ–organ interaction in real-time and produces realistic and perceivable force feedback. 相似文献
6.
This article presents a user study of mobile robot teleoperation. Performance of speed, position and combined command strategies
in combination with text, visual and haptic feedback information were evaluated by experiments. Two experimental tasks were
designed as follows: positioning of mobile robot and navigation in complex environment. Time for task completion and motion
accuracy were measured and compared for different command strategies and types of feedback. Role of haptic, text and visual
feedback information in combination with described command strategies is outlined. 相似文献
7.
Visualization can provide the much needed computer-assisted design and analysis environment to foster problem-based learning,
while Virtual Reality (VR) can provide the environment for hands-on manipulation, stimulating interactive learning in engineering
and the sciences. In this paper, an interactive 2D and 3D (hybrid) environment is described, which facilitates collaborative
learning and research and utilizes techniques in visualization and VR, therefore enhancing the interpretation of physical
problems within these fields. The environment described, termed VizClass, incorporates a specially designed lecture room and laboratory integrating both 2-D and 3-D spatial activities by coupling
a series of interactive projection display boards (touch-sensitive whiteboards) and a semi-immersive 3D wall display. The
environment is particularly appealing for studying critical, complex engineering problems, for example, where time-varying
feature modifications and coupling between multiple modes of movement are occurring. This paper describes the hardware architecture
designed for this new hybrid environment as well as an initial application within the environment to the study of a real case
history building subjected to a variety of earthquakes. The example simulation uses field measured seismic data sources, and
illustrations of simple visual paradigms to provide an enhanced understanding of the physical model, the damage accumulated
by the model, and the association between the measured and observed data. A detailed evaluation survey was also conducted
to determine the merits of the presented environment and the techniques implemented. Results substantiate the plausibility
of using these techniques for more general, everyday users. Over 70% of the survey participants believed that the techniques
implemented were valuable for engineers.
相似文献
Tara C. HutchinsonEmail: |
8.
This paper presents a virtual classroom field experiment utilising broadband cellular radio telecommunication technologies and involving real users. The aim of the investigation was to experiment in the field cellular broadband systems in realising virtual classroom situations. In particular, we investigated learners’ performance and usability aspects of the multimedia tele-education system including ease of use, usefulness, telepresence and users’ satisfaction about the system. Results confirmed the effectiveness of the multimedia system in terms of both technical and psychological features. Some operational results and practical solutions were obtained as well. They included the basic features of multimedia systems used in virtual classroom and the correct procedures for training teachers and learners in the equipment use. 相似文献
9.
Mauricio Orozco Matthew Graydon Shervin Shirmohammadi Abdulmotaleb El Saddik 《Multimedia Tools and Applications》2008,37(1):73-92
With the rapid advancement of the technological revolution, computer technology such as faster processors, advanced graphic
cards, and multi-media systems are becoming more affordable. Haptics technology is a force/tactile feedback technology growing
in disciplines linked to human–computer interaction. Similar to the increasing complexity of silicon-based components, haptics
technology is becoming more advanced. On the other hand, currently available commercial haptics interfaces are expensive,
and their application is mostly dedicated to enormous research projects or systems. However, the trend of the market is forcing
haptic developers to release products for use in conjunction with current keyboards and mice technologies. Haptics allows
a user to touch, fell, manipulate, create, and/or alter simulated three-dimensional objects in a virtual environment. Most
of the existing applications of haptics are dedicated to hone human physical skills such as sensitive hardware repair, medical
procedures, handling hazardous substances, etc. These skills can be trained in a realistic virtual world, and describe human
behavioural patterns in human–computer interaction environments. The measurement of such psychomotor patterns can be used
to verify a person’s identity by assessing unique-to-the-individual behavioural attributes. This paper explores the unique
behaviour exhibited by different users interacting with haptic systems. Through several haptic-based applications, users’
physical attributes output data from the haptic interface for use in the construction of a biometric system.
相似文献
Abdulmotaleb El SaddikEmail: |
10.
Fotis Liarokapis 《Virtual Reality》2007,11(1):23-43
In this paper, a novel AR interface is proposed that provides generic solutions to the tasks involved in augmenting simultaneously
different types of virtual information and processing of tracking data for natural interaction. Participants within the system
can experience a real-time mixture of 3D objects, static video, images, textual information and 3D sound with the real environment.
The user-friendly AR interface can achieve maximum interaction using simple but effective forms of collaboration based on
the combinations of human–computer interaction techniques. To prove the feasibility of the interface, the use of indoor AR
techniques are employed to construct innovative applications and demonstrate examples from heritage to learning systems. Finally,
an initial evaluation of the AR interface including some initial results is presented. 相似文献
11.
M. Piccini 《Cognition, Technology & Work》2002,4(4):256-271
The design of control systems and human–machine interfaces in the field of complex and safety-critical environments remains
today an open issue, in spite of the high technological evolution of the last decades. The increasing use of automation has
improved efficiency, safety and ease of operations but, at the same time, it has complicated operators’ situation awareness
and has changed the nature of their possible errors. The research activity described in this paper is an attempt to develop
a methodological framework to support designers of control systems and human–machine interfaces. In particular, it focuses
on the need for a deeply recursive approach related to the implementation of the systemic and human aspects of the design
process of a human–machine system, intended as a Joint Cognitive System. A validating case study has been performed, based on the full application of the framework on the control of the turbine/alternator
system of a thermoelectric power plant in northern Italy.
Correspondence and offprint requests to: M. Piccini, Politecnico di Torino Dipartimento di Energetica, C.so Duca degli Abruzzi 24, 10129 Turin, Italy. Tel.: +39
011 564 4413; Fax: +39 011 564 4499; Email: mipiccin@polito.it 相似文献
12.
The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students’ lives on both a physical and a psychological level. The purpose of this study is to understand MMORPG addiction from a user experience design approach. We first developed a complete model that includes eleven factors (challenge, fantasy, curiosity, control, reward, cooperation, competition, recognition, belonging, obligation and role-playing) to represent users’ experience in MMORPGs. After that, we design a questionnaire to measure student’ gaming experience and level of addiction. Students’ demography information, including gender and game playing habits, was also collected. Four hundred and eighteen Taiwanese college students aged 18–25 years old took part in this online survey. Regression analysis was then conducted to evaluate the relative explanatory power of each variable, with addiction score as the dependent variable and the eleven user experience factors as the independent variables. The results of regression analysis reveal five critical factors (curiosity, role-playing, belonging, obligation and reward) that can be used to predict MMORPG addiction. In addition, this study also infers possible casual mechanisms for increasing college students’ level of addiction. The implications of our findings for both design and educational practitioners were also discussed. 相似文献
13.
Head tracking using stereo 总被引:2,自引:0,他引:2
Head tracking is an important primitive for smart environments and perceptual user interfaces where the poses and movements
of body parts need to be determined. Most previous solutions to this problem are based on intensity images and, as a result,
suffer from a host of problems including sensitivity to background clutter and lighting variations. Our approach avoids these
pitfalls by using stereo depth data together with a simple human-torso model to create a head-tracking system that is both
fast and robust. We use stereo data (Commercial equipment and materials are identified in order to adequately specify certain
procedures. In no case does such identification imply recommendation or endorsement by the National Institute of Standards
and Technology, nor does it imply that the materials or equipment identified are necessarily the best available for the purpose.)
to derive a depth model of the background that is then employed to provide accurate foreground segmentation. We then use directed
local edge detectors on the foreground to find occluding edges that are used as features to fit to a torso model. Once we
have the model parameters, the location and orientation of the head can be easily estimated. A useful side effect from using
stereo data is the ability to track head movement through a room in three dimensions. Experimental results on real image sequences
are given.
Accepted: 13 August 2001 相似文献
14.
Assembly modelling is the process of capturing entities and activity information related to assembling and assembly. Currently, most CAD systems have been developed to ease the design of individual components, but are limited in their support for assembly designs and planning capability, which are crucial for reducing the cost and processing time in complex design, constraint analysis and assembly task planning. This paper presents a framework of a two-handed virtual assembly (VA) planner for assembly tasks, which coordinates two hands jointly for feature-based manipulation, assembly analysis and constraint-based task planning. Feature-based manipulation highlights the important assembling features (e.g. dynamic reference frames, moving arrow, mating features) to guide users for the ease of assembly and in an efficient and fluid manner. The users can freely navigate and move the mating pair along the collision-free path. The free motion of two-handed input in assembly is further restricted to the allowable motion guided by the constraints recognised on-line. The allowable motion in assembly is planned by the logic steps derived from the analysis of constraints and their translation in the progress of assembly. No preprocessing or predefined assembly sequence is necessary since the planning is produced in real-time upon the two-handed interactions. Mating features and constraints in databases are automatically updated after each assembly to simplify the planning process. The two-handed task planner has been developed and experimented for several assembly examples including a drill (12-parts) and a robot (17-parts). The system can be generally applied for the interactive task planning of assembly-type applications. 相似文献
15.
In today’s competitive business environment, the majority of companies are expected to be represented on the Internet in
the form of an electronic commerce site. In an effort to keep up with current business trends, certain aspects of interface
design such as those related to navigation and perception may be overlooked. For instance, the manner in which a visitor to
the site might perceive the information displayed or the ease with which they navigate through the site may not be taken into
consideration. This paper reports on the evaluation of the electronic commerce sites of three different companies, focusing
specifically on the human factors issues such as perception and navigation. Heuristic evaluation, the most popular method
for investigating user interface design, is the technique employed to assess each of these sites. In light of the results
from the analysis of the evaluation data, virtual environments are suggested as a way of improving the navigation and perception
display constraints. 相似文献
16.
Assembly simulations in virtual environments with optimized haptic path and sequence 总被引:2,自引:0,他引:2
Virtual assembly and disassembly simulations can be accomplished in intuitive and effective ways using haptic information in virtual environments (VEs). Potential problems in a given assembly scheme can be predicted by a user who may be able to suggest an alternative scheme in the VE. This paper describes an intelligent virtual assembly system in which an optimal assembly algorithm is used to allow haptic interactions during virtual assembly operations. This algorithm provides optimal paths for haptic guidance as well as an assembly sequence of the parts to be assembled. The performance of the given assembly schemes was simulated using a virtual assembly system. Experimental results showed that the haptic-path sequence-guidance (HSG) mode gave the best performance improvement in terms of accumulated assembly time (28.33%) and travel distance (15.05%) compared to the unguided mode, while the sequence-guidance (SG) mode alone increased performance by 15.33% for assembly time and 11.36% for travel distance. The experimental results were analyzed by the sub-tasks of gripper selection, inter-part movement, and part assembly. For the HSG mode, the greatest contributor to the time and distance reductions was the optimized haptic path, while for the SG mode, the reduced numbers of gripper exchanges and orientation change made the greatest contributions to reducing the assembly time and the travel distance. As a result, the optimized haptic path, as well as sequence guidance, enhanced the working performance of virtual assembly tasks. 相似文献
17.
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19.
D. Benyon 《Cognition, Technology & Work》2002,4(3):180-196
When system developers design a computer system (or other information artefact), they must inevitably make judgements as
to how to abstract the domain and how to represent this abstraction in their designs. Over the years human–computer interaction,
or more generally information systems design, has had a history of developing competing methods and models for both the process
and products of its development. Various paradigms have been suggested, often trying to keep pace with the changing nature
of the design problem; from batch processing to interactive systems to work situations and most recently to designing for
household environments. It appears timely, then, to review the nature of the design problem that faces the developers of human–computer
systems and to consider some of the impact that different representations and different conceptualisations may have on their
activities. Green (1998) has suggested that a single model of developing human–computer systems is not desirable, instead
arguing for a number of limited theories each of which provides a useful perspective. The aim of this paper is to place competing
methods side by side in order to see their strengths and weaknesses more clearly. The central tenet of the paper is that different
views of both the human–computer system design process and the different abstractions, or models, that are produced during
the design process have varying degrees of utility for designers. It is unlikely that any single method or modelling approach
will be optimal in all circumstances. Designers need to be aware of the range of views that exist and of the impact that taking
a particular approach may have on the design solution. 相似文献