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1.
力/触觉再现设备的研究现状与应用   总被引:2,自引:0,他引:2  
力/触觉再现技术作为一种新兴的人机交互模式在虚拟现实系统得到较多应用。力/触觉再现设备是力/触觉再现系统实现过程中必不可少的环节,受到广泛的重视和研究。讨论了力/触觉再现设备的种类和特点,分类介绍了国内外力/触觉再现设备的研究现状,并作了分析比较。最后讨论了力/触觉再现设备在不同领域的应用,并探讨了其未来的研究发展趋势。  相似文献   

2.
As interest in multimodal and tangible interfaces is increasing in the field of human–robot interaction and virtual reality, haptics has been researched across areas such as engineering, computer science, psychology, and neuroscience. The main objective of the study was to construct a comprehensive review of the current haptic‐related literature based on quantitative data derived from content analysis and network analysis. Using the results of content analysis and network analysis of 6,000 research articles on haptic interaction, the haptic‐related literature was classified into two categories: 1) studies on technologies providing haptic stimuli and 2) studies on the human perception of haptic stimuli. Emotions in haptic feedback and haptic perception characteristics of various body sites were identified as potential research topics for further investigation. Greater research effort on understanding human haptic sensation and perception using the proposed systematic approach could accelerate the development of haptic interaction technology.  相似文献   

3.
传统的力触觉渲染多采用阻抗控制,不能很好地满足虚拟装配的应用要求,相比之下导纳控制模式更适用这一领域.为此提出一种基于导纳控制的双线程力觉渲染构架,并给出相应的力觉渲染算法.首先建立用于导纳控制的动力学模型,并讨论了碰撞和约束这2个状态下的力觉渲染;为了使用力觉交互接口进行虚拟装配中的小间隙装配,提出物理约束与几何约束结合的力觉渲染方法;最后针对物理计算和力反馈循环2个线程刷新频率不匹配的问题,利用二次拉格朗日多项式进行数值插值,实现了力觉交互接口的平稳输出.通过力反馈设备与自主开发的虚拟装配原型系统VAPP的连接与应用,验证了所提出的算法满足虚拟装配系统中力觉交互的应用要求.  相似文献   

4.
The implementation of haptic interfaces in vehicles has important safety and flexibility implications for lessening visual and auditory overload during driving. The present study aims to design and evaluate haptic interfaces with vehicle seats. Three experiments were conducted by testing a haptic seat in a simulator with a total of 20 participants. The first experiment measured reaction time, subjective satisfaction, and subject workloads of the haptic, visual, and auditory displays for the four signals primarily used by vehicle navigation systems. The second experiment measured reaction time, subjective satisfaction, and subjective workloads of the haptic, auditory, and multimodal (haptic + auditory) displays for the ringing signal used by in-vehicle Bluetooth hands-free systems. The third experiment measured drivers' subjective awareness, urgency, usefulness, and disturbance levels at various vibration intensities and positions for a haptic warning signal used by a driver drowsiness warning system. The results indicated that haptic seat interfaces performed better than visual and auditory interfaces, but the unfamiliarity of the haptic interface caused a lower subjective satisfaction for some criteria. Generally, participants showed high subjective satisfaction levels and low subjective workloads toward haptic seat interfaces. This study provided guidance for implementing haptic seat interfaces and identified the possible benefits of their use. It is expected that haptic seats implemented in vehicles will improve safety and the interaction between driver and vehicle.  相似文献   

5.
With the advent of new haptic feedback devices, researchers are giving serious consideration to the incorporation of haptic communication in collaborative virtual environments. For instance, haptic interactions based tools can be used for medical and related education whereby students can train in minimal invasive surgery using virtual reality before approaching human subjects. To design virtual environments that support haptic communication, a deeper understanding of humans′ haptic interactions is required. In this paper, human′s haptic collaboration is investigated. A collaborative virtual environment was designed to support performing a shared manual task. To evaluate this system, 60 medical students participated to an experimental study. Participants were asked to perform in dyads a needle insertion task after a training period. Results show that compared to conventional training methods, a visual-haptic training improves user′s collaborative performance. In addition, we found that haptic interaction influences the partners′ verbal communication when sharing haptic information. This indicates that the haptic communication training changes the nature of the users′ mental representations. Finally, we found that haptic interactions increased the sense of copresence in the virtual environment: haptic communication facilitates users′ collaboration in a shared manual task within a shared virtual environment. Design implications for including haptic communication in virtual environments are outlined.  相似文献   

6.
A data filtering scheme is proposed for transmission and error control of haptic events in haptic-based network virtual environments; this scheme is called as priority-based haptic event filtering. Because a high update rate of approximately 1 kHz is required for haptic rendering, sophisticated transmission rate control and reduction schemes are necessary for the haptic events. Although existing schemes can reduce the transmission rate without any perception impairment, they are very sensitive to packet losses. In this paper, we prioritize the haptic events according to the delay and loss effects. Utilizing the proposed haptic event prioritization, the proposed filtering scheme adapts the transmission rate and updates the predicted loss rate according to the current network state. Our simulation and experiment results confirm that the proposed scheme can effectively select important haptic events and guarantee an improved haptic interaction quality over a bandwidth-limited lossy network than existing transmission schemes tailored for networked haptics.  相似文献   

7.
Haptic technologies and applications have received enormous attention in the last decade. The incorporation of haptic modality into multimedia applications adds excitement and enjoyment to an application. It also adds a more natural feel to multimedia applications, that otherwise would be limited to vision and audition, by engaging as well the user’s sense of touch, giving a more intrinsic feel essential for ambient intelligent applications. However, the improvement of an application’s Quality of Experience (QoE) by the addition of haptic feedback is still not completely understood. The research presented in this paper focuses on the effect of haptic feedback and what it potentially adds to the experience of the user as opposed to the traditional visual and auditory feedback. In essence, it investigates certain issues regarding stylus-based haptic education applications and haptic-enhanced entertainment videos. To this end, we used two haptic applications: the haptic handwriting learning tool to experiment with force feedback haptic interaction and the tactile YouTube application for tactile haptic feedback. In both applications, our analysis shows that the addition of haptic feedback will increase the QoE in the absence of fatigue or discomfort for this category of applications. This implies that the incorporation of haptic modality (both force feedback as well as tactile feedback) has positively contributed to the overall QoE for the users.  相似文献   

8.
Commonly, surface and solid haptic effects are defined in such a way that they hardly can be rendered together. We propose a method for defining mixed haptic effects including surface, solid, and force fields. These haptic effects can be applied to virtual scenes containing various objects, including polygon meshes, point clouds, impostors, and layered textures, voxel models as well as function-based shapes. Accordingly, we propose a way how to identify location of the haptic tool in such virtual scenes as well as consistently and seamlessly determine haptic effects when the haptic tool moves in the scenes with objects having different sizes, locations, and mutual penetrations. To provide for an efficient and flexible rendering of haptic effects, we propose to concurrently use explicit, implicit and parametric functions, and algorithmic procedures.  相似文献   

9.
虚拟现实通过模拟人的视觉、听觉、力触觉等,使人处于一种与真实世界非常逼真的虚拟世界中,来感受、体验和评价虚拟世界中的场景和设备。力触觉在虚拟现实环境中有其突出优越性,力触觉使得虚拟现实环境变得真实,是唯一的既可接受周围环境输入又可以对周围环境输出的感知通道,可极大增强可视化表达的效果。虚拟现实的力触觉交互技术包括力触觉再现技术和虚拟环境的力触觉建模。介绍了这两方面的发展现状、存在的问题和今后的发展趋势。  相似文献   

10.
《Advanced Robotics》2013,27(13-14):1773-1791
This paper introduces a bimanual haptic interface robot and presents results from its trial operation. Our aim in developing a bimanual haptic interface is to display high-precision three-directional forces at all 10 fingertips of both hands of the operator. By installing two five-fingered robot hands and two robot arms, we construct a bimanual haptic interface. A haptic interface that consists of robot hands and robot arms can provide multi-point contact between the operator and a virtual environment. However, there is the risk that robot hands and robot arms will collide while an operator is manipulating the haptic interface. To solve this problem, we also propose a collision avoidance control law for the multi-fingered bimanual haptic interface. Finally, to determine the validity of the proposed interface, we carry out several experiments. These results show the validity and great potential of the proposed bimanual haptic interface.  相似文献   

11.
《Advanced Robotics》2013,27(11):1323-1338
Instability in conventional haptic rendering destroys the perception of rigid objects in virtual environments. Inherent limitations in the conventional haptic loop restrict the maximum stiffness that can be rendered. In this paper we present a method to render virtual walls that are much stiffer than those achieved by conventional techniques. By removing the conventional digital haptic loop and replacing it with a part-continuous and part-discrete time hybrid haptic loop, we were able to render stiffer walls. The control loop is implemented as a combinational logic circuit on an field-programmable gate array. We compared the performance of the conventional haptic loop and our hybrid haptic loop on the same haptic device, and present mathematical analysis to show the limit of stability of our device. Our hybrid method removes the computer-intensive haptic loop from the CPU—this can free a significant amount of resources that can be used for other purposes such as graphical rendering and physics modeling. It is our hope that, in the future, similar designs will lead to a haptics processing unit (HPU).  相似文献   

12.
Haptics technology has received enormous attention to enhance human computer interaction. The last decade has witnessed a rapid progress in haptic application software development due to the fact that the underlying technology has become mature and has opened up novel research areas. In an attempt to organize the path between cause and effect we envision a need for a standard for haptic application software modeling. In order for the software to better enhance the tactile information sensation, flow and perception and also make interaction between humans and haptics more efficient and natural, we need a formal representation of the haptics domain. This article proposes the use of HASM, a haptic applications software modeling ontology to formally model the haptics domain in order to be used during the specifications and design phases of developing software applications for haptic interfaces. The presented ontology captures the existing knowledge in haptics domain, using OWL, and defines the pathways that the haptic information follows between the human and the machine haptic system, using SWRL rules. The haptic ontology that has been developed will be used as a basis to design effective user interfaces and assist the development of software modeling for haptic devices. A case study is demonstrating how this haptic ontology can be used to design a software model that analyzes the perception of a haptic property of an object by interacting with a haptic device.  相似文献   

13.
A Survey of Haptic Rendering Techniques   总被引:3,自引:0,他引:3  
Computer Graphics technologies have developed considerably over the past decades. Realistic virtual environments can be produced incorporating complex geometry for graphical objects and utilising hardware acceleration for per pixel effects. To enhance these environments, in terms of the immersive experience perceived by users, the human's sense of touch, or haptic system, can be exploited. To this end haptic feedback devices capable of exerting forces on the user are incorporated. The process of determining a reaction force for a given position of the haptic device is known as haptic rendering. For over a decade users have been able to interact with a virtual environment with a haptic device. This paper focuses on the haptic rendering algorithms which have been developed to compute forces as users manipulate the haptic device in the virtual environment.  相似文献   

14.
Multimodality is considered a promising approach for universal access, and haptic interaction has the potential to constitute an added dimension to multimodal interfaces. This paper describes the influence of colors on the haptic perception of textured surfaces, based on 8 experiments. Our results show that (1) colors do have an influence on haptic perception, but they do not make the perception error rate higher than when no color is used; (2) up to 6 different types of colors can be used in haptic interfaces without worsening the haptic perception; (3) yellow has an error rate that is statistically significantly lower than that of 3 other color conditions, and can be used without worsening the haptic perception; (4) our finding of two special orders for haptic perception demonstrates that human haptic perception is very sensitive to continuously increasing or decreasing changes of roughness, but has difficulty discerning randomly changed roughness.  相似文献   

15.
This paper describes a haptic rendering algorithm for arbitrary polygonal models using a six degree-of-freedom haptic interface. The algorithm supports activities such as virtual prototyping of complex polygonal models and adding haptic interaction to virtual environments. The underlying collision system computes local extrema in distance between the model controlled by the haptic device and the rest of the scene. The haptic rendering computes forces and torques on the moving model based on these local extrema. The system is demonstrated on models with tens of thousands of triangles and developed in an accessibility application for finding collision-free paths.  相似文献   

16.
It is difficult to implement a stable and realistic haptic simulation for cutting rigid objects that is based on a damping model because of an inevitable conflict between stability and high output force. This paper presents passivity techniques to show that an excessive damping coefficient causes the output stiffness to exceed the maximum output stiffness of the haptic device, leading to instability. By analysing the damping model of a haptic dental-training simulator, we construct a relationship among the damping coefficient, position resolution, sampling frequency, human operation, and the maximum achievable device stiffness that will still maintain device stability. A method is also provided to restrict the output stiffness of the haptic device to ensure stability while enabling the realistic haptic simulation of cutting rigid objects (teeth) that is based in a damping model. Our analysis and conclusions are verified by a damping model that is constructed for a dental-training haptic display. Three types of haptic devices are used in our analysis and experiments.  相似文献   

17.
Haptic rendering has been long considered as the process of estimating the force that stems from the interaction of a user and an object. Even if this approach follows the principles of natural haptic interaction, it places severe limitations in processing haptic media. This paper presents an information theoretic framework that aims to provide a new view of haptic rendering that can accommodate for open-loop synthetic haptic media, where interaction-based rendering is a special case. As a result, using the proposed information-theoretic approach, the haptic signal can be precomputed as a force field, stored and then filtered by taking into account device and perceptual capabilities of the receiver in order to lower the required bandwidth of the resulting stream, thus opening new possibilities for the representation and processing of haptic media.  相似文献   

18.
In conventional haptic devices for virtual reality (VR) systems, a user interacts with a scene by handling a tool (such as a pen) using a mechanical device (i.e. an end-effector-type haptic device). In the case that the device can ‘mimic’ a VR object, the user can interact directly with the VR object without the mechanical constraint of a device (i.e. an encounter-type haptic device). A new challenge of an encounter-type haptic device is displaying the visuals and haptic information simultaneously on a single device. We are proposing a new desk-top encounter-type haptic device with an actively driven pen-tablet LCD panel. The proposed device is capable of providing pseudo-3D visuals and haptic information on a single device. As the result, the system provides to the user a sense of interaction with a real object. To develop a proof-of-concept prototype, a compact parallel mechanism was developed and implemented. The aim of this research is to propose a new concept in haptic research. In this paper, the concept, the prototype, and some preliminary evaluation tests with the proposed system are presented.  相似文献   

19.
基于磁流变液的力/触觉再现系统研究进展   总被引:2,自引:0,他引:2  
力/触觉再现技术是当前新兴的研究领域.介绍了最近10年来基于磁流变液的力/触觉再现系统的国内外研究进展情况.总结了基于磁流变液的力/触觉再现技术的研究内容,包括执行装置的结构设计、模型研究以及再现系统控制研究,讨论了基于磁流变液的力/触觉再现系统开发过程中的关键技术.如提高便携式触觉接口中执行装置的力矩/重量比.减小静态力、克服被动系统力/触觉表达局限性,指出了今后发展的趋势.阐述了基于磁流变液的力/触觉再现系统的优势,并展望了其应用前景.  相似文献   

20.
A novel haptic rendering technique using a hybrid surface representation addresses conventional limitations in haptic displays. A haptic interface lets the user touch, explore, paint, and manipulate virtual 3D models in a natural way using a haptic display device. A haptic rendering algorithm must generate a force field to simulate the presence of these virtual objects and their surface properties (such as friction and texture), or to guide the user along a specific trajectory. We can roughly classify haptic rendering algorithms according to the surface representation they use: geometric haptic algorithms for surface data, and volumetric haptic algorithms based on volumetric data including implicit surface representation. Our algorithm is based on a hybrid surface representation - a combination of geometric (B-rep) and implicit (V-rep) surface representations for a given 3D object, which takes advantage of both surface representations.  相似文献   

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