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1.
This paper presents a new design and analysis of a haptic interface for a gastrointestinal endoscopy simulation. The gastrointestinal endoscopy is a procedure in which the digestive tract and organs of a patient are diagnosed and treated using a long and flexible endoscope. The developed haptic interface incorporates two degrees of freedom (DOF), each of which is necessary to describe the movements of an endoscope during the actual endoscopy procedures. The haptic interface has a translational motion mechanism to implement the insertion movement of the endoscope, and a rotational motion mechanism to implement the rotational movement of the endoscope. The endoscope included in the haptic interface is supported by a folding guide to prevent the endoscope from buckling. Force feedback in each direction is provided by wire-driven mechanisms. The developed haptic interface has a workspace, sensitivity, and maximum attainable force and torque enough to simulate the endoscopy procedures such as colonoscopy, upper GI (gastrointestinal) endoscopy, and endoscopic retrograde cholangiopancreatography (ERCP). The developed haptic interface is applied to implementation of a colonoscopy simulation. Performance including force bandwidth is evaluated through experiments and simulation.  相似文献   

2.
A new robot simulator JC-1 is used as a control software development tool in a project in progress where an intelligent wheelchair for a blind user is being developed. The intelligent wheelchair is planned to be able to fulfill simple symbolic commands like "follow wall" or "follow object" and using the JC-1 simulator an evaluation team which includes e.g. the user, a rehabilitation engineer and a software engineer, can check control algorithms and user interface routines before constructing a real wheelchair prototype. The JC-1 simulator models the environment using simplified boundary- representation where objects, robot sensors and actuators are presented as symbolic objects in the graphics data-base of the simulator. In the JC-1 simulator a robot controller under development controls the motion of the graphical model of the robot while simulator commands or other robot controllers can be used to control the movement of disturbing obstacles. Computer graphics animation and simulation help to find fundamental design errors at an early design stage and as this paper suggests, enable the user of the final product to take part in to the designing process of the robot controller. Benefits and difficulties of using computer graphics simulation in the wheelchair development process are discussed.  相似文献   

3.
The design and testing of a force feedback dental simulator   总被引:6,自引:0,他引:6  
The Iowa Dental Surgical Simulator is a haptic simulator to train dental students in the haptic skills of dentistry. The initial design emphasizes the detection of carious lesions. This work describes the software and implementation of the prototype system, the design tradeoffs' and the technical issues associated with haptic and graphics subsystems. The work also describes the current system performance, including a formal evaluation by practicing dentists and performance measures. A discussion of the limitations of the current system is followed by an analysis of opportunities to improve the quality of the simulator. The results should be of interest to designers of medical haptic simulation systems and other simulation designers.  相似文献   

4.
The key to enhancing perception of the virtual world is improving mechanisms for interacting with that world. Through providing a sense of touch, haptic rendering is one such mechanism. Many methods efficiently display force between rigid objects, but to achieve a truly realistic virtual environment, haptic interaction with fluids is also essential. In the field of computational fluid dynamics, researchers have developed methods to numerically estimate the resistance due to fluids by solving complex partial differential equations, called the Navier-Stokes equations. However, their estimation techniques, although numerically accurate, are prohibitively time-consuming. This becomes a serious problem for haptic rendering, which requires a high frame rate. To address this issue, we developed a method for rapidly estimating and displaying forces acting on a rigid virtual object due to water. In this article, we provide an overview of our method together with its implementation and two applications: a lure-fishing simulator and a virtual canoe simulator  相似文献   

5.
In this article, a real-time, visual and force environment for a 5-dof haptic urological training simulator is presented that deals with a low-force, high-deformation environment. A real-time graphical representation of the male urethra during the insertion of an endoscope is developed. Smooth urethra deformations are produced by a mesh of piece-wise Bézier interpolations, while its inner wall is simulated by realistic tissue textures. Efficient real-time techniques are developed that introduce endoscope camera depth-of-field effects. A novel particle-based model computes in real-time the forces fed to the haptic device. A 13 fps refresh rate is achieved on a 2-GHz computer with the depth-of-field effect activated, while the rate is doubled to 26 fps with this feature disabled. It is expected that the simulator will contribute to ethical, efficient, and modern surgical training.  相似文献   

6.
Stand-alone virtual environments (VEs) using haptic devices have proved useful for assembly/disassembly simulation of mechanical components. Nowadays, collaborative haptic virtual environments (CHVEs) are also emerging. A new peer-to-peer collaborative haptic assembly simulator (CHAS) has been developed whereby two users can simultaneously carry out assembly tasks using haptic devices. Two major challenges have been addressed: virtual scene synchronization (consistency) and the provision of a reliable and effective haptic feedback. A consistency-maintenance scheme has been designed to solve the challenge of achieving consistency. Results show that consistency is guaranteed. Furthermore, a force-smoothing algorithm has been developed which is shown to improve the quality of force feedback under adverse network conditions. A range of laboratory experiments and several real trials between Labein (Spain) and Queen’s University Belfast (Northern Ireland) have verified that CHAS can provide an adequate haptic interaction when both users perform remote assemblies (assembly of one user’s object with an object grasped by the other user). Moreover, when collisions between grasped objects occur (dependent collisions), the haptic feedback usually provides satisfactory haptic perception. Based on a qualitative study, it is shown that the haptic feedback obtained during remote assemblies with dependent collisions can continue to improve the sense of co-presence between users with regard to only visual feedback.  相似文献   

7.
The aim of this study is to identify the effects of force feedback haptic applications developed in virtual reality environments (VREs), which is an important field of study in computer science and engineering, on gifted students’ attitudes towards chemistry education in learning process. A 3D 6 DOF (Degree of Freedom) haptik device (Phantom Omni?) has been used to develop the algorithm in this study. It can be used to transmit force and motion using a haptic device. Visual C++ was choosen as the software development environment. OpenGL? and Haptic Device Application Programming Interface have been used for rendering graphics. At the 3D image creation state Wrap 1200?, which is a kind of head-mounted display, has been chosen. The sample of this study consists of 52 students identified as gifted and are attending 6th and 7th grades at the Istanbul Science &; Art Center in Istanbul. The experimental group studied chemical bonds using an application developed by using a force feedback haptic device in VRE and the control group studied it by traditional teaching methods. The study reveals that there is a relation between using force feedback haptic applications which are developed in VREs and gifted students’ attitudes towards educational programs.  相似文献   

8.
Traditional, hands-on dissection of an animal is common practice in many classrooms to aid in the study of anatomy and biology. More specifically, virtual dissection environments have been developed making it possible to study the inner workings of animals without cutting them up. In this paper, we present a novel virtual reality dissection simulator, where a user can dissect an animal (i.e. frog) and its organs using a 3D force feedback haptic device. The simulator uses force feedback as part of a multimodal cue to provide guidance and performance feedback to the user. This paper highlights methodologies which are used for addressing some of the key challenges involved in designing and developing simulators, such as: modelling and mechanics of deformation, collision detection between multiple deformable bodies, and haptic feedback.  相似文献   

9.
In multi‐modal interactions including haptics, problems such as input sensor noise, temporal mismatch between graphics and haptics, and non‐constant refresh rates may cause non‐smooth force/torque display. This paper proposes temporal smoothing technique for haptic interaction using a sensing glove in multi‐modal applications. The proposed technique employs two processes: (1) a noise reduction method is applied to reduce jitter noise at the sensors in the sensing glove and (2) an adaptive force extrapolation is applied for time‐varying haptic and video frame rates. To demonstrate the performance of the proposed method, we developed a test platform to assess a simple box model and relatively complex models such as gamephone, portable media player (PMP). It was subsequently demonstrated that the proposed method can support smooth haptic interactions in multi‐modal applications where a haptic device and a sensing glove are used. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

10.
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   

11.
Currently, interactive data exploration in virtual environments is mainly focused on vision-based and non-contact sensory channels such as visual/auditory displays. The lack of tactile sensation in virtual environments removes an important source of information to be delivered to the users. In this paper, we propose the touch-enabled haptic modeling of deformable multi-resolution surfaces in real time. The 6-DOF haptic manipulation is based on a dynamic model of Loop surfaces, where the dynamic parameters are computed easily without subdividing the control mesh recursively. A local deforming scheme is developed to approximate the solution of the dynamics equations, thus the order of the linear equations is reduced greatly. During each of the haptic interaction loop, the contact point is traced and reflected to the rendering of updated graphics and haptics. The sense of touch against the deforming surface is calculated according to the surface properties and the damping-spring force profile. Our haptic system supports the dynamic modeling of deformable Loop surfaces intuitively through the touch-enabled interactive manipulation.  相似文献   

12.
The present work describes the virtual prototyping procedure of car turn-signal switches using a dedicated haptic feedback system. Although turn-signal switches have mechanisms with simple geometry, simulating the “feeling” during its operation is still a challenge. In order to allow ergonomics designers to directly assess the comfort of operation, a dedicated haptic system was developed for reproducing the force feedback that would characterize a real turn-signal switch. For the accurate haptic feedback generation and rendering purpose, a detailed computer-aided design model of the switch was developed together with a multibody simulation. For the design purpose a novel method for the synthesis of the cam mechanism was also developed, starting from an imposed force profile that was previously validated on the haptic device, for which the cam geometry is determined. Thus, the proposed approach enables the designer to also design the “feel” of the switch, and directly manufacture a good model, simplifying the usual iterative process necessary to implement the desired force profile. Finally, an example of virtual prototyping of a turn-signal switch is presented demonstrating the usability of the proposed method and the haptic system.  相似文献   

13.
In this paper, we first propose an implicit surface to B-spline surface haptic interface, which provides both force and torque feedback. We then present a new haptic sculpting system for B-spline surfaces with shaped tools of implicit surface. In the physical world, people touch or sculpt with their fingers or tools, instead of just manipulating points. Shaped virtual sculpting tools help users to relate the virtual modeling process to physical-world experience. Various novel haptic sculpting operations are developed to make the sculpting of B-spline surfaces more intuitive. Wavelet-based multi-resolution tools are provided to let modelers adjust the resolution of sculpture surfaces and thus the scale of deformation can be easily controlled. Moreover, sweep editing and 3D texture have been implemented by taking advantage of both the wavelet technique and haptic sculpting tools.  相似文献   

14.
《Advanced Robotics》2013,27(9):961-981
Although people usually contact a surface with some area rather than a point, most haptic devices allow a user to interact with a virtual object at one point at a time and likewise most haptic rendering algorithms deal with such situations only. In a palpation procedure, medical doctors push and rub the organ's surface, and are provided the sensation of distributed pressure and contact force (reflecting force) for discerning doubtable areas of the organ. In this paper, we suggest real-time area-based haptic rendering to describe distributed pressure and contact force simultaneously, and present a haptic interface system to generate surface properties in accordance with the haptic rendering algorithm. We represent the haptic model using the shape-retaining chain link (S-chain) framework for a fast and stable computation of the contact force and distributed pressure from a volumetric virtual object. In addition, we developed a compact pin-array-type tactile display unit and attached it to the PHANToMTM haptic device to complement each other. For the evaluation, experiments were conducted with non-homogenous volumetric cubic objects consisting of approximately 500 000 volume elements. The experimental results show that compared to the point contact, the area contact provides the user with more precise perception of the shape and softness of the object's composition, and that our proposed system satisfies the real-time and realism constraints to be useful for a virtual reality application.  相似文献   

15.
16.
A reverse engineering method based on haptic volume removing   总被引:1,自引:0,他引:1  
This paper presents a new reverse engineering methodology that is based on haptic volume removing. When a physical object is to be digitized, it is first buried in a piece of virtual clay that is generated with the help of a fixture. Now digitizing the physical object is by simply chipping away the virtual clay with a position tracker that is attached to a haptic device PHANToM®. While chipping away the clay, the user can see on the computer monitor what is emerging and at the same time feel the chipping force from the haptic device. By so doing, reverse engineering is seamlessly integrated into haptic volume sculpting that is now widely used for conceptual design. Furthermore, the proposed method has eliminated the need to merge point clouds that are digitized from different views using current digitizers. The virtual clay volume is represented by a spatial run-length encoding scheme. A prototype system has been developed to demonstrate the feasibility of the proposed new method through a case study. The strengths and weaknesses of the presented method are analyzed and the applicability is discussed.  相似文献   

17.
Ad hoc networks are characterized by fast, dynamic changes in the topology of the network. Introduction of new routing algorithms requires a deep and reliable evaluation process. In this paper, we describe an interactive flexible ad hoc simulator (IFAS) that presents a modern and novel approach to the family of ad hoc simulators. This simulator supports unique viewing, debugging, tuning and interactive capabilities that shorten significantly the design and debug process of new algorithms. The development of the IFAS is ongoing; however, we consider this new simulator as an innovative tool that will supplement traditional simulators.  相似文献   

18.
19.
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   

20.
Efficient collision detection using bounding volume hierarchies ofk-DOPs   总被引:1,自引:0,他引:1  
Collision detection is of paramount importance for many applications in computer graphics and visualization. Typically, the input to a collision detection algorithm is a large number of geometric objects comprising an environment, together with a set of objects moving within the environment. In addition to determining accurately the contacts that occur between pairs of objects, one needs also to do so at real-time rates. Applications such as haptic force feedback can require over 1000 collision queries per second. We develop and analyze a method, based on bounding-volume hierarchies, for efficient collision detection for objects moving within highly complex environments. Our choice of bounding volume is to use a discrete orientation polytope (k-DOP), a convex polytope whose facets are determined by halfspaces whose outward normals come from a small fixed set of k orientations. We compare a variety of methods for constructing hierarchies (BV-trees) of bounding k-DOPs. Further, we propose algorithms for maintaining an effective BV-tree of k-DOPs for moving objects, as they rotate, and for performing fast collision detection using BV-trees of the moving objects and of the environment. Our algorithms have been implemented and tested. We provide experimental evidence showing that our approach yields substantially faster collision detection than previous methods  相似文献   

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