首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
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   

2.
Adding interactive haptic‐constraint sensations is important in interactive computer gaming and 3D shape design. Usually constraints are set on vertices of the object to drive the deformation. How to simulate dynamic force constraints in interactive design is still a challenging task. In this paper, we propose a novel haptic‐constraint modeling method based on interactive metaballs, during which the haptic‐constraint tools are attracted to the target location and then control the touch‐enabled deformation within the constrained areas. The interactive force feedbacks facilitate designers to accurately deform the target regions and fine carve the details as their intention on the objects. Our work studies how to apply touch sensation in such constrained deformations using interactive metaballs, thus users can truly feel and control the soft‐touch objects during the deforming interactions. Experimental results show that the dynamic sense of touch during the haptic manipulation is intuitively simulated to users, via the interacting interface we have developed. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

3.
Haptic devices (force feedback interfaces) show great promise for use in the design of CAD models. However, current haptic systems are used primarily to verify rather than to interact with CAD systems to design a model.The paper discusses a haptic-based CAD system—Virtual DesignWorks. It is the world's first haptic application for the design of CAD models based on component technology (COM+). With haptic devices, the system allows engineers, in virtual space, to directly touch a native B-Rep CAD model, and deform it by pushing, pulling and dragging its surfaces in a natural three-dimensional environment. Virtual DesignWorks adopts the novel COM-based haptic model, which demonstrates significant advantages compared to the traditional haptic models. Force feedback gives designers the greatest flexibility for the design of complex surfaces, and haptics has the potential to become a critical interface for design applications.  相似文献   

4.
This paper focuses on multiplayer cooperative interaction in a shared haptic environment based on a local area network. Decoupled motion control, which allows one user to manipulate a haptic interface to control only one‐dimensional movement of an avatar, is presented as a new type haptic‐based cooperation among multiple users. Users respectively move an avatar along one coordinate axis so that the motion of the avatar is the synthesis of movements along all axes. It is different from previous haptic cooperation where all users can apply forces on an avatar along any direction to move it, the motion of which completely depends on the resultant force. A novel concept of movement feedback is put forward where one user can sense other users’ hand motions through his or her own haptic interface. The concept can also be explained wherein one person who is required to move a virtual object along only one axis can also feel the motions of the virtual object along other axes. Movement feedback, which is a feeling of motion, differs from force feedback, such as gravity, collision force and resistance. A spring‐damper force model is proposed for the computation of motion feedback to implement movement transmission among users through haptic devices. Experimental results validate that movement feedback is beneficial for performance enhancement of such kind of haptic‐based cooperation, and the effect of movement feedback in performance improvement is also evaluated by all subjects.Copyright © 2012 John Wiley & Sons, Ltd.  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.
虚拟体空间中的触觉雕刻   总被引:5,自引:0,他引:5  
陈辉  孙汉秋 《计算机学报》2002,25(9):994-1000
目前,在虚拟环境中大多数的信息获取是通过视觉、听觉等非接触感觉获得的。然而缺乏触觉反馈的信息减少了很大一部分的信息源。在看和听之外,能够触摸、感觉和操纵物体,在很大程度上提高了虚拟环境的真实性。该文研究了触觉绘制的基本模型,提出了采用虚平面作为中介实现体数据的实时触觉绘制。并在此基础上探讨了体的局部变形及结合触觉反馈模型,实现了具有触觉反馈的虚拟雕刻交互系统。该系统可应用于融化、燃烧、印记、构造和着色实时交互操作。  相似文献   

7.
This paper presents the results of a research project aimed at developing haptic tools for virtual shape modelling resembling real tools like rakes and sandpaper used by modelers and designers in the real workshop. The developed system consists of a CAD (computer aided design) system enhanced with intuitive designer-oriented interaction tools and modalities. The system requirements have been defined on the basis of the observation of designers during their daily work, and translating the way they model shapes using hands and craft tools into specifications for the modelling system based on haptic tools.  相似文献   

8.
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   

9.
Experiments in haptic-based authentication of humans   总被引:1,自引:1,他引:0  
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.
Abdulmotaleb El SaddikEmail:
  相似文献   

10.

This study examined the interaction effects between haptic force feedback and users’ sensation seeking tendency (i.e. need for sensations) on users’ feelings of presence (i.e. the state in which users experience virtual objects and virtual environments as if they were actual) in robotic haptic interfaces. Users with low sensation seeking tendency felt stronger physical presence and spatial presence in response to force feedback haptic stimuli (versus no force feedback), whereas users with high sensation seeking tendency did not show any difference between the two conditions, thus confirming the moderating role of the users’ sensation seeking tendency in the robotic haptic interface. Theoretical implications for human–computer interaction (HCI) research and managerial implications for the interactive media market are discussed.  相似文献   

11.
This paper considers tactile augmentation, the addition of a physical object within a virtual environment (VE) to provide haptic feedback. The resulting mixed reality environment is limited in terms of the ease with which changes can be made to the haptic properties of objects within it. Therefore sensory enhancements or illusions that make use of visual cues to alter the perceived hardness of a physical object allowing variation in haptic properties are considered. Experimental work demonstrates that a single physical surface can be made to ‘feel’ both softer and harder than it is in reality by the accompanying visual information presented. The strong impact visual cues have on the overall perception of object hardness, indicates haptic accuracy may not be essential for a realistic virtual experience. The experimental results are related specifically to the development of a VE for surgical training; however, the conclusions drawn are broadly applicable to the simulation of touch and the understanding of haptic perception within VEs.  相似文献   

12.
Virtual prototyping is an effective tool in the development of mechanical product. Physically accurate simulation of multi-body mechanical system enables designers to investigate, explore, and experience the performance and behavior of an evolving product and thus reduce the number of physical prototypes needed. For the sake of better support for designers to manipulate the simulation, we have developed a dynamic simulation package of mechanical system, which provides an interactive control during the simulation process. The package incorporates physical behaviors and dynamic interactions by dynamics based modeling approach in multi-body mechanical system. In the package, user’s actions (e.g., loading a model, picking and dragging objects, steering objects during simulation process, etc.) are based on an ATN task management, and a multi-modal interface is provided which supports 2D desktop devices and 3D VR devices. The main contribution of the simulator is providing supports that allow users’ interactive manipulation in the simulation loop. During the simulation process, users can modify the constraints between components, apply force/torque to interested components and change the parameters of forces/torques. The simulator automatically updates the dynamic model of the mechanical system in real time, and then continuously simulates the behavior of the model under the current condition in the loop. An example of dynamic simulation of a vehicle is implemented and the simulation result is compared to that of ADAMS to verify the correctness and accuracy of the simulator. With the real-time interaction, solution and visualization of simulation model, the package affords better support for designers to participate in the simulation interactively and effectively.  相似文献   

13.
Haptic rendering: introductory concepts   总被引:6,自引:0,他引:6  
Haptic rendering allows users to "feel" virtual objects in a simulated environment. We survey current haptic systems and discuss some basic haptic-rendering algorithms. In the past decade we've seen an enormous increase in interest in the science of haptics. Haptics broadly refers to touch interactions (physical contact) that occur for the purpose of perception or manipulation of objects. These interactions can be between a human hand and a real object; a robot end-effector and a real object; a human hand and a simulated object (via haptic interface devices); or a variety of combinations of human and machine interactions with real, remote, or virtual objects. Rendering refers to the process by which desired sensory stimuli are imposed on the user to convey information about a virtual haptic object.  相似文献   

14.
In this paper, a method is suggested to generate haptic textures for isotropic surfaces using stochastic models. A Master-Slave tele-haptic system was realized by using two PHANToMs. Moving the stylus of the Master PHANToM by a user caused the Slave to scratch the surface of objects such as sandpaper or printing paper. Force data, generated by using the error between the Master and the Slave positions, were recorded and served as measures of the texture of the object in the remote environment. An estimate of haptic texture was obtained after a simple dynamic compensation of the force data. The haptic texture was modeled using a filter that was designed by analyzing the power-spectrum of estimated texture data. By passing White Gaussian Noise through the filter, virtual texture data could be generated. The forces corresponding to the virtual texture and the real texture by teleoperation were individually delivered through the Master PHANToM to users who were asked to identify or discriminate the corresponding textures. The users?? responses show that the virtual modeled textures were quite similar to the real ones.  相似文献   

15.
This paper addresses a sensitive issue, of presence experienced by people interacting with a virtual environment (VE). Understanding ‘presence’, both theoretically and empirically, is important for designers interested in building effective computer-mediated environments for learning and work activities. The concept of presence has been treated mostly as a state of mind, to be investigated through ‘objective’ and ‘subjective’ measurement devices. The authors propose to add a different approach, which can address presence as an action-based process. This approach considers presence as the ongoing result of the actions performed in an environment and the local and cultural resources deployed by actors. In this sense, ‘presence’ can be captured by monitoring the sequence of participants’ actions and the aspects of the environment that are involved in this process; discourse/interaction analysis represents a fitting method for this goal. Sequences of interaction with a virtual library are used to illustrate some core aspects of an ethnographic, action-based approach to presence, such as the action possibilities envisaged by participants, the configuration of the virtual objects, the norms that regulate the interaction, the resources that are imported in the VE. These aspects are a necessary step to understand users’ presence in the VE and to plan consequent interventions to ameliorate the design of the interface.  相似文献   

16.
The purpose of this study is twofold: first, to investigate user goals in social virtual worlds; second, to introduce a methodological alternative (i.e., a means-end chain approach) for analyzing user goals in cyberspaces. The data were acquired from a web survey, and were analyzed by means-end chain analysis (MECA), which produces users’ goal structure in reference to a hierarchical system of interrelated goals (Olson & Reynolds, 1983). The results show that people come to social virtual worlds to satisfy their social and hedonic needs, and to escape from real world constraints, as do virtual community members and virtual gamers; they also pursue unique activities, such as creating virtual objects and selling them. On the other hand, by clarifying relations among users’ goals, MECA provides a richer explanation for user goals than prior research which only offers separate user goals for cyberspace users without explanation of relationship among goals.  相似文献   

17.
增强现实技术是近年来人机交互领域的研究热点。在增强现实环境下加入触觉感知,可使用户在真实场景中看到并感知到虚拟对象。为了实现增强现实环境下与虚拟对象之间更加自然的交互,提出一种视触觉融合的三维注册方法。基于图像视觉技术获得三维注册矩阵;借助空间转换关系求解出触觉空间与图像空间的转换关系;结合两者与摄像头空间的关系实现视触觉融合的增强现实交互场景。为验证该方法的有效性,设计了一个基于视触觉增强现实的组装机器人项目。用户可触摸并移动真实环境中的机器人零件,还能在触摸时感受到反馈力,使交互更具真实感。  相似文献   

18.
The paper presents the results of a research project aimed at developing an innovative system for modeling industrial products based on haptic technology. The system consists of a Computer Aided Design (CAD) system enhanced with intuitive designer-oriented interaction tools and modalities. The system integrates innovative six degrees of freedom (DOF) haptic tools for modeling digital shapes, with sweep operators applied to class-A surfaces and force computation models based on chip formation models. The system aims at exploiting designers’ existing skills in modeling products, improving the products design process by reducing the necessity of building several physical models for evaluating and testing the product designs. The system requirements have been defined observing designers during their daily work and translating the way they model shapes using hands and craft tools into specifications for the modeling system and the haptic tool. The system prototype has been tested by designers who have found it intuitive and effective to use.  相似文献   

19.
In this paper we present an innovative haptic device that combines the electro-tactile stimulation with the force and visual feedbacks in order to improve the perception of a virtual world. We discuss the sensation evoked in a user by the haptic, force, and the visual interface as provided by this device, implemented as a special glove, equipped with sensors and actuators connected to a PC. The techniques used to recreate tactile and kinesthetic sensations are based on an innovative use of cutaneous stimulation integrated with actuators and 3D modelling techniques. We discuss about the specificity of haptic interfaces, their controllers, their open problems. We present results about generating the sensation of touching virtual objects with our device. Experiments show also that, using a multi-modal sensorial pattern of stimulation, the subject perceives more realistically the virtual object. We discuss the possible use of the same technique as a way to interface intelligent robots.  相似文献   

20.
Quantitative assessment is made of using two display techniques, providing two different levels of depth perception, in conjunction with a haptic device for manipulating 3D objects in virtual environments. The two display techniques are 2D display, and interactive 3D stereoscopic virtual holography display on a zSpace tablet. Experiments were conducted, by several users of different ages and computer training. The experiments involved selected pointing and manipulation tasks. The speed of performing the tasks using the two display techniques were recorded. Statistical analysis of the data is presented. As expected, the use of interactive 3D stereoscopic display resulted in faster performance of the tasks. The improvement in performance was particularly noticeable for the cases wherein the subjects needed to manipulate the haptic arm to reach objects/targets at different depths, and also when the objects/targets were occluded partially by the obstacles.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号