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HAPTICS



PRESENTED bY : BHAVYA SHAH(09bce056)
PRESENTATION FLOW
 Introductin
 Application
 How it works?
 Haptic information
 Haptic Functions
 Haptic devices
   Virtual Reality Devices
   Feedback Devices
 Limitations
 Future exceptation
 Conclusion
WHAT IS HAPTICS?
 Haptics is related to sense of touch
  which comes from the Greek word
  HAPTESTHAI for to grasp or to
  touch.
 Touch is the first language.
 From a very early age we become
  sensitive to the specific qualities of
  touch rather than its mere presence
  or absence.
 You can convey messages
that are just as specific as
those conveyed by others
means such as facial expression.

 The interface between humans and
computers has been described as an
information bottleneck.
Computer can store and process
vast amounts of data and human
experience and learn through 5
senses.

 But 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
The Pew Report

“Touch is natural and intuitive
and it will succeed.” --The
Future of the Internet III,
Pew Internet & American Life
Project.
Where it is used?
 Desktop GUI augmentation
 Medical and surgical simulators sharp
  realism needed for effective training
  environments.
 Gaming systems greater
  realism, excitement, and enjoyment.
 Industrial & commercial systems
  safer, more efficient, and more accurate
  control in distractive environments.
Touchscreens of all types the
ability to “touch back” with
unmistakable confirmation.
HAPTICS HARDWARE
Industrial & commercial
systems
HISTORY

 One of the earliest forms of haptic devices
 is used in large modern aircraft that use
  servomechanism systems to operate
 control systems. Such systems tend to
 be "one-way" in that forces applied
 aerodynamically to the control surfaces are
 not perceived at the controls, with the
 missing normal forces simulated with
 springs and weights.
 In earlier, lighter aircraft without
 servo systems, as the aircraft
 approached a stall the aerodynamic
 buffeting was felt in the pilot's
 controls, a useful warning to the
 pilot of a dangerous flight condition.
 This control shake is not felt when servo
  control systems are used.
 To replace this missing cue, the angle of
  attack is measured, and when it
  approaches the critical stall point a "stick
  shaker" (an unbalanced rotating mass) is
  engaged, simulating the effects of a
  simpler control system.
 This is known as haptic feedback.
HOW IT WORKS?
 Haptics applications use specialized
  hardware to provide sensory
  feedback that simulates physical
  properties and forces.
 Haptic interfaces can take many forms;
  a common configuration uses separate
  mechanical linkages to connect a
  person‟s fingers to a computer interface.
 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.
 So,when the user moves his fingers,
  sensors translate those motions into
  actions on screen, and motors transmit
  feedback through the linkages to the user‟s
  fingers.
 The screen might show a ball, for example,
  and by manipulating a virtual hand through
  the device, the user can “feel” the ball,
  discerning how much it weighs or the
  texture of its surface.
HAPTICS INFORMATION

   Tactile
information

                 Haptic
              information
Kinesthetic
information
 Tactile information refers the information
  acquired by the sensors which are actually
  connected to the skin of the human body
  with a particular reference to the spatial
  distribution of pressure, or more
  generally, tractions, across the contact
  area.
 For example when we handle flexible
  materials like fabric and paper, we sense
  the pressure variation across the fingertip.
  This is actually a sort of tactile information.
 Tactile sensing is also the basis of complex
  perceptual tasks like medical palpation,
  where physicians locate hidden anatomical
  structures and evaluate tissue properties
  using their hands.
 Kinesthetic information refers to the
  information acquired through the sensors
  in the joints.
 Interaction forces are normally perceived
  through a combination of these two
  informations.
FUNCTIONS OF HAPTICS :-
 How touch and its underlying brain functions work :-


 Haptic technology:- technology that
  interfaces with the user through the sense
  of touch.
 Haptic communication:- the means by
  which people and other animals
  communicate via touching.
 Haptic perception:- the process of
  recognizing objects through touch.

 Haptic poetry:- a liminal art form
  combining characteristics of typography
  and sculpture.
HAPTICS COMMUNICATION
 Haptic communication is the means by
  which people and other animals
  communicate via touching.
 It providing information about surfaces
  and textures.
 It is a component of nonverbal
  communication in interpersonal
  relationships, and vital in conveying
  physical intimacy.
Human
babies have
been
observed to
have
enormous
difficulty
surviving if
they do not
possess a
sense of
touch, even
if they retain
sight and
 In chimpanzees the sense of touch is highly
 developed. As new borns they see and hear poorly
 but cling strongly to their mothers.

 Heslin (1974) outlines the four haptic categories:
 Functional/professional
 Social/polite
 Friendship/warmth
 Love/intimacy
HAPTICS
PERCEPTIO
N
 Sometostati
 -onary Touch
 combining
 with
  skin surface.
 Recognizing
 the object.
HAPTIC PERCEPTION

 Haptic perception is the process of recognizing
  objects through touch.
 It involves a combination of somatosensory
  perception of patterns on the skin surface
  (e.g., edges, curvature, and texture) and hand
  position and conformation.
 People can rapidly and accurately identify 3-D
  objects by touch.
 They do so through the use of exploratory
  procedures, such as moving the fingers over the
  outer surface of the object or holding the entire
  object in the hand
HAPTIC
S
POETR
YCombining

the
charcteristics
of sculpture
and
typography to
create the
object.
HAPTIC POETRY
 Haptic poetry, like visual poetry and sound
  poetry, is a liminal art form combining
  characteristics of typography and sculpture to
  create objects not only to be seen, but to be
  touched and manipulated.
 Indeed, in haptic poetry, the sense of touch is
  equal to, if not more important than, the sense of
  sight, yet both text-based poetry and haptic
  poetry have the same goals: to create an
  aesthetic effect in the minds of the intended
  audience.
HAPTIC TECHNOLOGY
• Every
applications
 use the haptic
concepts directly
or indirectly.
• In this fig. in
touchscreen
cell, internally
there are very
small boxes.
when we touch
any button, it
will sense that
what we want.
And it give it as
a output.
APPLICATONS
MICROSOFT
                     SURFACE




34   Touch Screen
 Project began in 2001
 Introduced in 2007
 A surface computing platform from Microsoft.


     “Microsoft Surface represents a fundamental
     change in the way we interact with digital content.
     With Surface, we can actually grab data with
      our hands, and move information between
     objects with natural gestures and touch. Surface
     features a 30-inch tabletop display whose unique
     abilities allow for several people to work
     independently or simultaneously. All without using
     a mouse or a keyboard.”




35      Touch Screen
A form of computing that offers “a natural way
        of interacting with information,” rather than
        the “traditional user interface.”
     Direct Interaction: The ability to "grab"
        digital information with hands - interacting
        with touch/gesture, not with a mouse or
        keyboard.
     Multi–Touch: The ability to recognize
        multiple points of contact at the same
        time, not just one (Ex. One finger, like with
        most touch screens), but dozens.
     Multi–User: The Surface‟s screen is
        horizontal, allowing many people to come
        together around it and experience a
        “collaborative, face–to–face
     computing experience”.
     Object Recognition: Physical objects can be
        placed on the Surface‟s screen to “trigger
        different types of digital responses” (Ex.
        cell phones, cameras, & glasses of wine).
36       Touch Screen
3-D gaming


 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.
 Once you are playing a video game, your spine will
    shiver based on the movements.
   For instance, if you ride a car at its maximum speed
    and smash into a car coming opposite, your body will
    feel exactly like you are in a real car accident.
   Many other virtual experiences can be created to
    physical sensation with Surround Haptics.
   The DRP technology is a simply „gaming chair,‟
    equipped with several simulating actuators.
    The gamer needs to sit in the chair to feel the
    innovative gaming experience in his/her body. The
    actuators will vibrate in response to the music and
    action from the game or film resulting in the shivering
    experience for the gamers.
   In short, the Surround Haptics system will realize the
HAPTIC DEVICES

 A haptic device is the one that provides a
  physical interface between the user and the
  virtual environment by means of a computer.
 This can be done through an input/output device
  that senses the body movement, such as joystick
  or data glove.
 By using haptic devices, the user can not only
  feed information to the computer but can also
  receive information from the computer in the
  form of a felt sensation on some part of the body.
  This is referred to as a haptic interface.
HAPTIC
          DEVICES

   Virtual
   reality/         Feedback
Telerobotics         devices
   based
  devices
a) Virtual reality/ Telerobotics based
   devices
I.      Exoskeletons and Stationary device
II.     Gloves and wearable devices
III.    Point-sources and Specific task
     devices
IV.     Locomotion Interfaces
 b) Feedback devices
I.      Force feedback devices
II.     Tactile displays
i) Exoskeletons and Stationary
  devices

 The term exoskeleton refers to the hard
  outer shell that exists on many
  creatures. In a technical sense, the word
  refers to a system that covers the user
  or the user has to wear.
 Current haptic devices that are
  classified as exoskeletons are large and
  immobile systems that the user must
  attach him- or herself to.
HAPTIC DEVICE :
ii) Gloves and wearable devices
 These devices are smaller exoskeleton-like devices
  that are often, but not always, take the down by a
  large exoskeleton or other immobile devices.

 Since the goal of building a haptic system is to be
  able to immerse a user in the virtual or remote
  environment.

 The drawback of the wearable systems is that since
  weight and size of the devices are a concern, the
  systems will have more limited sets of capabilities.
HAPTIC HARDWARE HANDLE
iii) Point sources and specific
task devices

 This is a class of devices that are very specialized
  for performing a particular given task. Designing a
  device to perform a single type of task restricts
  the application of that device to a much smaller
  number of functions.
 However it allows the designer to focus the
  device to perform its task extremely well. These
  task devices have two general forms, single point
  of interface devices and specific task devices.
iv) Locomotion interfaces
 An interesting application of haptic feedback is in the
  form of full body Force Feedback called locomotion
  interfaces.
 Locomotion interfaces are movement of force
  restriction devices in a confined space.
 These interfaces overcomes the limitations of using
  joysticks for maneuvering or whole body motion
  platforms, in which the user is seated and does not
  expend energy, and of room environments, where
  only short distances can be traversed.
Feedback devices
Limitations :
1.   Limitations of haptic device systems have
     sometimes made applying the forces exact
     value as computed by force-rendering
     algorithms impossible.As this would lead to
     erroneous or discontinuous application of
     forces to the user. In addition, haptic devices
     are not ideal force transducers.
2.   An ideal haptic device would render zero
     impedance when simulating movement in free
     space, and any finite impedance when
     simulating contact with an object featuring
     such impedance characteristics. The
     friction, inertia, and backlash present in most
     haptic devices prevent them from meeting this
     ideal.
3.  Touching a virtual object extracts energy from it.
    This extra energy can cause an unstable
    response from haptic devices.
4. Finally, haptic device position sensors have
    finite resolution. Consequently, attempting to
    determine where and when contact occurs
    always results in a quantization error. Although
    users might not easily perceive this error, it can
    create stability problems.
 The first two issues usually depend more on the
  device mechanics; the latter two depend on the
  digital nature of VR applications.
FUTURE SCOPE
 As this IT technology is growing very fast. So to think
  about the future technology is very tough.
 A survey of experts shows they expect major tech
  advances as the phone becomes a primary device for
  online access, voice-recognition improves, and the
  structure of the Internet itself improves.
 Technology stakeholders and critics were asked in an
  online survey to assess scenarios about the future
  social, political, and economic impact of the Internet and
  they said the following:

   Voice recognition and touch user-interfaces will be
  more prevalent and accepted by 2020.
 The survey found that there were mixed reactions to how
  haptic technology, will be or won‟t be adopted in the future.
CONCLUSION
 Haptic technology, which attempts to provide
  compelling sensations to human operators in
  virtual and teleoperated environments
 It is a relatively new,but fast-growing and dynamic
  area of research.
 The field relies not only on fundamental
  foundations from robotics and control theory, but
  also on fields in the human sciences, particularly
  neuroscience and psychology.
 Todays, commercial success of haptics has been
  in the areas of entertainment, medical
  simulation, and design, although new devices and
  applications are regularly appearing.
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Haptics ppt

  • 1. HAPTICS PRESENTED bY : BHAVYA SHAH(09bce056)
  • 2. PRESENTATION FLOW  Introductin  Application  How it works?  Haptic information  Haptic Functions  Haptic devices  Virtual Reality Devices  Feedback Devices  Limitations  Future exceptation  Conclusion
  • 3. WHAT IS HAPTICS?  Haptics is related to sense of touch which comes from the Greek word HAPTESTHAI for to grasp or to touch.  Touch is the first language.  From a very early age we become sensitive to the specific qualities of touch rather than its mere presence or absence.
  • 4.  You can convey messages that are just as specific as those conveyed by others means such as facial expression.  The interface between humans and computers has been described as an information bottleneck.
  • 5. Computer can store and process vast amounts of data and human experience and learn through 5 senses.  But computers typically only take advantage of one or two sensory channels (sight and sound) to transmit information to people.
  • 6.  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
  • 7. The Pew Report “Touch is natural and intuitive and it will succeed.” --The Future of the Internet III, Pew Internet & American Life Project.
  • 8. Where it is used?  Desktop GUI augmentation  Medical and surgical simulators sharp realism needed for effective training environments.  Gaming systems greater realism, excitement, and enjoyment.  Industrial & commercial systems safer, more efficient, and more accurate control in distractive environments.
  • 9. Touchscreens of all types the ability to “touch back” with unmistakable confirmation.
  • 12. HISTORY  One of the earliest forms of haptic devices is used in large modern aircraft that use servomechanism systems to operate control systems. Such systems tend to be "one-way" in that forces applied aerodynamically to the control surfaces are not perceived at the controls, with the missing normal forces simulated with springs and weights.
  • 13.  In earlier, lighter aircraft without servo systems, as the aircraft approached a stall the aerodynamic buffeting was felt in the pilot's controls, a useful warning to the pilot of a dangerous flight condition.
  • 14.  This control shake is not felt when servo control systems are used.  To replace this missing cue, the angle of attack is measured, and when it approaches the critical stall point a "stick shaker" (an unbalanced rotating mass) is engaged, simulating the effects of a simpler control system.  This is known as haptic feedback.
  • 15. HOW IT WORKS?  Haptics applications use specialized hardware to provide sensory feedback that simulates physical properties and forces.  Haptic interfaces can take many forms; a common configuration uses separate mechanical linkages to connect a person‟s fingers to a computer interface.
  • 16.
  • 17.  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.
  • 18.  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.
  • 19.  So,when the user moves his fingers, sensors translate those motions into actions on screen, and motors transmit feedback through the linkages to the user‟s fingers.  The screen might show a ball, for example, and by manipulating a virtual hand through the device, the user can “feel” the ball, discerning how much it weighs or the texture of its surface.
  • 20. HAPTICS INFORMATION Tactile information Haptic information Kinesthetic information
  • 21.  Tactile information refers the information acquired by the sensors which are actually connected to the skin of the human body with a particular reference to the spatial distribution of pressure, or more generally, tractions, across the contact area.  For example when we handle flexible materials like fabric and paper, we sense the pressure variation across the fingertip. This is actually a sort of tactile information.
  • 22.  Tactile sensing is also the basis of complex perceptual tasks like medical palpation, where physicians locate hidden anatomical structures and evaluate tissue properties using their hands.  Kinesthetic information refers to the information acquired through the sensors in the joints.  Interaction forces are normally perceived through a combination of these two informations.
  • 23. FUNCTIONS OF HAPTICS :-  How touch and its underlying brain functions work :-  Haptic technology:- technology that interfaces with the user through the sense of touch.  Haptic communication:- the means by which people and other animals communicate via touching.
  • 24.  Haptic perception:- the process of recognizing objects through touch.  Haptic poetry:- a liminal art form combining characteristics of typography and sculpture.
  • 25. HAPTICS COMMUNICATION  Haptic communication is the means by which people and other animals communicate via touching.  It providing information about surfaces and textures.  It is a component of nonverbal communication in interpersonal relationships, and vital in conveying physical intimacy.
  • 26. Human babies have been observed to have enormous difficulty surviving if they do not possess a sense of touch, even if they retain sight and
  • 27.  In chimpanzees the sense of touch is highly developed. As new borns they see and hear poorly but cling strongly to their mothers.  Heslin (1974) outlines the four haptic categories:  Functional/professional  Social/polite  Friendship/warmth  Love/intimacy
  • 28. HAPTICS PERCEPTIO N Sometostati -onary Touch combining with skin surface. Recognizing the object.
  • 29. HAPTIC PERCEPTION  Haptic perception is the process of recognizing objects through touch.  It involves a combination of somatosensory perception of patterns on the skin surface (e.g., edges, curvature, and texture) and hand position and conformation.  People can rapidly and accurately identify 3-D objects by touch.  They do so through the use of exploratory procedures, such as moving the fingers over the outer surface of the object or holding the entire object in the hand
  • 31. HAPTIC POETRY  Haptic poetry, like visual poetry and sound poetry, is a liminal art form combining characteristics of typography and sculpture to create objects not only to be seen, but to be touched and manipulated.  Indeed, in haptic poetry, the sense of touch is equal to, if not more important than, the sense of sight, yet both text-based poetry and haptic poetry have the same goals: to create an aesthetic effect in the minds of the intended audience.
  • 32. HAPTIC TECHNOLOGY • Every applications use the haptic concepts directly or indirectly. • In this fig. in touchscreen cell, internally there are very small boxes. when we touch any button, it will sense that what we want. And it give it as a output.
  • 34. MICROSOFT SURFACE 34 Touch Screen
  • 35.  Project began in 2001  Introduced in 2007  A surface computing platform from Microsoft. “Microsoft Surface represents a fundamental change in the way we interact with digital content. With Surface, we can actually grab data with our hands, and move information between objects with natural gestures and touch. Surface features a 30-inch tabletop display whose unique abilities allow for several people to work independently or simultaneously. All without using a mouse or a keyboard.” 35 Touch Screen
  • 36. A form of computing that offers “a natural way of interacting with information,” rather than the “traditional user interface.” Direct Interaction: The ability to "grab" digital information with hands - interacting with touch/gesture, not with a mouse or keyboard. Multi–Touch: The ability to recognize multiple points of contact at the same time, not just one (Ex. One finger, like with most touch screens), but dozens. Multi–User: The Surface‟s screen is horizontal, allowing many people to come together around it and experience a “collaborative, face–to–face computing experience”. Object Recognition: Physical objects can be placed on the Surface‟s screen to “trigger different types of digital responses” (Ex. cell phones, cameras, & glasses of wine). 36 Touch Screen
  • 37. 3-D gaming  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.
  • 38.  Once you are playing a video game, your spine will shiver based on the movements.  For instance, if you ride a car at its maximum speed and smash into a car coming opposite, your body will feel exactly like you are in a real car accident.  Many other virtual experiences can be created to physical sensation with Surround Haptics.  The DRP technology is a simply „gaming chair,‟ equipped with several simulating actuators.  The gamer needs to sit in the chair to feel the innovative gaming experience in his/her body. The actuators will vibrate in response to the music and action from the game or film resulting in the shivering experience for the gamers.  In short, the Surround Haptics system will realize the
  • 39. HAPTIC DEVICES  A haptic device is the one that provides a physical interface between the user and the virtual environment by means of a computer.  This can be done through an input/output device that senses the body movement, such as joystick or data glove.  By using haptic devices, the user can not only feed information to the computer but can also receive information from the computer in the form of a felt sensation on some part of the body. This is referred to as a haptic interface.
  • 40. HAPTIC DEVICES Virtual reality/ Feedback Telerobotics devices based devices
  • 41. a) Virtual reality/ Telerobotics based devices I. Exoskeletons and Stationary device II. Gloves and wearable devices III. Point-sources and Specific task devices IV. Locomotion Interfaces b) Feedback devices I. Force feedback devices II. Tactile displays
  • 42. i) Exoskeletons and Stationary devices  The term exoskeleton refers to the hard outer shell that exists on many creatures. In a technical sense, the word refers to a system that covers the user or the user has to wear.  Current haptic devices that are classified as exoskeletons are large and immobile systems that the user must attach him- or herself to.
  • 44. ii) Gloves and wearable devices  These devices are smaller exoskeleton-like devices that are often, but not always, take the down by a large exoskeleton or other immobile devices.  Since the goal of building a haptic system is to be able to immerse a user in the virtual or remote environment.  The drawback of the wearable systems is that since weight and size of the devices are a concern, the systems will have more limited sets of capabilities.
  • 46. iii) Point sources and specific task devices  This is a class of devices that are very specialized for performing a particular given task. Designing a device to perform a single type of task restricts the application of that device to a much smaller number of functions.  However it allows the designer to focus the device to perform its task extremely well. These task devices have two general forms, single point of interface devices and specific task devices.
  • 47. iv) Locomotion interfaces  An interesting application of haptic feedback is in the form of full body Force Feedback called locomotion interfaces.  Locomotion interfaces are movement of force restriction devices in a confined space.  These interfaces overcomes the limitations of using joysticks for maneuvering or whole body motion platforms, in which the user is seated and does not expend energy, and of room environments, where only short distances can be traversed.
  • 49. Limitations : 1. Limitations of haptic device systems have sometimes made applying the forces exact value as computed by force-rendering algorithms impossible.As this would lead to erroneous or discontinuous application of forces to the user. In addition, haptic devices are not ideal force transducers. 2. An ideal haptic device would render zero impedance when simulating movement in free space, and any finite impedance when simulating contact with an object featuring such impedance characteristics. The friction, inertia, and backlash present in most haptic devices prevent them from meeting this ideal.
  • 50. 3. Touching a virtual object extracts energy from it. This extra energy can cause an unstable response from haptic devices. 4. Finally, haptic device position sensors have finite resolution. Consequently, attempting to determine where and when contact occurs always results in a quantization error. Although users might not easily perceive this error, it can create stability problems.  The first two issues usually depend more on the device mechanics; the latter two depend on the digital nature of VR applications.
  • 51. FUTURE SCOPE  As this IT technology is growing very fast. So to think about the future technology is very tough.  A survey of experts shows they expect major tech advances as the phone becomes a primary device for online access, voice-recognition improves, and the structure of the Internet itself improves.  Technology stakeholders and critics were asked in an online survey to assess scenarios about the future social, political, and economic impact of the Internet and they said the following:  Voice recognition and touch user-interfaces will be more prevalent and accepted by 2020.  The survey found that there were mixed reactions to how haptic technology, will be or won‟t be adopted in the future.
  • 52. CONCLUSION  Haptic technology, which attempts to provide compelling sensations to human operators in virtual and teleoperated environments  It is a relatively new,but fast-growing and dynamic area of research.  The field relies not only on fundamental foundations from robotics and control theory, but also on fields in the human sciences, particularly neuroscience and psychology.  Todays, commercial success of haptics has been in the areas of entertainment, medical simulation, and design, although new devices and applications are regularly appearing.