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Haptic Technology
AIT 3AB Week 5 Activate
      Chanel Marriott
Definition of Haptic Technology
 Haptic Technology is a “tactile feedback technology” which uses touch by
  applying “forces, vibrations, or motions to the user”.
 This advancement can assist in the creation of “virtual objects” in computer
  simulation.
 “Haptic devices may incorporate tactile sensors that measure forces exerted
  by the user on the interface.”


Did you know?
 “The word haptic, from the Greek ἅπτικός (haptikos), means pertaining to the
  sense of touch and comes from the Greek verb ἅπτεσθαιhaptesthai,
  meaning to contact or to touch.”
Commercial Applications
Teleoperators and simulators
 Haptic simulators are simulated using a computer and are made to be as true-
  to-life as possible. Haptic simulators are used as flight simulators for pilot
  training and medical simulators for nursing, doctors and surgeon training.
 “Teleoperators are remote controlled robotic tools—when contact forces are
  reproduced to the operator, it is called haptic teleoperation. The first
  electrically actuated teleoperators were built in the 1950s [and since then] the
  use of force feedback has become more widespread in other kinds of
  teleoperators such as remote controlled underwater exploration devices.”
Commercial Applications
Computer and video games
 “Haptic feedback is commonly used in arcade games, especially racing video
   games. In 1976, Sega's motorbike game Moto-Cross, also known as Fonz, was
   the first game to use haptic feedback which caused the handlebars to vibrate
   during a collision with another vehicle. Tatsumi's TX-1 introduced force
   feedback to car driving games in 1983.”
 Many haptic devices are used in game controllers, steering wheels and
   joysticks. For example, in Grand Theft Auto, when you crash a virtual car or
   your virtual character dies, the game controller vibrates. Haptic feedback is
   extremely common in all gaming consoles in the 20th Century: Playstations, X-
   Box, GameCube's, etc.
 This use of haptic devices and feedback is used to provide a lifelike feeling to
   simulations and provide the user with a feeling as though being in the game.
Personal computers
 Apple MacBook and MacBook Pro began to incorporate a “Tactile Touchpad”
   design in 2008 and this technology has developed since with touchpad’s
   frequenting society.
Commercial Applications
Mobile devices
 “Tactile haptic feedback is becoming common in cellular devices. Handset manufacturers
   like LG and Motorola are including different types of haptic technologies in their devices;
   in most cases, this takes the form of vibration response to touch. Alpine Electronics uses a
   haptic feedback technology named PulseTouch on many of their touch-screen car
   navigation and stereo units. The Nexus One features haptic feedback, according to their
   specifications.”
Virtual reality
 “Haptics are gaining widespread acceptance as a key part of virtual reality systems, adding
   the sense of touch to previously visual-only solutions. Most of these solutions use stylus-
   based haptic rendering, where the user interfaces to the virtual world via a tool or stylus,
   giving a form of interaction that is computationally realistic on today's hardware. Systems
   are being developed to use haptic interfaces for 3D modelling and design that are
   intended to give artists a virtual experience of real interactive modelling. Researchers from
   the University of Tokyo have developed 3D holograms that can be "touched" through
   haptic feedback using "acoustic radiation" to create a pressure sensation on a user's hands
   (see future section). The researchers, led by Hiroyuki Shinoda, had the technology on
   display at SIGGRAPH 2009 in New Orleans.”
Research
Robotics
 “The Shadow Hand uses the sense of touch, pressure, and position to
  reproduce the strength, delicacy, and complexity of the human grip. The SDRH
  was developed by Richard Greenhill and his team of engineers in London as
  part of The Shadow Project, now known as the Shadow Robot Company, an
  ongoing research and development program whose goal is to complete the
  first convincing artificial humanoid. An early prototype can be seen in NASA's
  collection of humanoid robots, or robonauts. The Shadow Hand has haptic
  sensors embedded in every joint and finger pad, which relay information to a
  central computer for processing and analysis. Carnegie Mellon University in
  Pennsylvania and Bielefeld University in Germany found The Shadow Hand to
  be an invaluable tool in advancing the understanding of haptic awareness, and
  in 2006 they were involved in related research. The first PHANTOM, which
  allows one to interact with objects in virtual reality through touch, was
  developed by Thomas Massie while a student of Ken Salisbury at MIT.”
Research
Arts and design
 “Touching is not limited to feeling, but allows interactivity in real-time with
   virtual objects. Thus, haptics are used in virtual arts, such as sound synthesis
   or graphic design and animation. The haptic device allows the artist to have
   direct contact with a virtual instrument that produces real-time sound or
   images. For instance, the simulation of a violin string produces real-time
   vibrations of this string under the pressure and expressiveness of the bow
   (haptic device) held by the artist. This can be done with physical modelling
   synthesis. Designers and modellers may use high-degree-of-freedom input
   devices that give touch feedback relating to the "surface" they are sculpting or
   creating, allowing faster and more natural workflow than traditional
   methods.”
Bibliography
 Google, viewed 18 April 2012, http://www.google.com/ [online]
 Wikipedia, Haptic technology, viewed 18 April 2012,
  http://en.wikipedia.org/wiki/Haptic_technology [online]
 Google Images, Haptic technology, viewed 18 April 2012,
  http://www.google.com/search?client=safari&rls=en&q=haptic%20technologi
  es&oe=UTF-8&um=1&ie=UTF-
  8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=EkKPT6DCHYiTiQLusZiCAw
  &biw=1366&bih=635&sei=FEKPT6SDI8OgiQL5-Ym6Aw [online]

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Chanel M - Ait idea wiki week 5 activate

  • 1. Haptic Technology AIT 3AB Week 5 Activate Chanel Marriott
  • 2. Definition of Haptic Technology  Haptic Technology is a “tactile feedback technology” which uses touch by applying “forces, vibrations, or motions to the user”.  This advancement can assist in the creation of “virtual objects” in computer simulation.  “Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface.” Did you know?  “The word haptic, from the Greek ἅπτικός (haptikos), means pertaining to the sense of touch and comes from the Greek verb ἅπτεσθαιhaptesthai, meaning to contact or to touch.”
  • 3. Commercial Applications Teleoperators and simulators  Haptic simulators are simulated using a computer and are made to be as true- to-life as possible. Haptic simulators are used as flight simulators for pilot training and medical simulators for nursing, doctors and surgeon training.  “Teleoperators are remote controlled robotic tools—when contact forces are reproduced to the operator, it is called haptic teleoperation. The first electrically actuated teleoperators were built in the 1950s [and since then] the use of force feedback has become more widespread in other kinds of teleoperators such as remote controlled underwater exploration devices.”
  • 4. Commercial Applications Computer and video games  “Haptic feedback is commonly used in arcade games, especially racing video games. In 1976, Sega's motorbike game Moto-Cross, also known as Fonz, was the first game to use haptic feedback which caused the handlebars to vibrate during a collision with another vehicle. Tatsumi's TX-1 introduced force feedback to car driving games in 1983.”  Many haptic devices are used in game controllers, steering wheels and joysticks. For example, in Grand Theft Auto, when you crash a virtual car or your virtual character dies, the game controller vibrates. Haptic feedback is extremely common in all gaming consoles in the 20th Century: Playstations, X- Box, GameCube's, etc.  This use of haptic devices and feedback is used to provide a lifelike feeling to simulations and provide the user with a feeling as though being in the game. Personal computers  Apple MacBook and MacBook Pro began to incorporate a “Tactile Touchpad” design in 2008 and this technology has developed since with touchpad’s frequenting society.
  • 5. Commercial Applications Mobile devices  “Tactile haptic feedback is becoming common in cellular devices. Handset manufacturers like LG and Motorola are including different types of haptic technologies in their devices; in most cases, this takes the form of vibration response to touch. Alpine Electronics uses a haptic feedback technology named PulseTouch on many of their touch-screen car navigation and stereo units. The Nexus One features haptic feedback, according to their specifications.” Virtual reality  “Haptics are gaining widespread acceptance as a key part of virtual reality systems, adding the sense of touch to previously visual-only solutions. Most of these solutions use stylus- based haptic rendering, where the user interfaces to the virtual world via a tool or stylus, giving a form of interaction that is computationally realistic on today's hardware. Systems are being developed to use haptic interfaces for 3D modelling and design that are intended to give artists a virtual experience of real interactive modelling. Researchers from the University of Tokyo have developed 3D holograms that can be "touched" through haptic feedback using "acoustic radiation" to create a pressure sensation on a user's hands (see future section). The researchers, led by Hiroyuki Shinoda, had the technology on display at SIGGRAPH 2009 in New Orleans.”
  • 6. Research Robotics  “The Shadow Hand uses the sense of touch, pressure, and position to reproduce the strength, delicacy, and complexity of the human grip. The SDRH was developed by Richard Greenhill and his team of engineers in London as part of The Shadow Project, now known as the Shadow Robot Company, an ongoing research and development program whose goal is to complete the first convincing artificial humanoid. An early prototype can be seen in NASA's collection of humanoid robots, or robonauts. The Shadow Hand has haptic sensors embedded in every joint and finger pad, which relay information to a central computer for processing and analysis. Carnegie Mellon University in Pennsylvania and Bielefeld University in Germany found The Shadow Hand to be an invaluable tool in advancing the understanding of haptic awareness, and in 2006 they were involved in related research. The first PHANTOM, which allows one to interact with objects in virtual reality through touch, was developed by Thomas Massie while a student of Ken Salisbury at MIT.”
  • 7. Research Arts and design  “Touching is not limited to feeling, but allows interactivity in real-time with virtual objects. Thus, haptics are used in virtual arts, such as sound synthesis or graphic design and animation. The haptic device allows the artist to have direct contact with a virtual instrument that produces real-time sound or images. For instance, the simulation of a violin string produces real-time vibrations of this string under the pressure and expressiveness of the bow (haptic device) held by the artist. This can be done with physical modelling synthesis. Designers and modellers may use high-degree-of-freedom input devices that give touch feedback relating to the "surface" they are sculpting or creating, allowing faster and more natural workflow than traditional methods.”
  • 8. Bibliography  Google, viewed 18 April 2012, http://www.google.com/ [online]  Wikipedia, Haptic technology, viewed 18 April 2012, http://en.wikipedia.org/wiki/Haptic_technology [online]  Google Images, Haptic technology, viewed 18 April 2012, http://www.google.com/search?client=safari&rls=en&q=haptic%20technologi es&oe=UTF-8&um=1&ie=UTF- 8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=EkKPT6DCHYiTiQLusZiCAw &biw=1366&bih=635&sei=FEKPT6SDI8OgiQL5-Ym6Aw [online]