Haptic Technology: A Technical Seminar ON
Haptic Technology: A Technical Seminar ON
TECHNICAL SEMINAR
ON
HAPTIC TECHNOLOGY
Submitted in Partial fulfillment of the requirements for the award of the degree of
BACHELOR OF TECHNOLOGY
IN
Submitted By
(16R91A0557)
Mrs. Y. SHIVASREE
ASST. PROFESSOR
2016-2020
CERTIFICATE
This is to certify that the technical seminar entitled “HAPTIC
TECHNOLOGY” submitted by Mr. S.SAI KUMAR, bearing Roll No.
16R91A0557 in partial fulfilment of the requirements for the award of the
degree of Bachelor of Technology in Computer Science and Engineering is a
record of bonafide work carried out by her under my guidance. The result of
investigation enclosed in this report have been verified and found satisfactory.
The result embodied in this thesis has not been submitted to any other
University or Institute for the award of any other Degree or Diploma.
……………………………….. ……………………………..
Principal
…………………………
ACKNOWLEDGEMENT
I am also indebted to Dr. Ch. V. Phani krishna, Professor & Head of the
Department, Computer Science Engineering, Teegala Krishna Reddy Engineering
College, Meerpet for her support and guidance throughout my mini project.
Finally, I express thanks to one and all that have helped me in successfully
completing this major project. Further I would like to thank my family and friends
for their moral support and encouragement.
Submitted By:
S.SAI KUMAR
(16R91A0557)
DECLARATION BY THE CANDIDATE
I SUNKA SAI KUMAR bearing Roll no 16R91A0557, hereby declare that the
technical seminar entitled “HAPTIC TECHNOLOGY” is done under the guidance
of Mrs. Y. Shivasree, Assistant Professor, Department of Computer Science and
Engineering.
Submitted by:
S. SAI KUMAR(16R91A0557)
CONTENT
LIST OF FIGURES I
ABSTRACT II
1. INTRODUCTION 1
1.2. Phantom 2
4. DEFORMABLE OBJECTS 9
5. HAPTIC DEVICES 14
6.1 Phantom 16
7. APPLICATIONS 21
8. LIMITATIONS 25
9. CONCLUSION 28
10. REFERENCES 29
LIST OF FIGURES
1.1.1 Phantom 2
3.1.3 Laparoscopic 7
6.2.1 Cyberglove 17
I
ABSTRACT
Engineering as it finds its wide range of application in every field not an
exception even the medical field. One of the technologies which aid the surgeons to
perform even the most complicated surgeries successfully is Virtual Reality.
Even though virtual reality is employed to carry out operations the surgeon’s
attention is one of the most important parameter. If he commits any mistakes it may
lead to a dangerous end. So, one may think of a technology that reduces the burdens
of a surgeon by providing an efficient interaction to the surgeon than VR. Now our
dream came to reality by means of a technology called “HAPTIC
TECHNOLOGY”.
II
HAPTIC TECHNOLOGY
1.INTRODUCTION
Haptic, is the term derived from the Greek word, haptesthai, which means ‘to
touch’. Haptic is defined as the “science of applying tactile sensation to human
interaction with computers”. It enables a manual interaction with real, virtual and
remote environment. Haptic permits users to sense (“feel”) and manipulate three-
dimensional virtual objects with respect to such features as shape, weight, surface
textures, and temperature.A Haptic Device is one that involves physical contact
between the computer and the user. By using Haptic devices, the user can not only
feed information to the computer but can 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.
In our paper we explain the basic concepts of ‘Haptic Technology and its
Application in Surgical Simulation and Medical Training’.
Force feedback is the area of haptics that deals with devices that interact
with the muscles and tendons that give the human a sensation of a force being
applied—hardware and software that stimulates humans’ sense of touch and feel
through tactile vibrations or force feedback. These devices mainly consist of robotic
manipulators that push back against a user with the forces that correspond to the
environment that the virtual effector’s is in. Tactile feedback makes use of devices
that interact with the nerve endings in the skin to indicate heat, pressure, and
texture. These devices typically have been used to indicate whether or not the user is
in contact with a virtual object. Other tactile feedback devices have been used to
stimulate the texture of a virtual object. Phantom and Cyber Grasp are some of the
examples of Haptic Devices.
1.2 Phantom:
Fig:1.1.1 Phantom
1.5Contact Detection
2. Physical rehabilitation.
4. Museum display.
6. Scientific Visualization.
7. Military application.
8. Entertainment.
A primary application area for haptics has been in surgical simulation and
medical training. Haptic rendering algorithms detect collisions between surgical
instruments and virtual organs and render organ-force responses to users through
haptic interface devices. For the purpose of haptic rendering, we’ve conceptually
divided minimally invasive surgical tools into two generic groups based on their
functions.
1. Long, thin, straight probes for palpating or puncturing the tissue and for injection
(puncture and injection needles and palpation probes)
2. Articulated tools for pulling, clamping, gripping, and cutting soft tissues (such as
biopsy and punch forceps, hook scissors, and grasping forceps).A 3D computer model
of an instrument from each group (a probe from the first group and a forceps from the
second) and their behavior in a virtual environment is shown.
During real-time simulations, the 3D surface models of the probe and forceps is used
to provide the user with realistic visual cues. For the purposes of haptic rendering of
tool–tissue interactions, a ray-based rendering, in which the probe and forceps are
modeled as connected line segments. ‘Modeling haptic interactions between a probe
and objects using this line-object collision detection and response has several
advantages over existing point based techniques, in which only the tip point of a
haptic device is considered for touch interactions’.
Group B includes tools for pulling, clamping, and cutting soft tissue.
Users feel torques if a proper haptic device is used. For example, the user can
feel the coupling moments generated by the contact forces at the instrument tip and
forces at the trocar pivot point.
Users can detect side collisions between the simulated tool and 3D models of
organs.
Users can feel multiple layers of tissue if the ray representing the simulated
surgical probe is virtually extended to detect collisions with an organ’s internal layers.
This is especially useful because soft tissues are typically layered, each layer has
different material properties, and the forces/torques reflected to the user depends on
the laparoscopic tool’s orientation.
Fig:3.1.3 Laproscopic
In case of a catheter insertion task shown above, the surgical tools using line
segments and the catheter using a set of points uniformly distributed along the
catheter’s center line and connected with springs and dampers. Using our point based
haptic rendering method; the collisions between the flexible catheter and the inner
surface of a flexible vessel are detected to compute interaction forces.
4.DEFORMABLE OBJECTS
1. Particle-based methods.
The newest area in haptic is the search for optimal methods for the description,
storage, and retrieval of moving-sensor data of the type generated by haptic devices.
This techniques captures the hand or finger movement of an expert performing a
skilled movement and “play it back,” so that a novice can retrace the expert’s path,
with realistic touch sensation; The INSITE system is capable of providing
instantaneous comparison of two users with respect to duration, speed, acceleration,
and thumb and finger forces.Techniques for recording and playing back raw haptic
data have been developed for the PHANToM and CyberGrasp. Captured data include
movement in three dimensions, orientation, and force (contact between the probe and
objects in the virtual environment).
Data about the user's interaction with objects in the virtual environment must
be continually refreshed if they are manipulated or deformed by user input. If data are
too bulky relative to available bandwidth and computational resources, there will be
improper registration between what the user sees on screen and what he “feels.”
Haptic technology refers to technology that interfaces the user with a virtual
environment via the sense of touch by applying forces, vibrations, and/or motions to
the user. This mechanical stimulation may be used to assist in the creation of virtual
objects (objects existing only in a computer simulation), for control of such virtual
objects, and to enhance the remote control of machines and devices (teleoperators).
The term haptic originated from the Greek word ἁπτικός (haptikos), meaning
pertaining to the sense of touch and comes from the Greek verb ἅπτεσθαι (haptesthai)
meaning to “contact” or “touch”.
In time these two communities, one that sought to understand the human hand
and one that aspired to create devices with dexterity inspired by human abilities found
fertile mutual interest in topics such as sensory design and processing, grasp control
and manipulation, object representation and haptic information encoding, and
grammars for describing physical tasks.
In the early 1990s a new usage of the word haptics began to emerge. The
confluence of several emerging technologies made virtualized haptics, or computer
haptics possible. Much like computer graphics, computer haptics enables the display
of simulated objects to humans in an interactive manner. However, computer haptics
uses a display technology through which objects can be physically palpated.
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.
Haptic 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.
5.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’s 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.
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.
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 and it is important to provide a small remainder of the user’s
actual environment as possible. 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.
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.
Force feedback input devices are usually, but not exclusively, connected to
computer systems and is designed to apply forces to simulate the sensation of weight
and resistance in order to provide information to the user. As such, the feedback
hardware represents a more sophisticated form of input/output devices,
complementing others such as keyboards, mice or trackers. Input from the user in the
form of hand, or other body segment whereas feedback from the computer or other
device is in the form of hand, or other body segment whereas feedback from the
computer or other device is in the form of force or position. These devices translate
digital information into physical sensations.
6. INTERFACING DEVICES
6.1 PHANTOM
Figure above shows the contact display design of a Phantom device. Here
when the user puts one of his finger in the thimble connected to the metal arm of the
phantom device and when the user move his finger, then he could really feel the shape
and size of the virtual 3 dimensional object that has been already programmed inside
the computer. The virtual 3 dimensional space in which the phantom operates is called
haptic scene which will be a collection of separate haptic objects with different
behaviors and properties. The dc motor assembly is mainly used for converting the
movement of the finger into a corresponding virtual movement.
6.2 Cyberglove
Fig:6.2.1 Cyberglove
The solution that we have chosen uses a mechanical structure with three
passive joints which, with the interphalangian joint, make up a flat four-bar closed-
link mechanism. This solution use cables placed at the interior of the four-bar
mechanism and following a trajectory identical to that used by the extensor tendons
which, by nature, oppose the movement of the flexor tendons in order to harmonize
the movement of the fingers. Among the advantages of this structure one can cite:
Measure finger angular flexion (The measure of the joint angles are
independent and can have a good resolution given the important paths traveled by
the cables when the finger shut.HAPTIC RENDERING
Control algorithms command the haptic device in such a way that minimizes
the error between ideal and applicable forces. The discrete-time nature of the haptic-
rendering algorithms often makes this difficult; as we explain further later in the
article. Desired force and torque vectors computed by force response algorithms feed
the control algorithms. The algorithms’ return values are the actual force and torque
vectors that will be commanded to the haptic device.
1) Low-level control algorithms sample the position sensor sat the haptic
interface device joints.
The simulation engine then uses the same interaction forces to compute their effect on
objects in the virtual environment. Although there are no firm rules about how frequently the
algorithms must repeat these computations, a 1-KHz servo rate is common. This rate seems to
be a subjectively acceptable compromise permitting presentation of reasonably complex
objects with reasonable stiffness.
7. APPLICATIONS
Video game makers have been early adopters of passive haptics, which takes
advantage of vibrating joysticks, controllers and steering wheels to reinforce on-
screen activity. But future video games will enable players to feel and manipulate
virtual solids, fluids, tools and avatars. The Novint Falcon haptics controller is already
making this promise a reality. The 3-D force feedback controller allows you to tell the
difference between a pistol report and a shotgun blast, or to feel the resistance of a
longbow's string as you pull back an arrow.
Graphical user interfaces, like those that define Windows and Mac operating
environments, will also benefit greatly from haptic interactions. Imagine being able to
feel graphic buttons and receive force feedback as you depress a button. Some
touchscreen manufacturers are already experimenting with this technology. Nokia
phone designers have perfected a tactile touchscreen that makes on-screen buttons
behave as if they were real buttons. When a user presses the button, he or she feels
movement in and movement out. He also hears an audible click.
Various haptic interfaces for medical simulation may prove especially useful
for training of minimally invasive procedures (laparoscopy/interventional radiology)
and remote surgery using teleoperators. In the future, expert surgeons may work from
a central workstation, performing operations in various locations, with machine setup
and patient preparation performed by local nursing staff. Rather than traveling to an
operating room, the surgeon instead becomes a telepresence. A particular advantage
of this type of work is that the surgeon can perform many more operations of a similar
type, and with less fatigue. It is well documented that a surgeon who performs more
procedures of a given kind will have statistically better outcomes for his patients.
Haptic interfaces are also used in rehabilitation robotics.
From the earliest moments in the history of virtual reality (VR), the United
States military forces have been a driving factor in developing and applying new VR
technologies. Along with the entertainment industry, the military is responsible for the
most dramatic evolutionary leaps in the VR field.
Today, the military uses VR techniques not only for training and safety
enhancement, but also to analyze military maneuvers and battlefield positions. In the
next section, we'll look at the various simulators commonly used in military training. -
Out of all the earliest VR technology applications, military vehicle simulations have
probably been the most successful. Simulators use sophisticated computer models to
replicate a vehicle's capabilities and limitations within a stationary -- and safe --
computer station.
The FCS simulators include three computer monitors and a pair of joystick
controllers attached to a console. The modules can simulate several different ground vehicles,
including non-line-of-sight mortar vehicles, reconnaissance vehicles or an infantry carrier
vehicle
The Army uses several specific devices to train soldiers to drive specialized vehicles
like tanks or the heavily-armored Stryker vehicle. Some of these look like long-lost twins to
flight simulators. They not only accurately recreate the handling and feel of the vehicle they
represent, but also can replicate just about any environment you can imagine. Trainees can
learn how the real vehicle handles in treacherous weather conditions or difficult terrain.
Networked simulators allow users to participate in complex war games.
Limitations of haptic device systems have sometimes made applying the force’s
exact value as computed by force-rendering algorithms impossible.Various issues
contribute to limiting a haptic device’s capability to render a desired force or, more
often, desired impedance are given below.
1) Haptic interfaces can only exert forces with limited magnitude and not
equally well in all directions, thus rendering algorithms must ensure that no output
components saturate, as this would lead to erroneous or discontinuous application of
forces to the user. In addition, haptic devices aren’t ideal force transducers.
And when the user releases, however, the virtual object returns more work than its
real-world counterpart would have returned. In other terms, touching a virtual object
extracts energy from it. This extra energy can cause an unstable response from haptic
devices.
All of these issues, well known to practitioners in the field, can limit a haptic
application’s realism. The first two issues usually depend more on the device
As haptics moves beyond the buzzes and thumps of today’s video games,
technology will enable increasingly believable and complex physical interaction with
virtual or remote objects. Already haptically enabled commercial products let
designers sculpt digital clay figures to rapidly produce new product geometry,
museum goers feel previously inaccessible artifacts, and doctors train for simple
procedures without endangering patients.
For the field to move beyond today’s state of the art, researchers must
surmount a number of commercial and technological barriers. Device and software
tool-oriented corporate efforts have provided the tools we need to step out of the
laboratory, yet we need new business models. For example, can we create haptic
content and authoring tools that will make the technology broadly attractive?
Can the interface devices be made practical and inexpensive enough to make
them widely accessible? Once we move beyond single-point force-only interactions
with rigid objects, we should explore several technical and scientific avenues.
Multipoint, multi-hand, and multi-person interaction scenarios all offer enticingly rich
interactivity. Adding sub-modality stimulation such as tactile (pressure distribution)
display and vibration could add subtle and important richness to the experience.
Modeling compliant objects, such as for surgical simulation and training, presents
many challenging problems to enable realistic deformations, arbitrary collisions, and
9.CONCLUSION
10. REFERENCES
1. http://owl.english.prudue.edu/owl/resource/560/01
3. http://www.cio.com/article/498068/Haptics_the_Feel_Good_Technology_of_t
he_Year?page=1&taxonomyId=3234
5. http://www.disneyresearch.com/research/projects/hci_surround_haptics_drp.ht
m