Haptic Technology
Haptic Technology
“HAPTIC TECHNOLOGY”
Submitted to The
JAWAHARLAL NEHRU TECHNOLOGICAL UNIVERSITY
HYDERABAD
In partial fulfillment of the requirement for the award of the degree of
BACHELOR OF TECHNOLOGY
In
2021-2022
SIDDHARTHA INSTITUTE OF ENGINEERING AND
TECHNOLOGY
(Approved by AICTE, Accredited by NBA, Affiliated to JNTUH) Vinobha Nagar,
Ibrahimpatnam, Hyderabad, Telangana 501506
2021-2022
DEPARTMENT OF ELECTRONICS & COMMUNICATION
ENGINEERING
CERTIFICATE
This is to certify that the Technical seminar entitled “HAPTIC TECHNOLOGY” is
being submitted by KALYANKAR VENKATESH (185T1A0423) in partial fulfillment
for therequirement of the award of BACHELOR OF TECHNOLOGY in
ELECTRONICS AND COMMUNICATION ENGINEERING from the Jawaharlal
NehruTechnological University, Hyderabad, during the academic year 2021-2022.
INDEX III&IV
LIST OF FIGURES V
3.4.1 PANTOM. 8
III
CHAPTER5: APPLICATIONS 15-16
5.1 APPLICATIONS OF HAPTIC TECHNOLOGY 15
CHAPTER6: CONCLUSION 17
CHAPTER7: REFERENCES 18
IV
FIGURE AND TABLE INDEX
V
HAPTIC TECNOLOGY
CHAPTER-1
ABSTRACT
Users are given the illusion that they are touching or Manipulating a real Physical
Object
‘Haptics’ is a technology that adds the sense of touch to virtual environments..
This seminar discusses the important concepts in Haptics, some of the most
commonly usedhaptics systems like ‘Phantom’, ‘Cyber glove’, ‘Novint Falcon’
and such similar devices.Following this, a description about how sensors and
actuators are used for tracking the position and movement of the haptic systems,
is provided.
The different types of force rendering algorithms are discussed next. The seminar
explains the blocks in force rendering. Then a few applications of haptic systems
retaken up for discussion
1
HAPTIC TECNOLOGY
CHAPTER-2
INTRODUCTION
2.1 What is ‘Haptics’?
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 toenhance the remote control of machines and devices (tele operators).
This emerging technology promises to have wide reaching applications as it already
has in some fields. For example, haptic technology has made it possible to
investigate in detail how the human sense of touch works by allowing the creation of
carefully controlled haptic virtual objects. These objects are used to systematically
probe human haptic capabilities, which would otherwise be difficult to achieve.
These new research tools contribute to our understanding of how touch and its
underlying brain functions work. Although haptic devices are capable of measuring
bulk or reactive forces that are applied by the user, it should not to be confused with
touch or tactile sensors that measure the pressure or force exerted by the user to the
interface.
The term haptic originated from the Greek word πτικός (ἁ haptics) meaning
pertaining to the sense of touch and comes from the Greek verb πτεσθαι (ἅ
haptesthai) meaning to“contact” or “touch.
In the early 20th century, psychophysicists introduced the word haptic to label the
subfield of their studies that addressed human touch-based perception and
manipulation. In the 1970s and 1980s, significant research efforts in a completely
different field,robotics also began to focus on manipulation and perception by touch.
Initially concerned with building autonomous robots, researchers soon found that
building a dexterous robotic hand was much more complex and subtle than their
initial naivehopes had suggested.
In time these The application’s main elements are: communities, one that sought to
understand the human hand and on 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.
CHAPTER -3
ABOUT HAPTICS TECHNOLOGY
Virtual reality is the technology which allows a user to interact with a computer
simulated environment, whether that environment is a simulation of the real world or
an imaginary world. Most current virtual reality environments are primarily visual
experiences, displayed either on a computer screen or through special or
stereoscopic displays, but some simulations include additional sensory information,
such as sound through speakers or headphones. Some advanced, haptic systems
The virtual reality games are also used almost in the same fashion. The player has to
wear special gloves, headphones, goggles, full body wearing and special sensory
input devices. The player feels that he is in the real environment. The special
goggles have monitors to see. The environment changes according to the moments
of the player. These games are very expensive
Virtual reality (VR) applications strive to simulate real or imaginary scenes with
which users can interact and perceive the effects of their actions in real time. Ideally
the user interacts with the simulation via all five senses. However, today’s typical
VR applications rely on a smaller subset, typically vision, hearing, and more
recently, touch. Figure below shows the structure of a VR application incorporating
visual, auditory, and haptic feedback.
The simulation engine, responsible for computing the virtual environments Behavior
over time;
auditory, and haptic rendering algorithms, which compute the virtual Environment’s
graphic, sound, and force responses toward the user; and
Transducers, which convert visual, audio, and force signals from the Computer into
a form the operator can perceive.
The human operator typically holds or wears the haptic interface device and
perceives audiovisual feedback from audio (computer speakers, headphones, and so
on) and visual displays (for example a computer screen or head-mounted
display).Whereas audio and visual channels feature unidirectional information and
energy flow (from the simulation
engine toward the user), the haptic modality exchanges information and energy in
two directions, from and toward the user. This bi-directionality is often referred to as
the single most important feature of the haptic interaction modality
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 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 Visual
3.4.1 PHANTOM
Fig 3.4.1Phantom
The mechanical structure offers two essential advantages: the first is the facility of
adapting to different sizes of the human hand. We have also provided for lateral
adjustment in order to adapt the interval between the fingers at the palm. The second
advantage is the presence of physical stops in the structure which offer complete
security to the operator. The force sensor is placed on the inside of a fixed support
on the upper part of the phalanx. The sensor is made up of a steel strip on which a
strain gauge was glued. The position sensor used to measure the cable displacement
is incremental optical encoders offering an average theoretical resolution equal to
0.1 deg for the finger joints.
The glove is controlled by 14 torque motors with continuous current which can
develop a maximal torque equal to 1.4 Nm and a continuous torque equal to 0.12
Nm. On each motor we fix a pulley with an 8.5 mm radius onto which the cable is
wound. The maximal force that the motor can exert on the cable is thus equal to 14.0
N, a value sufficient to ensure opposition to the movement of the finger. The
electronic interface of the force feedback data glove is made of PC with several
acquisition cards. The global scheme of the control is given in the figure shown
below. One can distinguish two command loops: an internal loop which corresponds
to a classic force control with
Jconstant gains and an external loop which integrates the model of distortion of the
virtual object in contact with the fingers. In this schema the action of man on the
position of the fingers joints is taken into consideration by the two control loops.
Force-response algorithms compute the interaction force between avatars and virtual
objects when a collision is detected. This force approximates as closely as possible
the contact forces that would normally arise during contact between real objects.
Force response algorithms typically operate on the avatars’ positions, the positions
of all objects in the virtual environment, and the collision state between avatars and
virtual objects. Their return values are normally force and torque vectors that are
applied at the device-body interface. Hardware limitations prevent haptic devices
from applying the exact force computed by the force-response algorithms to the
user. 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
CHAPTER 4
CHAPTER-5
APPLICATIONS
2. Medical Applications make use of Haptic interfaces which are designed for
medical simulation which helps in remote surgery and virtual medical training.
4. It serves as Assistive Technology for the blind and visually impaired where the
visually disabled person feels the maps that are displayed over the network. Learning
mathematics is also made simpler by tracing touchable mathematical sources
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.
Past technological advances that permitted recording, encoding, storage,
transmission,editing, and ultimately synthesis of images and sound profoundly
affected society. A wide range of human activities, including communication,
education, art, entertainment, commerce, and science, were forever changed when we
learned to capture, manipulate, and create sensory stimuli nearly indistinguishable
from reality. It’s not unreasonable to expect that future advancements in haptics will
have equally deep effects. Though the field is still in its infancy, hints of vast,
unexplored intellectual and commercial territory add excitement and energy to a
growing number of conferences, courses, product releases, and invention efforts.
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,
multiband, and multi-person interaction scenarios all offer enticingly rich
interactivity.
CHAPTER-6
CONCLUSION
Finally we shouldn’t forget that touch and physical interaction are among the
fundamental ways in which we come to understand our world and to effect changes
in it.This is true on a developmental as well as an evolutionary level. For early
primates to survive in a physical world, as Frank Wilson suggested, “a new physics
would eventually have to come into this their brain, a new way of registering and
representing the behavior of objects moving and changing under the control of the
hand. It is precisely such a representational systema syntax of cause and effect, of
stories, and of experiments, each having a beginning, a middle, and an end that one
finds at the deepest levels of the organization of human language.”
CHAPTER-7
REFERENCES
• https://haptics.lcsr.jhu.edu/Research/Tissue_Modeling_and_Simulation
• http://74.125.153.132/search?q=cache:7bpkVLHv4UcJ:science.howstuffworks.com/
virtualmilitary.htm/printable+haptics+in+virtual+military+training&cd=9&hl=en&c
t=clnk&gl=in&client=firefox-a
• http://portal.acm.org/citation.cfm?id=1231041#abstract
• http://www.psqh.com/julaug08/haptics.html
• http://www.informit.com/articles/article.aspx?p=29226&seq