Hand Based Haptic
Hand Based Haptic
A Seminar Report
Submitted to the APJ Abdul Kalam Technological University
in partial fulfillment of the requirements for the award of the degree of the
Bachelor of Technology
in
Electronics and Communication Engineering
by
Rijin Jenjen
TLY21EC068
VISION
To render activities that create and transfer a new technology in electronics and
communication to meet the industrial needs and for the benefits of society.
MISSION
CERTIFICATE
This is to certify that the report entitled Hand Based Haptic Interaction For
Virtual Reality submitted by Rijin Jenjen (TLY21EC068), to the APJ Abdul Kalam
Technological University in partial fulfillment of the requirements for the award of the
degree of the B.Tech in Electronics and Communication Engineering is a bonafide
report of the seminar work carried out by him under our guidance and supervision.
This report in any form has not been submitted to any other University or Institute for
any purpose.
Dr.Sudheer V R
Professor and Head
Dept.of ECE
College of Engineering
Thalassery
DECLARATION
I Rijin Jenjen hereby declare that the seminar report Hand Based Haptic Interaction
For Virtual Reality , submitted for partial fulfillment of the requirements for the award
of the degree of the Bachelor of Technology of the APJ Abdul Kalam Technological
University, Kerala is a bonafide work done by me under supervision of Sruthi
Veenadharan , Assistant Professor, Electronics and Communication Engineering,
College of Engineering Thalassery.
This submission represents my ideas in my own words and where ideas or words
of others have been included, I have adequately and accurately cited and referenced
the original sources.
I also declare that I have adhered to ethics of academic honesty and integrity
and have not misrepresented or fabricated any data or idea or fact or source in my
submission. I understand that any violation of the above will be a cause for disciplinary
action by the institute and/or the University and can also evoke penal action from the
sources which have thus not been properly cited or from whom proper permission has
not been obtained. This report has not been previously formed the basis for the award
of any degree, diploma or similar title of any other University.
23-09-24
Acknowledgement
I take this opportunity to express my deepest sense of gratitude and sincere thanks
to everyone who helped me to complete this work successfully.I am indebted to
Dr.Rajeev P,Principal,College of Engineering Thalassery for giving me provision
to do the seminar in the required way.I express my sincere thanks to Dr.Sudheer
V R, Head of Department, Electronics and Communication Engineering, College of
Engineering Thalassery for providing me with all the necessary facilities and support.
I would like to express my sincere gratitude to Jinesh S ,Assistant Profes-
sor,Department of Electronics and Communication Engineering, College of Engi-
neering Thalassery for their support and co-operation.
I would like to place on record my sincere gratitude to my seminar guide Sruthi
Veenadharan , Assistant Professor, Department of Electronics and Communication
Engineering, College of Engineering Thalassery for the guidance and mentorship
throughout the course.
Finally I thank my family,faculties and friends who contributed to the succesful
fulfilment of this seminar work.
Rijin Jenjen
i
Abstract
ii
Contents
List of Figures v
1 Introduction 1
2 Literature Review 3
4 Haptics Technology 9
4.1 Understanding Haptics . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.2 Components of Haptic Technology . . . . . . . . . . . . . . . . . . . 10
4.3 Haptic Technology Works . . . . . . . . . . . . . . . . . . . . . . . 11
5 Methodology 12
5.1 Sensor Integration . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
5.1.1 Hardware Setup . . . . . . . . . . . . . . . . . . . . . . . . 12
5.1.2 Calibration . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
5.1.3 Data Fusion . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
5.1.4 Software Integration . . . . . . . . . . . . . . . . . . . . . . 14
5.2 Feedback Collection and Analysis . . . . . . . . . . . . . . . . . . . 14
iii
7 Future scopes 18
7.1 Enhanced Haptic Fidelity and Realism . . . . . . . . . . . . . . . . . 18
7.2 Real-World Applications in Professional Training . . . . . . . . . . . 18
7.3 Artificial Intelligence (AI) Integration . . . . . . . . . . . . . . . . . 19
8 Conclusion 20
References 21
iv
List of Figures
v
Chapter 1
Introduction
This presentation will explore the fundamental principles of haptic technology, its
integration into VR, and its impact on user experience. We’ll discuss the components
involved, from tactile sensors to VR system connections, and address the advantages
and challenges of haptic devices. Ultimately, hand-based haptic technology holds
immense potential to revolutionize fields beyond entertainment, including training
simulations and accessibility solutions. This seminar aims to provide a comprehensive
understanding of how haptic feedback enriches VR experiences and the future
innovations it could bring. [1].
In recent years, Virtual Reality (VR) has rapidly evolved, enabling users to
interact with digital environments in increasingly immersive ways. At the core of
this experience lies haptic technology, which allows users to ”feel” virtual objects
through tactile feedback, bridging the gap between the virtual and physical worlds. [2].
This seminar delves into the realm of hand-based haptic technology, a specialized
approach within VR that uses devices like gloves and controllers equipped with sensors
to simulate touch. By providing sensations such as vibrations and force feedback,
haptic devices transform interactions with virtual objects, making them feel tangible
and realistic.
Virtual reality aims to immerse users in artificial environments, but traditional VR
systems primarily engage only sight and sound. In reality, touch is a core sense that
informs us about the physical world, giving us cues about object size, shape, texture,
and weight. Without this sense of touch, virtual environments can feel less convincing
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and can even lead to ”sensory dissonance,” where what users see doesn’t match what
they feel. Hand-based haptic feedback addresses this by adding the physical sensation
of interacting with virtual objects, creating a more believable and satisfying experience.
Hand-based haptic interaction is an innovative area within VR technology that aims
to address this gap by simulating the sensation of touch, specifically through our hands.
This is achieved using devices such as haptic gloves or controllers that deliver tactile
feedback—letting users feel textures, vibrations, and resistance. These sensations help
mimic the act of grabbing, pressing, or manipulating objects, enhancing realism and
allowing for more intuitive interactions in virtual environments.
Imagine being able to ”feel” the roughness of a rock, the solidity of a wall, or even
the gentle resistance of a virtual piano key beneath your fingers. Hand-based haptic
systems use a combination of technologies—vibration, force feedback, and sometimes
electrical stimulation—to make these interactions possible. By combining physical
feedback with visual and auditory cues, haptic technology brings a more holistic sense
of immersion to VR.
This type of interaction has powerful implications across various fields. In medical
training, it allows students to practice complex surgical techniques with a lifelike
sense of touch, reducing the risk of real-life procedures. In design and engineering, it
enables the realistic testing of virtual prototypes, allowing designers to evaluate shape,
weight, and material properties. Even in remote collaboration, haptic feedback makes
it possible for people to “touch” or manipulate virtual objects together, making digital
teamwork more hands-on and interactive.
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Chapter 2
Literature Review
3
or electrostatic stimulation. Kinesthetic feedback refers to the sensation of force
or resistance, allowing users to feel weight, solidity, and object manipulation.
Research on Tactile Feedback: Studies on tactile feedback often focus on
recreating different textures and sensations on the hand, using methods like
electrovibration or vibrotactile actuators (e.g., Tsalamlal et al., 2015). Research
on Kinesthetic Feedback: Kinesthetic feedback systems use force-reflecting
devices such as motorized gloves or exoskeletons to simulate physical resistance
when interacting with virtual objects (e.g., Srinivasan and Basdogan, 1997). [2].
Medical Training and Surgical Simulations: Research has shown that haptic
feedback in VR improves realism in medical training applications, especially for
surgical procedures, by providing tactile and kinesthetic feedback that closely
mimics real-world scenarios. Lin et al. (2011), for example, demonstrated
that trainees perform better with haptic feedback when practicing suturing in
virtual simulations. Education and Skill Development: Studies suggest that VR
haptics can enhance skill acquisition in fields like chemistry and engineering.
For instance, Minogue and Jones (2006) found that tactile feedback in VR-
based training improved user understanding and engagement. Gaming and
Entertainment: Research on gaming applications emphasizes how haptic gloves
can make experiences more immersive, allowing players to feel weapon recoil,
object surfaces, or even environmental conditions. Muender et al. (2019) found
that haptic feedback led to higher levels of player engagement and immersion.
Remote Collaboration and Telepresence: In fields like telemedicine, haptics are
being studied for enabling remote touch. For instance, Rognon et al. (2020)
found that haptic feedback in VR environments improved task efficiency in
collaborative settings by enhancing users’ spatial awareness and interaction
fidelity. [3].
4
also a challenge, as even minor delays or inaccuracies can break the sense
of immersion and cause frustration. Physical Bulk and Wearability: Many
hand-based haptic devices are bulky, hindering their adoption in consumer VR.
Pacchierotti et al. (2017) reviewed the wearability challenges of various haptic
devices, emphasizing the need for lighter, wireless options. Cost Constraints:
High-quality haptic systems can be expensive, limiting their use in commercial
VR setups. Recent studies emphasize the need for more affordable and
accessible haptic solutions to expand their availability for broader use cases.
Realism and Variety of Feedback: Simulating complex textures and sensations
like wetness, heat, or cold is still challenging, as most current devices focus on
vibrations and resistance. Research into multi-modal haptics, such as Benko et
al. (2016), suggests that combining multiple feedback types may yield better
immersion but requires further technological advances. [4].
5
Chapter 3
User Requirements: Identify user needs and preferences, such as the desired
6
level of immersion, types of touch sensations (e.g., texture, weight, temperature),
and comfort level for wearable devices.
Sensor Integration: Integrate sensors (e.g., position and motion sensors) to detect
hand and finger movements in real-time, allowing accurate hand tracking.
Latency Reduction: Minimize the delay between hand movements and haptic
feedback, as delays can reduce the realism and immersive quality of the VR
experience.
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• Mapping and Simulating Virtual Objects: Object Mapping: Create virtual
representations of objects with varying properties (e.g., textures, weights,
shapes) and define haptic responses for each.
• User Testing and Evaluation: Usability Testing: Conduct usability tests with real
users to assess how intuitive and comfortable the hand-based haptics are. This
involves measuring user satisfaction, ease of use, and any discomfort or fatigue.
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Chapter 4
Haptics Technology
Haptic technology refers to the use of touch sensations to enhance user interaction with
digital devices, systems, or environments. It enables users to receive feedback through
tactile sensations, making virtual interactions feel more immersive and realistic. Haptic
technology has applications across various fields, including gaming, virtual reality
(VR), robotics, medical training, and more. Here’s a detailed explanation of haptic
technology, its types, components, applications, and future trends:
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Figure 4.1: Diagram for Haptic feedbacks
10
Figure 4.2: Actuators and sensors
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Chapter 5
Methodology
The methodology for exploring Hand-Based Haptic Interaction for Virtual Reality
(VR) encompasses a structured approach that guides the development, implementation,
and evaluation of haptic systems. This methodology typically involves several key
phases, including conceptualization, design, implementation, testing, and evaluation.
Below is a detailed outline of the methodology.
The selected sensors are integrated into the haptic device (e.g., gloves or controllers).
This may involve mounting the sensors on specific parts of the device to optimize
tracking accuracy. This particular system includes a MSP430 microcontroller (TI),
a DRV2605 haptic driver (TI), and a 10 mm LRA (Precision Motordrives). Time
permitting; this is the system that will be incorporated into the Blind User Accessible
Insulin Pump. The MSP430 registers an incoming signal through capacitive touch
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sensors connected to the input pins (2.0, 2.1, and more if necessary). By comparing
this input signal with a user-designated reference signal, the MSP430 will output a
specific PWM square wave to the DRV2605 driver. The driver will then take this PWM
signal and, using an internal association library, produce a related AC source to vibrate
the LRA. The driver operates at 5 volts and is also the sole power supply the entire
system. Therefore, the TPS73633 is a linear voltage regulator used for converting the
5V produced by driver to the 3.3V required for operating the microcontroller.
5.1.2 Calibration
After hardware integration, the sensors must be calibrated to ensure they accurately
reflect the user’s movements. Calibration involves setting reference points and
adjusting for any discrepancies in sensor readings.
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5.1.3 Data Fusion
In many cases, multiple sensors are used together to improve tracking accuracy. Data
fusion techniques combine inputs from various sensors to create a more comprehensive
and accurate representation of the user’s hand movements.n sensor fusion, centralized
versus decentralized refers to where the fusion of the data occurs. In centralized fusion,
the clients simply forward all of the data to a central location, and some entity at the
central location is responsible for correlating and fusing the data. In decentralized,
the clients take full responsibility for fusing the data. ”In this case, every sensor or
platform can be viewed as an intelligent asset having some degree of autonomy in
decision-making.
The sensor data is then fed into the VR system’s software, where it is processed to
determine the user’s position and movement. This data is crucial for generating the
appropriate haptic feedback and rendering the virtual environment correctly. Software
integration is the process of combining different software applications and systems
to work together as one. It allows systems to share data and functions, and can be
done at various levels. Software integration can help businesses improve operations
by: Streamlining data management, Automating processes, Reducing redundancy, and
Providing a better customer experience. Some common elements used for software
integration include: APIs, Middleware, and Service-Oriented Architecture (SOA). The
level of integration can range from combining small components to larger systems.
However, integrating software can be challenging and time-consuming.
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Understanding user experiences helps determine whether the system meets its objec-
tives in providing immersive and responsive haptic feedback.
Collecting feedback allows developers to pinpoint specific problems or limitations
encountered by users during their interactions, which is essential for refining the sys-
tem.Analyzing feedback helps inform design decisions for future iterations, ensuring
that enhancements are based on actual user experiences rather than assumptions. Feed-
back collection and analysis are critical to the iterative development process of hand-
based haptic interaction systems in VR. By systematically gathering and analyzing user
feedback, developers can make informed decisions to enhance the haptic experience,
ultimately leading to more immersive and effective virtual interactions. This step helps
ensure that the final product aligns with user expectations and provides a satisfying and
engaging experience.
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Chapter 6
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6.3 Training and Simulation
In surgical simulations, haptic feedback allows trainees to practice procedures with
realistic sensations, such as cutting tissue or suturing wounds, which helps develop
skills without risk to patients. Flight and driving simulators utilize haptic technology
to provide feedback on vehicle controls, helping trainees understand vehicle responses
and improve their handling skills.
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Chapter 7
Future scopes
18
7.3 Artificial Intelligence (AI) Integration
AI algorithms can be used to dynamically adjust haptic feedback based on user
interactions, making virtual objects feel increasingly lifelike. For example, a VR object
could feel progressively heavier as a user ”picks it up” or lighter as it is ”moved.”
Machine learning could allow systems to learn user preferences and adapt haptic
responses for comfort, intensity, or realism, making VR experiences more personalized
and tailored to individual needs.
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Chapter 8
Conclusion
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References
[1] Dipietro, L., Sabatini, A. M., Dario, P. (2008). A survey of glove-based systems
and their applications. IEEE Transactions on Systems, Man, and Cybernetics,
Part C (Applications and Reviews), 38(4), 461-482.
[2] Lok, B., Naik, S., Whitton, M. C., Brooks Jr., F. P. (2003). Incorporating haptic
feedback in simulations of interventional radiology. In Proceedings of the IEEE
Virtual Reality Conference (pp. 59-66).
[3] Azmandian, M., Hancock, M., Benko, H., Ofek, E., Wilson, A. (2016). Haptic
retargeting: Dynamic repurposing of passive haptics for enhanced virtual reality
experiences. In Proceedings of the 2016 CHI Conference on Human Factors in
Computing Systems (pp. 1968-1979).
[5] Culbertson, H., Unwin, J., Kuchenbecker, K. J. (2017). Modeling and rendering
realistic textures from unconstrained tool-surface interactions. IEEE Transactions
on Haptics, 10(3), 385-396.
[6] Kim, J., Follmer, S. (2020). ReForm: Integrating physical and functional
reconfiguration into a mid-air haptic device for VR. In Proceedings of the 33rd
Annual ACM Symposium on User Interface Software and Technology (pp. 343-
354).
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