IMA Workshop on Haptics, VR, and HCI Overview

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IMA Workshop on Haptics, VR, and HCI Overview John Hollerbach School of Computing University of Utah

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IMA Workshop on Haptics, VR, and HCI Overview. John Hollerbach School of Computing University of Utah. What Are Haptic Interfaces?. “ Haptic interfaces refers to interfaces involving the human hand and to manual sensing and manipulation.” (Durlach et al., 1994). - PowerPoint PPT Presentation

Transcript of IMA Workshop on Haptics, VR, and HCI Overview

Page 1: IMA Workshop on Haptics, VR, and HCI Overview

IMA Workshop on Haptics, VR, and HCI

Overview

John Hollerbach

School of ComputingUniversity of Utah

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What Are Haptic Interfaces?“Haptic interfaces refers to interfaces involving the human hand and to manual sensing and manipulation.” (Durlach et al., 1994)

• A haptic interface is comprised of– A mechanical position tracker– Actuated joints

• This is just a robot attached to a human

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Where forces have been applied:

• Traditional haptics: arms and hands• Foot haptics: Sarcos Biport• Whole-body haptics: Sarcos Treadport

Haptic interfaces are robots that apply forces to the body to display information.

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Traditional Haptic Interfaces

Ground based Body based

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Foot Haptics (locomotion interface)

Sarcos Biport Iwata’s GaitMaster

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Whole-Body Haptics

Sarcos Treadport II

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A Thin Line Separates Other Robots that Apply Forces to Humans

• Programmable exercise machines • Rehabilitation robots• Assist devices• Powered exoskeletons

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Haptic Interfaces in Teleoperation or Virtual Reality

Teleoperation Avatar

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Why Haptics and VR?

• The most general HCI will involve haptics, not just vision and sound.

• There are a lot more computers to be interfaced than telemanipulators.

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A Typical VR System

Haptic Interface

User

Visual Interface

Arm Model

World Model

Geometry

Dynamics

Force rendering

Auditory Interface

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Technical Issues

DevicesDevices•Specification•Design•Control

SimulationSimulation•High-fidelity for objects•Low-fidelity for haptics

•Transparency•Stability

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The Device Angle for VR

• Precise registration to a simulation• Human factors for device use• Cost and proliferation• Novelty factor

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The Simulation Angle:Real-Time Requirements

• Visual displays: 30-60Hz• Haptic displays: 1kHz, 1msec lag

– High-frequency contact transients– Control instability

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Haptics for VR is not new!

• Teleoperation predictor displays• Impelled by cheap, powerful PCs• Proliferated by haptics companies and

innovations in research labs

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But What are the Applications?

• Computer games• Medicine• Mechanical design• ???

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Haptics Symposium

• #1-9 held in conjunction with ASME winter annual meeting

• #10 to be held in conjunction with IEEE VR, March 24-25, 2002, in Orlando.