Exploring Virtual Worlds: Exploring Virtual Worlds
Haptic and Tactile Feedback
Russell Taylor
March 1, 2000
What’s it all about?: What’s it all about? “Reach out and touch” the virtual world
The only bi-directional modality
Haptic
Large-scale limb motions and forces: touching the world with a tool.
Tactile
Fingertip: texture, vibration, slippage
The gray area: feeling denim with a pen
The Dream System (Holodeck): The Dream System (Holodeck) Large (essentially infinite) working volume
Provides full-body contact at high resolution
Combines haptic and tactile presentation
As much force as required
Holodeck safeties don’t reduce fidelity
Incredibly complicated world model
All of the above at once
The State of the Art: The State of the Art Small working volume (maybe 1 meter cube)
At most three-fingered contact (usually 1 tool)
Haptic or tactile presentation (mostly)
Force can be easily overcome by user, or else the system is dangerous (trade off here)
Maybe 10,000-polygon world model (Arthur Gregory and Ming Lin’s H-collide)
Haptic and Tactile Feedback: Haptic and Tactile Feedback What we will cover
Example applications using haptic feedback
Haptic perception (a tiny bit)
Example haptic devices
Haptic programming/system concerns
Available local devices and libraries
Haptic and Tactile Feedback: Haptic and Tactile Feedback What we will not cover
Details of tactile display
See Welch notes for force lecture in ‘98
Physiology of haptic and kinesthetic perception
I can get information if you are interested
Force, friction, and adhesion models
Chen et al. “Sticking to the Point” paper
Seeger, Razzaque, Henderson work on multivariate perception
Example applications: Example applications Medical simulation
Squeezing Flexible Objects
Volume Sculpting
Electronics training
Drug/Protein docking simulation
nanoManipulator
Applications: KISMET: Applications: KISMET The Karlsruhe Endoscopic Surgery Trainer Deforming objects: organs
Applications: Rutgers Master: Applications: Rutgers Master
Applications: GE Volume Sculpting: Applications: GE Volume Sculpting
Applications: MIT/RLE Training: Applications: MIT/RLE Training
Apps: Docker: Apps: Docker
Drug/Protein Docking: Drug/Protein Docking A “Lock and Key” Problem
Natural use for force feedback
Advantages:
Up to a factor of 2 improvement in 6DOF positioning task
Chemists said they understood more
6DOF in and out required
nanoManipulator: nanoManipulator
nanoManipulator characteristics: nanoManipulator characteristics Advantages:
Finding the right point to modify/measure
Control during modification
“Haptic imaging”: more sensitive to facets, less damaging to the sample
6DOF in, 3DOF out
Separate haptic and application threads
Haptic Perception (a tiny bit): Haptic Perception (a tiny bit)
Fingertip Parameters: Fingertip Parameters Spatial resolution of about 2.5 mm
multiple forces closer are sensed as one
Sensory bandwidth exceeds 500 Hz (also, system stability requires faster update for harder surfaces
Fingers can comfortably apply forces at 5-10 Hz
Impedence controller bandwidth of 1-2 Hz when squeezing an object
Slide18: Burdea & Coiffet, 1994
Example Devices: Example Devices
Immersion Corp: Impulse Engines (2D and 4D [pinch]): Immersion Corp: Impulse Engines (2D and 4D [pinch])
SensAble Technologies PHANToMs: SensAble Technologies PHANToMs
Cybernet Systems: 2D and 6D: Cybernet Systems: 2D and 6D
Sarcos Dextrous Master: Sarcos Dextrous Master
Haptic Programming, System Concerns: Haptic Programming, System Concerns
Concerns for Force Feedback: Concerns for Force Feedback
Safety
Update rates
Force model
Force-Feedback Concerns: Safety: Force-Feedback Concerns: Safety It’s a robot; you’re in its working volume
ARM: Foot-pedal cutoff (dead-man switch)
PHANToM Premium: Safety glasses
Damage to the device itself
Thermal shutdown code for PHANToM
Broken aluminum flying about
Concerns: High Update Rate: Concerns: High Update Rate Must be >500 Hz
Required for stable hard surfaces
Must be uninterrupted to prevent force discontinuities
Much greater than graphics or simulation rates
Graphics rate ~30-60Hz
Simulation rate (as low as 1 Hz)
Solution: Dedicated Force Server: Solution: Dedicated Force Server Process dedicated to the force device
Periodic position updates to application
Presents local surface models (Adachi calls these intermediate representations) at high update rates (>500 Hz)
Local approximations to the actual surface
Must be rapid to compute
Intermediate representation: Plane: Intermediate representation: Plane Probe Local Plane Approximation
(Used in Force Loop) Surface Complete Surface
(known to Application)
Preventing discontinuity: Preventing discontinuity Discontinuity when plane updated
Recovery time over several steps
Locally-Available Devices and How to Program Them: Locally-Available Devices and How to Program Them
Locally-available devices: Locally-available devices Several PHANToMs
Program with VRPN
Immersion/Logitech 2D joystick
VRPN (You get to finish the driver)
Argonne III Remote Manipulator (ARM)
Program with ARMlib
“Static Haptics” under the ceiling tracker
Program using hand truck
Programming vrpn_ForceDevice: Programming vrpn_ForceDevice Open the device as a vrpn_Tracker
Open the device again as a vrpn_Button
Open the device again as a vrpn_ForceDevice
Send it intermediate representations
Plane, Point-to-point Spring, Mesh of Geometry
Or, create your own (sword? Weigle doing volumes)
Adjust their parameters
Stiffness, friction, recovery time, location
Getting started with haptic programming: Getting started with haptic programming VRPN: Find someone who’s done it
Russ Taylor, Adam Seeger, Amy Henderson
Start with client_src/sphere_client.C
GHOST
You can run the demo apps on the machines
Online manuals? Example programs?
References (From Greg Welch): References (From Greg Welch) Burdea, Grigore, and Philippe Coiffet, Virtual Reality Technology, 1994, John Wiley & Sons, ISBN 0-471-08632-0.
Kalawsky, Roy S. The Science of Virtual Reality and Virtual Environments, 1993, Addison-Wesley, ISBN 0-201-63171-7.
Cutkosky, M. and R. Howe, 1990, “Human Grasp Choice and Robotic Grasp Analysis,” Dextrous Robot Hands, S. Venkataraman and T. Iberall Eds., pp. 5-31, Springer Verlag.
Shimoga, K., 1992, “Finger Force and Touch Feedback Issues in Dextrous Telemanipulation,” Proceedings of NASA-CIRSSE International Conference on Intelligent Robotic Systems for Space Exploration, Troy, NY, September.
Stone, R., 1992, “Advanced Human-System Interfaces for Telerobotics Using Virtual Reality & Telepresence Technologies,” Proceedings of the Fifth International Conference on Advance Robotics (‘91 ICAR), Pisa, Italy, pp. 168-173
References (2): References (2) Stone, R., 1991, “Advanced Human-System Interfaces for Telerobotics Using Virtual Reality & Telepresence Technologies,” Proceedings of the Fifth International Conference on Advance Robotics (‘91 ICAR), Pisa, Italy, pp. 168-173
Stone, R., 1992, “Virtual Reality Tutorial,” MICAD Conference, Paris, France, pp. 200.
Patrick, N., 1990, “Design, Construction, and Testing of a Fingertip Tactile Display for Interaction with Virtual and Remote Environments,” Masters Thesis, Department of Mechanical Engineering, MIT, August.
Johnson, A., 1992, “Programmable Tactile Stimulator Array System and Method of Operation,” US Paten 5,165,897, November 24.
Caldwell, D. and C. Gosney, 1993, “Enhanced Tactile Feedback (Tele-Taction) using a Multi-Functional Sensory System,” Proceedings of the 1993 International Conference on Robotics and Automation, Atlanta, GA, pp. 955-960, May.
References (3): References (3) Iwata, H., 1993, “Pen-based Haptic Virtual Environment,” Proceedings of IEEE Virtual Reality Annual International Symposium, Seattle, WA, pp. 287-292, September.
Bouzit, M., P. Richard, and P. Coiffet, 1993, “LRP Dextrous Hand Master Control System,” Technical Report, Laboratoire de Robotique de Paris, 21 pp., January.
Kramer, J., 1993, “Force Feedback and Texture Simulating Interfac Device,” US Patent 5,184,319, February 2.
http://www.cs.unc.edu/Research/force
http://www.cs.unc.edu/Research/vrpn