3. WHAT IS HAPTICS?
Haptics is related to sense of touch
which comes from the Greek word
HAPTESTHAI for to grasp or to
touch.
Touch is the first language.
From a very early age we become
sensitive to the specific qualities of
touch rather than its mere presence
or absence.
4. You can convey messages
that are just as specific as
those conveyed by others
means such as facial expression.
The interface between humans and
computers has been described as an
information bottleneck.
5. Computer can store and process
vast amounts of data and human
experience and learn through 5
senses.
But computers typically only take
advantage of one or two
sensory channels (sight and sound)
to transmit information to people.
6. Haptics promises to open this
bottleneck by adding a new channel
of communication using the sense
of touch.
Haptics expands the notion of
bidirectional communication
between humans and computers to
include sensory feedback.
Haptics = Touch = Connection
7. The Pew Report
“Touch is natural and intuitive
and it will succeed.” --The
Future of the Internet III,
Pew Internet & American Life
Project.
8. Where it is used?
Desktop GUI augmentation
Medical and surgical simulators sharp
realism needed for effective training
environments.
Gaming systems greater
realism, excitement, and enjoyment.
Industrial & commercial systems
safer, more efficient, and more accurate
control in distractive environments.
9. Touchscreens of all types the
ability to “touch back” with
unmistakable confirmation.
12. HISTORY
One of the earliest forms of haptic devices
is used in large modern aircraft that use
servomechanism systems to operate
control systems. Such systems tend to
be "one-way" in that forces applied
aerodynamically to the control surfaces are
not perceived at the controls, with the
missing normal forces simulated with
springs and weights.
13. In earlier, lighter aircraft without
servo systems, as the aircraft
approached a stall the aerodynamic
buffeting was felt in the pilot's
controls, a useful warning to the
pilot of a dangerous flight condition.
14. This control shake is not felt when servo
control systems are used.
To replace this missing cue, the angle of
attack is measured, and when it
approaches the critical stall point a "stick
shaker" (an unbalanced rotating mass) is
engaged, simulating the effects of a
simpler control system.
This is known as haptic feedback.
15. HOW IT WORKS?
Haptics applications use specialized
hardware to provide sensory
feedback that simulates physical
properties and forces.
Haptic interfaces can take many forms;
a common configuration uses separate
mechanical linkages to connect a
person‟s fingers to a computer interface.
16.
17. 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.
18. 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.
19. So,when the user moves his fingers,
sensors translate those motions into
actions on screen, and motors transmit
feedback through the linkages to the user‟s
fingers.
The screen might show a ball, for example,
and by manipulating a virtual hand through
the device, the user can “feel” the ball,
discerning how much it weighs or the
texture of its surface.
20. HAPTICS INFORMATION
Tactile
information
Haptic
information
Kinesthetic
information
21. 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.
22. 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.
Kinesthetic information refers to the
information acquired through the sensors
in the joints.
Interaction forces are normally perceived
through a combination of these two
informations.
23. FUNCTIONS OF HAPTICS :-
How touch and its underlying brain functions work :-
Haptic technology:- technology that
interfaces with the user through the sense
of touch.
Haptic communication:- the means by
which people and other animals
communicate via touching.
24. Haptic perception:- the process of
recognizing objects through touch.
Haptic poetry:- a liminal art form
combining characteristics of typography
and sculpture.
25. HAPTICS COMMUNICATION
Haptic communication is the means by
which people and other animals
communicate via touching.
It providing information about surfaces
and textures.
It is a component of nonverbal
communication in interpersonal
relationships, and vital in conveying
physical intimacy.
27. In chimpanzees the sense of touch is highly
developed. As new borns they see and hear poorly
but cling strongly to their mothers.
Heslin (1974) outlines the four haptic categories:
Functional/professional
Social/polite
Friendship/warmth
Love/intimacy
29. HAPTIC PERCEPTION
Haptic perception is the process of recognizing
objects through touch.
It involves a combination of somatosensory
perception of patterns on the skin surface
(e.g., edges, curvature, and texture) and hand
position and conformation.
People can rapidly and accurately identify 3-D
objects by touch.
They do so through the use of exploratory
procedures, such as moving the fingers over the
outer surface of the object or holding the entire
object in the hand
31. HAPTIC POETRY
Haptic poetry, like visual poetry and sound
poetry, is a liminal art form combining
characteristics of typography and sculpture to
create objects not only to be seen, but to be
touched and manipulated.
Indeed, in haptic poetry, the sense of touch is
equal to, if not more important than, the sense of
sight, yet both text-based poetry and haptic
poetry have the same goals: to create an
aesthetic effect in the minds of the intended
audience.
32. HAPTIC TECHNOLOGY
• Every
applications
use the haptic
concepts directly
or indirectly.
• In this fig. in
touchscreen
cell, internally
there are very
small boxes.
when we touch
any button, it
will sense that
what we want.
And it give it as
a output.
35. Project began in 2001
Introduced in 2007
A surface computing platform from Microsoft.
“Microsoft Surface represents a fundamental
change in the way we interact with digital content.
With Surface, we can actually grab data with
our hands, and move information between
objects with natural gestures and touch. Surface
features a 30-inch tabletop display whose unique
abilities allow for several people to work
independently or simultaneously. All without using
a mouse or a keyboard.”
35 Touch Screen
36. A form of computing that offers “a natural way
of interacting with information,” rather than
the “traditional user interface.”
Direct Interaction: The ability to "grab"
digital information with hands - interacting
with touch/gesture, not with a mouse or
keyboard.
Multi–Touch: The ability to recognize
multiple points of contact at the same
time, not just one (Ex. One finger, like with
most touch screens), but dozens.
Multi–User: The Surface‟s screen is
horizontal, allowing many people to come
together around it and experience a
“collaborative, face–to–face
computing experience”.
Object Recognition: Physical objects can be
placed on the Surface‟s screen to “trigger
different types of digital responses” (Ex.
cell phones, cameras, & glasses of wine).
36 Touch Screen
37. 3-D gaming
Disney
Research, Pittsburg
(DRP) has shown off a
revolutionary
technology called
„Surround Haptics‟ that
can bring real life
experience in video
gaming and film
watching.
38. Once you are playing a video game, your spine will
shiver based on the movements.
For instance, if you ride a car at its maximum speed
and smash into a car coming opposite, your body will
feel exactly like you are in a real car accident.
Many other virtual experiences can be created to
physical sensation with Surround Haptics.
The DRP technology is a simply „gaming chair,‟
equipped with several simulating actuators.
The gamer needs to sit in the chair to feel the
innovative gaming experience in his/her body. The
actuators will vibrate in response to the music and
action from the game or film resulting in the shivering
experience for the gamers.
In short, the Surround Haptics system will realize the
39. 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 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.
40. HAPTIC
DEVICES
Virtual
reality/ Feedback
Telerobotics devices
based
devices
41. a) Virtual reality/ Telerobotics based
devices
I. Exoskeletons and Stationary device
II. Gloves and wearable devices
III. Point-sources and Specific task
devices
IV. Locomotion Interfaces
b) Feedback devices
I. Force feedback devices
II. Tactile displays
42. i) Exoskeletons and Stationary
devices
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.
44. ii) Gloves and wearable devices
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.
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.
46. iii) Point sources and specific
task devices
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.
47. iv) Locomotion interfaces
An interesting application of haptic feedback is in the
form of full body Force Feedback called locomotion
interfaces.
Locomotion interfaces are movement of force
restriction devices in a confined space.
These interfaces overcomes the limitations of using
joysticks for maneuvering or whole body motion
platforms, in which the user is seated and does not
expend energy, and of room environments, where
only short distances can be traversed.
49. Limitations :
1. Limitations of haptic device systems have
sometimes made applying the forces exact
value as computed by force-rendering
algorithms impossible.As this would lead to
erroneous or discontinuous application of
forces to the user. In addition, haptic devices
are not ideal force transducers.
2. An ideal haptic device would render zero
impedance when simulating movement in free
space, and any finite impedance when
simulating contact with an object featuring
such impedance characteristics. The
friction, inertia, and backlash present in most
haptic devices prevent them from meeting this
ideal.
50. 3. Touching a virtual object extracts energy from it.
This extra energy can cause an unstable
response from haptic devices.
4. Finally, haptic device position sensors have
finite resolution. Consequently, attempting to
determine where and when contact occurs
always results in a quantization error. Although
users might not easily perceive this error, it can
create stability problems.
The first two issues usually depend more on the
device mechanics; the latter two depend on the
digital nature of VR applications.
51. FUTURE SCOPE
As this IT technology is growing very fast. So to think
about the future technology is very tough.
A survey of experts shows they expect major tech
advances as the phone becomes a primary device for
online access, voice-recognition improves, and the
structure of the Internet itself improves.
Technology stakeholders and critics were asked in an
online survey to assess scenarios about the future
social, political, and economic impact of the Internet and
they said the following:
Voice recognition and touch user-interfaces will be
more prevalent and accepted by 2020.
The survey found that there were mixed reactions to how
haptic technology, will be or won‟t be adopted in the future.
52. CONCLUSION
Haptic technology, which attempts to provide
compelling sensations to human operators in
virtual and teleoperated environments
It is a relatively new,but fast-growing and dynamic
area of research.
The field relies not only on fundamental
foundations from robotics and control theory, but
also on fields in the human sciences, particularly
neuroscience and psychology.
Todays, commercial success of haptics has been
in the areas of entertainment, medical
simulation, and design, although new devices and
applications are regularly appearing.