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HAPTIC TECHNOLOGY.pptx

ParthNanu
27 Jul 2022
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HAPTIC TECHNOLOGY.pptx

  1. HAPTIC TECHNOLOGY (TOUCH THE VIRTUAL) REPRESENTED BY SAKSHI SALUNKHE K.B.P.C.O.E
  2. WHAT IS HAPTICS ? o ‘Haptics’ is derived from the Greek word ‘haptikos’ which means – ‘being able to come into contact’. o Haptics is the science of applying touch (tactile) sensation and control to interact with computer appllictaions.
  3. o Generally computers typically only take advantage of one or two sensory channels (sight and sound) to transmit information to people. o Haptics promises to open this bottleneck by adding a new channel of communication using the sense of touch. o Haptics expands the notion of bidirectional communication between humans and computers to include sensory feedback. o Haptics=Touch=Connection
  4. VIRTUAL REALITY o Virtual reality is a form of human-computer interaction providing a virtual environment that one can explore through direct interaction with our senses.
  5. THE REAL WORLD o User should be able to touch the virtual object and feel a response from it. o In order to complete the imitation of the real world one should be able to interact with the environment and get a feedback. o This feedback is called Haptic Feedback.
  6. HAPTICS FEEDBACK o Haptics is implemented through different type of interactions with a haptic device communicating with the computer. These interactions can be categorized into the different types of touch sensations a user can receive: 1) Tactile Feedback 2) Force Feedback
  7. TACTILE FEEDBACK o Refers to the sensations felt by the skin. o It allows the user to feel things such as the texture of surfaces, temperature and vibration.
  8. FORCE FEEDBACK o It reproduces the directional forces that can result from solid boundaries. o E.g. the weight of virtual objects, inertia, etc.
  9. HAPTIC TECHNONLOGY o Haptic Technology is a tactile feedback technology which takes advantage of the sense of touch by applying forces, vibrations, or motions to the user. o A haptic device gives people sense of touch with computer-generated environments, so that when virtual objects are touched, they seemed real and tangible.
  10. HOW IT WOKRS
  11. o Basically a haptic system consist of two parts namely the human part and the machine part. o In the figure shown above, the human part (left) senses and controls the position if the hand, while the machine part (right) exerts forces from the hand to stimulate contact with a virtual object. o Also both the systems will be provided with necessary sensors, processors and actuators.
  12. o 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. o While in the case of the machine system, the above mentioned functions are performed by the encoders, computer and motors respectively.
  13. HAPTIC DEVICES o It allows users to touch, feel and manipulate 3-D objects in virtual environments.
  14. HOW ARE HAPTIC DEVICES DIFFERENT ? o Common interface devices like mouse and joystick are only input devices. No feedback. o Haptic devices are input-output devices.
  15. COMMONLY USED HAPTIC DEVICES
  16. 1. PHANTOM o Provides a 3D touch to the virtual objetcs o When the user move his finger, then he could really feel the shape and size of the virtual 3D object that has been already programmed
  17. 2. CYPBER GRASP o The CyberGrasp system fits over the user’s entire hand like an exoskeleton and adds resistive force feedback to each finger. o Adapted to different size of the fingers o Located on the back of the hand
  18. 3. MAGNETIC LEVITATION HAPTIC INTERFACES o A technology for feeling sensation over total body
  19. APPLICATIONS OF HAPTICS TECHNOLOGY o Computer and video games-Haptic feedback is commonly used in arcade games, especially racing video games. Disney Research, Pittsburg (DRP) has shown off a revolutionary technology called ‘Surrounded Haptics’ that can bring real life experience in video gaming and film watching.
  20. o Personal computers- Apple’s MacBook and MacBook Pro started incorporating a “Tactile Touchpad” design. o Mobile devices- Tactile haptic feedback is becoming common in cellular devices. Nokia and prada implemented it using piezoelectric sensor pads.
  21. o Robotics- Haptic technology is also widely used in teleoperation, or telerobotics. o Arts and design- Haptics is used in virtual arts, such as sound synthesis or graphic design and animation
  22. LIMITATIONS
  23. FUTURE VISION o 1. Holographic Interaction The feedback allows the user to interact with a hologram and actually receive tactile response using acoustic radiation pressure. o 2. Medical Application Use of a central workstation from which surgeons would perform operations in various locations; with machine setup and patient preparation performed by local nursing staff. o 3. Textile Industry User could study and feel texture and quality of material during the sale of cloth through material.
  24. CONCLUSION o The next important step towards realistically stimulated environments that have been envisioned by science fiction authors. o Continued implementation of tactile devices to aid people with disabilities will advance further o Future generations of mobile devices and game console accessories will implement more haptic feedback o Still embryonic when compared to full fledged VR simulations
  25. THANK YOU
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