Haptics is the technology of adding the sense of touch to virtual objects. It involves tactile and kinesthetic feedback to make virtual objects seem real. Haptics links the brain's sensing of body position and movement through sensory nerves. Popular haptic devices include the Phantom interface and CyberGrasp system. The Phantom allows the user to feel the shape and size of 3D virtual objects. CyberGrasp fits over the hand like an exoskeleton and provides force feedback to each finger. Haptics has applications in medical training simulation, military terrain simulation, and future consumer devices.
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Haptic Technology
1.
2. Haptics , is the technology of adding the sensation of
touch and feeling to computers.
When virtual objects are touched, they seem real and
tangible.
Haptic senses links to the brain's sensing position and
movement of the body by means of sensory nerves
within the muscles and joints.
3. HAPTICS…???
Derived from greek word
‘haptikos’ meaning “ABLE TO
COME INTO CONTACT WITH”
Haptics = Touch = Connection
Touch is at the core of personal experience.
Of the five senses, touch is the most proficient,
the only one capable of simultaneous input and
output
4. Scientists used term haptics to label the subfield of their
studies that addressed human touch-based perception and
manipulation
By 70’s and 80’s research efforts in a completely different
field, robotics also began to focus on manipulation and
perception by touch building a dexterous robotic hand
In the early 1990s a new usage of the word haptics began to
emerge
6. Combination Of :
Tactile Information
Refers to the information acquired by the sensors
connected to the body
Kinesthetic Information
Refers to the information acquired by the sensors in
the joints
7. CREATION OF VIRTUAL
ENVIRONMENT
Virtual Reality
allows user to interact with a computer-simulated
environment
Users interact with a VR either through input devices or
through multimodal devices
Simulated environment can be either similar or different
from reality
Very difficult to create a high fidelity VR experience due
to technical limitations
Used to describe a wide variety of applications
8. 1) VIRTUAL REALITY/ TELEROBOTICS
BASED DEVICES
EXOSKELETONS AND STATIONARY DEVICES
GLOVES AND WEARABLE DEVICES
POINT SOURCES AND SPECIFIC TASK DEVICES
LOCOMOTION INTERFACES
2) FEEDBACK DEVICES
FORCE FEEDBACK DEVICES
10. 1. PHANTOM
• providing a 3D touch to the
virtual objects
• 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
• virtual 3 dimensional space in
which the phantom operates is
called haptic scene
COMMONLY USED HAPTIC
DEVICES
11.
12. 2. CYBER GRASP
• The CyberGrasp system fits
over the user's entire hand like
an exoskeleton and adds
resistive force feedback to
each finger
• Adapted to different size of the
fingers
• Located on the back of the
hand
• Measure finger angular flexion
(The measure of the joint
angles are independent and
can have a good resolution
given the important paths
13.
14. • sense of touch is crucial for medical training
• various haptic interfaces for medical simulation may prove
especially useful for training
MILITARY APPLICATIONS
For certain applications, for example where terrain or texture
information needs to be conveyed, haptics may be the most
efficient communication channel.
15. Currently limited to consumers
Future generations of mobile devices and game console
accessories will implement more haptic feedback
Perhaps also in desktop computers and laptops