scholarly journals Haptic feedback in mixed-reality environment

2007 ◽  
Vol 23 (9-11) ◽  
pp. 843-849 ◽  
Author(s):  
Renaud Ott ◽  
Daniel Thalmann ◽  
Frédéric Vexo
2020 ◽  
Vol 4 (4) ◽  
pp. 78
Author(s):  
Andoni Rivera Pinto ◽  
Johan Kildal ◽  
Elena Lazkano

In the context of industrial production, a worker that wants to program a robot using the hand-guidance technique needs that the robot is available to be programmed and not in operation. This means that production with that robot is stopped during that time. A way around this constraint is to perform the same manual guidance steps on a holographic representation of the digital twin of the robot, using augmented reality technologies. However, this presents the limitation of a lack of tangibility of the visual holograms that the user tries to grab. We present an interface in which some of the tangibility is provided through ultrasound-based mid-air haptics actuation. We report a user study that evaluates the impact that the presence of such haptic feedback may have on a pick-and-place task of the wrist of a holographic robot arm which we found to be beneficial.


Author(s):  
Elaine Thai ◽  
Anil R. Kumar

Mechanisms for training pool skills have evolved from manually setting up balls in different positions on the table and hitting them one-by-one to now using technology to precisely set up these plays and practice the game virtually. The aim of this study was to investigate how adding haptic feedback into a pool video game affects transfer of training into real-life pool skills. A 2 x 4 mixed factorial design was used to see how haptic feedback (its absence or presence) and four types of shots affect pool performance. Half of the participants experienced the pool video game without haptic feedback while the other half experienced it with haptic feedback. Performance before and after the video game practice was recorded as successful or unsuccessful, with a series of the same 40 pre- and post-video-game shots. Results from 38 participants are presented, and their implications are discussed.


2005 ◽  
Vol 14 (6) ◽  
pp. 677-696 ◽  
Author(s):  
Christoph W. Borst ◽  
Richard A. Volz

We present a haptic feedback technique that combines feedback from a portable force-feedback glove with feedback from direct contact with rigid passive objects. This approach is a haptic analogue of visual mixed reality, since it can be used to haptically combine real and virtual elements in a single display. We discuss device limitations that motivated this combined approach and summarize technological challenges encountered. We present three experiments to evaluate the approach for interactions with buttons and sliders on a virtual control panel. In our first experiment, this approach resulted in better task performance and better subjective ratings than the use of only a force-feedback glove. In our second experiment, visual feedback was degraded and the combined approach resulted in better performance than the glove-only approach and in better ratings of slider interactions than both glove-only and passive-only approaches. A third experiment allowed subjective comparison of approaches and provided additional evidence that the combined approach provides the best experience.


2021 ◽  
Vol 11 (23) ◽  
pp. 11280
Author(s):  
Yun-Peng Su ◽  
Xiao-Qi Chen ◽  
Tony Zhou ◽  
Christopher Pretty ◽  
J. Geoffrey Chase

This paper presents an integrated scheme based on a mixed reality (MR) and haptic feedback approach for intuitive and immersive teleoperation of robotic welding systems. By incorporating MR technology, the user is fully immersed in a virtual operating space augmented by real-time visual feedback from the robot working space. The proposed robotic tele-welding system features imitative motion mapping from the user’s hand movements to the welding robot motions, and it enables the spatial velocity-based control of the robot tool center point (TCP). The proposed mixed reality virtual fixture (MRVF) integration approach implements hybrid haptic constraints to guide the operator’s hand movements following the conical guidance to effectively align the welding torch for welding and constrain the welding operation within a collision-free area. Onsite welding and tele-welding experiments identify the operational differences between professional and unskilled welders and demonstrate the effectiveness of the proposed MRVF tele-welding framework for novice welders. The MRVF-integrated visual/haptic tele-welding scheme reduced the torch alignment times by 56% and 60% compared to the MRnoVF and baseline cases, with minimized cognitive workload and optimal usability. The MRVF scheme effectively stabilized welders’ hand movements and eliminated undesirable collisions while generating smooth welds.


2021 ◽  
Vol 5 (ISS) ◽  
pp. 1-23
Author(s):  
Jim Smiley ◽  
Benjamin Lee ◽  
Siddhant Tandon ◽  
Maxime Cordeil ◽  
Lonni Besançon ◽  
...  

Tangible controls-especially sliders and rotary knobs-have been explored in a wide range of interactive applications for desktop and immersive environments. Studies have shown that they support greater precision and provide proprioceptive benefits, such as support for eyes-free interaction. However, such controls tend to be expressly designed for specific applications. We draw inspiration from a bespoke controller for immersive data visualisation, but decompose this design into a simple, wireless, composable unit featuring two actuated sliders and a rotary encoder. Through these controller units, we explore the interaction opportunities around actuated sliders; supporting precise selection, infinite scrolling, adaptive data representations, and rich haptic feedback; all within a mode-less interaction space. We demonstrate the controllers' use for simple, ad hoc desktop interaction,before moving on to more complex, multi-dimensional interactions in VR and AR. We show that the flexibility and composability of these actuated controllers provides an emergent design space which covers the range of interactive dynamics for visual analysis. In a user study involving pairs performing collaborative visual analysis tasks in mixed-reality, our participants were able to easily compose rich visualisations, make insights and discuss their findings.


2021 ◽  
Author(s):  
Renan Guarese ◽  
Franklin Bastidas ◽  
João Becker ◽  
Mariane Giambastiani ◽  
Yhonatan Iquiapaza ◽  
...  

In the context of promoting a sense of empathy for the difference in people without disabilities, we propose a gaming experience that allows users to embody having a visual impairment. By occluding the user’s vision and providing spatialized audio and passive haptic feedback, allied with a speech recognition digital assistant, our goal is to offer a multi-sensory experience to enhance the user’s sense of embodiment inside a mixed reality blindness simulation. Inside the game environment, while expecting a guest to arrive, the player is required to cook a meal completely in the dark. Being aided solely by their remaining senses and a digital assistant, players must go through several tasks as to prepare dinner in time, risking to lose a love interest.


2014 ◽  
Vol 10 (4) ◽  
pp. 565-576 ◽  
Author(s):  
Kristopher G. Hooten ◽  
J. Richard Lister ◽  
Gwen Lombard ◽  
David E. Lizdas ◽  
Samsun Lampotang ◽  
...  

Abstract BACKGROUND: Medicine and surgery are turning toward simulation to improve on limited patient interaction during residency training. Many simulators today use virtual reality with augmented haptic feedback with little to no physical elements. In a collaborative effort, the University of Florida Department of Neurosurgery and the Center for Safety, Simulation & Advanced Learning Technologies created a novel “mixed” physical and virtual simulator to mimic the ventriculostomy procedure. The simulator contains all the physical components encountered for the procedure with superimposed 3-D virtual elements for the neuroanatomical structures. OBJECTIVE: To introduce the ventriculostomy simulator and its validation as a necessary training tool in neurosurgical residency. METHODS: We tested the simulator in more than 260 residents. An algorithm combining time and accuracy was used to grade performance. Voluntary postperformance surveys were used to evaluate the experience. RESULTS: Results demonstrate that more experienced residents have statistically significant better scores and completed the procedure in less time than inexperienced residents. Survey results revealed that most residents agreed that practice on the simulator would help with future ventriculostomies. CONCLUSION: This mixed reality simulator provides a real-life experience, and will be an instrumental tool in training the next generation of neurosurgeons. We have now implemented a standard where incoming residents must prove efficiency and skill on the simulator before their first interaction with a patient.


2018 ◽  
Vol 8 (1) ◽  
pp. 156-161
Author(s):  
Thomas Höglund ◽  
Jarmo Alander ◽  
Timo Mantere

Abstract This is a survey of research published on the subjects of telerobotics, haptic feedback, and mixed reality applied to surface finishing. The survey especially focuses on how visuo-haptic feedback can be used to improve a grinding process using a remote manipulator or robot. The benefits of teleoperation and reasons for using haptic feedback are presented. The use of genetic algorithms for optimizing haptic sensing is briefly discussed. Ways of augmenting the operator’s vision are described. Visual feedback can be used to find defects and analyze the quality of the surface resulting from the surface finishing process. Visual cues can also be used to aid a human operator in manipulating a robot precisely and avoiding collisions.


2021 ◽  
Author(s):  
Umut Dinç ◽  
Michelle Gräsle ◽  
Thomas Neteler ◽  
Arnulph Fuhrmann

2019 ◽  
Vol 1 (1) ◽  
Author(s):  
Keegan Bergman

The 2018 NASA Academy at Langley Research Center created proof-of-concept mixed reality (MR) and traditional simulators to enable quick vehicle concept prototyping and data collection for human factors studies. Urban Air Mobility (UAM) vehicle concepts were implemented as the focus for these simulators due to recent and dramatic rise in subject interest. The team used X-Plane 11 to model flight dynamics, and Unity for the virtual reality (VR) aspect of the MR simulator and to model the control panel in the traditional simulator. A physical version of the virtual control panel was also fabricated to provide haptic feedback to maintain the immersion for the MR simulator.


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