1,890 research outputs found

    Research on real-time physics-based deformation for haptic-enabled medical simulation

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    This study developed a multiple effective visuo-haptic surgical engine to handle a variety of surgical manipulations in real-time. Soft tissue models are based on biomechanical experiment and continuum mechanics for greater accuracy. Such models will increase the realism of future training systems and the VR/AR/MR implementations for the operating room

    Virtual reality for assembly methods prototyping: a review

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    Assembly planning and evaluation is an important component of the product design process in which details about how parts of a new product will be put together are formalized. A well designed assembly process should take into account various factors such as optimum assembly time and sequence, tooling and fixture requirements, ergonomics, operator safety, and accessibility, among others. Existing computer-based tools to support virtual assembly either concentrate solely on representation of the geometry of parts and fixtures and evaluation of clearances and tolerances or use simulated human mannequins to approximate human interaction in the assembly process. Virtual reality technology has the potential to support integration of natural human motions into the computer aided assembly planning environment (Ritchie et al. in Proc I MECH E Part B J Eng 213(5):461–474, 1999). This would allow evaluations of an assembler’s ability to manipulate and assemble parts and result in reduced time and cost for product design. This paper provides a review of the research in virtual assembly and categorizes the different approaches. Finally, critical requirements and directions for future research are presented

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    New Geometric Data Structures for Collision Detection

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    We present new geometric data structures for collision detection and more, including: Inner Sphere Trees - the first data structure to compute the peneration volume efficiently. Protosphere - an new algorithm to compute space filling sphere packings for arbitrary objects. Kinetic AABBs - a bounding volume hierarchy that is optimal in the number of updates when the objects deform. Kinetic Separation-List - an algorithm that is able to perform continuous collision detection for complex deformable objects in real-time. Moreover, we present applications of these new approaches to hand animation, real-time collision avoidance in dynamic environments for robots and haptic rendering, including a user study that exploits the influence of the degrees of freedom in complex haptic interactions. Last but not least, we present a new benchmarking suite for both, peformance and quality benchmarks, and a theoretic analysis of the running-time of bounding volume-based collision detection algorithms

    COMPARATIVE STUDY OF HAPTIC AND VISUAL FEEDBACK FOR KINESTHETIC TRAINING TASKS

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    Haptics is the sense of simulating and applying the sense of human touch. Application of touch sensations is done with haptic interface devices. The past few years has seen the development of several haptic interface devices with a wide variety of technologies used in their design. This thesis introduces haptic technologies and includes a survey of haptic interface devices and technologies. An improvement in simulating and applying touch sensation when using the Quanser Haptic Wand with proSense is suggested in this work using a novel five degree-of-freedom algorithm. This approach uses two additional torques to enhance the three degree-of-freedom of force feedback currently available with these products. Modern surgical trainers for performing laparoscopic surgery are incorporating haptic feedback in addition to visual feedback for training. This work presents a quantitative comparison of haptic versus visual training. One of the key results of the study is that haptic feedback is better than visual feedback for kinesthetic navigation tasks
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