505 research outputs found

    Cross-Platform Presentation of Interactive Volumetric Imagery

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    Volume data is useful across many disciplines, not just medicine. Thus, it is very important that researchers have a simple and lightweight method of sharing and reproducing such volumetric data. In this paper, we explore some of the challenges associated with volume rendering, both from a classical sense and from the context of Web3D technologies. We describe and evaluate the pro- posed X3D Volume Rendering Component and its associated styles for their suitability in the visualization of several types of image data. Additionally, we examine the ability for a minimal X3D node set to capture provenance and semantic information from outside ontologies in metadata and integrate it with the scene graph

    Design and Analysis of Haptic Interface and Teleoperator Feedback Systems.

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    This dissertation analyzes feedback design within haptic interface and teleoperator systems to reveal fundamental tradeoffs between design objectives, uncover intrinsic limitations imposed by hardware, and improve existing design practice. The challenge of haptic rendering and teleoperation is to synthesize a realistic mechanical sensation through feedback control while achieving other satisfactory feedback properties including robustness to hardware, noise attenuation, and stability. Special performance requirements and human-in-the-loop stability issues inherent to haptic rendering and teleoperation mean that certain conventional tools for servo-control design are not applicable. This dissertation addresses the gap in applicable theory by applying linear systems analysis to reveal previously unrecognized algebraic and analytic design relationships within haptic rendering and teleoperation. The introduction of distortion as a new performance metric for haptic rendering and teleoperation is a key contribution of this work and leads to a suite of new design relationships and tools. Important feedback design goals including performance, stability robustness, insensitivity to hardware parameter variations, and noise attenuation present a multi-objective synthesis problem with intrinsic tradeoffs. Furthermore, properties of the hardware including actuator bandwidth limitations, sensor and actuator noise, hardware nonlinearities and lightly damped structural modes constrain the feedback design and achievable goals. The analyses of haptic rendering and teleoperation presented in this dissertation yield relationships that distinguish feasible from infeasible specifications and predict performance as well as other feedback properties that may be expected from a well-tuned controller. Hardware dynamics play a key role in feedback design tradeoffs and limitations. If desired feedback properties are not feasible with given hardware, interpretation of tradeoff relationships and limitations provides direction for hardware re-design.Ph.D.Mechanical EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/60859/1/paulgrif_1.pd

    Speed/Accuracy Tradeoff in Force Perception

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    Towards Tactile Internet in Beyond 5G Era: Recent Advances, Current Issues and Future Directions

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    Tactile Internet (TI) is envisioned to create a paradigm shift from the content-oriented communications to steer/control-based communications by enabling real-time transmission of haptic information (i.e., touch, actuation, motion, vibration, surface texture) over Internet in addition to the conventional audiovisual and data traffics. This emerging TI technology, also considered as the next evolution phase of Internet of Things (IoT), is expected to create numerous opportunities for technology markets in a wide variety of applications ranging from teleoperation systems and Augmented/Virtual Reality (AR/VR) to automotive safety and eHealthcare towards addressing the complex problems of human society. However, the realization of TI over wireless media in the upcoming Fifth Generation (5G) and beyond networks creates various non-conventional communication challenges and stringent requirements in terms of ultra-low latency, ultra-high reliability, high data-rate connectivity, resource allocation, multiple access and quality-latency-rate tradeoff. To this end, this paper aims to provide a holistic view on wireless TI along with a thorough review of the existing state-of-the-art, to identify and analyze the involved technical issues, to highlight potential solutions and to propose future research directions. First, starting with the vision of TI and recent advances and a review of related survey/overview articles, we present a generalized framework for wireless TI in the Beyond 5G Era including a TI architecture, the main technical requirements, the key application areas and potential enabling technologies. Subsequently, we provide a comprehensive review of the existing TI works by broadly categorizing them into three main paradigms; namely, haptic communications, wireless AR/VR, and autonomous, intelligent and cooperative mobility systems. Next, potential enabling technologies across physical/Medium Access Control (MAC) and network layers are identified and discussed in detail. Also, security and privacy issues of TI applications are discussed along with some promising enablers. Finally, we present some open research challenges and recommend promising future research directions

    On the passivity of interaction control with series elastic actuation

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    Regulating the mechanical interaction between robot and environment is a fundamentally important problem in robotics. Many applications such as manipulation and assembly tasks necessitate interaction control. Applications in which the robots are expected to collaborate and share the workspace with humans also require interaction control. Therefore, interaction controllers are quintessential to physical human-robot interaction (pHRI) applications. Passivity paradigm provides powerful design tools to ensure the safety of interaction. It relies on the idea that passive systems do not generate energy that can potentially destabilize the system. Thus, coupled stability is guaranteed if the controller and the environment are passive. Fortunately, passive environments constitute an extensive and useful set, including all combinations of linear or nonlinear masses, springs, and dampers. Moreover, a human operator may also be treated as a passive network element. Passivity paradigm is appealing for pHRI applications as it ensures stability robustness and provides ease-of-control design. However, passivity is a conservative framework which imposes stringent limits on control gains that deteriorate the performance. Therefore, it is of paramount importance to obtain the most relaxed passivity bounds for the control design problem. Series Elastic Actuation (SEA) has become prevalent in pHRI applications as it provides considerable advantages over traditional sti actuators in terms of stability robustness and delity of force control, thanks to deliberately introduced compliance between the actuator and the load. Several impedance control architectures have been proposed for SEA. Among the alternatives, the cascaded controller with an inner-most velocity loop, an intermediate torque loop and an outer-most impedance loop is particularly favoured for its simplicity, robustness, and performance. In this thesis, we derive the necessary and su cient conditions to ensure the passivity of the cascade-controller architecture for rendering two classical linear impedance models of null impedance and pure spring. Based on the newly established passivity conditions, we provide non-conservative design guidelines to haptically display free-space and virtual spring while ensuring coupled stability, thus the safety of interaction. We demonstrate the validity of these conditions through simulation studies as well as physical experiments. We demonstrate the importance of including physical damping in the actuator model during derivation of passivity conditions, when integral controllers are utilized. We note the unintuitive adversary e ect of actuator damping on system passivity. More precisely, we establish that the damping term imposes an extra bound on controller gains to preserve passivity. We further study an extension to the cascaded SEA control architecture and discover that series elastic damping actuation (SEDA) can passively render impedances that are out of the range of SEA. In particular, we demonstrate that SEDA can passively render Voigt model and impedances higher than the physical spring-damper pair in SEDA. The mathematical analyses of SEDA are veri ed through simulations

    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

    Advancing proxy-based haptic feedback in virtual reality

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    This thesis advances haptic feedback for Virtual Reality (VR). Our work is guided by Sutherland's 1965 vision of the ultimate display, which calls for VR systems to control the existence of matter. To push towards this vision, we build upon proxy-based haptic feedback, a technique characterized by the use of passive tangible props. The goal of this thesis is to tackle the central drawback of this approach, namely, its inflexibility, which yet hinders it to fulfill the vision of the ultimate display. Guided by four research questions, we first showcase the applicability of proxy-based VR haptics by employing the technique for data exploration. We then extend the VR system's control over users' haptic impressions in three steps. First, we contribute the class of Dynamic Passive Haptic Feedback (DPHF) alongside two novel concepts for conveying kinesthetic properties, like virtual weight and shape, through weight-shifting and drag-changing proxies. Conceptually orthogonal to this, we study how visual-haptic illusions can be leveraged to unnoticeably redirect the user's hand when reaching towards props. Here, we contribute a novel perception-inspired algorithm for Body Warping-based Hand Redirection (HR), an open-source framework for HR, and psychophysical insights. The thesis concludes by proving that the combination of DPHF and HR can outperform the individual techniques in terms of the achievable flexibility of the proxy-based haptic feedback.Diese Arbeit widmet sich haptischem Feedback für Virtual Reality (VR) und ist inspiriert von Sutherlands Vision des ultimativen Displays, welche VR-Systemen die Fähigkeit zuschreibt, Materie kontrollieren zu können. Um dieser Vision näher zu kommen, baut die Arbeit auf dem Konzept proxy-basierter Haptik auf, bei der haptische Eindrücke durch anfassbare Requisiten vermittelt werden. Ziel ist es, diesem Ansatz die für die Realisierung eines ultimativen Displays nötige Flexibilität zu verleihen. Dazu bearbeiten wir vier Forschungsfragen und zeigen zunächst die Anwendbarkeit proxy-basierter Haptik durch den Einsatz der Technik zur Datenexploration. Anschließend untersuchen wir in drei Schritten, wie VR-Systeme mehr Kontrolle über haptische Eindrücke von Nutzern erhalten können. Hierzu stellen wir Dynamic Passive Haptic Feedback (DPHF) vor, sowie zwei Verfahren, die kinästhetische Eindrücke wie virtuelles Gewicht und Form durch Gewichtsverlagerung und Veränderung des Luftwiderstandes von Requisiten vermitteln. Zusätzlich untersuchen wir, wie visuell-haptische Illusionen die Hand des Nutzers beim Greifen nach Requisiten unbemerkt umlenken können. Dabei stellen wir einen neuen Algorithmus zur Body Warping-based Hand Redirection (HR), ein Open-Source-Framework, sowie psychophysische Erkenntnisse vor. Abschließend zeigen wir, dass die Kombination von DPHF und HR proxy-basierte Haptik noch flexibler machen kann, als es die einzelnen Techniken alleine können
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