685 research outputs found

    Handheld Haptic Device with Coupled Bidirectional Input

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    Handheld kinesthetic haptic interfaces can provide greater mobility and richer tactile information as compared to traditional grounded devices. In this paper, we introduce a new handheld haptic interface which takes input using bidirectional coupled finger flexion. We present the device design motivation and design details and experimentally evaluate its performance in terms of transparency and rendering bandwidth using a handheld prototype device. In addition, we assess the device's functional performance through a user study comparing the proposed device to a commonly used grounded input device in a set of targeting and tracking tasks.Comment: 7 pages, 7 figures, World Haptics Conference 2023 Preprin

    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

    Simulating molecular docking with haptics

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    Intermolecular binding underlies various metabolic and regulatory processes of the cell, and the therapeutic and pharmacological properties of drugs. Molecular docking systems model and simulate these interactions in silico and allow the study of the binding process. In molecular docking, haptics enables the user to sense the interaction forces and intervene cognitively in the docking process. Haptics-assisted docking systems provide an immersive virtual docking environment where the user can interact with the molecules, feel the interaction forces using their sense of touch, identify visually the binding site, and guide the molecules to their binding pose. Despite a forty-year research e�ort however, the docking community has been slow to adopt this technology. Proprietary, unreleased software, expensive haptic hardware and limits on processing power are the main reasons for this. Another signi�cant factor is the size of the molecules simulated, limited to small molecules. The focus of the research described in this thesis is the development of an interactive haptics-assisted docking application that addresses the above issues, and enables the rigid docking of very large biomolecules and the study of the underlying interactions. Novel methods for computing the interaction forces of binding on the CPU and GPU, in real-time, have been developed. The force calculation methods proposed here overcome several computational limitations of previous approaches, such as precomputed force grids, and could potentially be used to model molecular exibility at haptic refresh rates. Methods for force scaling, multipoint collision response, and haptic navigation are also reported that address newfound issues, particular to the interactive docking of large systems, e.g. force stability at molecular collision. The i ii result is a haptics-assisted docking application, Haptimol RD, that runs on relatively inexpensive consumer level hardware, (i.e. there is no need for specialized/proprietary hardware)

    The use of modern tools for modelling and simulation of UAV with Haptic

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    Unmanned Aerial Vehicle (UAV) is a research field in robotics which is in high demand in recent years, although there still exist many unanswered questions. In contrast, to the human operated aerial vehicles, it is still far less used to the fact that people are dubious about flying in or flying an unmanned vehicle. It is all about giving the control right to the computer (which is the Artificial Intelligence) for making decisions based on the situation like human do but this has not been easy to make people understand that it’s safe and to continue the enhancement on it. These days there are many types of UAVs available in the market for consumer use, for applications like photography to play games, to map routes, to monitor buildings, for security purposes and much more. Plus, these UAVs are also being widely used by the military for surveillance and for security reasons. One of the most commonly used consumer product is a quadcopter or quadrotor. The research carried out used modern tools (i.e., SolidWorks, Java Net Beans and MATLAB/Simulink) to model controls system for Quadcopter UAV with haptic control system to control the quadcopter in a virtual simulation environment and in real time environment. A mathematical model for the controlling the quadcopter in simulations and real time environments were introduced. Where, the design methodology for the quadcopter was defined. This methodology was then enhanced to develop a virtual simulation and real time environments for simulations and experiments. Furthermore, the haptic control was then implemented with designed control system to control the quadcopter in virtual simulation and real time experiments. By using the mathematical model of quadcopter, PID & PD control techniques were used to model the control setup for the quadcopter altitude and motion controls as work progressed. Firstly, the dynamic model is developed using a simple set of equations which evolves further by using complex control & mathematical model with precise function of actuators and aerodynamic coefficients Figure5-7. The presented results are satisfying and shows that flight experiments and simulations of the quadcopter control using haptics is a novel area of research which helps perform operations more successfully and give more control to the operator when operating in difficult environments. By using haptic accidents can be minimised and the functional performance of the operator and the UAV will be significantly enhanced. This concept and area of research of haptic control can be further developed accordingly to the needs of specific applications

    The use of modern tools for modelling and simulation of UAV with Haptic

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    Unmanned Aerial Vehicle (UAV) is a research field in robotics which is in high demand in recent years, although there still exist many unanswered questions. In contrast, to the human operated aerial vehicles, it is still far less used to the fact that people are dubious about flying in or flying an unmanned vehicle. It is all about giving the control right to the computer (which is the Artificial Intelligence) for making decisions based on the situation like human do but this has not been easy to make people understand that it’s safe and to continue the enhancement on it. These days there are many types of UAVs available in the market for consumer use, for applications like photography to play games, to map routes, to monitor buildings, for security purposes and much more. Plus, these UAVs are also being widely used by the military for surveillance and for security reasons. One of the most commonly used consumer product is a quadcopter or quadrotor. The research carried out used modern tools (i.e., SolidWorks, Java Net Beans and MATLAB/Simulink) to model controls system for Quadcopter UAV with haptic control system to control the quadcopter in a virtual simulation environment and in real time environment. A mathematical model for the controlling the quadcopter in simulations and real time environments were introduced. Where, the design methodology for the quadcopter was defined. This methodology was then enhanced to develop a virtual simulation and real time environments for simulations and experiments. Furthermore, the haptic control was then implemented with designed control system to control the quadcopter in virtual simulation and real time experiments. By using the mathematical model of quadcopter, PID & PD control techniques were used to model the control setup for the quadcopter altitude and motion controls as work progressed. Firstly, the dynamic model is developed using a simple set of equations which evolves further by using complex control & mathematical model with precise function of actuators and aerodynamic coefficients Figure5-7. The presented results are satisfying and shows that flight experiments and simulations of the quadcopter control using haptics is a novel area of research which helps perform operations more successfully and give more control to the operator when operating in difficult environments. By using haptic accidents can be minimised and the functional performance of the operator and the UAV will be significantly enhanced. This concept and area of research of haptic control can be further developed accordingly to the needs of specific applications

    Real-time simulation of surgery by Proper Generalized Decomposition techniques

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    La simulación quirúrgica por ordenador en tiempo real se ha convertido en una alternativa muy atractiva a los simuladores quirúrgicos tradicionales. Entre otras ventajas, los simuladores por ordenador consiguen ahorros importantes de tiempo y de costes de mantenimiento, y permiten que los estudiantes practiquen sus habilidades quirúrgicas en un entorno seguro tantas veces como sea necesario. Sin embargo, a pesar de las capacidades de los ordenadores actuales, la cirugía computacional sigue siendo un campo de investigación exigente. Uno de sus mayores retos es la alta velocidad a la que se tienen que resolver complejos problemas de mecánica de medios continuos para que los interfaces hápticos puedan proporcionar un sentido del tacto realista (en general, se necesitan velocidades de respuesta de 500-1000 Hz).Esta tesis presenta algunos métodos numéricos novedosos para la simulación interactiva de dos procedimientos quirúrgicos habituales: el corte y el rasgado (o desgarro) de tejidos blandos. El marco común de los métodos presentados es el uso de la Descomposición Propia Generalizada (PGD en inglés) para la generación de vademécums computacionales, esto es, metasoluciones generales de problemas paramétricos de altas dimensiones que se pueden evaluar a velocidades de respuesta compatibles con entornos hápticos.En el caso del corte, los vademécums computacionales se utilizan de forma conjunta con técnicas basadas en XFEM, mientras que la carga de cálculo se distribuye entre una etapa off-line (previa a la ejecución interactiva) y otra on-line (en tiempo de ejecución). Durante la fase off-line, para el órgano en cuestión se precalculan tanto un vademécum computacional para cualquier posición de una carga, como los desplazamientos producidos por un conjunto de cortes. Así, durante la etapa on-line, los resultados precalculados se combinan de la forma más adecuada para obtener en tiempo real la respuesta a las acciones dirigidas por el usuario. En cuanto al rasgado, a partir de una ecuación paramétrica basada en mecánica del daño continuo, se obtiene un vademécum computacional. La complejidad del modelo se reduce mediante técnicas de Descomposición Ortogonal Propia (POD en inglés), y el vademécum se incorpora a una formulación incremental explícita que se puede interpretar como una especie de integrador temporal.A modo de ejemplo, el método para el corte se aplica a la simulación de un procedimiento quirúrgico refractivo de la córnea conocido como queratotomía radial, mientras que el método para el rasgado se centra en la simulación de la colecistectomía laparoscópica (la extirpación de la vesícula biliar mediante laparoscopia). En ambos casos, los métodos implementados ofrecen excelentes resultados en términos de velocidades de respuesta y producen simulaciones muy realistas desde los puntos de vista visual y háptico.The real-time computer-based simulation of surgery has proven to be an appealing alternative to traditional surgical simulators. Amongst other advantages, computer-based simulators provide considerable savings on time and maintenance costs, and allow trainees to practice their surgical skills in a safe environment as often as necessary. However, in spite of the current computer capabilities, computational surgery continues to be a challenging field of research. One of its major issues is the high speed at which complex problems in continuum mechanics have to be solved so that haptic interfaces can render a realistic sense of touch (generally, feedback rates of 500–1 000 Hz are required). This thesis introduces some novel numerical methods for the interactive simulation of two usual surgical procedures: cutting and tearing of soft tissues. The common framework of the presented methods is the use of the Proper Generalised Decomposition (PGD) for the generation of computational vademecums, i. e. general meta-solutions of parametric high-dimensional problems that can be evaluated at feedback rates compatible with haptic environments. In the case of cutting, computational vademecums are used jointly with XFEM-based techniques, and the computing workload is distributed into an off-line and an on-line stage. During the off-line stage, both a computational vademecum for any position of a load and the displacements produced by a set of cuts are pre-computed for the organ under consideration. Thus, during the on-line stage, the pre-computed results are properly combined together to obtain in real-time the response to the actions driven by the user. Concerning tearing, a computational vademecum is obtained from a parametric equation based on continuum damage mechanics. The complexity of the model is reduced by Proper Orthogonal Decomposition (POD) techniques, and the vademecum is incorporated into an explicit incremental formulation that can be viewed as a sort of time integrator. By way of example, the cutting method is applied to the simulation of a corneal refractive surgical procedure known as radial keratotomy, whereas the tearing method focuses on the simulation of laparoscopic cholecystectomy (i. e. the removal of the gallbladder). In both cases, the implemented methods offer excellent performances in terms of feedback rates, and produce.<br /

    A perspective review on integrating VR/AR with haptics into STEM education for multi-sensory learning

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    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.European Union through the Erasmus+ Program under Grant 2020-1-NO01-KA203-076540, project title Integrating virtual and AUGMENTED reality with WEARable technology into engineering EDUcation (AugmentedWearEdu), https://augmentedwearedu.uia.no/ [34] (accessed on 27 March 2022). This work was also supported by the Top Research Centre Mechatronics (TRCM), University of Agder (UiA), Norwa

    A Perspective Review on Integrating VR/AR with Haptics into STEM Education for Multi-Sensory Learning

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    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.publishedVersio
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