1,582 research outputs found

    VISIO-HAPTIC DEFORMABLE MODEL FOR HAPTIC DOMINANT PALPATION SIMULATOR

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    Vision and haptic are two most important modalities in a medical simulation. While visual cues assist one to see his actions when performing a medical procedure, haptic cues enable feeling the object being manipulated during the interaction. Despite their importance in a computer simulation, the combination of both modalities has not been adequately assessed, especially that in a haptic dominant environment. Thus, resulting in poor emphasis in resource allocation management in terms of effort spent in rendering the two modalities for simulators with realistic real-time interactions. Addressing this problem requires an investigation on whether a single modality (haptic) or a combination of both visual and haptic could be better for learning skills in a haptic dominant environment such as in a palpation simulator. However, before such an investigation could take place one main technical implementation issue in visio-haptic rendering needs to be addresse

    Physically Interacting With Four Dimensions

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    Thesis (Ph.D.) - Indiana University, Computer Sciences, 2009People have long been fascinated with understanding the fourth dimension. While making pictures of 4D objects by projecting them to 3D can help reveal basic geometric features, 3D graphics images by themselves are of limited value. For example, just as 2D shadows of 3D curves may have lines crossing one another in the shadow, 3D graphics projections of smooth 4D topological surfaces can be interrupted where one surface intersects another. The research presented here creates physically realistic models for simple interactions with objects and materials in a virtual 4D world. We provide methods for the construction, multimodal exploration, and interactive manipulation of a wide variety of 4D objects. One basic achievement of this research is to exploit the free motion of a computer-based haptic probe to support a continuous motion that follows the \emph{local continuity\/} of a 4D surface, allowing collision-free exploration in the 3D projection. In 3D, this interactive probe follows the full local continuity of the surface as though we were in fact \emph{physically touching\/} the actual static 4D object. Our next contribution is to support dynamic 4D objects that can move, deform, and collide with other objects as well as with themselves. By combining graphics, haptics, and collision-sensing physical modeling, we can thus enhance our 4D visualization experience. Since we cannot actually place interaction devices in 4D, we develop fluid methods for interacting with a 4D object in its 3D shadow image using adapted reduced-dimension 3D tools for manipulating objects embedded in 4D. By physically modeling the correct properties of 4D surfaces, their bending forces, and their collisions in the 3D interactive or haptic controller interface, we can support full-featured physical exploration of 4D mathematical objects in a manner that is otherwise far beyond the real-world experience accessible to human beings

    3D Multimodal Interaction with Physically-based Virtual Environments

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    The virtual has become a huge field of exploration for researchers: it could assist the surgeon, help the prototyping of industrial objects, simulate natural phenomena, be a fantastic time machine or entertain users through games or movies. Far beyond the only visual rendering of the virtual environment, the Virtual Reality aims at -literally- immersing the user in the virtual world. VR technologies simulate digital environments with which users can interact and, as a result, perceive through different modalities the effects of their actions in real time. The challenges are huge: the user's motions need to be perceived and to have an immediate impact on the virtual world by modifying the objects in real-time. In addition, the targeted immersion of the user is not only visual: auditory or haptic feedback needs to be taken into account, merging all the sensory modalities of the user into a multimodal answer. The global objective of my research activities is to improve 3D interaction with complex virtual environments by proposing novel approaches for physically-based and multimodal interaction. I have laid the foundations of my work on designing the interactions with complex virtual worlds, referring to a higher demand in the characteristics of the virtual environments. My research could be described within three main research axes inherent to the 3D interaction loop: (1) the physically-based modeling of the virtual world to take into account the complexity of the virtual object behavior, their topology modifications as well as their interactions, (2) the multimodal feedback for combining the sensory modalities into a global answer from the virtual world to the user and (3) the design of body-based 3D interaction techniques and devices for establishing the interfaces between the user and the virtual world. All these contributions could be gathered in a general framework within the 3D interaction loop. By improving all the components of this framework, I aim at proposing approaches that could be used in future virtual reality applications but also more generally in other areas such as medical simulation, gesture training, robotics, virtual prototyping for the industry or web contents.Le virtuel est devenu un vaste champ d'exploration pour la recherche et offre de nos jours de nombreuses possibilitĂ©s : assister le chirurgien, rĂ©aliser des prototypes de piĂšces industrielles, simuler des phĂ©nomĂšnes naturels, remonter dans le temps ou proposer des applications ludiques aux utilisateurs au travers de jeux ou de films. Bien plus que le rendu purement visuel d'environnement virtuel, la rĂ©alitĂ© virtuelle aspire Ă  -littĂ©ralement- immerger l'utilisateur dans le monde virtuel. L'utilisateur peut ainsi interagir avec le contenu numĂ©rique et percevoir les effets de ses actions au travers de diffĂ©rents retours sensoriels. Permettre une vĂ©ritable immersion de l'utilisateur dans des environnements virtuels de plus en plus complexes confronte la recherche en rĂ©alitĂ© virtuelle Ă  des dĂ©fis importants: les gestes de l'utilisateur doivent ĂȘtre capturĂ©s puis directement transmis au monde virtuel afin de le modifier en temps-rĂ©el. Les retours sensoriels ne sont pas uniquement visuels mais doivent ĂȘtre combinĂ©s avec les retours auditifs ou haptiques dans une rĂ©ponse globale multimodale. L'objectif principal de mes activitĂ©s de recherche consiste Ă  amĂ©liorer l'interaction 3D avec des environnements virtuels complexes en proposant de nouvelles approches utilisant la simulation physique et exploitant au mieux les diffĂ©rentes modalitĂ©s sensorielles. Dans mes travaux, je m'intĂ©resse tout particuliĂšrement Ă  concevoir des interactions avec des mondes virtuels complexes. Mon approche peut ĂȘtre dĂ©crite au travers de trois axes principaux de recherche: (1) la modĂ©lisation dans les mondes virtuels d'environnements physiques plausibles oĂč les objets rĂ©agissent de maniĂšre naturelle, mĂȘme lorsque leur topologie est modifiĂ©e ou lorsqu'ils sont en interaction avec d'autres objets, (2) la mise en place de retours sensoriels multimodaux vers l'utilisateur intĂ©grant des composantes visuelles, haptiques et/ou sonores, (3) la prise en compte de l'interaction physique de l'utilisateur avec le monde virtuel dans toute sa richesse : mouvements de la tĂȘte, des deux mains, des doigts, des jambes, voire de tout le corps, en concevant de nouveaux dispositifs ou de nouvelles techniques d'interactions 3D. Les diffĂ©rentes contributions que j'ai proposĂ©es dans chacun de ces trois axes peuvent ĂȘtre regroupĂ©es au sein d'un cadre plus gĂ©nĂ©ral englobant toute la boucle d'interaction 3D avec les environnements virtuels. Elles ouvrent des perspectives pour de futures applications en rĂ©alitĂ© virtuelle mais Ă©galement plus gĂ©nĂ©ralement dans d'autres domaines tels que la simulation mĂ©dicale, l'apprentissage de gestes, la robotique, le prototypage virtuel pour l'industrie ou bien les contenus web

    3D Multimodal Interaction with Physically-based Virtual Environments

    Get PDF
    The virtual has become a huge field of exploration for researchers: it could assist the surgeon, help the prototyping of industrial objects, simulate natural phenomena, be a fantastic time machine or entertain users through games or movies. Far beyond the only visual rendering of the virtual environment, the Virtual Reality aims at -literally- immersing the user in the virtual world. VR technologies simulate digital environments with which users can interact and, as a result, perceive through different modalities the effects of their actions in real time. The challenges are huge: the user's motions need to be perceived and to have an immediate impact on the virtual world by modifying the objects in real-time. In addition, the targeted immersion of the user is not only visual: auditory or haptic feedback needs to be taken into account, merging all the sensory modalities of the user into a multimodal answer. The global objective of my research activities is to improve 3D interaction with complex virtual environments by proposing novel approaches for physically-based and multimodal interaction. I have laid the foundations of my work on designing the interactions with complex virtual worlds, referring to a higher demand in the characteristics of the virtual environments. My research could be described within three main research axes inherent to the 3D interaction loop: (1) the physically-based modeling of the virtual world to take into account the complexity of the virtual object behavior, their topology modifications as well as their interactions, (2) the multimodal feedback for combining the sensory modalities into a global answer from the virtual world to the user and (3) the design of body-based 3D interaction techniques and devices for establishing the interfaces between the user and the virtual world. All these contributions could be gathered in a general framework within the 3D interaction loop. By improving all the components of this framework, I aim at proposing approaches that could be used in future virtual reality applications but also more generally in other areas such as medical simulation, gesture training, robotics, virtual prototyping for the industry or web contents.Le virtuel est devenu un vaste champ d'exploration pour la recherche et offre de nos jours de nombreuses possibilitĂ©s : assister le chirurgien, rĂ©aliser des prototypes de piĂšces industrielles, simuler des phĂ©nomĂšnes naturels, remonter dans le temps ou proposer des applications ludiques aux utilisateurs au travers de jeux ou de films. Bien plus que le rendu purement visuel d'environnement virtuel, la rĂ©alitĂ© virtuelle aspire Ă  -littĂ©ralement- immerger l'utilisateur dans le monde virtuel. L'utilisateur peut ainsi interagir avec le contenu numĂ©rique et percevoir les effets de ses actions au travers de diffĂ©rents retours sensoriels. Permettre une vĂ©ritable immersion de l'utilisateur dans des environnements virtuels de plus en plus complexes confronte la recherche en rĂ©alitĂ© virtuelle Ă  des dĂ©fis importants: les gestes de l'utilisateur doivent ĂȘtre capturĂ©s puis directement transmis au monde virtuel afin de le modifier en temps-rĂ©el. Les retours sensoriels ne sont pas uniquement visuels mais doivent ĂȘtre combinĂ©s avec les retours auditifs ou haptiques dans une rĂ©ponse globale multimodale. L'objectif principal de mes activitĂ©s de recherche consiste Ă  amĂ©liorer l'interaction 3D avec des environnements virtuels complexes en proposant de nouvelles approches utilisant la simulation physique et exploitant au mieux les diffĂ©rentes modalitĂ©s sensorielles. Dans mes travaux, je m'intĂ©resse tout particuliĂšrement Ă  concevoir des interactions avec des mondes virtuels complexes. Mon approche peut ĂȘtre dĂ©crite au travers de trois axes principaux de recherche: (1) la modĂ©lisation dans les mondes virtuels d'environnements physiques plausibles oĂč les objets rĂ©agissent de maniĂšre naturelle, mĂȘme lorsque leur topologie est modifiĂ©e ou lorsqu'ils sont en interaction avec d'autres objets, (2) la mise en place de retours sensoriels multimodaux vers l'utilisateur intĂ©grant des composantes visuelles, haptiques et/ou sonores, (3) la prise en compte de l'interaction physique de l'utilisateur avec le monde virtuel dans toute sa richesse : mouvements de la tĂȘte, des deux mains, des doigts, des jambes, voire de tout le corps, en concevant de nouveaux dispositifs ou de nouvelles techniques d'interactions 3D. Les diffĂ©rentes contributions que j'ai proposĂ©es dans chacun de ces trois axes peuvent ĂȘtre regroupĂ©es au sein d'un cadre plus gĂ©nĂ©ral englobant toute la boucle d'interaction 3D avec les environnements virtuels. Elles ouvrent des perspectives pour de futures applications en rĂ©alitĂ© virtuelle mais Ă©galement plus gĂ©nĂ©ralement dans d'autres domaines tels que la simulation mĂ©dicale, l'apprentissage de gestes, la robotique, le prototypage virtuel pour l'industrie ou bien les contenus web

    VIRDO++: Real-World, Visuo-tactile Dynamics and Perception of Deformable Objects

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    Deformable objects manipulation can benefit from representations that seamlessly integrate vision and touch while handling occlusions. In this work, we present a novel approach for, and real-world demonstration of, multimodal visuo-tactile state-estimation and dynamics prediction for deformable objects. Our approach, VIRDO++, builds on recent progress in multimodal neural implicit representations for deformable object state-estimation [1] via a new formulation for deformation dynamics and a complementary state-estimation algorithm that (i) maintains a belief over deformations, and (ii) enables practical real-world application by removing the need for privileged contact information. In the context of two real-world robotic tasks, we show:(i) high-fidelity cross-modal state-estimation and prediction of deformable objects from partial visuo-tactile feedback, and (ii) generalization to unseen objects and contact formations
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