736 research outputs found

    Electrostatic Friction Displays to Enhance Touchscreen Experience

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    Touchscreens are versatile devices that can display visual content and receive touch input, but they lack the ability to provide programmable tactile feedback. This limitation has been addressed by a few approaches generally called surface haptics technology. This technology modulates the friction between a user’s fingertip and a touchscreen surface to create different tactile sensations when the finger explores the touchscreen. This functionality enables the user to see and feel digital content simultaneously, leading to improved usability and user experiences. One major approach in surface haptics relies on the electrostatic force induced between the finger and an insulating surface on the touchscreen by supplying high AC voltage. The use of AC also induces a vibrational sensation called electrovibration to the user. Electrostatic friction displays require only electrical components and provide uniform friction over the screen. This tactile feedback technology not only allows easy and lightweight integration into touchscreen devices but also provides dynamic, rich, and satisfactory user interfaces. In this chapter, we review the fundamental operation of the electrovibration technology as well as applications have been built upon

    Enhancing the E-Commerce Experience through Haptic Feedback Interaction

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    The sense of touch is important in our everyday lives and its absence makes it difficult to explore and manipulate everyday objects. Existing online shopping practice lacks the opportunity for physical evaluation, that people often use and value when making product choices. However, with recent advances in haptic research and technology, it is possible to simulate various physical properties such as heaviness, softness, deformation, and temperature. The research described here investigates the use of haptic feedback interaction to enhance e-commerce product evaluation, particularly haptic weight and texture evaluation. While other properties are equally important, besides being fundamental to the shopping experience of many online products, weight and texture can be simulated using cost-effective devices. Two initial psychophysical experiments were conducted using free motion haptic exploration in order to more closely resemble conventional shopping. One experiment was to measure weight force thresholds and another to measure texture force thresholds. The measurements can provide better understanding of haptic device limitation for online shopping in terms of the availability of different stimuli to represent physical products. The outcomes of the initial psychophysical experimental studies were then used to produce various absolute stimuli that were used in a comparative experimental study to evaluate user experience of haptic product evaluation. Although free haptic exploration was exercised on both psychophysical experiments, results were relatively consistent with previous work on haptic discrimination. The threshold for weight force discrimination represented as downward forces was 10 percent. The threshold for texture force discrimination represented as friction forces was 14.1 percent, when using dynamic coefficient of friction at any level of static coefficient of friction. On the other hand, the comparative experimental study to evaluate user experience of haptic product information indicated that haptic product evaluation does not change user performance significantly. However, although there was an increase in the time taken to complete the task, the number of button click actions tended to decrease. The results showed that haptic product evaluation could significantly increase the confidence of shopping decision. Nevertheless, the availability of haptic product evaluation does not necessarily impose different product choices but it complements other selection criteria such as price and appearance. The research findings from this work are a first step towards exploring haptic-based environments in e-commerce environments. The findings not only lay the foundation for designing online haptic shopping but also provide empirical support to research in this direction

    Model Based Teleoperation to Eliminate Feedback Delay NSF Grant BCS89-01352 Second Report

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    We are conducting research in the area of teleoperation with feedback delay. Delay occurs with earth-based teleoperation in space and with surface-based teleoperation with untethered submersibles when acoustic communication links are involved. The delay in obtaining position and force feedback from remote slave arms makes teleoperation extremely difficult leading to very low productivity. We have combined computer graphics with manipulator programming to provide a solution to the problem. A teleoperator master arm is interfaced to a graphics based simulator of the remote environment. The system is then coupled with a robot manipulator at the remote, delayed site. The operator\u27s actions are monitored to provide both kinesthetic and visual feedback and to generate symbolic motion commands to the remote slave. The slave robot then executes these symbolic commands delayed in time. While much of a task proceeds error free, when an error does occur, the slave system transmits data back to the master environment which is then reset to the error state from which the operator continues the task

    Haptic rendering of continuous parametric models

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    Haptic rendering is the process of computing restoring forces that are required to generate a perception of touch between a user and a virtual environment. The realism of haptic rendering depends mainly on haptic rendering algorithms and the modeling of virtual objects in a virtual environment. Friction and texture rendering also play an important role in increasing the realism of the experience between a user and a virtual environment. The state of the art haptic and friction rendering algorithms in the literature are developed for polygonal models. These approaches can not benefit from the advantages of continuous parametric surfaces such as compact representation, higher order continuity and exact computation of surface normals. In this thesis, a feedback-stabilized closest point tracking based haptic rendering algorithm is extended by introducing a direct friction rendering method for continuous parametric surfaces. Unlike the existing approaches, the proposed friction rendering method is direct and does not rely on the algorithms introduced for polyhedral surfaces. This algorithm implements the stiction model of friction for haptic rendering of parametric surfaces. It can directly operate on parametric models and can handle surfaces with high curvature. Furthermore, the algorithm allows transitions from sticking to sliding and sliding to sticking, as well as surface to surface transitions, without introducing discontinuous force artifacts. The algorithm also allows for tuning of the friction coefficient during the mode transitions to enable rendering of the Stribeck effect. Thanks to its feedback-stabilized core, it is robust against drift and numerical noise. The algorithm is computationally efficient (with respect to time and space); its applicability and effectiveness to simulate friction are verified through simulations and real-time implementations. In particular, the friction rendering algorithm is tested using pre-determined trajectories that demonstrate successful rendering of static friction at a corner, the mode changes from static-to-dynamic and dynamic-to-static friction

    Teleprogramming: Overcoming Communication Delays in Remote Manipulation (Dissertation Proposal)

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    Modern industrial processes (nuclear, chemical industry), public service needs (firefighting, rescuing), and research interests (undersea, outer space exploration) have established a clear need to perform work remotely. Whereas a purely autonomous manipulative capability would solve the problem, its realization is beyond the state of the art in robotics [Stark et al.,1988]. Some of the problems plaguing the development of autonomous systems are: a) anticipation, detection, and correction of the multitude of possible error conditions arising during task execution, b) development of general strategy planning techniques transcending any particular limited task domain, c) providing the robot system with real-time adaptive behavior to accommodate changes in the remote environment, d) allowing for on-line learning and performance improvement through experience , etc. The classical approach to tackle some of these problems has been to introduce problem solvers and expert systems as part of the remote robot workcell control system. However, such systems tend to be limited in scope (to remain intellectually and implementationally manageable), too slow to be useful in real-time robot task execution, and generally fail to adequately represent and model the complexities of the real world environment. These problems become particularly severe when only partial information about the remote environment is available

    \u3cem\u3eGRASP News\u3c/em\u3e, Volume 8, Number 1

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    A report of the General Robotics and Active Sensory Perception (GRASP) Laboratory. Edited by Thomas Lindsay

    The design and control of an actively restrained passive mechatronic system for safety-critical applications

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    Development of manipulators that interact closely with humans has been a focus of research in fields such as robot-assisted surgery and haptic interfaces for many years. Recent introduction of powered surgical-assistant devices into the operating theatre has meant that robot manipulators have been required to interact with both patients and surgeons. Most of these manipulators are modified industrial robots. However, the use of high-powered mechanisms in the operating theatre could compromise safety of the patient, surgeon, and operating room staff. As a solution to the safety problem, the use of actively restrained passive arms has been proposed. Clutches or brakes at each joint are used to restrict the motion of the end-effector to restrain it to a pre-defined region or path. However, these devices have only had limited success in following pre-defined paths under human guidance. In this research, three major limitations of existing passive devices actively restrained are addressed. [Continues.
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