6,084 research outputs found

    Web-based haptic applications for blind people to create virtual graphs

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    Haptic technology has great potentials in many applications. This paper introduces our work on delivery haptic information via the Web. A multimodal tool has been developed to allow blind people to create virtual graphs independently. Multimodal interactions in the process of graph creation and exploration are provided by using a low-cost haptic device, the Logitech WingMan Force Feedback Mouse, and Web audio. The Web-based tool also provides blind people with the convenience of receiving information at home. In this paper, we present the development of the tool and evaluation results. Discussions on the issues related to the design of similar Web-based haptic applications are also given

    Applying forces to elastic network models of large biomolecules using a haptic feedback device

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    Elastic network models of biomolecules have proved to be relatively good at predicting global conformational changes particularly in large systems. Software that facilitates rapid and intuitive exploration of conformational change in elastic network models of large biomolecules in response to externally applied forces would therefore be of considerable use, particularly if the forces mimic those that arise in the interaction with a functional ligand. We have developed software that enables a user to apply forces to individual atoms of an elastic network model of a biomolecule through a haptic feedback device or a mouse. With a haptic feedback device the user feels the response to the applied force whilst seeing the biomolecule deform on the screen. Prior to the interactive session normal mode analysis is performed, or pre-calculated normal mode eigenvalues and eigenvectors are loaded. For large molecules this allows the memory and number of calculations to be reduced by employing the idea of the important subspace, a relatively small space of the first M lowest frequency normal mode eigenvectors within which a large proportion of the total fluctuation occurs. Using this approach it was possible to study GroEL on a standard PC as even though only 2.3% of the total number of eigenvectors could be used, they accounted for 50% of the total fluctuation. User testing has shown that the haptic version allows for much more rapid and intuitive exploration of the molecule than the mouse version

    On the Collaboration of an Automatic Path-Planner and a Human User for Path-Finding in Virtual Industrial Scenes

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    This paper describes a global interactive framework enabling an automatic path-planner and a user to collaborate for finding a path in cluttered virtual environments. First, a collaborative architecture including the user and the planner is described. Then, for real time purpose, a motion planner divided into different steps is presented. First, a preliminary workspace discretization is done without time limitations at the beginning of the simulation. Then, using these pre-computed data, a second algorithm finds a collision free path in real time. Once the path is found, an haptic artificial guidance on the path is provided to the user. The user can then influence the planner by not following the path and automatically order a new path research. The performances are measured on tests based on assembly simulation in CAD scenes

    A novel haptic model and environment for maxillofacial surgical operation planning and manipulation

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    This paper presents a practical method and a new haptic model to support manipulations of bones and their segments during the planning of a surgical operation in a virtual environment using a haptic interface. To perform an effective dental surgery it is important to have all the operation related information of the patient available beforehand in order to plan the operation and avoid any complications. A haptic interface with a virtual and accurate patient model to support the planning of bone cuts is therefore critical, useful and necessary for the surgeons. The system proposed uses DICOM images taken from a digital tomography scanner and creates a mesh model of the filtered skull, from which the jaw bone can be isolated for further use. A novel solution for cutting the bones has been developed and it uses the haptic tool to determine and define the bone-cutting plane in the bone, and this new approach creates three new meshes of the original model. Using this approach the computational power is optimized and a real time feedback can be achieved during all bone manipulations. During the movement of the mesh cutting, a novel friction profile is predefined in the haptical system to simulate the force feedback feel of different densities in the bone

    Haptics for the development of fundamental rhythm skills, including multi-limb coordination

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    This chapter considers the use of haptics for learning fundamental rhythm skills, including skills that depend on multi-limb coordination. Different sensory modalities have different strengths and weaknesses for the development of skills related to rhythm. For example, vision has low temporal resolution and performs poorly for tracking rhythms in real-time, whereas hearing is highly accurate. However, in the case of multi-limbed rhythms, neither hearing nor sight are particularly well suited to communicating exactly which limb does what and when, or how the limbs coordinate. By contrast, haptics can work especially well in this area, by applying haptic signals independently to each limb. We review relevant theories, including embodied interaction and biological entrainment. We present a range of applications of the Haptic Bracelets, which are computer-controlled wireless vibrotactile devices, one attached to each wrist and ankle. Haptic pulses are used to guide users in playing rhythmic patterns that require multi-limb coordination. One immediate aim of the system is to support the development of practical rhythm skills and multi-limb coordination. A longer-term goal is to aid the development of a wider range of fundamental rhythm skills including recognising, identifying, memorising, retaining, analysing, reproducing, coordinating, modifying and creating rhythms – particularly multi-stream (i.e. polyphonic) rhythmic sequences. Empirical results are presented. We reflect on related work, and discuss design issues for using haptics to support rhythm skills. Skills of this kind are essential not just to drummers and percussionists but also to keyboards players, and more generally to all musicians who need a firm grasp of rhythm

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Cooperative Interactive Distributed Guidance on Mobile Devices

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    Mobiles device are quickly becoming an indispensable part of our society. Equipped with numerous communication capabilities, they are increasingly being examined as potential tools for civilian and military usage to aide in distributed remote collaboration for dynamic decision making and physical task completion. With an ever growing mobile workforce, the need for remote assistance in aiding field workers who are confronted with situations outside their expertise certainly increases. Enhanced capabilities in using mobile devices could significantly improve numerous components of a task\u27s completion (i.e. accuracy, timing, etc.). This dissertation considers the design of mobile implementation of technology and communication capabilities to support interactive collaboration between distributed team members. Specifically, this body of research seeks to explore and understand how various multimodal remote assistances affect both the human user\u27s performance and the mobile device\u27s effectiveness when used during cooperative tasks. Additionally, power effects are additionally studied to assess the energy demands on a mobile device supporting multimodal communication. In a series of applied experiments and demonstrations, the effectiveness of a mobile device facilitating multimodal collaboration is analyzed through both empirical data collection and subjective exploration. The utility of the mobile interactive system and its configurations are examined to assess the impact on distributed task performance and collaborative dialogue between pairs. The dissertation formulates and defends an argument that multimodal communication capabilities should be incorporated into mobile communication channels to provide collaborating partners salient perspectives with a goal of reaching a mutual understanding of task procedures. The body of research discusses the findings of this investigation and highlight these findings they may influence future mobile research seeking to enhance interactive distributed guidance
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