149 research outputs found

    Doctor of Philosophy

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    dissertationVirtual environments provide a consistent and relatively inexpensive method of training individuals. They often include haptic feedback in the form of forces applied to a manipulandum or thimble to provide a more immersive and educational experience. However, the limited haptic feedback provided in these systems tends to be restrictive and frustrating to use. Providing tactile feedback in addition to this kinesthetic feedback can enhance the user's ability to manipulate and interact with virtual objects while providing a greater level of immersion. This dissertation advances the state-of-the-art by providing a better understanding of tactile feedback and advancing combined tactilekinesthetic systems. The tactile feedback described within this dissertation is provided by a finger-mounted device called the contact location display (CLD). Rather than displaying the entire contact surface, the device displays (feeds back) information only about the center of contact between the user's finger and a virtual surface. In prior work, the CLD used specialized two-dimensional environments to provide smooth tactile feedback. Using polygonal environments would greatly enhance the device's usefulness. However, the surface discontinuities created by the facets on these models are rendered through the CLD, regardless of traditional force shading algorithms. To address this issue, a haptic shading algorithm was developed to provide smooth tactile and kinesthetic interaction with general polygonal models. Two experiments were used to evaluate the shading algorithm. iv To better understand the design requirements of tactile devices, three separate experiments were run to evaluate the perception thresholds for cue localization, backlash, and system delay. These experiments establish quantitative design criteria for tactile devices. These results can serve as the maximum (i.e., most demanding) device specifications for tactile-kinesthetic haptic systems where the user experiences tactile feedback as a function of his/her limb motions. Lastly, a revision of the CLD was constructed and evaluated. By taking the newly evaluated design criteria into account, the CLD device became smaller and lighter weight, while providing a full two degree-of-freedom workspace that covers the bottom hemisphere of the finger. Two simple manipulation experiments were used to evaluate the new CLD device

    Multi-finger grasps in a dynamic environment

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    Most current state-of-the-art haptic devices render only a single force, however almost all human grasps are characterised by multiple forces and torques applied by the fingers and palms of the hand to the object. In this chapter we will begin by considering the different types of grasp and then consider the physics of rigid objects that will be needed for correct haptic rendering. We then describe an algorithm to represent the forces associated with grasp in a natural manner. The power of the algorithm is that it considers only the capabilities of the haptic device and requires no model of the hand, thus applies to most practical grasp types. The technique is sufficiently general that it would also apply to multi-hand interactions, and hence to collaborative interactions where several people interact with the same rigid object. Key concepts in friction and rigid body dynamics are discussed and applied to the problem of rendering multiple forces to allow the person to choose their grasp on a virtual object and perceive the resulting movement via the forces in a natural way. The algorithm also generalises well to support computation of multi-body physic

    Force-feedback in virtual environments

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    Supervised by Mandayam A. Srinivasan.Also issued as Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2000.Includes bibliographical references (leaves 121-127).by Chih-Hao Ho

    A classroom deployment of a haptic system for learning cell biology

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    The use of haptic systems in the classroom for enhancing science education is an underexplored area. In the education literature, it has been reported that certain concepts in science education are difficult for students to grasp and, as a result, misconceptions can be formed in the students' knowledge. We conducted a study with 62 Year 8 (typically 12-13 years old) students who used a haptic application to study cell biology, specifically the concept of diffusion across a cell membrane. The preliminary analysis of the feedback from the students suggests opportunities for haptic applications to enhance their learning, and also highlights a number of points to consider in the design of the application, including the choice of haptic interface and the design of the virtual environment

    Robotic Manipulation of Environmentally Constrained Objects Using Underactuated Hands

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    Robotics for agriculture represents the ultimate application of one of our society\u27s latest and most advanced innovations to its most ancient and vital industry. Over the course of history, mechanization and automation have increased crop output several orders of magnitude, enabling a geometric growth in population and an increase in quality of life across the globe. As a challenging step, manipulating objects in harvesting automation is still under investigation in literature. Harvesting or the process of gathering ripe crops can be described as breaking environmentally constrained objects into two or more pieces at the desired locations. In this thesis, the problem of purposefully failing (breaking) or yielding objects by a robotic gripper is investigated. A failure task is first formulated using mechanical failure theories. Next, a grasp quality measure is presented to characterize a suitable grasp configuration and systematically control the failure behavior of the object. This approach combines the failure task and the capability of the gripper for wrench insertion. The friction between the object and the gripper is used to formulate the capability of the gripper for wrench insertion. A new method inspired by the human pre-manipulation process is introduced to utilize the gripper itself as the measurement tool and obtain a friction model. The developed friction model is capable of capturing the anisotropic behavior of materials which is the case for most fruits and vegetables.The limited operating space for harvesting process, the vulnerability of agricultural products and clusters of crops demand strict conditions for the manipulation process. This thesis presents a new sensorized underactuated self-adaptive finger to address the stringent conditions in the agricultural environment. This design incorporates link-driven underactuated mechanism with an embedded load cell for contact force measurement and a trimmer potentiometer for acquiring joint variables. The integration of these sensors results in tactile-like sensations in the finger without compromising the size and complexity of the proposed design. To obtain an optimum finger design, the placement of the load cell is analyzed using Finite Element Method (FEM). The design of the finger features a particular round shape of the distal phalanx and specific size ratio between the phalanxes to enable both precision and power grasps. A quantitative evaluation of the grasp efficiency by constructing a grasp wrench space is also provided. The effectiveness of the proposed designs and theories are verified through real-time experiments. For conducting the experiments in real-time, a software/hardware platform capable of dataset management is crucial. In this thesis, a new comprehensive software interface for integration of industrial robots with peripheral tools and sensors is designed and developed. This software provides a real-time low-level access to the manipulator controller. Furthermore, Data Acquisition boards are integrated into the software which enables Rapid Prototyping methods. Additionally, Hardware-in-the-loop techniques can be implemented by adding the complexity of the plant under control to the test platform. The software is a collection of features developed and distributed under GPL V3.0

    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

    New Geometric Data Structures for Collision Detection

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    We present new geometric data structures for collision detection and more, including: Inner Sphere Trees - the first data structure to compute the peneration volume efficiently. Protosphere - an new algorithm to compute space filling sphere packings for arbitrary objects. Kinetic AABBs - a bounding volume hierarchy that is optimal in the number of updates when the objects deform. Kinetic Separation-List - an algorithm that is able to perform continuous collision detection for complex deformable objects in real-time. Moreover, we present applications of these new approaches to hand animation, real-time collision avoidance in dynamic environments for robots and haptic rendering, including a user study that exploits the influence of the degrees of freedom in complex haptic interactions. Last but not least, we present a new benchmarking suite for both, peformance and quality benchmarks, and a theoretic analysis of the running-time of bounding volume-based collision detection algorithms
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