1,327 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

    Velocity Level Approximation of Pressure Field Contact Patches

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    Pressure Field Contact (PFC) was recently introduced as a method for detailed modeling of contact interface regions at rates much faster than elasticity-theory models, while at the same time predicting essential trends and capturing rich contact behavior. The PFC model was designed to work in conjunction with error-controlled integration at the acceleration level. Therefore a vast majority of existent multibody codes using solvers at the velocity level cannot incorporate PFC in its original form. In this work we introduce a discrete in time approximation of PFC making it suitable for use with existent velocity-level time steppers and enabling execution at real-time rates. We evaluate the accuracy and performance gains of our approach and demonstrate its effectiveness in simulating relevant manipulation tasks. The method is available in open source as part of Drake's Hydroelastic Contact model.Comment: 8 pages, 10 figures. Supplementary video can be found at https://youtu.be/AdCnTyqqQP

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Force shading for shape preception in haptic virtual environments

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    Also issued as Thesis (M. Eng.)--Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science, 1995.Includes bibliographical references (p. 76-77).Supported in part by the Office of Naval Research from the Naval Air Warfare Center Training Systems Division. N161339-94-C-0087by Hugh B. Morgenbesser and Mandayam A. Srinivasan

    Sensory Communication

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    Contains table of contents for Section 2, an introduction and reports on fourteen research projects.National Institutes of Health Grant RO1 DC00117National Institutes of Health Grant RO1 DC02032National Institutes of Health/National Institute on Deafness and Other Communication Disorders Grant R01 DC00126National Institutes of Health Grant R01 DC00270National Institutes of Health Contract N01 DC52107U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-95-K-0014U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-96-K-0003U.S. Navy - Office of Naval Research Grant N00014-96-1-0379U.S. Air Force - Office of Scientific Research Grant F49620-95-1-0176U.S. Air Force - Office of Scientific Research Grant F49620-96-1-0202U.S. Navy - Office of Naval Research Subcontract 40167U.S. Navy - Office of Naval Research/Naval Air Warfare Center Contract N61339-96-K-0002National Institutes of Health Grant R01-NS33778U.S. Navy - Office of Naval Research Grant N00014-92-J-184

    Photorealistic physically based render engines: a comparative study

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    Pérez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad

    Procedural Planet Generation

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    Procedural planet generation is a way of creating interesting, computer-generated environments from a set of specified guidelines. When displaying these environments, only enough detail needs to be present so that the current view seems realistic. This can be accomplished by using simplified versions of the objects until more detail is required. This paper describes how to accomplish this level of detail switching using progressive meshes and describes a specific implementation of the simplification mechanism used to generate them

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専
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