145 research outputs found

    A Novel Haptic Texture Display Based on Image Processing

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    Hybrid Rugosity Mesostructures (HRMs) for fast and accurate rendering of fine haptic detail

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    The haptic rendering of surface mesostructure (fine relief features) in dense triangle meshes requires special structures, equipment, and high sampling rates for detailed perception of rugged models. Low cost approaches render haptic texture at the expense of fidelity of perception. We propose a faster method for surface haptic rendering using image-based Hybrid Rugosity Mesostructures (HRMs), paired maps with per-face heightfield displacements and normal maps, which are layered on top of a much decimated mesh, effectively adding greater surface detail than actually present in the geometry. The haptic probe’s force response algorithm is modulated using the blended HRM coat to render dense surface features at much lower costs. The proposed method solves typical problems at edge crossings, concave foldings and texture transitions. To prove the wellness of the approach, a usability testbed framework was built to measure and compare experimental results of haptic rendering approaches in a common set of specially devised meshes, HRMs, and performance tests. Trial results of user testing evaluations show the goodness of the proposed HRM technique, rendering accurate 3D surface detail at high sampling rates, deriving useful modeling and perception thresholds for this technique.Peer ReviewedPostprint (published version

    Modelling of surface identifying characteristics using Fourier series

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    Texture and small-scale surface details are widely recognised as playing an important role in the haptic identification of objects. In order to simulate realistic textures in haptic virtual environments, it has become increasingly necessary to identify a robust technique for modelling of surface profiles. This paper describes a method whereby Fourier series spectral analysis is employed in order to describe the measured surface profiles of several characteristic surfaces. The results presented suggest that a bandlimited Fourier series can be used to provide a realistic approximation to surface amplitude profiles

    Automatic Filter Design for Synthesis of Haptic Textures from Recorded Acceleration Data

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    Sliding a probe over a textured surface generates a rich collection of vibrations that one can easily use to create a mental model of the surface. Haptic virtual environments attempt to mimic these real interactions, but common haptic rendering techniques typically fail to reproduce the sensations that are encountered during texture exploration. Past approaches have focused on building a representation of textures using a priori ideas about surface properties. Instead, this paper describes a process of synthesizing probe-surface interactions from data recorded from real interactions. We explain how to apply the mathematical principles of Linear Predictive Coding (LPC) to develop a discrete transfer function that represents the acceleration response under specific probe-surface interaction conditions. We then use this predictive transfer function to generate unique acceleration signals of arbitrary length. In order to move between transfer functions from different probe-surface interaction conditions, we develop a method for interpolating the variables involved in the texture synthesis process. Finally, we compare the results of this process with real recorded acceleration signals, and we show that the two correlate strongly in the frequency domain

    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

    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

    Generating haptic texture using solid noise

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    Texture enhances haptic interaction by providing unique, distinguishable, and versatile surfaces. In computer haptics, texture can render environments more realistic and provide useful information. In this paper, an algorithm is proposed for virtual texture simulation by using solid noise, where only a few parameters need to be altered to generate a range of realistic and diverse textures by reproducing different frequencies similar to that of real vibrational signals in a virtual environment. The proposed method can capture the textural effect in a haptic simulation while retaining a simple overall geometry and stable update rate. This method also allows the user to change the texture at runtime and can be easily incorporated into any existing code and used in any traditional haptic device without affecting overall haptic-rendering performance. Moreover, the solid noise texture is independent of object geometry and can be applied to any shape without additional computations. We conducted a human-subject study to evaluate the recognition accuracy for each generated haptic texture as well as its realism and correspondence to real texture. The results indicated the high performance of the method and its ability to generate haptic textures with a very high recognition rate that were highly realistic. 2021 The AuthorsThis paper was jointly supported by Qatar University M-QJRC-2020-7. The findings achieved herein are solely the responsibility of the authors. The Open Access funding is provided by the Qatar National Library .Scopu

    HAPTIC AND VISUAL SIMULATION OF BONE DISSECTION

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    Marco AgusIn bone dissection virtual simulation, force restitution represents the key to realistically mimicking a patient– specific operating environment. The force is rendered using haptic devices controlled by parametrized mathematical models that represent the bone–burr contact. This dissertation presents and discusses a haptic simulation of a bone cutting burr, that it is being developed as a component of a training system for temporal bone surgery. A physically based model was used to describe the burr– bone interaction, including haptic forces evaluation, bone erosion process and resulting debris. The model was experimentally validated and calibrated by employing a custom experimental set–up consisting of a force–controlled robot arm holding a high–speed rotating tool and a contact force measuring apparatus. Psychophysical testing was also carried out to assess individual reaction to the haptic environment. The results suggest that the simulator is capable of rendering the basic material differences required for bone burring tasks. The current implementation, directly operating on a voxel discretization of patientspecific 3D CT and MR imaging data, is efficient enough to provide real–time haptic and visual feedback on a low–end multi–processing PC platform.

    Audio-Haptic Physically Based Simulation and Perception of Contact Structures

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    We propose a multimodal architecture in which audio and haptic textures are simulated in real-time using physical models. Experiments evaluating audio-haptic interaction in textures perception show that auditory cues significantly influence the haptic perception of virtual textures

    A hybrid rugosity mesostructure (HRM) for rendering fine haptic detail

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    The haptic rendering of surface mesostructure (fine relief features) in dense triangle meshes requires special structures, equipment, and high sampling rates for detailed perception of rugged models. Some approaches simulate haptic texture at a lower processing cost, but at the expense of fidelity of perception. We propose a better method for rendering fine surface detail by using image-based Hybrid Rugosity Mesostructures (HRMs), composed of paired maps of piece-wise heightfield displacements and corresponding normals, which are layered on top of a less complex mesh, adding greater surface detail than the one actually present in the geometry. The core of the algorithm renders surface features by modulating the haptic probe's force response using a blended HRM coat. The proposed method solves typical problems arising at edge crossings, concave foldings and smoothing texture stitching transitions across edges. By establishing a common set of specially devised meshes, HRM mesostructures, and a battery of performance tests, we build a usability testing framework that allows a fair and balanced experimental procedure for comparing haptic rendering approaches. The trial results and user testing evaluations show the goodness of the proposed HRM technique in the accurate rendering of high 3D surface detail at low processing costs, deriving useful modeling and perception thresholds for this technique.Postprint (published version
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