40 research outputs found

    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.

    Haptic and visual simulation of bone dissection

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    Tesi di dottorato: UniversitĂ  degli Studi di Cagliari, FacoltĂ  di Ingegneria, Dipartiemnto di Ingegneria Meccanica, XV Ciclo di Dottorato in Progettazione Meccanica.In 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 patient-specific 3D CT and MR imaging data, is efficient enough to provide real--time haptic and visual feedback on a low--end multi--processing PC platformInedit

    3-D Interfaces for Spatial Construction

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    It is becoming increasingly easy to bring the body directly to digital form via stereoscopic immersive displays and tracked input devices. Is this space a viable one in which to construct 3d objects? Interfaces built upon two-dimensional displays and 2d input devices are the current standard for spatial construction, yet 3d interfaces, where the dimensionality of the interactive space matches that of the design space, have something unique to offer. This work increases the richness of 3d interfaces by bringing several new tools into the picture: the hand is used directly to trace surfaces; tangible tongs grab, stretch, and rotate shapes; a handle becomes a lightsaber and a tool for dropping simple objects; and a raygun, analagous to the mouse, is used to select distant things. With these tools, a richer 3d interface is constructed in which a variety of objects are created by novice users with relative ease. What we see is a space, not exactly like the traditional 2d computer, but rather one in which a distinct and different set of operations is easy and natural. Design studies, complemented by user studies, explore the larger space of three-dimensional input possibilities. The target applications are spatial arrangement, freeform shape construction, and molecular design. New possibilities for spatial construction develop alongside particular nuances of input devices and the interactions they support. Task-specific tangible controllers provide a cultural affordance which links input devices to deep histories of tool use, enhancing intuition and affective connection within an interface. On a more practical, but still emotional level, these input devices frame kinesthetic space, resulting in high-bandwidth interactions where large amounts of data can be comfortably and quickly communicated. A crucial issue with this interface approach is the tension between specific and generic input devices. Generic devices are the tradition in computing -- versatile, remappable, frequently bereft of culture or relevance to the task at hand. Specific interfaces are an emerging trend -- customized, culturally rich, to date these systems have been tightly linked to a single application, limiting their widespread use. The theoretical heart of this thesis, and its chief contribution to interface research at large is an approach to customization. Instead of matching an application domain's data, each new input device supports a functional class. The spatial construction task is split into four types of manipulation: grabbing, pointing, holding, and rubbing. Each of these action classes spans the space of spatial construction, allowing a single tool to be used in many settings without losing the unique strengths of its specific form. Outside of 3d interface, outside of spatial construction, this approach strikes a balance between generic and specific suitable for many interface scenarios. In practice, these specific function groups are given versatility via a quick remapping technique which allows one physical tool to perform many digital tasks. For example, the handle can be quickly remapped from a lightsaber that cuts shapes to tools that place simple platonic solids, erase portions of objects, and draw double-helices in space. The contributions of this work lie both in a theoretical model of spatial interaction, and input devices (combined with new interactions) which illustrate the efficacy of this philosophy. This research brings the new results of Tangible User Interface to the field of Virtual Reality. We find a space, in and around the hand, where full-fledged haptics are not necessary for users physically connect with digital form.</p

    Distributed manipulation by controlling force fields through arrays of actuators

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    Tato prĂĄce se zaměƙuje na ƙízenĂ­ distribuovanĂ© manipulace prostƙednictvĂ­m fyzikĂĄlnĂ­ch polĂ­ vytváƙenĂœch maticĂ­ akčnĂ­ch členĆŻ. PrĂĄce se zabĂœvĂĄ pƙedevĆĄĂ­m manipulacĂ­ s objekty pomocĂ­ nehomogennĂ­ho elektrickĂ©ho a magnetickĂ©ho pole - dielektroforĂ©zou a magnetoforĂ©zou. Pro oba principy jsou odvozeny matematickĂ© modely vhodnĂ© pro začleněnĂ­ do zpětnovazebnĂ­ ƙídicĂ­ smyčky. Modely majĂ­ v obou domĂ©nĂĄch podobnou strukturu, kterĂĄ dovoluje vĂœvoj jednotnĂ©ho ƙídicĂ­ho systĂ©mu. NelineĂĄrnĂ­ model dynamiky systĂ©mu je v kaĆŸdĂ© vzorkovacĂ­ periodě invertovĂĄn pomocĂ­ numerickĂ©ho ƙeĆĄenĂ­ optimalizačnĂ­ho problĂ©mu. VĂœhodou navrĆŸenĂ© strategie ƙízenĂ­ je, ĆŸe dovoluje paralelnĂ­ manipulaci - nezĂĄvislou manipulaci s několika objekty najednou. PrĂĄce vedle teoretickĂœch konceptĆŻ popisuje takĂ© technickĂ© detaily experimentĂĄlnĂ­ch platforem spolu s vĂœsledky mnoha experimentĆŻ. Pro dielektroforĂ©zu je navrĆŸeno novĂ© uspoƙádĂĄnĂ­ elektrod, kterĂ© umoĆŸĆˆuje manipulaci s vĂ­ce objekty v rovině a zĂĄroveƈ vyĆŸaduje pouze jednovrstvou vĂœrobnĂ­ technologii. Na algoritmickĂ© straně prĂĄce pƙedstavuje novĂ© pouĆŸitĂ­ fĂĄzovĂ© modulace napětĂ­ pro ƙízenĂ­ dielektroforĂ©zy. DĂĄle takĂ© popisuje součásti vyvinutĂ© instrumentace, jako jsou vĂ­cekanĂĄlovĂ© generĂĄtory pro ƙízenĂ­ dielektroforĂ©zy prostƙednictvĂ­m amplitudovĂ© a fĂĄzovĂ© modulace a optickĂ© měƙenĂ­ polohy v reĂĄlnĂ©m čase pomocĂ­ senzoru bez objektivu. Pro magnetoforĂ©zu je detailně popsĂĄna modulĂĄrnĂ­ experimentĂĄlnĂ­ platforma sestĂĄvajĂ­cĂ­ se z pole cĂ­vek se ĆŸeleznĂœmi jĂĄdry. DĂ­ky modularitě mĆŻĆŸe bĂœt platforma pouĆŸita k ověƙenĂ­ nejen centralizovanĂœch, ale takĂ© distribuovanĂœch ƙídicĂ­ch systĂ©mĆŻ.This work focuses on the control of distributed manipulation through physical fields created by arrays of actuators. In particular, the thesis addresses manipulation of objects using non-uniform electric and magnetic fields---dielectrophoresis and magnetophoresis, respectively. In both domains, mathematical models suitable for incorporation into a feedback control loop are derived. The models in the two domains exhibit a similar structure, which encourages the development of a unified approach to control. The nonlinear model of the system dynamics is inverted by solving a numerical optimization problem in every sampling period. A powerful attribute of the proposed control strategy is that a parallel manipulation---the simultaneous and independent manipulation of several objects---can be demonstrated. Besides the theoretical concepts, the thesis also describes technical details of experimental platforms for both physical domains, together with outcomes from numerous experiments. For dielectrophoresis, a new layout of electrodes is documented that allows full planar manipulation while requiring only a one-layer fabrication technology. On the algorithmic side, work presents a novel use of phase modulation of the voltages to control dielectrophoresis. Dedicated instrumentation is also discussed in the thesis such as multichannel generators for control of dielectrophoresis through amplitude and phase modulation and optical real-time position measurements using common optics and a lensless sensor. For magnetophoresis, a modular test bed composed of a planar array of coils with iron cores is described in detail. Thanks to the modularity, the platform can be used for verification of not only the centralized but also distributed control strategies

    Computed fingertip touch for the instrumental control of musical sound with an excursion on the computed retinal afterimage

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    In this thesis, we present an articulated, empirical view on what human music making is, and on how this fundamentally relates to computation. The experimental evidence which we obtained seems to indicate that this view can be used as a tool, to systematically generate models, hypotheses and new technologies that enable an ever more complete answer to the fundamental question as to what forms of instrumental control of musical sound are possible to implement. This also entails the development of two novel transducer technologies for computed fingertip touch: The cyclotactor (CT) system, which provides fingerpad-orthogonal force output while tracking surface-orthogonal fingertip movement; and the kinetic surface friction transducer (KSFT) system, which provides fingerpad-parallel force output while tracking surface-parallel fingertip movement. In addition to the main research, the thesis also contains two research excursions, which are due to the nature of the Ph.D. position. The first excursion shows how repeated and varying pressing movements on the already held-down key of a computer keyboard can be used both to simplify existing user interactions and to implement new ones, that allow the rapid yet detailed navigation of multiple possible interaction outcomes. The second excursion shows that automated computational techniques can display shape specifically in the retinal afterimage, a well-known effect in the human visual system.Computer Systems, Imagery and Medi

    Haptic Device Design and Teleoperation Control Algorithms for Mobile Manipulators

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    The increasing need of teleoperated robotic systems implies more and more often to use, as slave devices, mobile platforms (terrestrial, aerial or underwater) with integrated manipulation capabilities, provided e.g. by robotic arms with proper grasping/manipulation tools. Despite this, the research activity in teleoperation of robotic systems has mainly focused on the control of either fixed-base manipulators or mobile robots, non considering the integration of these two types of systems in a single device. Such a combined robotic devices are usually referred to as mobile manipulators: systems composed by both a robotic manipulator and a mobile platform (on which the arm is mounted) whose purpose is to enlarge the manipulator’s workspace. The combination of a mobile platform and a serial manipulator creates redundancy: a particular point in the space can be reached by moving the manipulator, by moving the mobile platform, or by a combined motion of both. A synchronized motion of both devices need then to be addressed. Although specific haptic devices explicitly oriented to the control of mobile manipulators need to be designed, there are no commercial solution yet. For this reason it is often necessary to control such as combined systems with traditional haptic devices not specifically oriented to the control of mobile manipulators. The research activity presented in this Ph.D. thesis focuses in the first place on the design of a teleoperation control scheme which allows the simultaneous control of both the manipulator and the mobile platform by means of a single haptic device characterized by fixed base and an open kinematic chain. Secondly the design of a novel cable-drive haptic devices has been faced. Investigating the use of twisted strings actuation in force rendering is the most interesting challenge of the latter activity

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications

    ”Haptic Processor Unit” : vers une Plate-Forme Transportable pour la Simulation Temps-RĂ©el Synchrone Multisensorielle

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    This work is related to the field of Human-Computer Interaction, and particularly to the field of multisensory instrumental simulation, as conceptualized by the research group ACROE & ICA, and which needs a strong coupling between the human and the instrument.The first part of this thesis presents various degrees of the integration of gesture in computer uses, then develops a functional approach of force feedback technologies. This analysis elicits the mainstreams that are currently sharing the field of haptics research. We then present a study of the hardware and software components that are used in haptic simulation, and the various approaches used to connect a force feedback device to a real time modelling system. The analysis of the role of each of the components in the simulation chain and their relationships allowed us to conceptualize the “Haptic Processor Unit”. This component guarantees in particular the conditions of reactivity that are required for multisensory simulation. The new simulation architecture that we designed in this work, named ERGON_X, implements the concept of HPU. ERGON_X is a compact and transportable simulator, and handles simulation frequencies up to 44 100Hz. The third part presents the validation of the simulation platform ERGON_X. It mainly focuses on the design of new models, which were used in the framework of the research carried on by ACROE & ICA about instrumental interaction. The “E” is a model demonstrating the capabilities of the ERGOS technology, which is now fully exploitable thanks to this new simulation architecture. The models of tapping and of deformable paste allowed us to bring new results on human-object interaction, and validate the simulator as a tool for psychophysical experimentation. The Enactive Emblematic Scenarii “Ergotic Sounds” and “Pebble Box” illustrate the conception of Enaction. They validate the use of our simulation architecture as an experimental platform and lead us to a paradigm shift from “instrumental interaction” to “enactive interaction”Ce travail se situe dans le domaine de l’Interaction Personne-SystĂšme, et plus particuliĂšrement dans celui de la simulation instrumentale multisensorielle telle que conceptualisĂ©e par le groupe de recherche ACROE & ICA, qui nĂ©cessite un couplage fort homme-instrument.La premiĂšre partie de cette thĂšse prĂ©sente les diffĂ©rents degrĂ©s d’intĂ©gration du geste dans l’ordinateur, puis propose une approche fonctionnelle des technologies pour le retour d’effort. Nous dĂ©gageons de cette analyse les grandes approches qui se partagent actuellement le champ de la recherche « haptique ».Nous prĂ©sentons ensuite une Ă©tude sur les diffĂ©rents composants matĂ©riels et logiciels nĂ©cessaires Ă  la chaĂźne de simulation haptique, ainsi que les diffĂ©rentes approches utilisĂ©es pour connecter un systĂšme Ă  retour d’effort Ă  un processus de simulation en temps rĂ©el. L’analyse du rĂŽle des composants de la chaĂźne de simulation et de leurs relations permet de formaliser le concept de « Haptic Processor Unit ». Ce composant permet en particulier de garantir les conditions de rĂ©activitĂ© propres Ă  la simulation multisensorielle. La nouvelle architecture de simulation multisensorielle que nous avons rĂ©alisĂ©e, ERGON_X, met en Ɠuvre le concept de HPU.ERGON_X est un simulateur compact et transportable, et permet d’utiliser des frĂ©quences de simulation jusqu’à 44 100Hz. La derniĂšre partie prĂ©sente la validation de la plate-forme de simulation ERGON_X. Elle est essentiellement orientĂ©e vers l’implantation de nouveaux modĂšles, utilisĂ©s dans le cadre d’un travail de recherche sur la situation instrumentale mĂ©diatisĂ©e. Le « E » est un modĂšle de dĂ©monstration des performances de la technologie ERGOS que la nouvelle architecture de simulation permet d’exploiter pleinement. Les modĂšles de tapping (percussion) et de pĂątes dĂ©formables ont permis d’avancer des rĂ©sultatssur l’interaction homme-objet, et valident le simulateur comme un outil pour l’expĂ©rimentation psychophysique. Les Enactive Emblematic Scenarii « Ergotic Sounds » (frottement d’archet) et « Pebble Box » (la boĂźte Ă  cailloux) sont des illustrations du concept de l’Enaction. Elles valident l’utilisation de l’architecture de simulation comme une plate-forme pour l’expĂ©rimentation et ouvrent de nouvelles perspectives de recherche sur l’enaction et la notion de prĂ©sence en simulation interactive

    Small Business Innovation Research. Program solicitation. Closing date: July 21, 1992

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    The National Aeronautics and Space Administration (NASA) invites small businesses to submit Phase 1 proposals in response to its Small Business Innovation Research (SBIR) Program Solicitation 92-1. Firms with research or research and development capabilities (R/R&D) in science or engineering in any of the areas listed are encouraged to participate. This, the tenth annual SBIR solicitation by NASA, describes the program, identifies eligibility requirements, describes the proposal evaluation and award selection process, and provides other information to assist those interested in participating in NASA's SBIR program. It also identifies, in Section 8.0, the technical topics and subtopics in which SBIR Phase 1 proposals are solicited in 1992. These topics and subtopics cover a broad range of current NASA interests but do not necessarily include all areas in which NASA plans or currently conducts research. The NASA SBIR program seeks innovative approaches that respond to the needs, technical requirements, and new opportunities described in the subtopics. The focus is on innovation through the use of emerging technologies, novel applications of existing technologies, exploitation of scientific breakthroughs, or new capabilities or major improvements to existing technologies. NASA plans to select about 320 high-quality research or research and development proposals for Phase 1 contract awards on the basis of this Solicitation. Phase 1 contracts are normally six months in duration and funded up to $50,000, including profit. Selections will be based on the competitive merits of the offers and on NASA needs and priorities

    Stable, high-force, low-impedance robotic actuators for human-interactive machines

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2005.Includes bibliographical references (p. 347-359).Robots that engage in significant physical interaction with humans, such as robotic physical therapy aids, must exhibit desired mechanical endpoint impedance while simultaneously producing large forces. In most practical robot configurations, this requires actuators with high force-to-weight ratios and low intrinsic impedance. This thesis explores several approaches to improve the tradeoff between actuator force capacity, weight, and ability to produce desired impedance. Existing actuators that render impedance accurately generally have poor force densities while those with high force densities often have high intrinsic impedance. Aggressive force feedback can reduce apparent endpoint impedance, but compromises coupled stability. The common standard for ensuring coupled stability, passivity, can limit performance severely. An alternative measure of coupled stability is proposed that uses limited knowledge of environment dynamics (e.g. a human limb) and applies robust stability tools to port functions. Because of structural differences between interaction control and servo control, classical single-input, single-output control tools cannot be directly applied for design. Instead, a search method is used to select controller parameters for an assumed structure.(cont.) Simulations and experiments show that this new approach can be used to design a force-feedback controller for a robot actuator that improves performance, reduces conservatism, and maintains coupled stability. Adding dynamics in series to change an actuator's physical behavior can also improve performance. The design tools developed for controller design are adapted to select parameters for physical series dynamics and the control system simultaneously. This design procedure is applied to both spring-damper and inertial series dynamics. Results show that both structures can be advantageous, and that the systematic design of hardware and control together can improve performance dramatically over prior work. A remote transmission design is proposed to reduce actuator weight directly. This design uses a stationary direct-drive electromagnetic actuator and a passive, flexible hydraulic transmission with low intrinsic impedance, thereby utilizing the impedance- rendering capabilities of direct-drive actuation and the force density of hydraulic actuation. The design, construction and characterization of a low-weight, low-friction prototype for a human arm therapy robot are discussed. Recommendations and tradeoffs are presented.by Stephen Paul Buerger.Ph.D
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