367 research outputs found

    Interactivity:the missing link between virtual reality technology and drug discovery pipelines

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    The potential of virtual reality (VR) to contribute to drug design and development has been recognised for many years. Hardware and software developments now mean that this potential is beginning to be realised, and VR methods are being actively used in this sphere. A recent advance is to use VR not only to visualise and interact with molecular structures, but also to interact with molecular dynamics simulations of 'on the fly' (interactive molecular dynamics in VR, IMD-VR), which is useful not only for flexible docking but also to examine binding processes and conformational changes. iMD-VR has been shown to be useful for creating complexes of ligands bound to target proteins, e.g., recently applied to peptide inhibitors of the SARS-CoV-2 main protease. In this review, we use the term 'interactive VR' to refer to software where interactivity is an inherent part of the user VR experience e.g., in making structural modifications or interacting with a physically rigorous molecular dynamics (MD) simulation, as opposed to simply using VR controllers to rotate and translate the molecule for enhanced visualisation. Here, we describe these methods and their application to problems relevant to drug discovery, highlighting the possibilities that they offer in this arena. We suggest that the ease of viewing and manipulating molecular structures and dynamics, and the ability to modify structures on the fly (e.g., adding or deleting atoms) makes modern interactive VR a valuable tool to add to the armoury of drug development methods.Comment: 19 pages, 3 figure

    Multisensory texture exploration at the tip of the pen

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    A tool for the multisensory stylus-based exploration of virtual textures was used to investigate how different feedback modalities (static or dynamically deformed images, vibration, sound) affect exploratory gestures. To this end, we ran an experiment where participants had to steer a path with the stylus through a curved corridor on the surface of a graphic tablet/display, and we measured steering time, dispersion of trajectories, and applied force. Despite the variety of subjective impressions elicited by the different feedback conditions, we found that only nonvisual feedback induced significant variations in trajectories and an increase in movement time. In a post-experiment, using a paper-and-wood physical realization of the same texture, we recorded a variety of gestural behaviors markedly different from those found with the virtual texture. With the physical setup, movement time was shorter and texture-dependent lateral accelerations could be observed. This work highlights the limits of multisensory pseudo-haptic techniques in the exploration of surface textures

    The use of modern tools for modelling and simulation of UAV with Haptic

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    Unmanned Aerial Vehicle (UAV) is a research field in robotics which is in high demand in recent years, although there still exist many unanswered questions. In contrast, to the human operated aerial vehicles, it is still far less used to the fact that people are dubious about flying in or flying an unmanned vehicle. It is all about giving the control right to the computer (which is the Artificial Intelligence) for making decisions based on the situation like human do but this has not been easy to make people understand that it’s safe and to continue the enhancement on it. These days there are many types of UAVs available in the market for consumer use, for applications like photography to play games, to map routes, to monitor buildings, for security purposes and much more. Plus, these UAVs are also being widely used by the military for surveillance and for security reasons. One of the most commonly used consumer product is a quadcopter or quadrotor. The research carried out used modern tools (i.e., SolidWorks, Java Net Beans and MATLAB/Simulink) to model controls system for Quadcopter UAV with haptic control system to control the quadcopter in a virtual simulation environment and in real time environment. A mathematical model for the controlling the quadcopter in simulations and real time environments were introduced. Where, the design methodology for the quadcopter was defined. This methodology was then enhanced to develop a virtual simulation and real time environments for simulations and experiments. Furthermore, the haptic control was then implemented with designed control system to control the quadcopter in virtual simulation and real time experiments. By using the mathematical model of quadcopter, PID & PD control techniques were used to model the control setup for the quadcopter altitude and motion controls as work progressed. Firstly, the dynamic model is developed using a simple set of equations which evolves further by using complex control & mathematical model with precise function of actuators and aerodynamic coefficients Figure5-7. The presented results are satisfying and shows that flight experiments and simulations of the quadcopter control using haptics is a novel area of research which helps perform operations more successfully and give more control to the operator when operating in difficult environments. By using haptic accidents can be minimised and the functional performance of the operator and the UAV will be significantly enhanced. This concept and area of research of haptic control can be further developed accordingly to the needs of specific applications

    The use of modern tools for modelling and simulation of UAV with Haptic

    Get PDF
    Unmanned Aerial Vehicle (UAV) is a research field in robotics which is in high demand in recent years, although there still exist many unanswered questions. In contrast, to the human operated aerial vehicles, it is still far less used to the fact that people are dubious about flying in or flying an unmanned vehicle. It is all about giving the control right to the computer (which is the Artificial Intelligence) for making decisions based on the situation like human do but this has not been easy to make people understand that it’s safe and to continue the enhancement on it. These days there are many types of UAVs available in the market for consumer use, for applications like photography to play games, to map routes, to monitor buildings, for security purposes and much more. Plus, these UAVs are also being widely used by the military for surveillance and for security reasons. One of the most commonly used consumer product is a quadcopter or quadrotor. The research carried out used modern tools (i.e., SolidWorks, Java Net Beans and MATLAB/Simulink) to model controls system for Quadcopter UAV with haptic control system to control the quadcopter in a virtual simulation environment and in real time environment. A mathematical model for the controlling the quadcopter in simulations and real time environments were introduced. Where, the design methodology for the quadcopter was defined. This methodology was then enhanced to develop a virtual simulation and real time environments for simulations and experiments. Furthermore, the haptic control was then implemented with designed control system to control the quadcopter in virtual simulation and real time experiments. By using the mathematical model of quadcopter, PID & PD control techniques were used to model the control setup for the quadcopter altitude and motion controls as work progressed. Firstly, the dynamic model is developed using a simple set of equations which evolves further by using complex control & mathematical model with precise function of actuators and aerodynamic coefficients Figure5-7. The presented results are satisfying and shows that flight experiments and simulations of the quadcopter control using haptics is a novel area of research which helps perform operations more successfully and give more control to the operator when operating in difficult environments. By using haptic accidents can be minimised and the functional performance of the operator and the UAV will be significantly enhanced. This concept and area of research of haptic control can be further developed accordingly to the needs of specific applications

    Research on real-time physics-based deformation for haptic-enabled medical simulation

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    This study developed a multiple effective visuo-haptic surgical engine to handle a variety of surgical manipulations in real-time. Soft tissue models are based on biomechanical experiment and continuum mechanics for greater accuracy. Such models will increase the realism of future training systems and the VR/AR/MR implementations for the operating room

    Hand-Tool-Tissue Interaction Forces in Neurosurgery for Haptic Rendering

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    Haptics provides sensory stimuli that represent the interaction with a virtual or telemanipulated object, and it is considered a valuable navigation and manipulation tool during tele-operated surgical procedures. Haptic feedback can be provided to the user via cutaneous information and kinesthetic feedback. Sensory subtraction removes the kinesthetic component of the haptic feedback, having only the cutaneous component provided to the user. Such a technique guarantees a stable haptic feedback loop, while it keeps the transparency of the tele-operation system high, which means that the system faithfully replicates and render back the user's directives. This work focuses on checking whether the interaction forces during a bench model neurosurgery operation can lie in the solely cutaneous perception of the human finger pads. If this assumption is found true, it would be possible to exploit sensory subtraction techniques for providing surgeons with feedback from neurosurgery. We measured the forces exerted to surgical tools by three neurosurgeons performing typical actions on a brain phantom, using contact force sensors, whilst the forces exerted by the tools to the phantom tissue were recorded using a load cell placed under the brain phantom box. The measured surgeon-tool contact forces were 0.01 - 3.49 N for the thumb and 0.01 - 6.6 N for index and middle finger, whereas the measured tool- tissue interaction forces were from six to eleven times smaller than the contact forces, i.e., 0.01 - 0.59 N. The measurements for the contact forces fit the range of the cutaneous sensitivity for the human finger pad, thus, we can say that, in a tele-operated robotic neurosurgery scenario, it would possible to render forces at the fingertip level by conveying haptic cues solely through the cutaneous channel of the surgeon's finger pads. This approach would allow high transparenc
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