61 research outputs found

    A Haptics Symposium Retrospective: 20 Years

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    The very first "Haptics Symposium" actually went by the name "Issues in the Development of Kinesthetic Displays of Teleoperation and Virtual environments." The word "Haptic" didn't make it into the name until the next year. Not only was the most important word absent but so were RFPs, journals and commercial markets. And yet, as we prepare for the 2012 symposium, haptics is a thriving and amazingly diverse field of endeavor. In this talk we'll reflect on the origins of this field and on its evolution over the past twenty years, as well as the evolution of the Haptics Symposium itself. We hope to share with you some of the excitement we've felt along the way, and that we continue to feel as we look toward the future of our field

    Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

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    Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content

    A high performance two degree-of-freedom kinesthetic interface

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    This summary focuses on the kinesthetic interface of a virtual environment system that was developed at the Newman Laboratory for Biomechanics and Human Rehabilitation at M.I.T. for the study of manual control in both motorically impaired and able-bodied individuals

    Discontinuity Detection for Analysis of Telerobot Trajectories

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    To identify spatial and temporal discontinuities in telerobot movement in order to describe the shift in operators control and error correction strategies from continuous control to move-and-wait strategies. This shift was studied under conditions of simulated increasingly time-delayed teleoperation. The ultimate goal is to determine if the time delay associated with the shift is invariant with independently imposed control difficulty. We expect this shift to manifest itself as changes in the number of discontinuity of movement path. We proposed an approach to spatial and temporal discontinuity detection algorithm for analysis of teleoperated trajectory in three dimensional space. The algorithm provides a simple and potentially objective method for detecting the discontinuity during telerobot operation and evaluating the difficulty of rotational coordinate condition in teleoperation

    Air Vehicle Factors Affecting Occupant Health, Comfort, and Productivity

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    Urban Air Mobility (UAM) vehicles will need to meet the safety and comfort expectations of passengers and crews. However, existing Federal Aviation Administration airworthiness standards for airplanes and rotorcraft are unlikely to adequately address these needs. Some insight into this issue may be gained from research into NASA's approach to human-systems integration standards and guidelines that promote astronaut health, safety, and performance, since both space and UAM vehicles must consider factors such as occupant motion sickness, vibration, and sound levels. Building upon knowledge garnered from the experience of NASA, the U.S. Department of Defense, and other international organizations, this presentation will elucidate: 1) how UAM-induced flight factors can impact occupant comfort, productivity, as well as safety; and 2) how government and industry standards could be developed or revised to help assure passenger acceptance of revolutionary Vertical Take Off and Landing aircraft technologies

    Design, Development, Testing, and Evaluation: Human Factors Engineering

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    While human-system interaction occurs in all phases of system development and operation, this chapter on Human Factors in the DDT&E for Reliable Spacecraft Systems is restricted to the elements that involve "direct contact" with spacecraft systems. Such interactions will encompass all phases of human activity during the design, fabrication, testing, operation, and maintenance phases of the spacecraft lifespan. This section will therefore consider practices that would accommodate and promote effective, safe, reliable, and robust human interaction with spacecraft systems. By restricting this chapter to what the team terms "direct contact" with the spacecraft, "remote" factors not directly involved in the development and operation of the vehicle, such as management and organizational issues, have been purposely excluded. However, the design of vehicle elements that enable and promote ground control activities such as monitoring, feedback, correction and reversal (override) of on-board human and automation process are considered as per NPR8705.2A, Section 3.3

    Misalignment Effect Function Measurement for Oblique Rotation Axes: Counterintuitive Predictions and Theoretical Extensions

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    The Misalignment Effect Function (MEF) describes the decrement in manual performance associated with a rotation between operators' visual display frame of reference and that of their manual control. It now has been empirically determined for rotation axes oblique to canonical body axes and is compared with the MEF previously measured for rotations about canonical axes. A targeting rule, called the Secant Rule, based on these earlier measurements is derived from a hypothetical process and shown to describe some of the data from three previous experiments. It explains the motion trajectories determined for rotations less than 65deg in purely kinematic terms without the need to appeal to a mental rotation process. Further analysis of this rule in three dimensions applied to oblique rotation axes leads to a somewhat surprising expectation that the difficulty posed by rotational misalignment should get harder as the required movement is shorter. This prediction is confirmed. Geometry underlying this rule also suggests analytic extensions for predicting more generally the difficulty of making movements in arbitrary directions subject to arbitrary misalignments

    Evaluation of Human and AutomationRobotics Integration Needs for Future Human Exploration Missions

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    NASA employs Design Reference Missions (DRMs) to define potential architectures for future human exploration missions to deep space, the Moon, and Mars. While DRMs to these destinations share some components, each mission has different needs. This paper focuses on the human and automation/robotic integration needs for these future missions, evaluating them with respect to NASA research gaps in the area of space human factors engineering. The outcomes of our assessment is a human and automation/robotic (HAR) task list for each of the four DRMs that we reviewed (i.e., Deep Space Sortie, Lunar Visit/Habitation, Deep Space Habitation, and Planetary), a list of common critical HAR factors that drive HAR design

    Three Dimensional Tracking in Augmented Environments: User Performance Trade-Offs Between System Latency and Update Rate

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    Three-dimensional tracking performance was measured as a function of system latency (35-335 msec) and update rate (10-30 Hz). Twelve subjects used a custom, see-through head mounted stereo display to control the position of a virtual response cursor with hand and body movements. User performance trade-offs between latency and update rate were measured with objective and subjective measures and a possible performance model was evaluated. The results indicate that earlier findings suggesting that latency influenced tracking performance more than did update rate, could be due to previous studies having tested latency over a larger dynamic range. Iso-performance contours are used to compare objective performance with subjective perception and performance judgments
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