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80% found this document useful (5 votes)
2K views

of Phantom

This presentation describes about sense technology from the past advanced technology to today technology.

Uploaded by

bgollapalli
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Technical Seminar on PHANTOM

( hap tics tech)

Hap tics
‘Touch the virtual’
‘Haptics’ is derived from the Greek word ‘haptikos’
which means-”being able to come into contact with”
THE SCIENCE OF TOUCH
Virtual Reality
 Virtual reality is a form of human-computer
interaction providing a virtual environment
that one can explore through direct interaction
with our senses.

 It’s a mere imitation of the real world.

 BUT IS IT COMPLETE???
The real world
 Our primary interface with the real world is
our haptic sense (sense of touch).

 How important is our sense of touch?


 In order to complete the imitation of the real
world one should be able to interact with the
environment and get a feedback.

 User should be able to touch the virtual object


and feel a response from it.

 This feedback is called Haptic Feedback.


Basic idea
 Haptics, is the technology of adding the
sensation of touch and feeling to computers.

 A haptic device gives people a sense of touch


with computer-generated environments, so
that when virtual objects are touched, they
seem real and tangible.

 Understanding and enabling a compelling


experience of Presence not limited to "being
there", but extended to "being in touch" with
remote or virtual surroundings
The Technology
Haptics is implemented through different type of
interactions with a haptic device
communicating with the computer. These
interactions can be categorized into the
different types of touch sensations a user can
receive:
 Tactile feedback
 Force feedback
Data transfer
 Virtual Reality Modeling language (VRML)

 Tells the interface how much force the haptic


device should return when it is touched.
How it works?
Phantom device

10
 It works by monitoring the position of a users
fingertip or hand through optical encoders
attached to the device

 The geometric, material, kinematic, and


dynamic properties of the world we wish to
represent can be modeled and stored.

11
Three Enabling Observations
 Force and motion are the most important hap tic
cues

 Many meaningful hap tic interactions involve


little or no torque

 A small wrist-centered workspace is sufficient

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Force and motion are the most important hap tic cues

A significant component of our ability to "visualize,"


remember and establish cognitive models of the
physical structure of our environment systems from
hap tic interactions with objects in the environment.

13
Many meaningful hap tic interactions
involve little or no torque

 The most significant design feature of the


Phantom is the passive, 3 degree-of-freedom
"thimble-gimbal.“
 Introducing three passive freedoms with the
"thimble-gimbal" greatly simplifies
programming as well as mechanism design

14
A small wrist-centered workspace is
sufficient
 Many meaningful hap tic interactions occur
within the volume that the finger tip spans
when the fore-arm is allowed only limited
movement
 PHANTOM should be constructed such that a
user could move the wrist freely without
encountering the edges of the workspace

15
Three Necessary Criteria for
an Effective Interface

 Free space must feel free

 Solid virtual objects must feel stiff

 Virtual constraints must not be easily saturated


 PHANTOM Mechanics

 Virtual Worlds

 Perceptual Observations
Haptic devices
It allows users to touch, feel and manipulate
3-D objects in virtual environments.

18
How are Haptic devices different?
 Common interface devices like mouse and
joystick are only input devices. No feedback.
 Haptic devices are input-output devices.

19
THE NOVINT FALCON

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THE NOVINT FALCON
The Novint Falcon is the first haptic interface device to
bring 3D touch.

 As the Novint Falcon is moved, the computer keeps


track of a 3D cursor.

 When the 3D cursor touches a virtual object, the


computer registers contact with that object.

 And updates currents to motors in the device to create


an appropriate force to the device’s handle, which the
user feels.

21
Exoskeletons
 large and immobile systems that the user must
attach him or herself to.
 their large size and immobile nature allow for
the generation of large and varied force
information.

22
Gloves and wearable devices
 The user can move naturally without being
weighed down by a large exoskeleton or
immobile device
 E.g.Hand Master

23
Working

24
Locomotion interface and full body force
feedback
 In a confined space, simulate unrestrained
human mobility such as walking and running
for virtual reality.

25
Tactile displays
 Tactile feedback tells us the texture of the
surfaces.

 Using this we can feel different surfaces and


slipping sensations can be produced.

26
Applications
 Virtual reality
 Virtual surgery Surgery

 Tele-presence Tele-presence

 Human assistive devices Slide 23

 Games & many more…

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Surgery

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Tele-presence

29
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Conclusion
 The development of the PHANTOM device has
demonstrated the feasibility of a relatively low-
cost system which can provide convincing
sensations of interactions with virtual object

 With the evolution of this device ,today


multiple finger interactions and multiple user
interactions in shared workspaces with the
device

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Reference
 www.globalhaptics.com
 www.worldhaptics.com
 www.nasa.gov
 www.immersion.com
 www.sensable.com
 www.sarcos.com

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e r ie s..?
Qu

12/08/2021 33

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