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PAPER PRESENTATION ON
HAPTIC TECHNOLOGY
ABSTRACT “HAPTICS”-- a technology that adds the sense of touch to virtual environment .Haptic interfaces allow the user to feel as well as to see virtual objects on a computer, and so we can give an illusion of touching surfaces, shaping virtual clay or moving objects around. The sensation of touch is the brain’s most effective learning mechanism --more effective than seeing or hearing—which is why the new technology holds so much promise as a teaching tool. Haptic technology is like exploring the virtual world with a stick. If you push the stick into a virtual balloon push back .The computer communicates sensations through a haptic interface –a
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Moreover, haptic rendering algorithms ensure that the haptic device correctly renders such forces on the human operator.
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1.)Collision-detection algorithms detect collisions between objects and avatars in the virtual environment and yield information about where, when, and ideally to what extent collisions (penetrations, indentations, contact area, and so on) have occurred.
2.) Force-response algorithms compute the interaction force between avatars and virtual objects when a collision is detected. This force approximates as closely as possible the contact forces that would normally arise during contact between real objects.
Hardware limitations prevent haptic devices from applying the exact force computed by the force-response algorithms to the user.
3.) Control algorithms command the haptic device in such a way that minimizes the error between ideal and applicable forces. The discrete-time nature of the haptic- rendering algorithms often makes this difficult.
The force response algorithms’ return values are the actual force and torque vectors that will be commanded to the haptic device.
Existing haptic rendering techniques are currently based upon two main principles: "point-interaction" or "ray-based". In point interactions, a single point, usually the distal point of a probe, thimble or stylus employed for direct interaction with the user, is employed in the simulation of collisions. The
Virtual reality systems are used for simulating different real life situations on the computer which looks approximately same as the real world. In these tools, user need to wear some special cloths which has sensors attached, these sensors observe and record all the activities and responses of the user. These tools are very useful in training of many technologies like in pilot training of Boeing dreamliner, or some new technology etc.
This article is good and interesting because it talks about what surgeons go through to become proficient in using surgical robotics. The surgeons and the nurses have to learn to use visual cues when performing these surgeries since they do not have any tactile sensations. In the training it is all team oriented just like it would be in real surgeries.
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
Physical therapists use techniques that help their patients with their ability to move, restore their function, and prevent possible disabilities. There are several different game consoles available for these therapists to use in their treatments. With motion sensors that are included in many different gaming consoles, patients can now actually get up and do physical activity with the game. In fact, there are newly developed devices that have been proven to help with physical therapy. The book Video Games (Compact Research: Current Issues) reveals that there is a treatment program called “Wii-hab” that they have named after the Nintendo’s Wii video gaming system. It claims “the Wii-hab program has helped patients regain the ability to move so they are able to wash their faces, brush their teeth, get in and out of chairs, and start a car” (Parks 56). As a result, interactive video games open several doors for patients because they prompt the brain and trigger senses that relate back to how muscles are supposed to
Virtual reality, also known as VR or computer simulated reality, is a new computer technology that mimic an real or imagined environment, VR simulates a user's physical presence and environment.it does this in a way that allows the person to touch and interact with it. VR aims artificially create a sensory experience for the user, which can include touch, Sight, Smell, and Hearing.
The programmers then used advanced coding technology to make the exoskeleton move in the background and it begins to come to life. Next is the environment the game takes place. Details like a shimmering reflection off a window, or how realistic water in a lake looks often goes unnoticed by the players, but it makes the game environment look that much more impressive. 3-D objects are created by using polygons, which are just like blank sheets of paper that are used to make creative ideas that come together. Consoles and computers use a special chip that allows images to be applied on to the polygon. Then this allows a 3-D environment to be created and interacted with the characters. The game is then coded and the testing phase begins.
Our goal is to make 3D worlds more realistic and immersive with the 3D MA platform. The 3D MA platform is designed to be compatible with VR equipment, such as the CAVE™ or head-mounted displays (HMD), turning virtual worlds into powerful real-life experiences. Our applications and domains described will be based with the augmentation which can take on a number of different forms. In all our applications the augmented reality presented to the user will enhances that person's performance in and perception of the virtual world. Our ultimate goal is to create a system such that the user cannot tell the difference between the real world and the virtual augmentation of it.
Virtual reality is an interesting topic. Today, technology develops so rapidly, and it becomes a vital role in society.
Students were split into small groups of 3-4 students. Of each group, one student was elected to be the test subject for both conditions; visual feedback and non-visual feedback Once chosen, the student’s force production baseline was determined using the force transducer. The transduces was gripped as hard as possible for five seconds. Once a baseline was identified, the subject again gripped
This has been the most common trend among avid video game players and movie-lovers. Many people loved to experience virtual reality. However, nobody realized that this might also cause problem in the future, wherein people will no longer rely on the real experience and will only depend on computer programs to gain such feeling
* A virtual world that appears real to any observer, seen through an HMD and augmented through three-dimensional sound and tactile stimuli
The surgeon's fingers crasp onto a joystick-like perpheril instrument which then controls the precise movements of the robotic arms. The device also gives the surgeon a sense of touch by giving feedback as to how hard or how soft the tissue is inside the patient.
(96) Virtual reality (VR) is define as a cybernetic simulation of 3D surroundings which can be interactive through auditory, sensory and visually stimulating equipment, i.e. gloves, headgear or headphones. VR is an incredibly recent development in technology and such has much room to progress with, I believe that VR is the future of animation as the key aim is to transport the viewer into the world we have created, VR being the next logical step as it creates this suspension of belief as well as activating all of the senses we use to perceive the real world.
It is now a familiar, but true, cliché to observe that the power and capability of computing machinery is increasing at a tremendous rate. In addition, a wide variety of techniques for producing more convincing VR are currently being researched. It is reasonable to expect, therefore, that in this crucial respect VR
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.