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12th International Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2004. HAPTICS '04. Proceedings.最新文献

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On the use of meshfree methods and a geometry based surgical cutting algorithm in multimodal medical simulations 无网格方法和基于几何的外科切割算法在多模态医学仿真中的应用
Y. Lim, S. De
In this paper, we present some of our recent advances in the simulation of surgical procedures including surgical cutting in multimodal virtual environments. Progressive cutting, without the generation of new primitives, is achieved by snapping the nearest nodes to the interaction point between the cutting tool and the underlying polygon edge. The realism of the simulation is enhanced by employing a local subdivision algorithm in the vicinity of the tool-tissue interaction region. A cutting gutter is constructed to display the interior of the cut surface as the cut opens up. A meshfree method is used to compute the deformation fields and interaction forces. Simulation examples involving the cutting of realistic organ models are presented.
在本文中,我们介绍了我们在外科手术过程模拟的一些最新进展,包括在多模态虚拟环境中的外科手术切割。渐进切割,不产生新的原语,是通过捕捉最近的节点到切割工具和底层多边形边缘之间的交互点来实现的。在工具-组织相互作用区域附近采用局部细分算法,增强了仿真的真实感。切割槽的构造是为了显示切割表面的内部,因为切割打开。采用无网格法计算变形场和相互作用力。给出了涉及真实器官模型切割的仿真实例。
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引用次数: 13
Conducting a real-time remote handshake with haptics 用触觉进行实时远程握手
David W. L. Wang, K. Tuer, L. Ni, Pino Porciello
Summary form only given. A demonstration has been developed that illustrates a bilateral telehaptics platform to enable a local user and a remote user to shake hands in real time over a telecommunications network. The platform has been developed around an off-the-shelf six DOF haptic manipulator and a real time operating system. Only the first three DOF of the device are enabled with haptics. The demonstration shows two devices connected in a bilateral telehaptic configuration on a local network with a network traffic simulator in between the two devices.
只提供摘要形式。已经开发了一个演示,说明了一个双边远程触觉平台,使本地用户和远程用户能够通过电信网络实时握手。该平台是围绕一个现成的六自由度触觉机械手和一个实时操作系统开发的。只有设备的前三个DOF启用了触觉。该演示展示了在本地网络上以双边远程触觉配置连接的两个设备,两个设备之间有一个网络流量模拟器。
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引用次数: 12
Vibrotactile letter reading using a low-resolution tactor array 使用低分辨率因子阵列的振动触觉字母读取
Y. Yanagida, M. Kakita, R. Lindeman, Y. Kume, N. Tetsutani
Vibrotactile displays have been studied for several decades in the context of sensory substitution. Recently, a number of vibrotactile displays have been developed to extend sensory modalities in virtual reality. Some of these target the whole body as the stimulation region, but existing systems are only designed for discrete stimulation points at specific parts of the body. However, since human tactile sensation has more resolution, a higher density might be required in factor alignment in order to realize general-purpose vibrotactile displays. One problem with this approach is that it might result in an impractically high number of required tactors. Our current focus is to explore ways of simplifying the system while maintaining an acceptable level of expressive ability. As a first step, we chose a well-studied task: tactile letter reading. We examined the possibility of distinguishing alphanumeric letters by using only a 3-by-3 array of vibrating motors on the back of a chair. The tactors are driven sequentially in the same sequence as if someone were tracing the letter on the chair's back. The results showed 87% successful letter recognition in some cases, which was close to the results in previous research with much larger arrays.
振动触觉显示已经在感官替代的背景下研究了几十年。最近,许多振动触觉显示器已经开发出来,以扩展虚拟现实中的感官模式。其中一些针对整个身体作为刺激区域,但现有的系统仅针对身体特定部位的离散刺激点而设计。然而,由于人类触觉具有更高的分辨率,为了实现通用的振动触觉显示,可能需要更高的密度进行因子对齐。这种方法的一个问题是,它可能导致所需因子的数量高得不切实际。我们目前的重点是探索简化系统的方法,同时保持可接受的表达能力水平。作为第一步,我们选择了一个经过充分研究的任务:触觉字母阅读。我们测试了区分字母和数字字母的可能性,方法是在椅背上安装一个3乘3的振动马达阵列。这些因子按照相同的顺序被依次驱动,就好像有人在追踪椅子背面的字母一样。结果显示,在某些情况下,87%的字母识别成功,这与之前使用更大阵列的研究结果接近。
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引用次数: 75
Accelerated haptic rendering of polygonal models through local descent 基于局部下降的多边形模型加速触觉渲染
David E. Johnson, P. Willemsen
In a prior paper, we described a haptic rendering algorithm for arbitrary polygonal models using a six degree-of-freedom haptic interface. In that paper, global search for local minimum distances provided repulsive forces between models. This paper augments that system with a local tracking algorithm that quickly updates and maintains globally computed minima. The global search continuously adds and deletes local minimum distance pairs being updated by the local search. This new system supports higher haptic interaction rates on more complex scenes than the previous approach.
在之前的一篇论文中,我们描述了一种使用六自由度触觉界面的任意多边形模型的触觉渲染算法。在这篇论文中,局部最小距离的全局搜索提供了模型之间的排斥力。本文用一种局部跟踪算法增强了该系统,该算法可以快速更新和维护全局计算的最小值。全局搜索不断地添加和删除本地搜索正在更新的本地最小距离对。与之前的方法相比,这个新系统在更复杂的场景中支持更高的触觉交互速率。
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引用次数: 39
Haptic rendering with predictive representation of local geometry 具有局部几何形状预测表示的触觉渲染
June-Gyu Park, G. Niemeyer
Haptic rendering of large and detailed virtual objects can require a significant computational load. Built out of a vast number of primitives, the object models can strain algorithms such as collision detection and constrained optimization, which are widely used in haptics applications. Nevertheless, to provide the necessary fidelity, haptic servo loops need to operate at 1 kHz or above. Separating the haptic processes from the more time consuming processes has long been a standard technique to protect more sensitive servo loops from the computational burden of collision detection and graphic display. In addition, local approximation techniques have been developed to allow fast update rates on small areas of the overall model around a known contact point. Operations on the complete model are only executed at a much slower rate. However, none of the existing methods fully exploit the model's topological information. We propose the use of the quadedge data structure to store the object model in addition to a hierarchical data structure used in collision detection. The compact, edge-based graph structure provides a topological map and the necessary tools to navigate easily along the model's surface. Also, we propose to use a velocity vector as an indicator of the intended user's motion. Such information leads to the prediction of the user's position within a short time frame. The proposed methods allow us to efficiently build local intermediate models based on predictions of the contact point movement.
大型和详细的虚拟物体的触觉渲染可能需要大量的计算负荷。由大量的原语构建而成的对象模型可以对碰撞检测和约束优化等算法进行应变,这些算法在触觉应用中得到了广泛应用。然而,为了提供必要的保真度,触觉伺服回路需要在1khz或更高的频率下工作。将触觉过程与耗时更长的过程分离一直是一种标准技术,以保护更敏感的伺服回路免受碰撞检测和图形显示的计算负担。此外,局部近似技术已被开发,以允许在已知接触点周围的整个模型的小区域上快速更新速率。完整模型上的操作只是以慢得多的速度执行。然而,现有的方法都没有充分利用模型的拓扑信息。除了碰撞检测中使用的分层数据结构外,我们还建议使用四边形数据结构来存储对象模型。紧凑的、基于边的图结构提供了一个拓扑图和必要的工具,可以沿着模型的表面轻松导航。此外,我们建议使用速度矢量作为预期用户运动的指示器。这些信息可以在短时间内预测用户的位置。所提出的方法使我们能够基于接触点运动的预测有效地建立局部中间模型。
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引用次数: 22
Haptic simulation of linear elastic media with fluid pockets 具有流体口袋的线弹性介质的触觉模拟
A. Gosline, S. Salcudean, Joseph Yan
A fast technique for simulating fluid pockets enclosed in an elastic body has been developed using the finite element method. By treating fluid pressure as a force boundary condition, the relationship between the volume and pressure of a fluid cavity can be enforced with an iterative solver. This computational approach has been shown to agree with experimental data taken from a gelatin phantom that contains a small fluid pocket. Combining linear methods and condensation techniques with this iterative solver, fast simulation of elastic bodies that include fluid pockets can be achieved. For example, an extension of a two dimensional needle insertion simulation can be carried out at 512Hz for a 24 node incompressible fluid pocket.
本文提出了一种用有限元法快速模拟弹性体内流体袋的方法。通过将流体压力作为力边界条件,可以用迭代求解器求解流体腔体的体积和压力之间的关系。这种计算方法已被证明与从含有小流体袋的明胶幻影中获得的实验数据一致。将线性方法和凝聚技术与该迭代求解器相结合,可以实现含流体穴的弹性体的快速模拟。例如,对于24节点不可压缩流体口袋,可以在512Hz的频率下进行二维针头插入模拟的扩展。
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引用次数: 11
Adding interactivity: active touch in broadcast media 增加交互性:广播媒体中的主动触摸
M. S. O'Modhrain, Ian Oakley
Despite continual consumer demand for richer broadcast media, there have been few examinations of senses other than vision and hearing in this domain. This demonstration paper considers the role that touch may be able to play in future broadcast systems. We have begun to explore the addition of haptic cues to children's cartoons, and through this process unearthed a number of practical design issues unique to this domain. This paper discusses one such issue: how the psychological distinction between passive and active touch influences broadcast media, and how this in turn affects notions of interactivity. Demonstrations of broadcast content featuring active cues are shown to illustrate the points raised.
尽管消费者对更丰富的广播媒体有持续的需求,但在这一领域,除了视觉和听觉之外,很少有对其他感官的研究。这篇演示论文考虑了触摸在未来广播系统中可能扮演的角色。我们已经开始探索将触觉线索添加到儿童漫画中,并通过这个过程发现了这个领域独特的一些实际设计问题。本文讨论了这样一个问题:被动和主动接触之间的心理差异如何影响广播媒体,以及这反过来又如何影响互动性的概念。展示了具有主动提示的广播内容的演示,以说明所提出的观点。
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引用次数: 32
Haptic overlay device for flat panel touch displays 用于平板触摸显示器的触觉覆盖装置
David W. L. Wang, K. Tuer, M. Rossi, J. Shu
Summary form only given. In an effort to present users with an increasing amount of information, many industries including automotive and aerospace are adopting flat panel touch displays as a user interface. These interfaces are becoming popular due to their reconfigurability so that control and display functions can be embedded in multiple layers or menus. However, one of the disadvantages of this approach is the need for the user to constantly look at the display to operate it. In this paper, a haptic overlay device (HOD) is used to address user distraction issues. The HOD is comprised of a conventional off the shelf touch screen display, a custom haptic device, electronics and software. The haptic device has been designed to fit over top of the touch screen. With the HOD, a user is able to feel items, such as buttons and sliders, on the screen.
只提供摘要形式。为了向用户展示越来越多的信息,包括汽车和航空航天在内的许多行业正在采用平板触摸显示器作为用户界面。这些接口由于其可重构性而变得流行,因此控制和显示功能可以嵌入到多个层或菜单中。然而,这种方法的缺点之一是需要用户不断地看显示器来操作它。在本文中,使用触觉覆盖装置(HOD)来解决用户分心问题。HOD由一个传统的现成的触摸屏显示器、一个定制的触觉设备、电子设备和软件组成。这款触觉设备被设计成可以安装在触摸屏上。有了HOD,用户就能感觉到屏幕上的按钮和滑块等物品。
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引用次数: 32
VisPad: a novel device for vibrotactile force feedback VisPad:一种新型的振动触觉力反馈装置
Doanna Weissgerber, B. Bridgeman, A. Pang
VisPad is a new haptics design for visualizing data, constructed from commodity massage chair pads with custom controllers and interfaces to a computer. It is an output device for information transmitted to a user who sits on the pad. The user interface is unique in that it has a large feedback area and is passive in nature, where unlike most current haptics devices, the user's hands are free to work on other things. VisPad can be used as the sole haptics device or can be used in conjunction with other haptics devices. We have tested the usefulness of VisPad in visualizing data by adding the VisPad interface to our protein structure-alignment program (ProtAlign) and performing usability studies. The data demonstrates that more information can be perceived at one time with our multi-modal presentation than with graphics-based visualization alone.
VisPad是一种用于可视化数据的新型触觉设计,由带有定制控制器和计算机接口的商品按摩椅垫构成。它是一种输出设备,用于将信息传输给坐在触控板上的用户。用户界面的独特之处在于,它有一个很大的反馈区域,本质上是被动的,与大多数当前的触觉设备不同,用户的手可以自由地处理其他事情。VisPad可以作为唯一的触觉设备使用,也可以与其他触觉设备一起使用。我们通过将VisPad接口添加到蛋白质结构比对程序(ProtAlign)并进行可用性研究,测试了VisPad在可视化数据方面的实用性。数据表明,与单独基于图形的可视化相比,我们的多模态呈现一次可以感知到更多的信息。
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引用次数: 11
Identification friend or foe application demonstrating effects of haptics and time delay 敌我识别应用演示了触觉和时间延迟的效果
David W. L. Wang, K. Tuer, M. Rossi, J. Shu
Summary form only given. The demonstration is called "identification friend or foe (IFF)". The demonstration hardware consists of a computer (including a monitor) and a custom 3 DOF haptic robotic device although only 2 DOF are required for the demonstration. When the demonstration begins, the user is presented with a 2 DOF map of objects (denoted by green square boxes) randomly situated within a rectangular region of interest. The user moves a cursor on the screen by moving the tip of the robotic device. The task at hand is to position the cursor over each green square in an effort to identify each object as either a friend or foe. When the cursor resides within the boundaries of the box for 1 second of consecutive time, the object is identified as either a friend (denoted by a blue triangle) or a foe (denoted by a red diamond). Through the user interface, the user is able to add haptic effects and random noise to illustrate the value of haptics, the sensitivity of haptics to time delay and noise and the effectiveness of time delay compensation to provide improved performance.
只提供摘要形式。这个演示被称为“敌我识别(IFF)”。演示硬件包括一台计算机(包括一台显示器)和一个定制的3自由度触觉机器人设备,尽管演示只需要2自由度。当演示开始时,将向用户展示一个随机位于感兴趣的矩形区域内的2自由度物体地图(用绿色方框表示)。用户通过移动机器人设备的尖端来移动屏幕上的光标。手头的任务是将光标放置在每个绿色方块上,以努力识别每个对象是朋友还是敌人。当光标连续在框内停留1秒时,该对象将被识别为朋友(用蓝色三角形表示)或敌人(用红色菱形表示)。通过用户界面,用户可以添加触觉效果和随机噪声来说明触觉的价值,触觉对时延和噪声的敏感性以及时延补偿的有效性,以提供改进的性能。
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引用次数: 1
期刊
12th International Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2004. HAPTICS '04. Proceedings.
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