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What is Haptics | Touchable Haptic Technology - YouTube
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Haptic or kinesthetic communication recreates touch by applying power, vibration, or movement to the user. This mechanical stimulation can be used to assist in the creation of virtual objects in computer simulations, to control the virtual objects, and to improve the remote control of machines and devices (telerobotics). The haptic device can incorporate a tactile sensor that measures the power given by the user at the interface.

Most researchers distinguish three sensory systems related to the sense of touch in humans: skin, kinesthetic and haptic. All perceptions mediated by skin and/or kinesthetic sensibility are referred to as tactical perceptions. Touch feelings can be classified as passive and active, and the term "haptic" is often associated with an active touch to communicate or recognize objects.

Haptic technology has made it possible to investigate how touch of human touch works by enabling the creation of carefully controlled, haptic virtual objects.

The haptic , from the Greek: ??????? ( haptikos ), meaning "related to sensory sense" and derived from the Greek verb ?????? ?? haptesthai , meaning "calling" or "touching."


Video Haptic technology



Histori

One of the earliest applications of haptic technology is in large aircraft that use the servomechanism system to operate the control surfaces. Such systems tend to be "one-way", which means that the aerodynamically applied external force to the control surface is not felt in the control. Here, the normal force lost is simulated with springs and weights. In lighter planes without a servo system, as the aircraft approaches the kiosk, aerodynamic hits (vibrations) are felt in the pilot's control. This is a useful warning about dangerous flight conditions. This wobble of control is not felt when the servo control system is used. To replace this lost sensory signal, the angle of attack is measured and as it approaches the critical point, a shaker stick is involved that simulates the response of a simpler control system. Alternatively, the servo power can be measured and the signal is directed to the servo system on the control, known as force feedback . Style feedback has been applied experimentally in some excavators and is useful when digging mixed materials such as large stones grown in mud or clay. This enables the operator to "feel" and overcome the invisible obstacles, enabling significant productivity gains and reducing the risk of damage to the machine.

The first US patent for tactile telephone was given to Thomas D. Shannon in 1973. The early human tactile-human communication system was built by A. Michael Noll at Bell Telephone Laboratories, Inc. in the early 1970s and patents were issued for his invention in 1975.

In 1994, Aura Systems launched Interactor Vest, a wearable feedback device that monitors audio signals and uses Aura's patented electromagnetic actuator technology to convert bass sound waves into vibrations that can represent actions such as punches or kicks. The Interactor vest is connected to the audio output of the stereo, TV, or VCR and the user is given a control that allows to adjust the intensity of vibration and filtering of high frequency sound. The Interactor vest is worn over the upper body and the audio signal is reproduced through speakers embedded in the vest. After selling 400,000 of its Interactor Vest, Aura started sending Interactor Cushion, a device that operates like a Vest but instead of wear, it is placed behind the seat and the user has to lean on it. Both Vest and the Cushion are launched with a $ 99 price tag.

In 1995, Norwegian Geir Jensen described the device of a haptic watch with a leather tap mechanism, called Tap-in. It will connect to the phone via Bluetooth. The tapping frequency pattern will identify the caller to the phone and allow the user to respond with the short message selected. It was submitted to the government innovation contest and did not receive the award. It was not pursued or published until it recovered in 2015. The Tap-in device by Jensen is designed facing the user to avoid twisting the wrist, see the picture. It will adapt on all phones and watch brands. By 2015 Apple starts selling watches that include touch-notification leather and warning to mobile phone clock users.

Maps Haptic technology



Implementation

Vibration

The majority of electronics that offer haptic feedback use vibration, and most use an eccentric spinning actuator type (ERM), which consists of an unbalanced weight attached to the motor shaft. When the shaft rotates, this irregular mass spinning causes the actuator, and in turn, the connected device, vibrates.

Some newer devices, such as Apple and iPhone notebooks featuring "Taptic Engine", resolve their vibrations with a linear resonant actuator (LRA), which drives the mass reciprocally through a magnetic sound coil, similar to how speaker technology translates DC electrical signals into in its cone speaker movement. LRA is able to respond faster than ERM, and thus is able to transmit more accurate haptic images.

Piezoelectric actuators are also used to generate vibrations, and offer more precise movement with less noise and in smaller platforms, but require higher voltages than ERM and LRA implementations, and may be more fragile.

Power input

Some devices use motors to manipulate the movement of devices held by the user. The common usage is in video games and car driving simulators, which change the steering wheel to simulate the power found when cornering real vehicles.

In 2007, Novint released Falcon, the first consumer 3D touch device with high-resolution three-dimensional power feedback; This allows the simulation of haptic objects, textures, retreats, momentum, and the physical existence of objects in the game.

Non-contact haptic technology

Non-contact, or air, haptic technology utilizes the sense of touch without physical contact of the device. This type of feedback involves interaction with systems that are in 3D space around the user. Thus, users can take action on the system without any physical input device.

Air vortex ring

The air vortex ring is a donut-shaped air bag that is a concentrated airflow. Focused air vortices can have the power to blow a candle or disturb the paper from a distance of several yards. Two particular companies have conducted research using air vortex as a source for non-contact haptic feedback.

Disney research

In 2013, Disney is working on a technology they call AIREAL. This system provides non-contact haptic feedback through the use of air vortex rings. According to Disney, AIREAL helps users experience the texture and "touch" of virtual 3D objects in free space. This is all without the need for gloves or other types of physical haptic feedback.

Disney takes this research because they believe that technology is evolving toward more virtual applications or augmented reality. According to Disney, the missing piece in this computer-augmented developing world is the absence of physical feelings of virtual objects. Disney's main objective for the study was to encourage other research on new applications from non-contact liver feedback.

Microsoft

In 2013, Microsoft explored the same area as Disney. They use an air vortex ring to try and provide haptic feedback for long-range interaction. Microsoft mostly focuses on the study of the theory of vortex formation and parameters that will provide the most effective air vortex rings that will provide haptic feedback to the user. Microsoft concluded that to get the best experience of air vortex rings, the gap size that generates the ring does not limit the design. However, the L/D ratio is the most useful measurement. The optimal L/D ratio for the air vortex ring generator is between 5 and 6.

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Ultrasound is a form of sound wave that has high frequency. The most popular use of ultrasound is the visualization of the baby in the mother's womb. These sound waves are generally harmless to the human body and can be easily focused. One company called Ultrahaptics has worked with this technology to provide non-contact liver feedback.

Ultrahaptics

Established in 2013, Ultrahaptics has focused on providing haptic input to users in free space using ultrasound technology. They use some ultrasound speakers to make changes in air pressure around the user. This provides the ability to feel a focused air pressure bag in the environment. It gives users tactile gestures for motion, invisible interfaces, textures, and virtual objects.

The company continues to evolve and launches its evaluation program in 2014. The program includes a tabletop-based device. Various ultrasound speakers are placed on the grid, which can focus ultrasound waves right above it. This type of technology is currently intended for use with computer interfaces that involve hand gestures.

New haptic technology moves away from physical touch controls ...
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Commercial applications

Tactile electronic display

Tactile electronic display is a kind of display device that presents information in the form of touch.

Teleoperator and simulator

Teleoperator is a remote controlled robot tool - when the power of contact is reproduced to the operator, it is called haptic teleoperation . The first electrical telesoperator was built in the 1950s at Argonne National Laboratory by Raymond Goertz to handle radioactive substances from a distance. Since then, the use of force feedback has become more widespread in other types of teleoperators such as remote-controlled underwater exploration tools.

When the device is simulated using a computer (because they are in an operator training device), it is useful to provide style feedback that will be felt in the actual operation. Because the manipulated object does not exist in a physical sense, the resulting force uses a haptic operator control (force generating). Data representing touch sensations can be stored or played using the haptic technology. The haptic simulator is used in medical simulators and flight simulators for pilot training. It's important to exert the right power for the user. This takes into consideration the sensitivity of human power.

Video game

Haptic feedback is usually used in arcade games, especially racing video games. In 1976, the Sega Moto-Cross motorcycle game, also known as Fonz , was the first game to use haptic feedback that caused the handlebars to vibrate during collisions with other vehicles. Tatsumi TX-1 introduced stylish feedback to game car driving in 1983. Game Earthshaker! was the first pinball machine with haptic feedback in 1989.

Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels. The initial application was provided via optional components, such as the Nintendo 64 Randle Pak controller in 1997. That same year, Microsoft SideWinder Force Pro feedback with feedback from Immersion Corporation was released. Many new generation control consoles and joystick features are built in feedback devices as well, including Sony's DualShock technology and Microsoft's Trigger Impulse technology. Some car steering controllers, for example, are programmed to provide a "feel" of the road. When a user turns or accelerates, the steering wheel responds by rejecting bends or slipping out of control.

In 2013, Valve announced the line of Microconsoles Steam Machines, including a new Steam Controller unit that uses a weighted electromagnet capable of delivering various haptic feeds through trackpads units. This controller feedback system is open to users, allowing users to configure feedback to occur in almost unlimited ways and situations. Also, due to the controller community orientation, the possibility to have the game interact with a controller feedback system is limited to game design.

In 2014, researchers at LG Electronics, led by Youngjun Cho, demonstrated a new technique for automatically generating haptic effects on haptic pads in interacting with multimedia content at ACTUATOR 2014 in Bremen, Germany.

In 2017, Nintendo Switch's Joy-Con introduces the HD Rumble feature. It has a high degree of precision, allowing it to simulate feelings of holding, moving, and using objects. 1-2-Switch has a number of minigames showing this feature.

Personal computer

In 2008, Apple MacBook and MacBook Pro began to incorporate the "Tactile Touchpad" design with button functionality and haptic input incorporated into the tracking surface. Products like Synaptics ClickPad follow afterwards.

In 2015, Apple introduced the track "Force Touch" to the MacBook Pro 2015 that simulates clicks with "Taptic Engine" (which provides haptic feedback).

Mobile devices

Hactic tactile feedback often occurs on mobile devices. Handset manufacturers like Nokia, LG and Motorola have incorporated various types of haptic technology in their devices; in many cases, this takes the form of a vibratory response to touch. Alpine Electronics uses a haptic feedback technology called PulseTouch on many of their navigation and stereo touch screen units. Nexus One displays haptic feedback, according to its specifications. Samsung first launched mobile phones with haptics in 2007.

Haptics surface refers to the production of variable power on the user's finger while interacting with the surface, such as the touch screen. Tanvas uses electrostatic technology to control the power inside the fuselage experienced by the fingertips, as a function of programmable finger movement. The TPaD Tablet Project uses ultrasonic technology to modulate the brilliance of the glass touch screen, as if the user's fingers were floating above the air cushion.

In February 2013, Apple Inc. was awarded a patent for a more accurate haptic feedback system suitable for multitouch surfaces. The US Patent for "Methods and Equipment for Haptic Feedback Localization" describes a system in which at least two actuators are positioned under a multitouch input device to provide vibration feedback when the user makes contact with the unit. More specifically, the patent provides an actuator to induce the feedback vibration, while at least one other actuator creates a second vibration to suppress the first from spreading to undesirable areas of the device, thereby "localizing" the haptic experience. While the patent provides an example of a "virtual keyboard", a special language recording the invention can be applied to the multitouch interface.

3D In-cell Touch is a multi-touch and display integration technology that combines liquid crystal, touch sensing elements and 3D capacitive touch sensors into a single structure. This technology has a narrow module design and a high signal-to-noise ratio. As a result, this maximizes touch accuracy and sensitivity performance at low power consumption. Traditional touch screen display uses three layer structures: one layer for display, one layer for touch function and another layer for 3D touch function. While the "on sale" screen uses two layer structures where the display panel and the touch sensor layer are one. Touch technology in 3D cells integrates LCD, touch screen layers and 3D capacitive sensor layers into one unit instead of stacking three layers on top of each other.

Virtual reality

Haptics gained wide acceptance as an essential part of virtual reality systems, adding a sense of touch to a previously visual only interface. Most use stylus-based hullic rendering, where users interact to the virtual world through a tool or stylus, providing a computationally realistic form of interaction on the current hardware. The system is being developed to use a haptic interface for 3D modeling and design that is intended to give artists a real, interactive, virtual modeling experience. Researchers from the University of Tokyo have developed a 3D hologram that can be "touched" through haptic feedback using "acoustic radiation" to create a pressure sensation on the user's hand (see next section). The researchers, led by Hiroyuki Shinoda, have the technology exhibited at SIGGRAPH 2009 in New Orleans. Some companies make full bodies or body haptic vests or haptic clothing to use in immersive virtual reality so that explosions and bullet impacts can be felt.

Haptic technology aims to overcome physical and psychological ...
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Research

Research has been done to simulate different types of taction through high-speed vibrations or other stimuli. One device of this type uses an array pad pin, in which the pin vibrates to simulate the touched surface. Although this does not have a realistic feel, it provides useful feedback, allowing discrimination between various shapes, textures, and resilience. Several haptics APIs have been developed for research applications, such as Chai3D, OpenHaptics, and Open Source H3DAPI.

Medicine

The haptic interface for medical simulations may prove extremely useful for training in minimally invasive procedures such as laparoscopy and intervention radiology, as well as for conducting remote operations. The special advantage of this type of work is that the surgeon can perform more operations of the same type with less fatigue.

Virtual Haptic Back (VHB) successfully integrated in the curriculum at Ohio University College of Osteopathic Medicine.

Robotics

Hand Shadow uses the sense of touch, pressure, and position to reproduce the power, delights, and complexity of the human hand. SDRH was developed by Richard Greenhill and his team of engineers in London as part of The Shadow Project, now known as the Shadow Robot Company, an ongoing research and development program aimed at completing the first convincing humanoid. Initial prototypes can be seen in NASA's humanoid robot collection, or robonaut. Hand Shadow has a haptic sensor embedded in each joint and finger pad, which passes information to a central computer for processing and analysis. Carnegie Mellon University in Pennsylvania and Bielefeld University in Germany found The Shadow Hand to be an invaluable tool in advancing understanding of haptic awareness, and in 2006 they engaged in related research. The first PHANTOM, which allowed one to interact with objects in virtual reality through touch, was developed by Thomas Massie when a student of Ken Salisbury at MIT.

Art, design and handwriting

Touching is not limited to feelings, but allows real-time interactivity with virtual objects. Thus, haptics are used in virtual art, such as sound synthesis or graphic design and animation. The haptic device allows the artist to have direct contact with a virtual instrument that produces real-time sound or images. For example, violin string simulations generate real-time vibrations of this string under pressure and expressiveness of the arc (haptic device) held by the artist. This can be done by physical modeling synthesis.

Designers and modelers can use high-freedom input devices that provide touch feedback related to the "surface" they are carving or creating, enabling a faster and more natural workflow than traditional methods.

Artists working with haptic technologies such as the vibrotactile effector are Christa Sommerer, Laurent Mignonneau, and Stahl Stenslie.

Digital images or handwriting tasks can be improved and produce better output with more realistic feedback designed to allow artists or authors to feel as if they were drawing or writing with traditional writing/drawing tools (markers, pens, etc.). The first method to realize this is proposed in the RealPen Project.

Avatar VR provide a realistic sense of touch thanks to the use of ...
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Future apps

The future applications of haptic technology cover a wide spectrum of human interactions with technology. The current research (from 2013) focuses on mastery of tactile interactions with holograms and distant objects, which if successfully can result in applications and advancements in games, film, manufacturing, medical, and other industries. The medical industry benefits from virtual operations and telepresence, which provides new options for medical care. The clothing retail industry can get from haptic technology by allowing users to "feel" the texture of clothing for sale on the internet. Future advances in haptic technology can create new industries that were previously unfeasible or realistic.

Holographic interactions

Researchers at the University of Tokyo are working on adding haptic feedback to holographic projection. Feedback allows the user to interact with the hologram and receive a tactile response as if the holographic object was real. This study uses ultrasound waves to create acoustic radiation pressure, which provides tactile feedback when the user interacts with a holographic object. Haptic technology does not affect the hologram, or interaction with it, only the user's perceived touch response. The researchers posted a video featuring what they call the Airborne Tactile Ultrasound Display. In 2008, technology was not ready for mass production or major applications in the industry, but quickly developed, and industrial companies showed a positive response to the technology. This possible future implementation example is the first one where users do not have to be equipped with special gloves or use special controls - they can "just walk and use it".

Future medical applications

One of the ongoing (from 2014) medical innovations is the central workstation used by surgeons to conduct remote operations. The local nursing staff prepares the machine and prepares the patient, and instead of traveling to the operating room, the surgeon becomes telepresence. This enables expert surgeons to operate from across the country, increasing the availability of expert medical care. Haptic technology provides touch feedback and resistance to surgeons as they operate robotic devices. When the surgeon makes an incision, they feel the ligaments as if working directly on the patient.

In 2003, researchers at Stanford University are developing technologies to simulate operations for training purposes. The simulation operation allows surgeons and surgical students to practice and train more. Haptic technology helps in simulations by creating a realistic touch environment. Just like telepresence surgery, the surgeon feels the ligaments are simulated, or the pressure of the virtual incision as if it is real. The researchers, led by J. Kenneth Salisbury Jr., professor of computer science and operations, hoped to create realistic internal organs for simulation operations, but Salisbury stated that the task would be difficult. The idea behind this research is that "just as commercial pilots train in flight simulators before they let go of real passengers, surgeons will be able to practice their first incisions without actually cutting anyone off".

According to a Boston University paper published in The Lancet, "Noise-based devices, such as random vibrating soles, can also repair age-related damage in balance control." If effective and affordable haptic gills are available, there may be many injuries from falling in old age or due to a disease-related balance disorder can be avoided.

In February 2013, an inventor in the United States built a "spider-sense" bodysuit, equipped with ultrasonic sensors and haptic feedback systems, warning users of incoming threats; allowing them to respond to the attacker even when the eyes are closed.

Source of the article : Wikipedia

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