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This workshop, led by John Hollerbach from the University of Utah, delves into haptic interfaces and their applications in virtual reality (VR) and human-computer interaction (HCI). Haptic interfaces enhance the user's experience by simulating the sense of touch through mechanical devices that apply forces to the body. Various types of haptics, including traditional, foot, and whole-body systems, will be discussed, alongside their roles in teleoperation and immersive environments. The significance of haptics in games, medicine, and design will also be explored, highlighting their growing importance in technology.
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IMA Workshop on Haptics, VR, and HCIOverview John Hollerbach School of Computing University of Utah
What Are Haptic Interfaces? “Haptic interfaces refers to interfaces involving the human hand and to manual sensing and manipulation.” (Durlach et al., 1994) • A haptic interface is comprised of • A mechanical position tracker • Actuated joints • This is just a robot attached to a human
Where forces have been applied: Haptic interfaces are robots that apply forces to the body to display information. • Traditional haptics: arms and hands • Foot haptics: Sarcos Biport • Whole-body haptics: Sarcos Treadport
Traditional Haptic Interfaces Body based Ground based
Foot Haptics (locomotion interface) Sarcos Biport Iwata’s GaitMaster
Whole-Body Haptics Sarcos Treadport II
A Thin Line Separates Other Robots that Apply Forces to Humans • Programmable exercise machines • Rehabilitation robots • Assist devices • Powered exoskeletons
Haptic Interfaces in Teleoperation or Virtual Reality Avatar Teleoperation
Why Haptics and VR? • The most general HCI will involve haptics, not just vision and sound. • There are a lot more computers to be interfaced than telemanipulators.
Arm Model World Model A Typical VR System Haptic Interface Force rendering Dynamics User Geometry Visual Interface Virtual World Auditory Interface
Transparency • Stability Technical Issues • Simulation • High-fidelity for objects • Low-fidelity for haptics • Devices • Specification • Design • Control
The Device Angle for VR • Precise registration to a simulation • Human factors for device use • Cost and proliferation • Novelty factor
The Simulation Angle:Real-Time Requirements • Visual displays: 30-60Hz • Haptic displays: 1kHz, 1msec lag • High-frequency contact transients • Control instability
Haptics for VR is not new! • Teleoperation predictor displays • Impelled by cheap, powerful PCs • Proliferated by haptics companies and innovations in research labs
But What are the Applications? • Computer games • Medicine • Mechanical design • ???
Haptics Symposium • #1-9 held in conjunction with ASME winter annual meeting • #10 to be held in conjunction with IEEE VR, March 24-25, 2002, in Orlando.