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1 – 10 of over 1000Lennart Thurfjell, John McLaughlin, Johan Mattsson and Piet Lammertse
Haptics is an emerging technology that allows touch‐enabled interaction with virtual objects. Analogous to the use of computer graphics for rendering of a three‐dimensional (3D…
Abstract
Haptics is an emerging technology that allows touch‐enabled interaction with virtual objects. Analogous to the use of computer graphics for rendering of a three‐dimensional (3D) scene to give the user a visual description of the scene, it is possible to use computer haptics to let the user touch objects in the 3D scene. This is normally accomplished by having the haptics engine sending either force vectors or positional information to a haptics device, a robotic arm, that the user manipulates. The purpose of this paper is to give an overview of this technology, describe haptic devices and haptic application programming interfaces. We will also illustrate the use of haptics technology by describing a few industrial and medical applications.
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Gwenaëlle Briand Decré and Caroline Cloonan
This paper aims to study the cross-modal correspondence between a visual stimulus (i.e. glossiness), haptic perception and consumers’ reactions (internal responses and behavioral…
Abstract
Purpose
This paper aims to study the cross-modal correspondence between a visual stimulus (i.e. glossiness), haptic perception and consumers’ reactions (internal responses and behavioral intentions).
Design/methodology/approach
Using an experimental design, three experimental studies have been conducted to test the effect of a glossy (versus matte) packaging upon the perception of haptic features of a packaging (roughness, thickness and lightness), internal reactions (perceived product quality and product attractiveness) and behavioral intentions (purchase intention and willingness to pay).
Findings
This paper evidences the significant impact that glossiness bears on the haptic perception of a packaging material as well as upon internal reactions and behavioral intentions. A new conceptual framework combining the SOR model and the cross-modal correspondences is validated.
Research limitations/implications
The results encourage further research to explore the wide range of potential cross-modal correspondences between visual stimuli and haptic perception.
Practical implications
The results highlight the critical influence of visual cues for managers, especially for online shopping or advertising. Even if consumers cannot touch the product, it is possible to induce haptic perception through visual cues and to influence the internal reactions and behavioral intentions.
Originality/value
This research demonstrates that the packaging texture and weight can be visually induced through glossiness.
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Teleoperations in hazardous environments are often hampered by the lack of available information regarding the state of the remote robotic device. Typically, ideal camera…
Abstract
Teleoperations in hazardous environments are often hampered by the lack of available information regarding the state of the remote robotic device. Typically, ideal camera placements are not possible, and an operator is left with the problem of performing complex manoeuvres in the presence of severe blind‐spots. To address this dilemma, we have been investigating the use of a haptic interface, which not only allows an operator to communicate motion commands to a robot, but also allows the robot to communicate to the operator its motion when performing autonomous collision avoidance. This haptic interface provides total operator control, plus vital information that can be used to decide if and how a robot's autonomous operation should be overridden. This paper details our work in this area and presents the results we have obtained from operator/task performance experimentation with this new haptic communication approach.
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Aimee Riedel and Rory Francis Mulcahy
The purpose of this paper is to provide insight into whether “more sense makes sense” when attempting to encourage consumers to purchase retail products using technology; that is…
Abstract
Purpose
The purpose of this paper is to provide insight into whether “more sense makes sense” when attempting to encourage consumers to purchase retail products using technology; that is, does engaging senses in addition to visual and aural senses, such as haptic touch, through interactive retail technology lead to an easier and more enjoyable consumption experience of retail products for consumers, while also enhancing service provider outcomes? To test this assumption (“more sense makes sense”), this study empirically examines whether differences are present in the consumer experience (usefulness, ease of use and customer-perceived value) and service provider outcomes (satisfaction and purchase intentions) across retail technologies with and without haptic touch enabled.
Design/methodology/approach
The study randomly allocated participants to either the haptic touch (haptic touch, visual and aural senses, n = 135) or no haptic touch (visual and aural senses only, n = 182) interactive retail technology condition. The data were analyzed using multivariate analysis of covariance.
Findings
The data provide support for the use of high-interactive technology achieved through the inclusion of haptic touch by showing it to provide a more visually appealing, easy to use, enjoyable and entertaining experience. However, the results also provide insight into boundaries of where the use of haptic touch does not significantly increase outcomes. Overall, the results suggest high-interactive retail technology using haptic touch provides a more entertaining experience for consumers, which leads to increased satisfaction with service providers, but this does not translate into a significant increase in purchase intentions.
Originality/value
This study examines the consumer and service provider benefits and limitations of using haptic touch in interactive retail technology. The effects of haptic touch for both the consumer and service provider have not previously been empirically examined thoroughly in a technological setting.
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Robert Iacob, Diana Popescu, Frederic Noel and Cedric Masclet
The paper aims to present the processing pipeline of an assembly immersive simulation application which can manage the interaction between the virtual scene and user using…
Abstract
Purpose
The paper aims to present the processing pipeline of an assembly immersive simulation application which can manage the interaction between the virtual scene and user using stereoscopic display and haptic devices. A new set of elements are integrated in a Collaborative Virtual Environment (CVE) and validated using an approach based on subjective and objective users’ performance criteria. The developed application is intended for Assembly/Disassembly (A/D) analysis, planning and training.
Design/methodology/approach
A mobility module based on contact information is used to handle the assembly components’ movements through real-time management of collision detection and kinematically constraint guidance. Information on CVE architecture, modules and application configuration process are presented. Impact of device type (3 degrees of freedom (DoFs) vs 6 DoFs) over user’s experience is evaluated. Parameters (number of assembled components and components assembly time) are measured for each user and each haptic device, and results are compared and discussed.
Findings
Test results proved the efficiency of using a mobility module based on predefined kinematic constraints for reducing the complexity of collision detection algorithms in real-time assembly haptic simulations. Also, experiments showed that, generally, users performed better with 3 DoFs haptic device compared to 6 DoFs haptic equipment.
Originality/value
The proposed immersive application automates the kinematical joints inference from 3D computer-aided design (CAD) assembly models and integrates it within a haptic-based virtual environment, for increasing the efficiency of A/D process simulations.
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Germanico Gonzalez-Badillo, Hugo I. Medellin-Castillo, Theodore Lim, James M. Ritchie, Raymond C.W. Sung and Samir Garbaya
In this study, a new methodology to evaluate the performance of physics simulation engines (PSEs) when used in haptic virtual assembly applications is proposed. This methodology…
Abstract
Purpose
In this study, a new methodology to evaluate the performance of physics simulation engines (PSEs) when used in haptic virtual assembly applications is proposed. This methodology can be used to assess the performance of any physics engine. To prove the feasibility of the proposed methodology, two-third party PSEs – Bullet and PhysXtm – were evaluated. The paper aims to discuss these issues.
Design/methodology/approach
Eight assembly tests comprising variable geometric and dynamic complexity were conducted. The strengths and weaknesses of each simulation engine for haptic virtual assembly were identified by measuring different parameters such as task completion time, influence of weight perception and force feedback.
Findings
The proposed tests have led to the development of a standard methodology by which physics engines can be compared and evaluated. The results have shown that when the assembly comprises complex shapes, Bullet has better performance than PhysX. It was also observed that the assembly time is directly affected by the weight of virtual objects.
Research limitations/implications
A more comprehensive study must be carried out in order to evaluate and compare the performance of more PSEs. The influence of collision shape representation algorithms on the performance of haptic assembly must be considered in future analysis.
Originality/value
The performance of PSEs in haptic-enabled VR applications had been remained as an unknown issue. The main parameters of physics engines that affect the haptic virtual assembly process have been identified. All the tests performed in this study were carried out with the haptic rendering loop active and the objects manipulated through the haptic device.
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The previous column on educational trends briefly mentioned haptic technology in the context of the future of educational technologies (Fernandez, 2017). However, haptic…
Abstract
Purpose
The previous column on educational trends briefly mentioned haptic technology in the context of the future of educational technologies (Fernandez, 2017). However, haptic technology is important enough to merit further consideration on its own terms. Haptic technology is a term that encompasses a set of rapidly evolving technologies centering on recreating the sense of touch, with a wide range of applications, and is poised to influence a wide range of industries and transform how we interact with technology. This paper aims to provide an overview of what haptic technology is and elucidate some of the crucial ways it is likely to develop in the future.
Design/methodology/approach
At its most basic level, haptic technology provides sensory feedback. This can be in service of making an experience more interactive; for example, when playing a video game, the remote control might vibrate in response to what is happening on the screen. It can also provide a wider range of previously unexplored feedback – as when a cell phone vibrates to notify its owner that they have received a text message.
Findings
As the technology around the sense of touch develops, it will have the capacity to provide richer experiences as well as new opportunities for communication. This column will provide an overview of what haptic technology is and elucidate some of the crucial ways it is likely to develop in the future
Originality/value
A fundamental shift is underway in how we interact with our computers and devices. Sensation-based products are being launched across a variety of industries, including consumer electronics, automobiles and health care.
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Omer Faruk Argin and Zeki Yagiz Bayraktaroglu
This paper aims to present a novel modular design framework for the haptic teleoperation of single-master/multiple-slave (SM/MS) systems with cooperating manipulators.
Abstract
Purpose
This paper aims to present a novel modular design framework for the haptic teleoperation of single-master/multiple-slave (SM/MS) systems with cooperating manipulators.
Design/methodology/approach
The user commands the remote-leader robot and the slave remote robot follows the leader in a leader–follower formation. The remote-slave is purely force-controlled. A virtual model of the remote environment is introduced between the local and remote environments through simulation software. Locally generated motion inputs are transmitted to the remote environment through the virtual model. A haptic coupling is designed in the virtual environment and the haptic feedback is transmitted to the user along with the forces measured in the remote environment. The controllers proposed in this work are experimentally evaluated with experienced and inexperienced users.
Findings
The proposed haptic interaction model contributes to the total force feedback and smoothens the high-frequency signals occurring at the physical interaction in the remote environment. Experimental results show that the implemented controllers including the proposed haptic interaction improve the teleoperation performances in terms of trajectory tracking. Furthermore, pure force control of the remote-slave is shown to enhance the robustness of the teleoperation against external disturbances. Satisfactory teleoperation performances are observed with both experienced and inexperienced users.
Originality/value
The proposed SM/MS teleoperation system involves a multi-purpose virtual simulator and a purely force-controlled remote-slave manipulator in a modular cooperative configuration. The uniquely defined structure of the proposed haptic coupling is used in modeling the interaction between the local and remote manipulators on the one hand, and between cooperating remote manipulators on the other.
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Jose James, Bhavani Rao R. and Gabriel Neamtu
Offering unskilled people training in engineering and vocational skills helps to decrease unemployment rate. The purpose of this paper is to augment actual hands-on conventional…
Abstract
Purpose
Offering unskilled people training in engineering and vocational skills helps to decrease unemployment rate. The purpose of this paper is to augment actual hands-on conventional vocational training methods with virtual haptic simulations as part of computer-based vocational education and training.
Design/methodology/approach
This paper discusses the design of a bi-manual virtual multi-modal training interface for learning basic skills in surface mount device hand soldering. This research aims to analyze human hand dexterity of novices and experts at micro level skill knowledge capture by simulating and tracking the users’ actions in the manual soldering process through a multi-modal user interface.
Findings
Haptic feedback can enhance the experience of a virtual training environment for the end user and can provide a supplementary modality for imparting tangible principles to increase effectiveness. This will improve the teaching and learning of engineering and vocational skills with touch-based haptics technology, targeted toward teachers and students of various disciplines in engineering. Compared with the traditional training methods for learning soldering skills, the proposed method shows more efficiency in faster skill acquisition and skill learning.
Originality/value
In this study, the authors proposed a novel bi-manual virtual training simulator model for teaching soldering skills for surface mount technology and inspection. This research aims to investigate the acquisition of soldering skills through virtual environment, with and without haptic feedback. This acts as a basic-level training simulator that provides introductory training in soldering skills and can help initially unskilled people find educational opportunities and job offers in the electronics industry.
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Chung Hyuk Park and Bum‐Hee Lee
To propose a new haptic modeling and contact analysis algorithm (modified long element method (MLEM)) to efficiently model deformation, to estimate elasticity, and to provide the…
Abstract
Purpose
To propose a new haptic modeling and contact analysis algorithm (modified long element method (MLEM)) to efficiently model deformation, to estimate elasticity, and to provide the characterization of contact with deformable objects, which is important in teleoperation and haptic system.
Design/methodology/approach
Widely used finite element method for haptic rendering and visualization of deformable objects has limitations in real‐time applications because of its massive calculations and the absence of physical modeling. Using long elements method (LEM), the authors propose the MLEM which is capable of real‐time deformation rendering and elasticity estimation with reliable physical modeling. The authors applied MLEM to a simple haptic system composed of the three‐link SNU DD‐robot and a force‐feedback joystick.
Findings
An efficient, real‐time haptic modeling for deformable objects has been developed. MLEM provides physically accurate deformation modeling in real time, and estimates the elasticity of objects at contact, providing contact characterization based on material properties.
Research limitations/implications
MLEM has been applied to SNU DD‐robot, and displayed real‐time haptic visualization in 2D space. It can be applied easily to any haptic system with force sensors, and may have impacts on the applications of teleoperation, robot‐aided surgery and human‐robot interaction.
Originality/value
This paper offers a practical tool to the engineers in the haptics field for visualization of deformation. The efficient algorithm of MLEM can be placed on any haptic system with force sensors, and will improve the efficiency and accuracy of teleoperated haptic systems with real‐time analysis of haptic contact.
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