PhysX-based Framework for Developing Games with Haptic Feedback
|
|
- Valerie Nash
- 6 years ago
- Views:
Transcription
1 PhysX-based Framework for Developing Games with Haptic Feedback R.P.C. Janaka Rajapakse* Yoshimasa Tokuyama** and Kouichi Konno*** Tainan National University of the Arts*, Tokyo Polytechnic University**, and Iwate University*** and Abstract The main goal of computer game is to immerse a user in a virtual environment. In traditional games, the user immersion is performed through the sense of visuals and sounds with interactions through 2D input devices like mouse and keyboards. Haptic technology can simulate tactile and kinesthetic sensations in virtual environments. Recently, there are a variety of games which take advantage of the haptic effects offered by some devices such as joysticks, gamepads and haptic devices. The main criticism of haptic-driven game development is that the real-time interactions must allow graphical updates of 30 Hz and a much higher rate of 1 khz for force feedback. The rapid development of the physics engines in recent years has enabled real time simulation of multi-physics effects for 3D games. The major challenge of using such physics engines for realistic haptic rendering is the computation of physically simulated force at interactive haptic rates. This paper presents a framework for developing haptic-enabled 3D blocks arranging games like virtual Jenga and Tsumiki based on NVIDIA s PhysX application programming interface (API). The proposed framework introduces a collision handling method to calculate feedback forces by using the collision geometry data obtained from PhysX and the haptic rendering device to provide force feedback. 1. Introduction Immersive is a widely used term in interactive applications such as virtual reality, computer games, and human-computer interaction. The main objective of immersive systems is to artificially create all stimuli that would be experienced in that environment in reality. Immersing someone in a virtual world can be done by many different ways. Touch is a powerful sense for humans; hence, haptic interaction with vision offers users new immersive experiences with applications in entertainment and hyper media [1, 2, 3]. Haptic technology and simulating tactile feedback for virtual reality applications has been widely studied [4, 5, 6]. Recent years have seen rapid growth of popularity of computer gaming. According to the annual report of Entertainment Software Association (ESA), this industry has been totaled over eleven billion dollars in US sales alone in year 2008 [7]. Meanwhile, the rapid growth of the computational power of central processing units (CPUs) and graphic processing units (GPUs) in recent years has begun to expand multimodal interaction for game consoles and home computers. With the advent of first inexpensive haptic devices on the consumer market, game industry had focused on introducing tactile feedback to the players [8]. In most current games, haptic sensation is performed through the sense of vibrotactile feedback by using devices such as two-degree-of-freedom (2-DOF) joysticks, gamepads, drumsticks, steering wheels, airplane flight controllers, etc. A way to increase the user immersion into the games is to make use of more sophisticated haptic device. One of the major challenges in haptic rendering for games is the computation of continuous forces at haptic rates. To address this issue, a haptic-driven game must refreshes the screen Hz to give the user feeling of continuous movement while haptic device is permitting a much higher rate of 1 khz for force feedback. A solution to this barrier can also be utilized by integrating with physically-based simulation of rigid body dynamics, which has become increasingly popular in games over the past few years. Recently several physics engines have been developed which offer multi-physics simulations for 3D games [9-13]. Even though such physics engines and libraries provide unique opportunities for the development of games, less integration offers to their use in the development of interactive haptic games. The main objective of this work is to investigate the potential of using NVIDIA s-physx physics library [9] to calculate feedback forces for haptic-enabled games and virtual reality applications. In this paper,
2 we present a framework for developing haptic-driven 3D blocks arranging games such as like Jenga and Tsumiki (See Figure 1 and Figure 2). In 3D blocks arranging games, it is very important to create realistic interaction between the blocks while player is feeling the haptic sense of them. Simulating contact and collision for a large number of blocks is a big challenge. Figure 1: Tsumiki - blocks arranging games The proposed framework introduces a collision handling method to calculate feedback forces by using the collision geometry data obtained from PhysX and the haptic rendering device to provide force feedback. Figure 2: Jenga - blocks arranging games The rest of this paper is organized as follows. Section 2 reviews background literature on physics engines and haptic interaction in games. In Section 3, we introduce procedures of proposed PhysX-based framework for the development of 3D games with force feedback. This Section also shows overview of the system and implementation details. Results are presented in Section 4. Finally, we conclude in Section 5, and discuss possible future work. 2. Background There have been numerous research work done on haptics and real-time physical simulations in computer graphics history. The purpose of this short review is to examine available physics engines, haptic rendering and haptic interaction in games. 2.1 Physics Engines Extensive research has been concerned on the simulation of dynamic rigid bodies in computer graphics. In the early days, quite simple approaches were used to model physical behavior such as mass-spring networks or particle systems. Modern physics engines can often handle much more, such as cloth simulation, fluid dynamics, deformable objects, etc. We consider here a list of currently available physics engines that handle more or less complete multibody dynamics. Most of them are designed for developing games and entertainment applications. PhysX is a dynamic physics engine solution initially launched by Ageia software, then acquired by NVidia [9]. PhysX engine leverage the parallel computational power of hardware, including modern GPUs and physics processing units (PPUs) to accelerate computation time. It proposes complete dynamic constraint resolution, including collision detection and physically based simulation of rigid bodies, cloth, soft-bodies, fluids and destructions. Havok Physics is a real-time collision detection and physical simulation solution [10]. Havok Physics has been widely awarded for its robustness, scalability and team support. It includes complete detection system and optimized dynamics and constraints solver. Havok Physics is actually a component of the Havok's suite, which currently includes Havok Animation, Behavior, Cloth and Destruction. Bullet Physics is an open source dynamic engine which provides collision detection, and soft and rigid body dynamics [11]. It is an open source competitor for Havok Physics or PhysX engine. Open Dynamic Engine (ODE) is an open source dynamic engine, handling articulated rigid body dynamics [12]. It is a constrain-based physics engine that uses Euler integrator and fixed time stepping. Newton is a free physics engine that is made for several platforms, Window, Mac, and Linux [13]. It is an open source dynamic engine for rigid bodies. There are not much works done testing and comparing different physics engines. Physxinfo.com [14] published a web-based article comparing gathered statistics of three different physics engines, PhysX, Havok physics and ODE. This article has tried to summarize what PhysX SDK has archived in game industry. Their statistical evaluation did not focused on terms such as performance, features, quality, etc. but considered released game titles in recent years. Figure 3 shows the numbers of released game in time period from
3 Figure 3 shows detailed statics on number of released games per quarter of calendar years more detailed surveys on haptic rendering. However, it broadly consists of two processes: collision detection and collision response. In the particular case of a force-feedback device such as the PHANTOM [29], being an input and output device, if the operator touches a solid wall from the haptic model the collision-response mechanism transmits the right force to the device to mimic a solid surface. Thus, when the operator tries to push through the solid wall the device transmits a greater force. A useful survey on collision detection is by Lin et al. [18], it provides a good overview of the main collision detection algorithms. Weller et al. [19] presented a hierarchical data structure which makes the algorithm suitable for haptic rendering of very complex objects with several thousands of polygons. Figure 3: Number of released titles (source from As shown in Figure 3 and Figure 4, there is an increasing adoption of PhysX by game industry, because of the integrated hardware acceleration and the collection of help functions as well as the great established communities for developer support. Figure 4: Number of released titles (source from Without providing a quantitative evaluation of available physics engines, it is very difficult for a developer to select an appropriate physics engine for their developments. Boeing et al. [15] published an article quantitatively comparing publicly available physics engines for simulation systems and game development. According to their evaluation, no one engine performed best at all task, and almost every test was performed best by different engine. To our knowledge, there are no publicly available physics engines that provide direct implementations for haptic-enabled collision calculations. Therefore, this work is to focuses on the potential of using NVIDIA s-physx physics library to calculate feedback forces for haptic-enabled games and virtual reality applications. 2.3 Haptic interaction in Games In the literature, realistic haptic interaction using in 3D games are not very common. Typically haptics are used in PC and console games through the sense of vibrotactile feedback by using devices such as two degree of freedom (2-DOF) joysticks, gamepads, drumsticks, steering wheels, airplane flight controllers, etc. [8]. Problem with the typical vibrotactile feedback of traditional game controllers is that it is too ambiguous: it doesn t give specific information to the player of what has happened. To significantly improve the usefulness of tactile feedback, it needs innovative techniques. Jiang et al [20] has found that well-designed haptic feedback reduce error rates and improve performance. In recent years many interesting innovations have expanded the usage of novel sensors and multi-touch displays in console and mobile games. The Nintendo Wii [24] has introduced an entirely new approach to gaming. When we compare games that are available on Wii with those for the Xbox360 and the PlayStation 3(PS3) [25, 26], it is clear that Wii s graphics are not on par with the other consoles. However, its motion-sensing game controller has made it a success story worldwide [21], outselling both Microsoft s and Sony s consoles. While some novel technologies are enhancing performance and environment in the field of console gaming, there has been little progress in haptic-enabled PC gaming. Recently Novint launched a low-cost haptic device named Novint-Falcon for the gaming market [27] (See Figure 5). 2.2 Haptic Rendering Haptic rendering is the process of computing the force required by contacts with virtual objects based on measurements of the state of the device. This state may be modified by the operator s applied position, force, torque, and/ or environment dynamics [1, 2, 3, 4, 5, 6]. In the book chapters, Salisbary et al. [16] and Lin et al. [17] have reviewed Figure 5: Photo of Novint Falcon [27]
4 Morris et al. [22] introduced Haptic Battle Pong, a competitive networked game that makes extensive use of 3-DOF force-feedback and 6-DOF input. This is a pong clone with haptic control through the Sensable PHANTOM device. This is among the first games to fully utilize the capabilities of high-fidelity haptic devices, and explored the applicability of high-degree of freedom haptics to games. Andrews et al. [23] presented a game which named HaptiCast acts as an experimental framework for assessing haptic effects in 3D games. In this game, players have to assume the role of a wizard with an arsenal of haptically-enabled wands which they may use to interact with the game. Our framework is focused on the development of haptic-enabled 3D games with the NVIDIA PhysX engine in order to provide more effective PhysX accelerated collision handing method for 3D blocks arranging games. 3. System Overview Figure 6 depicts the outline of the system diagram. A PHANTOM Omni desktop device by SensAble Technologies [29] is employed as a haptic device for 6-DOF input and 3-DOF feedback of force. The system consists of two sub modules for haptic rendering and physics simulations. The haptic rendering module of the system was developed with the OpenHaptics toolkit to read current positions of haptic device and rendering feedback force. The physics simulation module uses new position of the object and makes physics simulation of the scene, and then passes detected collision geometric data to control the haptic device via haptic rendering module. Figure 7: Mass-spring-damper system excited by force F. External force F can be computed by solving following differential equation Force on the Object To control positions of the body, basic linear mass-spring-damper system is considered, oscillatory force and damping force can be computed as follows. Damping force: Total force on the body is, Since The natural frequency (undamped) of the system and damping ratio can be defined: The damping coefficient,, damping ratio determines the behavior of the system. The damping ratio is adjusted according to the simulation speed and stability. Figure 6: System Overview. 3.1 Force Simulation The most physics friendly way of interacting with a body is to apply external force. In classical mechanics, most interactions between bodies are typically solved by Newton s laws. In order to compute physically based force calculations on 3D blocks, we based on mass-spring-damper system [31] as show in Figure 7. It shows an ideal mass-spring-damper system with mass (m), spring constant (k) and viscous damper of damping coefficient (c). : means overdamped, the system returns to equilibrium without oscillating. : means system has critically damped, it returns equilibrium as quick as possible without oscillating. : the system oscillates with the amplitude gradually decreasing to zero, this state called underdamped. : means undamped and system oscillates at its natural resonant frequency. Assuming that the system has critically damped, and using the Equation 6, contact position of the object and components of the contact force can be calculated. The proxy mass and the spring stiffness are initializing manually, therefore force on the object will not be too large and not damage the haptic device.
5 3.1.2 Torques on the Object In the rigid body simulation, the torque (τ ) usually computed as follows. We considered dynamics of torsion spring [32] to control yaw, pitch, and roll torques on the object. τ θ (7) Where τ is the torque, θ is the angle of twist from its equilibrium position, and is called torsion coefficient or torsion elastic modulus. If torsion spring is not twisted than its elastic limit, dynamic of torsion follows angular form of Hooke s law. Figure 8 illustrates schematic diagram of three torque components on a 3D block. HL_EFFECT_START HL_EFFECT_STOP HL_EFFECT_COMPUTE_FORCE void HLCALLBACK computeforcecallback(hddouble force[6], HLcache *cache, void *userdata) In PhysX developments, entities are created as scene objects (NxScene). Scene objects are initialized by the NxPhysicsSDK. The basic PhysX objects called actors (NxActor), actors are in static and dynamic modes. In our developed games, actors are primarily design as primitive rigid body elements. These primitives represent the physical space the actor occupies in the simulation, and are the core of collision. PhysX NxD6Joint class is used to define custom joints in the physics computing. This 6-DOF joint provides motor drive on all axes independently and also allows soft limits. Force and torque on 3D blocks in the games can be computed using PhysX NxD6Joint. Multiplayer interaction in our proposed haptic-driven games is possible between the two players by enabling dual haptic interaction. Figure 8: The gimbal on 3D block that contribute the PHANTOM s 6-DOF yaw, pitch, and roll torques, respectively. During the torque simulations, damping ratio should be less than one and greater than zero. It means mass-spring-damper system is under damped when torques is applied on the joint of the object. Similar to the force calculation on the object, spring stiffness, and damping ratio are assign manually so that the torque would not damage haptic device. 3.2 Implementation This framework is implemented in Visual Studio 2005 development environment, and used C++, OpenGL API for graphic rendering. The proposed framework used NVIDIA s PhysX-API library to calculate collision geometric data and physical simulations of the rigid bodies. To control the haptic device, Sensable s OpenHaptic-3.0 toolkit is used in the implementations [30]. The proposed framework developed haptic-enabled 3D block arranging games like virtual Jenga and Tsumiki, basically consisting primitive geometric shapes. In our developments, we used HLAPI in conjunction with QuickHaptics micro API to take the advantage of handling the computations of haptic rendering based on geometric primitives, transforms, and material properties. The Shape Class in the QuickHaptic API defines all of the geometry primitives that can include in the world space. HLAPI is used to implement PhysX accelerated custom force effect using a callback function interface. There are three main callback functions that need to be registered for proper execution of a custom force effect. 4. Results Our framework was performed on a standard PC equipped with a 3.33 GHz Intel Xeon CPU and a NVIDIA Quadro FX 4600 graphics board with a 768MB video memory. This framework developed two haptic-driven games which refresh the screen Hz to give the user feeling of continuous movement of virtual scene while haptic device is permitting a much higher rate of 1 khz for force feedback. In both games, user can interact with 6-DOF inputs and can immerse with virtual scene by 3-DOF haptic feedback. The first game is named simple Tsumiki, a 3D blocks arranging game with realistic haptic feedback. Figure 9 shows two screen shots captured from haptic-enabled 3D Tsumiki game. Left image of the Figure 9 was captured when player was arranging the 3D blocks, and right image was taken after arranging. This simple Tsumiki game can obtain 60 FPS in graphic rendering with realistic haptic interaction. The second game is called 3D Jenga, haptic-enabled 3D blocks arranging game consisting 65 small blocks. Figure 10 shows few captured screen shots while player was arranging 3D blocks. The 3D Jenga game can obtain graphics rendering rates in between 30-60Hz while enabling realistic haptic feedback. 5. Conclusion In this paper we have reviewed some of the recent developments in the field of enhancing gaming through the use of haptic and physics engines.
6 (a) (b) Figure 9: Two screen shots captured from haptic-enabled 3D blocks arranging game called Tsumiki, (a) while playing and (b) after arranging Figure 10: The screen shots captured from haptic-enabled 3D blocks arranging game, named Jenga We have successfully introduced a framework for the development of haptic-enabled 3D games. We have examined the potential of using NVIDIA s-physx physics library to calculate feedback forces for haptic-enabled games and virtual reality applications. The techniques used in this framework have potential for reducing development time and enabling haptic interaction that immerse virtual reality applications. Based on this pilot framework, the development of more sophisticated blocks-arranging games will be focused. Additionally, we are extending this Tsumiki game with more complex 3D models by using PhysX s NxTriangleMeshShape class and QuickHaptics s TriMesh class. Furthermore, hardware accelerated data-parallel implementation of the force computation should result in further speed-ups. Acknowledgement The authors would like to acknowledge Eri Takahashi and Huang Ming-Min for their help with creating video and image files. Authors also wish to thank Venkat Gourishankar at Sensable Forum for providing valuable comments and guidance on some implementation issues.
7 Reference [1] S. J. Biggs and M. A. Srinivasan, Haptic Interfaces, Handbook of Virtual Environments: Design, Implementation, and Applications, (Human Factors and Ergonomics), K. Stanney, Ed. Lawrence Erlbaum Associates, Ch. 5, pp , [2] H. Iwata, Artificial reality with force-feedback: Development of desktop virtual space with compact master manipulator, in ACM SIGGRAPH, vol. 24, no. 4. ACM Press, pp , [3] V. Hayward, O. R. Astley, M. Cruz-Hernandez, D. Grant, and G. R. De-La-Torre, Haptic interfaces and devices, Sensor Review, Vol. 24, No. 1, pp , [4] C. R. Wagner and R. D. Howe, Mechanisms of performance enhancement with force feedback, Proc. IEEE Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, pp , [5] M. Benali-Khoudja, M. Hafez, J.-M. Alexandre, and A. Kheddar, Tactile interfaces: a state-of-the-art survey, in ISR 04, Paris, pp , [6] R. J. Stone, Haptic feedback: A potted history, from telepresence to virtual reality, in Workshop on Haptic Human-Computer Interaction, ser. LNCS, S. Brewster and R. Murray-Smith, Eds., vol. 2058, pp. 1-7, [7] Video game industry, Wikipedia online article, 15 th May [8] D. Chang, Haptics: Gaming s New Sensation, Computer, Vol. 35, No. 8, pp , [9] PhysX, (on 15 th May 2011). [10] Havok Physics, (on 15 th May 2011). [11] Bullet Physics, (on 15 th May 2011). [12] Open Dynamic Engine (ODE), (on 15 th May 2011). [13] Newton, (on [14] Popular Physics Engines Comparison, Online Article, published by PhysXinfo.com [15] A. Boeing and T. Braunl, Evaluation of Real-time Physics Simulation Systems, Proc. GRAPHITE 2007, pp , [16] K. Salisbury, F. Cont and F. Barbagli, Haptic Rendering: Introductory Concepts, IEEE Computer Graphics and Applications, Vol. 24, No. 2, pp , [17] M. C. Lin and M. A. Otaduy, Eds., Haptic Rendering- Foundations, Algorithms, and Applications. AK Peters, [18] M. Lin and S. Gottschalk, Collision detection between geometric models: a survey, in IMA Conference on Mathematics of Surfaces, pp , [19] R. Weller and G. Zachmann, A unified approach for physically-based simulations and haptic rendering, Proc ACM. SIGGRAPH Symposium on Video Games, ACM press, pp , [20] L. Jiang, R. Girotra, M.R. Cutkosky and C. Ullrich, "Reducing error rates with low cost haptic feedback in virtual reality-based training applications", in Proc worldhaptics, pp , [21] P. Ramsamy, A. Haffegee, R. Jamieson, and V. Alexandrov, Using Haptics to Improve Immersion in Virtual Environments. Lecture Note in Computer Science, Volume 3992/2006, pp , [22] D. Morris, J. Neel, and K. Salisbury, Haptic Battle Pong: High-Degree-of-Freedom Haptics in a Multiplayer Gaming Environment. Experimental Gameplay Workshop, GDC [23] S. Andrews, J. Mora, J. Lang, and W. S. Lee, HaptiCast: A Physically-Based 3D Game with Haptic Feedback, in the Proceedings of the FuturePlay [24] Nintendo Wii., (on [25] Microsoft Xbox360, (on [26] Sony, PlayStations 3, (on [27] Novint Falcon, Novint Technologies. (on [28] Delta. 3, Haptic Device and Reachine Academic Pack API, (on [29] PHANTOM haptic devices by Sensable Technologies, (on [30] OpenHaptics Toolkit, [31] Mass-spring-damper, (on [32] Torsion spring, (on
Integrating PhysX and OpenHaptics: Efficient Force Feedback Generation Using Physics Engine and Haptic Devices
This is the Pre-Published Version. Integrating PhysX and Opens: Efficient Force Feedback Generation Using Physics Engine and Devices 1 Leon Sze-Ho Chan 1, Kup-Sze Choi 1 School of Nursing, Hong Kong Polytechnic
More informationFORCE FEEDBACK. Roope Raisamo
FORCE FEEDBACK Roope Raisamo Multimodal Interaction Research Group Tampere Unit for Computer Human Interaction Department of Computer Sciences University of Tampere, Finland Outline Force feedback interfaces
More informationThe CHAI Libraries. F. Conti, F. Barbagli, R. Balaniuk, M. Halg, C. Lu, D. Morris L. Sentis, E. Vileshin, J. Warren, O. Khatib, K.
The CHAI Libraries F. Conti, F. Barbagli, R. Balaniuk, M. Halg, C. Lu, D. Morris L. Sentis, E. Vileshin, J. Warren, O. Khatib, K. Salisbury Computer Science Department, Stanford University, Stanford CA
More informationOverview of current developments in haptic APIs
Central European Seminar on Computer Graphics for students, 2011 AUTHOR: Petr Kadleček SUPERVISOR: Petr Kmoch Overview of current developments in haptic APIs Presentation Haptics Haptic programming Haptic
More informationForce feedback interfaces & applications
Force feedback interfaces & applications Roope Raisamo Tampere Unit for Computer-Human Interaction (TAUCHI) School of Information Sciences University of Tampere, Finland Based on material by Jukka Raisamo,
More informationDevelopment of K-Touch TM Haptic API for Various Datasets
Development of K-Touch TM Haptic API for Various Datasets Beom-Chan Lee 1 Jong-Phil Kim 2 Jongeun Cha 3 Jeha Ryu 4 ABSTRACT This paper presents development of a new haptic API (Application Programming
More informationPROPRIOCEPTION AND FORCE FEEDBACK
PROPRIOCEPTION AND FORCE FEEDBACK Roope Raisamo and Jukka Raisamo Multimodal Interaction Research Group Tampere Unit for Computer Human Interaction Department of Computer Sciences University of Tampere,
More informationCS277 - Experimental Haptics Lecture 1. Introduction to Haptics
CS277 - Experimental Haptics Lecture 1 Introduction to Haptics Haptic Interfaces Enables physical interaction with virtual objects Haptic Rendering Potential Fields Polygonal Meshes Implicit Surfaces Volumetric
More informationTouch Feedback in a Head-Mounted Display Virtual Reality through a Kinesthetic Haptic Device
Touch Feedback in a Head-Mounted Display Virtual Reality through a Kinesthetic Haptic Device Andrew A. Stanley Stanford University Department of Mechanical Engineering astan@stanford.edu Alice X. Wu Stanford
More informationHaptic Rendering in Interactive Applications Developed with Commodity Physics Engine
JOURNAL OF MULTIMEDIA, VOL. 6, NO. 2, APRIL 2011 147 Haptic Rendering in Interactive Applications Developed with Commodity Physics Engine Kup-Sze Choi, Leon Sze-Ho Chan School of Nursing, The Hong Kong
More information2. Introduction to Computer Haptics
2. Introduction to Computer Haptics Seungmoon Choi, Ph.D. Assistant Professor Dept. of Computer Science and Engineering POSTECH Outline Basics of Force-Feedback Haptic Interfaces Introduction to Computer
More informationTEACHING HAPTIC RENDERING SONNY CHAN, STANFORD UNIVERSITY
TEACHING HAPTIC RENDERING SONNY CHAN, STANFORD UNIVERSITY MARCH 4, 2012 HAPTICS SYMPOSIUM Overview A brief introduction to CS 277 @ Stanford Core topics in haptic rendering Use of the CHAI3D framework
More informationBenefits of using haptic devices in textile architecture
28 September 2 October 2009, Universidad Politecnica de Valencia, Spain Alberto DOMINGO and Carlos LAZARO (eds.) Benefits of using haptic devices in textile architecture Javier SANCHEZ *, Joan SAVALL a
More informationChapter 2 Introduction to Haptics 2.1 Definition of Haptics
Chapter 2 Introduction to Haptics 2.1 Definition of Haptics The word haptic originates from the Greek verb hapto to touch and therefore refers to the ability to touch and manipulate objects. The haptic
More informationBeyond Visual: Shape, Haptics and Actuation in 3D UI
Beyond Visual: Shape, Haptics and Actuation in 3D UI Ivan Poupyrev Welcome, Introduction, & Roadmap 3D UIs 101 3D UIs 201 User Studies and 3D UIs Guidelines for Developing 3D UIs Video Games: 3D UIs for
More informationMHaptic : a Haptic Manipulation Library for Generic Virtual Environments
MHaptic : a Haptic Manipulation Library for Generic Virtual Environments Renaud Ott, Vincent De Perrot, Daniel Thalmann and Frédéric Vexo Virtual Reality Laboratory (VRLab) École Polytechnique Fédérale
More informationModeling and Experimental Studies of a Novel 6DOF Haptic Device
Proceedings of The Canadian Society for Mechanical Engineering Forum 2010 CSME FORUM 2010 June 7-9, 2010, Victoria, British Columbia, Canada Modeling and Experimental Studies of a Novel DOF Haptic Device
More informationMulti-Rate Multi-Range Dynamic Simulation for Haptic Interaction
Multi-Rate Multi-Range Dynamic Simulation for Haptic Interaction Ikumi Susa Makoto Sato Shoichi Hasegawa Tokyo Institute of Technology ABSTRACT In this paper, we propose a technique for a high quality
More informationCIS Honours Minor Thesis. Research Proposal Hybrid User Interfaces in Visuo-Haptic Augmented Reality
CIS Honours Minor Thesis Research Proposal Hybrid User Interfaces in Visuo-Haptic Augmented Reality Student: Degree: Supervisor: Ulrich Eck LHIS Dr. Christian Sandor Abstract In 1965, Ivan Sutherland envisioned
More informationUsing Simple Force Feedback Mechanisms as Haptic Visualization Tools.
Using Simple Force Feedback Mechanisms as Haptic Visualization Tools. Anders J Johansson, Joakim Linde Teiresias Research Group (www.bigfoot.com/~teiresias) Abstract Force feedback (FF) is a technology
More informationCS277 - Experimental Haptics Lecture 2. Haptic Rendering
CS277 - Experimental Haptics Lecture 2 Haptic Rendering Outline Announcements Human haptic perception Anatomy of a visual-haptic simulation Virtual wall and potential field rendering A note on timing...
More informationPeter Berkelman. ACHI/DigitalWorld
Magnetic Levitation Haptic Peter Berkelman ACHI/DigitalWorld February 25, 2013 Outline: Haptics - Force Feedback Sample devices: Phantoms, Novint Falcon, Force Dimension Inertia, friction, hysteresis/backlash
More informationReal-Time 3D Fluid Interaction with a Haptic User Interface
Real-Time 3D Fluid Interaction with a Haptic User Interface Javier Mora * Won-Sook Lee + School of Information Technology and Engineering, University of Ottawa ABSTRACT Imagine you are playing a videogame
More informationPhysical Presence in Virtual Worlds using PhysX
Physical Presence in Virtual Worlds using PhysX One of the biggest problems with interactive applications is how to suck the user into the experience, suspending their sense of disbelief so that they are
More informationComputer Haptics and Applications
Computer Haptics and Applications EURON Summer School 2003 Cagatay Basdogan, Ph.D. College of Engineering Koc University, Istanbul, 80910 (http://network.ku.edu.tr/~cbasdogan) Resources: EURON Summer School
More informationHaptic Data Transmission based on the Prediction and Compression
Haptic Data Transmission based on the Prediction and Compression 375 19 X Haptic Data Transmission based on the Prediction and Compression Yonghee You and Mee Young Sung Department of Computer Science
More informationHaptic Battle Pong: High-Degree-of-Freedom Haptics in a Multiplayer Gaming Environment
Haptic Battle Pong: High-Degree-of-Freedom Haptics in a Multiplayer Gaming Environment Dan Morris Stanford University dmorris@cs.stanford.edu Neel Joshi Univ of California, San Diego njoshi@cs.ucsd.edu
More informationLOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR
LOOKING AHEAD: UE4 VR Roadmap Nick Whiting Technical Director VR / AR HEADLINE AND IMAGE LAYOUT RECENT DEVELOPMENTS RECENT DEVELOPMENTS At Epic, we drive our engine development by creating content. We
More informationVideo Games and Interfaces: Past, Present and Future Class #2: Intro to Video Game User Interfaces
Video Games and Interfaces: Past, Present and Future Class #2: Intro to Video Game User Interfaces Content based on Dr.LaViola s class: 3D User Interfaces for Games and VR What is a User Interface? Where
More informationPractical Data Visualization and Virtual Reality. Virtual Reality VR Display Systems. Karljohan Lundin Palmerius
Practical Data Visualization and Virtual Reality Virtual Reality VR Display Systems Karljohan Lundin Palmerius Synopsis Virtual Reality basics Common display systems Visual modality Sound modality Interaction
More informationPrinciples of Computer Game Design and Implementation. Lecture 18
Principles of Computer Game Design and Implementation Lecture 18 We already learned Collision detection Collision response 2 Outline for today Physics engines The usage of physics engine in jmonkey 3 Classes
More informationA Movement Based Method for Haptic Interaction
Spring 2014 Haptics Class Project Paper presented at the University of South Florida, April 30, 2014 A Movement Based Method for Haptic Interaction Matthew Clevenger Abstract An abundance of haptic rendering
More informationNVIDIA APEX: High-Definition Physics with Clothing and Vegetation. Michael Sechrest, IDV Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA
NVIDIA APEX: High-Definition Physics with Clothing and Vegetation Michael Sechrest, IDV Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA Outline Introduction APEX: A Scalable Dynamics Framework APEX Clothing
More informationDevelopment Scheme of JewelSense: Haptic-based Sculpting Tool for Jewelry Design
Development Scheme of JewelSense: Haptic-based Sculpting Tool for Jewelry Design S. Wannarumon Kielarova Department of Industrial Engineering, Naresuan University, Phitsanulok 65000 * Corresponding Author
More informationHand Tracking and Visualization in a Virtual Reality Simulation
FridayPM1SystemsA&D.2 Hand Tracking and Visualization in a Virtual Reality Simulation Charles R. Cameron, Louis W. DiValentin, Rohini Manaktala, Adam C. McElhaney, Christopher H. Nostrand, Owen J. Quinlan,
More informationHAPTIC USER INTERFACES Final lecture
HAPTIC USER INTERFACES Final lecture Roope Raisamo and Jukka Raisamo Tampere Unit for Computer-Human Interaction (TAUCHI) Department of Computer Sciences University of Tampere, Finland Passing the Course
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology http://www.cs.utexas.edu/~theshark/courses/cs354r/ Fall 2017 Instructor and TAs Instructor: Sarah Abraham theshark@cs.utexas.edu GDC 5.420 Office Hours: MW4:00-6:00pm
More informationVR-OOS System Architecture Workshop zu interaktiven VR-Technologien für On-Orbit Servicing
www.dlr.de Chart 1 > VR-OOS System Architecture > Robin Wolff VR-OOS Workshop 09/10.10.2012 VR-OOS System Architecture Workshop zu interaktiven VR-Technologien für On-Orbit Servicing Robin Wolff DLR, and
More informationVirtual Chromatic Percussions Simulated by Pseudo-Haptic and Vibrotactile Feedback
Virtual Chromatic Percussions Simulated by Pseudo-Haptic and Vibrotactile Feedback Taku Hachisu The University of Electro- Communications 1-5-1 Chofugaoka, Chofu, Tokyo 182-8585, Japan +81 42 443 5363
More informationA Modular Architecture for an Interactive Real-Time Simulation and Training Environment for Satellite On-Orbit Servicing
A Modular Architecture for an Interactive Real-Time Simulation and Training Environment for Satellite On-Orbit Servicing Robin Wolff German Aerospace Center (DLR), Germany Slide 1 Outline! Motivation!
More informationHAPTIC DEVICES FOR DESKTOP VIRTUAL PROTOTYPING APPLICATIONS
The 3rd International Conference on Computational Mechanics and Virtual Engineering COMEC 2009 29 30 OCTOBER 2009, Brasov, Romania HAPTIC DEVICES FOR DESKTOP VIRTUAL PROTOTYPING APPLICATIONS A. Fratu 1,
More informationVibration Fundamentals Training System
Vibration Fundamentals Training System Hands-On Turnkey System for Teaching Vibration Fundamentals An Ideal Tool for Optimizing Your Vibration Class Curriculum The Vibration Fundamentals Training System
More informationHaptic Rendering of Large-Scale VEs
Haptic Rendering of Large-Scale VEs Dr. Mashhuda Glencross and Prof. Roger Hubbold Manchester University (UK) EPSRC Grant: GR/S23087/0 Perceiving the Sense of Touch Important considerations: Burdea: Haptic
More informationHaptic presentation of 3D objects in virtual reality for the visually disabled
Haptic presentation of 3D objects in virtual reality for the visually disabled M Moranski, A Materka Institute of Electronics, Technical University of Lodz, Wolczanska 211/215, Lodz, POLAND marcin.moranski@p.lodz.pl,
More informationWe are IntechOpen, the world s leading publisher of Open Access books Built by scientists, for scientists. International authors and editors
We are IntechOpen, the world s leading publisher of Open Access books Built by scientists, for scientists 3,800 116,000 120M Open access books available International authors and editors Downloads Our
More informationCSE 165: 3D User Interaction. Lecture #7: Input Devices Part 2
CSE 165: 3D User Interaction Lecture #7: Input Devices Part 2 2 Announcements Homework Assignment #2 Due tomorrow at 2pm Sony Move check out Homework discussion Monday at 6pm Input Devices CSE 165 -Winter
More informationSPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko
SPIDERMAN VR Adam Elgressy and Dmitry Vlasenko Supervisors: Boaz Sternfeld and Yaron Honen Submission Date: 09/01/2019 Contents Who We Are:... 2 Abstract:... 2 Previous Work:... 3 Tangent Systems & Development
More informationIN virtual reality (VR) technology, haptic interface
1 Real-time Adaptive Prediction Method for Smooth Haptic Rendering Xiyuan Hou, Olga Sourina, arxiv:1603.06674v1 [cs.hc] 22 Mar 2016 Abstract In this paper, we propose a real-time adaptive prediction method
More informationExperimental Evaluation of Haptic Control for Human Activated Command Devices
Experimental Evaluation of Haptic Control for Human Activated Command Devices Andrew Zammit Mangion Simon G. Fabri Faculty of Engineering, University of Malta, Msida, MSD 2080, Malta Tel: +356 (7906)1312;
More information3D interaction techniques in Virtual Reality Applications for Engineering Education
3D interaction techniques in Virtual Reality Applications for Engineering Education Cristian Dudulean 1, Ionel Stareţu 2 (1) Industrial Highschool Rosenau, Romania E-mail: duduleanc@yahoo.com (2) Transylvania
More informationDigital Media & Computer Games 3/24/09. Digital Media & Games
Digital Media & Games David Cairns 1 Digital Media Use of media in a digital format allows us to manipulate and transmit it relatively easily since it is in a format a computer understands Modern desktop
More informationMobile Haptic Interaction with Extended Real or Virtual Environments
Mobile Haptic Interaction with Extended Real or Virtual Environments Norbert Nitzsche Uwe D. Hanebeck Giinther Schmidt Institute of Automatic Control Engineering Technische Universitat Miinchen, 80290
More informationEffects of Shader Technology: Current-Generation Game Consoles and Real-Time. Graphics Applications
Effects of Shader Technology: Current-Generation Game Consoles and Real-Time Graphics Applications Matthew Christian A Quick History of Pixel and Vertex Shaders Pixel and vertex shader technology built
More informationMAE106 Laboratory Exercises Lab # 5 - PD Control of DC motor position
MAE106 Laboratory Exercises Lab # 5 - PD Control of DC motor position University of California, Irvine Department of Mechanical and Aerospace Engineering Goals Understand how to implement and tune a PD
More informationA Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server
A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server Youngsik Kim * * Department of Game and Multimedia Engineering, Korea Polytechnic University, Republic
More informationToward an Augmented Reality System for Violin Learning Support
Toward an Augmented Reality System for Violin Learning Support Hiroyuki Shiino, François de Sorbier, and Hideo Saito Graduate School of Science and Technology, Keio University, Yokohama, Japan {shiino,fdesorbi,saito}@hvrl.ics.keio.ac.jp
More informationClassifying 3D Input Devices
IMGD 5100: Immersive HCI Classifying 3D Input Devices Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu But First Who are you? Name Interests
More informationDifferences in Fitts Law Task Performance Based on Environment Scaling
Differences in Fitts Law Task Performance Based on Environment Scaling Gregory S. Lee and Bhavani Thuraisingham Department of Computer Science University of Texas at Dallas 800 West Campbell Road Richardson,
More informationRobust Haptic Teleoperation of a Mobile Manipulation Platform
Robust Haptic Teleoperation of a Mobile Manipulation Platform Jaeheung Park and Oussama Khatib Stanford AI Laboratory Stanford University http://robotics.stanford.edu Abstract. This paper presents a new
More informationHaptic Rendering CPSC / Sonny Chan University of Calgary
Haptic Rendering CPSC 599.86 / 601.86 Sonny Chan University of Calgary Today s Outline Announcements Human haptic perception Anatomy of a visual-haptic simulation Virtual wall and potential field rendering
More informationHaptic Feedback to Guide Interactive Product Design
Mechanical Engineering Conference Presentations, Papers, and Proceedings Mechanical Engineering 2-2009 Haptic Feedback to Guide Interactive Product Design Andrew G. Fischer Iowa State University Judy M.
More informationHaptic interaction. Ruth Aylett
Haptic interaction Ruth Aylett Contents Haptic definition Haptic model Haptic devices Measuring forces Haptic Technologies Haptics refers to manual interactions with environments, such as sensorial exploration
More informationIntroduction to Computer Games
Introduction to Computer Games Doron Nussbaum Introduction to Computer Gaming 1 History of computer games Hardware evolution Software evolution Overview of Industry Future Directions/Trends Doron Nussbaum
More informationINTRODUCTION TO GAME AI
CS 387: GAME AI INTRODUCTION TO GAME AI 3/31/2016 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2016/cs387/intro.html Outline Game Engines Perception
More informationFigure 2. Haptic human perception and display. 2.2 Pseudo-Haptic Feedback 2. RELATED WORKS 2.1 Haptic Simulation of Tapping an Object
Virtual Chromatic Percussions Simulated by Pseudo-Haptic and Vibrotactile Feedback Taku Hachisu 1 Gabriel Cirio 2 Maud Marchal 2 Anatole Lécuyer 2 Hiroyuki Kajimoto 1,3 1 The University of Electro- Communications
More informationHAPTIC GUIDANCE BASED ON HARMONIC FUNCTIONS FOR THE EXECUTION OF TELEOPERATED ASSEMBLY TASKS. Carlos Vázquez Jan Rosell,1
Preprints of IAD' 2007: IFAC WORKSHOP ON INTELLIGENT ASSEMBLY AND DISASSEMBLY May 23-25 2007, Alicante, Spain HAPTIC GUIDANCE BASED ON HARMONIC FUNCTIONS FOR THE EXECUTION OF TELEOPERATED ASSEMBLY TASKS
More informationVisual Debugger forsingle-point-contact Haptic Rendering
Visual Debugger forsingle-point-contact Haptic Rendering Christoph Fünfzig 1,Kerstin Müller 2,Gudrun Albrecht 3 1 LE2I MGSI, UMR CNRS 5158, UniversitédeBourgogne, France 2 Computer Graphics and Visualization,
More informationExploring Haptics in Digital Waveguide Instruments
Exploring Haptics in Digital Waveguide Instruments 1 Introduction... 1 2 Factors concerning Haptic Instruments... 2 2.1 Open and Closed Loop Systems... 2 2.2 Sampling Rate of the Control Loop... 2 3 An
More informationVirtual Painting.
Virtual Painting http://gamma.cs.unc.edu/dab http://gamma.cs.unc.edu/impasto http://gamma.cs.unc.edu/viscous http://gamma.cs.unc.edu/brush 1 Digital Painting 2 Alvy Ray Smith and Ed Ernshwiller working
More informationVirtual Sculpting and Multi-axis Polyhedral Machining Planning Methodology with 5-DOF Haptic Interface
Virtual Sculpting and Multi-axis Polyhedral Machining Planning Methodology with 5-DOF Haptic Interface Weihang Zhu and Yuan-Shin Lee* Department of Industrial Engineering North Carolina State University,
More informationVIRTUAL REALITY FOR NONDESTRUCTIVE EVALUATION APPLICATIONS
VIRTUAL REALITY FOR NONDESTRUCTIVE EVALUATION APPLICATIONS Jaejoon Kim, S. Mandayam, S. Udpa, W. Lord, and L. Udpa Department of Electrical and Computer Engineering Iowa State University Ames, Iowa 500
More informationHaptic Rendering and Volumetric Visualization with SenSitus
Haptic Rendering and Volumetric Visualization with SenSitus Stefan Birmanns, Ph.D. Department of Molecular Biology The Scripps Research Institute 10550 N. Torrey Pines Road, Mail TPC6 La Jolla, California,
More informationImage Guided Robotic Assisted Surgical Training System using LabVIEW and CompactRIO
Image Guided Robotic Assisted Surgical Training System using LabVIEW and CompactRIO Weimin Huang 1, Tao Yang 1, Liang Jing Yang 2, Chee Kong Chui 2, Jimmy Liu 1, Jiayin Zhou 1, Jing Zhang 1, Yi Su 3, Stephen
More informationCutaneous Feedback of Fingertip Deformation and Vibration for Palpation in Robotic Surgery
Cutaneous Feedback of Fingertip Deformation and Vibration for Palpation in Robotic Surgery Claudio Pacchierotti Domenico Prattichizzo Katherine J. Kuchenbecker Motivation Despite its expected clinical
More informationHaptic interaction. Ruth Aylett
Haptic interaction Ruth Aylett Contents Haptic definition Haptic model Haptic devices Measuring forces Haptic Technologies Haptics refers to manual interactions with environments, such as sensorial exploration
More informationTracking. Alireza Bahmanpour, Emma Byrne, Jozef Doboš, Victor Mendoza and Pan Ye
Tracking Alireza Bahmanpour, Emma Byrne, Jozef Doboš, Victor Mendoza and Pan Ye Outline of this talk Introduction: what makes a good tracking system? Example hardware and their tradeoffs Taxonomy of tasks:
More informationExpression of 2DOF Fingertip Traction with 1DOF Lateral Skin Stretch
Expression of 2DOF Fingertip Traction with 1DOF Lateral Skin Stretch Vibol Yem 1, Mai Shibahara 2, Katsunari Sato 2, Hiroyuki Kajimoto 1 1 The University of Electro-Communications, Tokyo, Japan 2 Nara
More informationUsing Haptics to Improve Immersion in Virtual Environments
Using Haptics to Improve Immersion in Virtual Environments Priscilla Ramsamy, Adrian Haffegee, Ronan Jamieson, and Vassil Alexandrov Centre for Advanced Computing and Emerging Technologies, The University
More informationUsing Real Objects for Interaction Tasks in Immersive Virtual Environments
Using Objects for Interaction Tasks in Immersive Virtual Environments Andy Boud, Dr. VR Solutions Pty. Ltd. andyb@vrsolutions.com.au Abstract. The use of immersive virtual environments for industrial applications
More informationHaplug: A Haptic Plug for Dynamic VR Interactions
Haplug: A Haptic Plug for Dynamic VR Interactions Nobuhisa Hanamitsu *, Ali Israr Disney Research, USA nobuhisa.hanamitsu@disneyresearch.com Abstract. We demonstrate applications of a new actuator, the
More informationThe Next Generation of Gaming Consoles
The Next Generation of Gaming Consoles History of the Last Gen Sony had the #1 Console (PS2), was also the oldest and weakest, but had strong developer support Newcomer, Microsoft X-Box, attracted more
More informationLecture 1: Introduction to haptics and Kinesthetic haptic devices
ME 327: Design and Control of Haptic Systems Winter 2018 Lecture 1: Introduction to haptics and Kinesthetic haptic devices Allison M. Okamura Stanford University today s objectives introduce you to the
More informationPerception. Read: AIMA Chapter 24 & Chapter HW#8 due today. Vision
11-25-2013 Perception Vision Read: AIMA Chapter 24 & Chapter 25.3 HW#8 due today visual aural haptic & tactile vestibular (balance: equilibrium, acceleration, and orientation wrt gravity) olfactory taste
More informationPhantom-X. Unnur Gretarsdottir, Federico Barbagli and Kenneth Salisbury
Phantom-X Unnur Gretarsdottir, Federico Barbagli and Kenneth Salisbury Computer Science Department, Stanford University, Stanford CA 94305, USA, [ unnurg, barbagli, jks ] @stanford.edu Abstract. This paper
More informationThe Effect of Haptic Degrees of Freedom on Task Performance in Virtual Surgical Environments
The Effect of Haptic Degrees of Freedom on Task Performance in Virtual Surgical Environments Jonas FORSSLUND a,1, Sonny CHAN a,1, Joshua SELESNICK b, Kenneth SALISBURY a,c, Rebeka G. SILVA d, and Nikolas
More informationVorlesung Mensch-Maschine-Interaktion. The solution space. Chapter 4 Analyzing the Requirements and Understanding the Design Space
Vorlesung Mensch-Maschine-Interaktion LFE Medieninformatik Ludwig-Maximilians-Universität München http://www.hcilab.org/albrecht/ Chapter 4 3.7 Design Space for Input/Output Slide 2 The solution space
More informationA Hybrid Actuation Approach for Haptic Devices
A Hybrid Actuation Approach for Haptic Devices François Conti conti@ai.stanford.edu Oussama Khatib ok@ai.stanford.edu Charles Baur charles.baur@epfl.ch Robotics Laboratory Computer Science Department Stanford
More informationClassifying 3D Input Devices
IMGD 5100: Immersive HCI Classifying 3D Input Devices Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Motivation The mouse and keyboard
More informationDiscrimination of Virtual Haptic Textures Rendered with Different Update Rates
Discrimination of Virtual Haptic Textures Rendered with Different Update Rates Seungmoon Choi and Hong Z. Tan Haptic Interface Research Laboratory Purdue University 465 Northwestern Avenue West Lafayette,
More informationAR 2 kanoid: Augmented Reality ARkanoid
AR 2 kanoid: Augmented Reality ARkanoid B. Smith and R. Gosine C-CORE and Memorial University of Newfoundland Abstract AR 2 kanoid, Augmented Reality ARkanoid, is an augmented reality version of the popular
More informationE90 Project Proposal. 6 December 2006 Paul Azunre Thomas Murray David Wright
E90 Project Proposal 6 December 2006 Paul Azunre Thomas Murray David Wright Table of Contents Abstract 3 Introduction..4 Technical Discussion...4 Tracking Input..4 Haptic Feedack.6 Project Implementation....7
More informationPhantom-Based Haptic Interaction
Phantom-Based Haptic Interaction Aimee Potts University of Minnesota, Morris 801 Nevada Ave. Apt. 7 Morris, MN 56267 (320) 589-0170 pottsal@cda.mrs.umn.edu ABSTRACT Haptic interaction is a new field of
More informationComparative Study of APIs and Frameworks for Haptic Application Development
Comparative Study of APIs and Frameworks for Haptic Application Development Dorin M. Popovici, Felix G. Hamza-Lup, Adrian Seitan, Crenguta M. Bogdan Mathematics and Computer Science Department Ovidius
More informationA Brief Survey of HCI Technology. Lecture #3
A Brief Survey of HCI Technology Lecture #3 Agenda Evolution of HCI Technology Computer side Human side Scope of HCI 2 HCI: Historical Perspective Primitive age Charles Babbage s computer Punch card Command
More informationConventional geophone topologies and their intrinsic physical limitations, determined
Magnetic innovation in velocity sensing Low -frequency with passive Conventional geophone topologies and their intrinsic physical limitations, determined by the mechanical construction, limit their velocity
More informationVEWL: A Framework for Building a Windowing Interface in a Virtual Environment Daniel Larimer and Doug A. Bowman Dept. of Computer Science, Virginia Tech, 660 McBryde, Blacksburg, VA dlarimer@vt.edu, bowman@vt.edu
More informationHAMLAT: A HAML-based Authoring Tool for Haptic Application Development
HAMLAT: A HAML-based Authoring Tool for Haptic Application Development Mohamad Eid 1, Sheldon Andrews 2, Atif Alamri 1, and Abdulmotaleb El Saddik 2 Multimedia Communications Research Laboratory (MCRLab)
More informationMECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES
INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL
More informationComparing Two Haptic Interfaces for Multimodal Graph Rendering
Comparing Two Haptic Interfaces for Multimodal Graph Rendering Wai Yu, Stephen Brewster Glasgow Interactive Systems Group, Department of Computing Science, University of Glasgow, U. K. {rayu, stephen}@dcs.gla.ac.uk,
More informationA Feasibility Study of Time-Domain Passivity Approach for Bilateral Teleoperation of Mobile Manipulator
International Conference on Control, Automation and Systems 2008 Oct. 14-17, 2008 in COEX, Seoul, Korea A Feasibility Study of Time-Domain Passivity Approach for Bilateral Teleoperation of Mobile Manipulator
More information