HAPTIC TECHNOLGY
Haptic is derived haptikos meaning able to come in contact with.Haptics = Touch= connection
Haptics is the technolgy of adding the sensation of touch and feeling to the computers or we can say that Haptic technolgy interface the user with the virtual enviorement via the sense of touch by applying the forces and/or motions to the user it is force- feedback technolgy. This forced mechanical simulations can be used in creation of virtual objetcs and to enhance the rmote contol of various machines and devices
History of haptics
The word haptics was intrduced in early 20 th centuray physcophysicts as the sub field of there study that is based on human touch perciption and maniuplation but with the new emerging techolgies in early 1990 it become possible for computerizd haptics or we can say virtual haptics possible. Haptics technolgy thus boost the realism using our third sense known as touch.
Design of Haptic Technolgy by generation
First generation The primitive design of the Haptic technolgy works upon electromagnetic technolgy such as vibrating alert in a cell phone or a voice call where center of mass is moved by an applied magnetic field . Thi s electromanetic models of haptic technolgy works upon resonance and provide strong feedback but does not produce sensation as in today devices but shakes the whole device.
Second generation- The second generation Haptic techolgy offfers touch coordinated specific responses allow Haptics to be localized on a screen or a touch panel. This second generation Haptic technolgy uses electroative polymer, Piezioelectric crystal and subsonic sound surface wave actuation
Third generation
The third generation Haptic technolgy is based upon the combination of second touch coordinated specific responses and the Low latency control chips.
Fourth generation - The fourth generation depends upon pressure senstivity property that is how hard you press the surface effect the response the Gorilla glass is used in this.
The fourth generation Haptics devices are using presure senstivity as a major working area
Virtual reality (VR) applications attempt to simulate real or imagined scenes with that
users will move and understand the consequences of their actions in real time. Ideally the user
interacts with the simulation via all 5 senses. However, today’s typical VR
applications believe a smaller set, usually vision, hearing, and a lot of recently, touch.
Figure below shows the structure of a VR application incorporating visual, auditory, and
haptic feedback.
FigThe application’s main parts are:
Virtual reality (VR) applications attempt to simulate real or imagined scenes with that
users will move and understand the consequences of their actions in real time. Ideally the user
interacts with the simulation via all 5 senses. However, today’s typical VR
applications believe a smaller set, usually vision, hearing, and a lot of recently, touch.
Figure below shows the structure of a VR application incorporating visual, auditory, and
haptic feedback.
FigThe application’s main parts are:
The application’s main parts are:
1) The simulation engine, to blame for computing the virtual environments
Behavior over time;
2) Visual, auditory, and exteroception rendering algorithms, that work out the virtual
Environment’s graphic, sound, and force responses toward the user; and
3) Transducers, that convert visual, audio, and force signals from the
Computer into a kind the operator will understand.
The human operator generally holds or wears the exteroception interface device and perceives
audiovisual feedback from audio (computer speakers, headphones, so on) and visual
displays (for example a visual display unit or head-mounted display).Whereas audio and
visual channels feature unifacial data and energy flow (from the simulation
engine toward the user), the exteroception modality exchanges data and energy in 2
directions, from and toward the user. This bi-directionality is usually observed because the
single most vital feature of the exteroception interaction modality.
Haptic is derived haptikos meaning able to come in contact with.Haptics = Touch= connection
Haptics is the technolgy of adding the sensation of touch and feeling to the computers or we can say that Haptic technolgy interface the user with the virtual enviorement via the sense of touch by applying the forces and/or motions to the user it is force- feedback technolgy. This forced mechanical simulations can be used in creation of virtual objetcs and to enhance the rmote contol of various machines and devices
History of haptics
The word haptics was intrduced in early 20 th centuray physcophysicts as the sub field of there study that is based on human touch perciption and maniuplation but with the new emerging techolgies in early 1990 it become possible for computerizd haptics or we can say virtual haptics possible. Haptics technolgy thus boost the realism using our third sense known as touch.
Design of Haptic Technolgy by generation
First generation The primitive design of the Haptic technolgy works upon electromagnetic technolgy such as vibrating alert in a cell phone or a voice call where center of mass is moved by an applied magnetic field . Thi s electromanetic models of haptic technolgy works upon resonance and provide strong feedback but does not produce sensation as in today devices but shakes the whole device.
Second generation- The second generation Haptic techolgy offfers touch coordinated specific responses allow Haptics to be localized on a screen or a touch panel. This second generation Haptic technolgy uses electroative polymer, Piezioelectric crystal and subsonic sound surface wave actuation
Third generation
The third generation Haptic technolgy is based upon the combination of second touch coordinated specific responses and the Low latency control chips.
Fourth generation - The fourth generation depends upon pressure senstivity property that is how hard you press the surface effect the response the Gorilla glass is used in this.
The fourth generation Haptics devices are using presure senstivity as a major working area
Virtual reality (VR) applications attempt to simulate real or imagined scenes with that
users will move and understand the consequences of their actions in real time. Ideally the user
interacts with the simulation via all 5 senses. However, today’s typical VR
applications believe a smaller set, usually vision, hearing, and a lot of recently, touch.
Figure below shows the structure of a VR application incorporating visual, auditory, and
haptic feedback.
FigThe application’s main parts are:
Virtual reality (VR) applications attempt to simulate real or imagined scenes with that
users will move and understand the consequences of their actions in real time. Ideally the user
interacts with the simulation via all 5 senses. However, today’s typical VR
applications believe a smaller set, usually vision, hearing, and a lot of recently, touch.
Figure below shows the structure of a VR application incorporating visual, auditory, and
haptic feedback.
FigThe application’s main parts are:
The application’s main parts are:
1) The simulation engine, to blame for computing the virtual environments
Behavior over time;
2) Visual, auditory, and exteroception rendering algorithms, that work out the virtual
Environment’s graphic, sound, and force responses toward the user; and
3) Transducers, that convert visual, audio, and force signals from the
Computer into a kind the operator will understand.
The human operator generally holds or wears the exteroception interface device and perceives
audiovisual feedback from audio (computer speakers, headphones, so on) and visual
displays (for example a visual display unit or head-mounted display).Whereas audio and
visual channels feature unifacial data and energy flow (from the simulation
engine toward the user), the exteroception modality exchanges data and energy in 2
directions, from and toward the user. This bi-directionality is usually observed because the
single most vital feature of the exteroception interaction modality.
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