In this paper, we handle collaborative work in which two users move an object together to eliminate a target in a 3-D virtual space. In the work, the users transmit their wills about movement direction of the object t...In this paper, we handle collaborative work in which two users move an object together to eliminate a target in a 3-D virtual space. In the work, the users transmit their wills about movement direction of the object to each other by only haptics and by haptics and vision (including with/ without drawing an arrow to indicate the direction of force applied to the object by the other user). We carry out QoE (Quality of Experience) assessment subjectively and objectively to investigate the influence of network delay on will transmission. As a result, we clarify the effects of vision on the transmissibility of haptic will transmission.展开更多
This paper presents design and development of virtual objects to be used with haptic device PHANTOM Omni for motor rehabilitation by incorporating visual and haptic feedback. Developed predominantly for augmentation o...This paper presents design and development of virtual objects to be used with haptic device PHANTOM Omni for motor rehabilitation by incorporating visual and haptic feedback. Developed predominantly for augmentation of motor skill of patient, the objects could also be used for teaching and enhancing writing skill of children. The virtual objects include English alphabets, numbers, string and mazes, and games. The scheme has been evaluated on children from 11 to 14 years age. The experiment gives good results.展开更多
Virtual reality (VR) technology can provide users with an immersive experience as if they are in the real world, which can be applied in the fields of entertainment, education and scientific research, etc. In order to...Virtual reality (VR) technology can provide users with an immersive experience as if they are in the real world, which can be applied in the fields of entertainment, education and scientific research, etc. In order to improve the sense of presence and immersion in VR, the design of multimodal feedback is an important component. In particular, the simulation of weight of virtual objects poses many challenges due to the limitations of hardware and software. Many researchers focused on this issue in various ways. These methods are mainly divided into two categories: device-based simulation and software-based simulation. This paper investigates the focus of software-based simulation, particularly for the virtual feedback methods proposed by researchers in recent years. We introduce the background of these proposed methods, technical implementation principles, application scenarios, the advantages and disadvantages of these simulation methods, and the evaluation criteria. We also propose the future challenges and the development of simulation methods for weight perception of virtual objects in VR.展开更多
Regaining lost abilities via the formation of new neural pathways as a result of extensive practice and retraining is a key feature of the rehabilitation process. However, patient boredom is a big issue in rehabilitat...Regaining lost abilities via the formation of new neural pathways as a result of extensive practice and retraining is a key feature of the rehabilitation process. However, patient boredom is a big issue in rehabilitation owing to the extensive practice that is necessary. Awareness of the value of haptic (touch-enabled) interfaces in computer applications has grown because to the emergence of games with buzzing joysticks and consumer electronics with touchpads. Some forms of haptics, however, are paving the way for cutting-edge computer-based rehabilitation solutions, such as “serious games,” which are only one use of haptics’ potential to enhance clinical treatment. In this paper, we aim to review the methods and technologies of haptic feedback that are used for medical treatment and rehabilitation. Developing and innovating better haptic feedback technology has the potential to expand and improve access to virtual healthcare such as the doctor being able to “feel” a patient’s tumor from miles away by being paired with robotic devices.展开更多
Nano assembly and manipulation technologies are the basis for nano-electro-mechanical systems(NEMS). Atomic force microscope(AFM) is widely used to manipulate nanotubes to assemble NEMS. Manipulating nanotubes wit...Nano assembly and manipulation technologies are the basis for nano-electro-mechanical systems(NEMS). Atomic force microscope(AFM) is widely used to manipulate nanotubes to assemble NEMS. Manipulating nanotubes with AFM is a challenging and difficult task. One of the major reasons is the deficiency of visual information during the manipulation process. To address these difficulties, this research aims to put forward novel virtual tools and assembly strategies to improve the efficiency, accuracy and ease of the assembly process of NEMS. This paper begins by the discussion of the principles and implementation of a virtual nano-assembly simulator, which serves as a benchmark to test the proposed NEMS assembly techniques and virtual tools. Then, a general framework of nanotube-based NEMS assembly is proposed. Several nano-assembly strategies and virtual tools, such as automated path planning for NEMS assembly, a four-step scheme of nanotube manipulation, virtual fixtures for assembly finalization and safe manipulation, are introduced. These virtual tools and methods are experimented for justification. An assembly task of moderate complexity was performed in our virtual nano-assembly simulator with and without the help of the proposed toolkit. Experimental results suggest that the proposed methods tend to greatly enhance the efficiency and accuracy of nanotube-based NEMS assembly. In general, the proposed virtual reality toolkit not only ensures the safety, but also enhances the accuracy and efficiency of the assembly of nanotube-based NEMS.展开更多
Introduction: This paper presents the design, development, and usability evaluation of a custom haptic syringe aimed to improve the realism of a virtual reality local anesthesia simulation (VRLA), specifically for the...Introduction: This paper presents the design, development, and usability evaluation of a custom haptic syringe aimed to improve the realism of a virtual reality local anesthesia simulation (VRLA), specifically for the inferior alveolar nerve block (IANB), that formally used a head mounted device (HMD) and vibration feedback via hand controllers. The custom haptic syringe interface provides a more realistic tactile sensation of plunging a real syringe in a human patient. This pilot study investigated the usability of the custom haptic syringe to replace one of the hand controllers to provide a more realistic and better training experience. Method: A one group pre-post survey investigated student perceptions regarding the effectiveness and usability of a haptic syringe to provide a more realistic experience to train dental students to learn the procedural steps to inject local anesthesia into a virtual patient. Twenty-two third year dental students participated. The pre-post survey examined changes in students’ perceived emotions, preparedness, and effectiveness of the VRLA as a foundational learning strategy prior to entering clinical group practice. Results: While quantitative results on comparable survey questions did not yield statistically significant differences, qualitative open-ended responses revealed a much greater satisfaction using the custom haptic syringe compared to the out of the box controllers. Conclusions: Feedback regarding the haptic syringe showed a substantial step closer to providing a more real experience for students in an effort to create a better bridge between classroom learning and clinical practice in order to prepare students to more confidently and competently work with real clients. Further refinement of the syringe is forthcoming along with a more formal comparative experimental study.展开更多
In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-tim...In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.展开更多
文摘In this paper, we handle collaborative work in which two users move an object together to eliminate a target in a 3-D virtual space. In the work, the users transmit their wills about movement direction of the object to each other by only haptics and by haptics and vision (including with/ without drawing an arrow to indicate the direction of force applied to the object by the other user). We carry out QoE (Quality of Experience) assessment subjectively and objectively to investigate the influence of network delay on will transmission. As a result, we clarify the effects of vision on the transmissibility of haptic will transmission.
文摘This paper presents design and development of virtual objects to be used with haptic device PHANTOM Omni for motor rehabilitation by incorporating visual and haptic feedback. Developed predominantly for augmentation of motor skill of patient, the objects could also be used for teaching and enhancing writing skill of children. The virtual objects include English alphabets, numbers, string and mazes, and games. The scheme has been evaluated on children from 11 to 14 years age. The experiment gives good results.
文摘Virtual reality (VR) technology can provide users with an immersive experience as if they are in the real world, which can be applied in the fields of entertainment, education and scientific research, etc. In order to improve the sense of presence and immersion in VR, the design of multimodal feedback is an important component. In particular, the simulation of weight of virtual objects poses many challenges due to the limitations of hardware and software. Many researchers focused on this issue in various ways. These methods are mainly divided into two categories: device-based simulation and software-based simulation. This paper investigates the focus of software-based simulation, particularly for the virtual feedback methods proposed by researchers in recent years. We introduce the background of these proposed methods, technical implementation principles, application scenarios, the advantages and disadvantages of these simulation methods, and the evaluation criteria. We also propose the future challenges and the development of simulation methods for weight perception of virtual objects in VR.
文摘Regaining lost abilities via the formation of new neural pathways as a result of extensive practice and retraining is a key feature of the rehabilitation process. However, patient boredom is a big issue in rehabilitation owing to the extensive practice that is necessary. Awareness of the value of haptic (touch-enabled) interfaces in computer applications has grown because to the emergence of games with buzzing joysticks and consumer electronics with touchpads. Some forms of haptics, however, are paving the way for cutting-edge computer-based rehabilitation solutions, such as “serious games,” which are only one use of haptics’ potential to enhance clinical treatment. In this paper, we aim to review the methods and technologies of haptic feedback that are used for medical treatment and rehabilitation. Developing and innovating better haptic feedback technology has the potential to expand and improve access to virtual healthcare such as the doctor being able to “feel” a patient’s tumor from miles away by being paired with robotic devices.
基金supported by National Important Project on Science&Technology of China(Grant No.2009ZX04014-031)Specialized Research Fund for the Doctoral Program of Higher Education of China(Grant No.200803350031)+2 种基金Zhejiang Provincial Natural Science Foundation of China(Grant No.Y1080358)Research Fund of Zhejiang Educational Committee of China(Grant No.Y200909651)PACMAN Project within the French National Research Agency
文摘Nano assembly and manipulation technologies are the basis for nano-electro-mechanical systems(NEMS). Atomic force microscope(AFM) is widely used to manipulate nanotubes to assemble NEMS. Manipulating nanotubes with AFM is a challenging and difficult task. One of the major reasons is the deficiency of visual information during the manipulation process. To address these difficulties, this research aims to put forward novel virtual tools and assembly strategies to improve the efficiency, accuracy and ease of the assembly process of NEMS. This paper begins by the discussion of the principles and implementation of a virtual nano-assembly simulator, which serves as a benchmark to test the proposed NEMS assembly techniques and virtual tools. Then, a general framework of nanotube-based NEMS assembly is proposed. Several nano-assembly strategies and virtual tools, such as automated path planning for NEMS assembly, a four-step scheme of nanotube manipulation, virtual fixtures for assembly finalization and safe manipulation, are introduced. These virtual tools and methods are experimented for justification. An assembly task of moderate complexity was performed in our virtual nano-assembly simulator with and without the help of the proposed toolkit. Experimental results suggest that the proposed methods tend to greatly enhance the efficiency and accuracy of nanotube-based NEMS assembly. In general, the proposed virtual reality toolkit not only ensures the safety, but also enhances the accuracy and efficiency of the assembly of nanotube-based NEMS.
文摘Introduction: This paper presents the design, development, and usability evaluation of a custom haptic syringe aimed to improve the realism of a virtual reality local anesthesia simulation (VRLA), specifically for the inferior alveolar nerve block (IANB), that formally used a head mounted device (HMD) and vibration feedback via hand controllers. The custom haptic syringe interface provides a more realistic tactile sensation of plunging a real syringe in a human patient. This pilot study investigated the usability of the custom haptic syringe to replace one of the hand controllers to provide a more realistic and better training experience. Method: A one group pre-post survey investigated student perceptions regarding the effectiveness and usability of a haptic syringe to provide a more realistic experience to train dental students to learn the procedural steps to inject local anesthesia into a virtual patient. Twenty-two third year dental students participated. The pre-post survey examined changes in students’ perceived emotions, preparedness, and effectiveness of the VRLA as a foundational learning strategy prior to entering clinical group practice. Results: While quantitative results on comparable survey questions did not yield statistically significant differences, qualitative open-ended responses revealed a much greater satisfaction using the custom haptic syringe compared to the out of the box controllers. Conclusions: Feedback regarding the haptic syringe showed a substantial step closer to providing a more real experience for students in an effort to create a better bridge between classroom learning and clinical practice in order to prepare students to more confidently and competently work with real clients. Further refinement of the syringe is forthcoming along with a more formal comparative experimental study.
文摘In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.