Haptic interaction with virtual geometry on robotic touch surface

Seung-Chan Kim, Byung-Kil Han, Ji-Won Seo, D. Kwon
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引用次数: 11

Abstract

Touch screens are rapidly penetrating our daily life. Even general users are enjoying various applications such as drawing sketches and playing games with their mobile phones. In particular, the improvement of graphics capabilities with large display screens now allows easy access at any location to 3D environments including 3D games, animation, and augmented reality applications that were formerly limited to desktop environments. Touch screen devices have distinct features compared with previous mobile phones: the screen is widened and the device is mainly operated with touch input. As a natural consequence, users want to be able to feel the touched objects in many cases. From the viewpoint of haptics on surfaces, a variety of haptic rendering/interaction techniques have been proposed to make interactions on surface richer and more natural. One approach to lend applications tactility is to provide frictional feedback on touch surfaces [Bau and Poupyrev 2012; Kim et al. 2013; Winfield et al. 2007]. These technologies plausibly reproduce finetuned textures, such as craters on the surface of the Moon and the lines on the palm of a hand. However, the technologies are not suitable to reproduce the object surface with contours that extend beyond the fingertip, such as the large-scaled geometry of the Moon and the palm. To handle such issues, a recent work proposed a lateral haptic display that can provide two-dimensional force feedback slightly above the screen [Saga and Deguchi 2012]. They exploited the phenomenon that people tend to have the perception of touching 3D objects if they receive force feedback in/against the direction of movement on a 2D surface. A similar technique was applied to image-based haptic interaction in another recent work [Kim and Kwon 2013]. This type of feeling can be reproduced by considering one important feature of haptics: collocation, which is often ignored in the context of surface interaction in that interaction space is limited to a 2D surface. This is a substantially different setup from that used for conventional haptic rendering, which generally collocates haptic information in the real interaction space. A recent study dealt with this issue by proposing a 1-dimensional translational robot system [Sinclair et al. 2013]. Their robotic touch display allows users to explore virtual 3D content such as volumetric medical images by moving the display surface along the z-axis perpendicular to the display surface. This trial has significant meaning as the first work to take collocation into consideration in the context of surface haptics. Another recent study addressed this issue by proposing a haptic stylus with a variable tip length. The proposed system is designed to give users the illusion that some part of the stylus is immersed in virtual space, enabling the direct touch of virtual objects displayed on the flat surface [Withana et al. 2010].
机器人触摸表面的虚拟几何触觉交互
触摸屏正在迅速渗透我们的日常生活。即使是普通用户也在用手机享受各种应用程序,如绘制草图和玩游戏。特别是,大屏幕显示的图形功能的改进现在允许在任何位置轻松访问3D环境,包括3D游戏,动画和增强现实应用程序,这些应用程序以前仅限于桌面环境。与之前的手机相比,触摸屏设备具有明显的特点:屏幕加宽,设备主要通过触摸输入进行操作。作为一个自然的结果,用户希望在许多情况下能够感觉到被触摸的物体。从表面触觉的角度出发,人们提出了多种触觉渲染/交互技术,以使表面上的交互更加丰富和自然。赋予应用触感的一种方法是在触摸表面提供摩擦反馈[Bau和Poupyrev 2012;Kim et al. 2013;Winfield et al. 2007]。这些技术似乎可以重现精细的纹理,比如月球表面的陨石坑和手掌上的线条。然而,这些技术并不适合复制物体表面的轮廓延伸到指尖以外,比如月球和手掌的大规模几何形状。为了解决这些问题,最近的一项研究提出了一种横向触觉显示器,可以在屏幕上方提供二维力反馈[Saga and Deguchi 2012]。他们利用了这样一种现象,即如果人们在2D表面上收到与运动方向相反的力反馈,他们往往会有触摸3D物体的感觉。在最近的另一项工作中,类似的技术被应用于基于图像的触觉交互[Kim和Kwon 2013]。这种类型的感觉可以通过考虑触觉的一个重要特征来重现:搭配,这在表面交互的背景下经常被忽视,因为交互空间仅限于2D表面。这与传统的触觉渲染有很大的不同,传统的触觉渲染通常将触觉信息放在真实的交互空间中。最近的一项研究通过提出一个一维平移机器人系统来解决这个问题[Sinclair et al. 2013]。他们的机器人触摸显示器允许用户通过沿着垂直于显示表面的z轴移动显示表面来探索虚拟3D内容,例如体积医学图像。这一尝试具有重要意义,因为它是第一个在表面触觉的背景下考虑搭配的作品。最近的另一项研究解决了这个问题,提出了一种尖端长度可变的触觉触控笔。所提出的系统旨在给用户一种错觉,即触控笔的某些部分沉浸在虚拟空间中,从而可以直接触摸显示在平面上的虚拟物体[Withana et al. 2010]。
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