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Force and Touch Feedback for Virtual Reality

17 Aug 1996-
TL;DR: Haptic Sensing and Control.
Abstract: Haptic Sensing and Control. Actuators. Nonportable Force Feedback. Portable Force Feedback. Tactile Feedback Interfaces. Physical Modeling. Control of Haptic Interfaces. Human Factors. Haptic Feedback Applications. The Future. References. List of Companies and Research Laboratories. Index.
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Book
10 Sep 2002
TL;DR: Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.
Abstract: Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies. * Substantive, illuminating coverage designed for technical and business readers and well-suited to the classroom. * Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems. * Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system. Table of Contents Foreword Preface Part I - What is Virtual Reality? Chapter 1: Introduction to Virtual Reality - What it is and Where it Comes From Chapter 2: VR the Medium Part II - Virtual Reality Systems Chapter 3: Interface to the Virtual World -- Input Chapter 4: Interface to the Virtual World -- Output Chapter 5: Rendering a Virtual World Chapter 6: Interacting with a Virtual World Chapter 7: Virtual Reality Experience Chapter 8: Experience Design: Applying VR to a Problem Chapter 9: What Dreams May Come: The Future of VR Appendices A: NICE educational application (EVL) B: Crumbs visualization application (NCSA) C: Aircraft wiring application (Boeing, Inc.) D: Placeholder artistic application (Interval Research)

887 citations

Journal ArticleDOI
TL;DR: A novel method for surgery simulation including a volumetric model built from medical images and an elastic modeling of the deformations based on elasticity theory which suitably links the shape of deformable bodies and the forces associated with the deformation.
Abstract: We describe a novel method for surgery simulation including a volumetric model built from medical images and an elastic modeling of the deformations. The physical model is based on elasticity theory which suitably links the shape of deformable bodies and the forces associated with the deformation. A real time computation of the deformation is possible thanks to a preprocessing of elementary deformations derived from a finite element method. This method has been implemented in a system including a force feedback device and a collision detection algorithm. The simulator works in real time with a high resolution liver model.

813 citations

Journal ArticleDOI
TL;DR: It is hoped that this structured examination of the factors relevant to the current and future status of VR rehabilitation will provide a good overview of the key issues and concerns that are relevant for understanding and advancing this vital application area.
Abstract: The use of virtual-reality technology in the areas of rehabilitation and therapy continues to grow, with encouraging results being reported for applications that address human physical, cognitive, and psychological functioning. This article presents a SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis for the field of VR rehabilitation and therapy. The SWOT analysis is a commonly employed framework in the business world for analyzing the factors that influence a company's competitive position in the marketplace with an eye to the future. However, the SWOT framework can also be usefully applied outside of the pure business domain. A quick check on the Internet will turn up SWOT analyses for urban-renewal projects, career planning, website design, youth sports programs, and evaluation of academic research centers, and it becomes obvious that it can be usefully applied to assess and guide any organized human endeavor designed to accomplish a mission. It is hoped that this structured examination of the factors relevant to the current and future status of VR rehabilitation will provide a good overview of the key issues and concerns that are relevant for understanding and advancing this vital application area.

764 citations


Cites methods from "Force and Touch Feedback for Virtua..."

  • ...For tactile sense simulation, the research has primarily focused on techniques to recreate the texture of virtual surfaces using special devices and materials such as the piezo-electric elements (Hirota & Hirose, 1995; Allison, Okamura, Dennerlein, & Howe, 1998; Burdea, 1996; Ikei & Stiratori, 2002)....

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  • ...…tactile sense simulation, the research has primarily focused on techniques to recreate the texture of virtual surfaces using special devices and materials such as the piezo-electric elements (Hirota & Hirose, 1995; Allison, Okamura, Dennerlein, & Howe, 1998; Burdea, 1996; Ikei & Stiratori, 2002)....

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Journal ArticleDOI
TL;DR: The OpenViBE software platform is described which enables researchers to design, test, and use braincomputer interfaces (BCIs) and its suitability for the design of VR applications controlled with a BCI is shown.
Abstract: This paper describes the OpenViBE software platform which enables researchers to design, test, and use brain--computer interfaces (BCIs). BCIs are communication systems that enable users to send commands to computers solely by means of brain activity. BCIs are gaining interest among the virtual reality (VR) community since they have appeared as promising interaction devices for virtual environments (VEs). The key features of the platform are (1) high modularity, (2) embedded tools for visualization and feedback based on VR and 3D displays, (3) BCI design made available to non-programmers thanks to visual programming, and (4) various tools offered to the different types of users. The platform features are illustrated in this paper with two entertaining VR applications based on a BCI. In the first one, users can move a virtual ball by imagining hand movements, while in the second one, they can control a virtual spaceship using real or imagined foot movements. Online experiments with these applications together with the evaluation of the platform computational performances showed its suitability for the design of VR applications controlled with a BCI. OpenViBE is a free software distributed under an open-source license.

687 citations


Cites background from "Force and Touch Feedback for Virtua..."

  • ...BCI are currently following the path laid down by haptic devices a few years ago (Burdea, 1996) by providing a completely new way of conceiving interaction with computers and electronic devices through the “interaction by thought” concept....

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Journal ArticleDOI
01 Jul 2008
TL;DR: This paper surveys glove systems and their applications, analyzes the characteristics of the devices, provides a road map of the evolution of the technology, and discusses limitations of current technology and trends at the frontiers of research.
Abstract: Hand movement data acquisition is used in many engineering applications ranging from the analysis of gestures to the biomedical sciences. Glove-based systems represent one of the most important efforts aimed at acquiring hand movement data. While they have been around for over three decades, they keep attracting the interest of researchers from increasingly diverse fields. This paper surveys such glove systems and their applications. It also analyzes the characteristics of the devices, provides a road map of the evolution of the technology, and discusses limitations of current technology and trends at the frontiers of research. A foremost goal of this paper is to provide readers who are new to the area with a basis for understanding glove systems technology and how it can be applied, while offering specialists an updated picture of the breadth of applications in several engineering and biomedical sciences areas.

668 citations


Cites background from "Force and Touch Feedback for Virtua..."

  • ...The reader is referred to [34] and [35] for a more complete description of actuated gloves....

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