M. Mokhtari†, F. Bernier†, F. Lemieux†, H. Martel‡, J.M. Schwartz‡, D. Laurendeau‡ and A. Branzan-Albu‡ † ‡ Distributed Synthetic Environment Group Computer Vision and Systems Lab. Defence R&D Canada - Valcartier Dept of Electrical and Computer Eng. Val-Belair, Qc, Canada, G3J 1X5 Laval Univ., Ste-Foy, Qc, Canada, G1K 7P4 [marielle.mokhtari,francois.bernier,francois.lemieux] [laurend,branzan]@gel.ulaval.ca @drdc-rddc.gc.ca ABSTRACT While the simplest Virtual Environment (VE) configuration considers only visual interfaces, the need for increased immer- sion drives the VE designers towards the integration of additional communication modalities. Sensori-motor systems are the components of a Virtual Reality (VR) system that contribute to generate the VEs and to create the feeling of immersion and presence, the feeling of being there. This paper quickly reviews the (1) olfactory, (2) auditory, (3) haptic sensori-motor ac- tivities and focuses on the hardware/software components that are currently available, either as commercial products or as academic prototypes.
1. INTRODUCTION academic prototypes, for building actual implementations.
Immersion is an essential feature of a Virtual Environment 2. HAPTIC (VE) as it is central to the paradigm where the user be- The word haptic comes from the Greek word haptesthai, comes part of the simulated world, rather than the simu- which means “to come in contact with”. The scientific term lated world being a feature of the user’s own world. The haptic can be traced back to the German word haptik, definition of the perfect immersion in a VE is analogous to meaning “the study of touch and tactile sensations, espe- Turing’s definition of artificial intelligence: if the user cially as a means of communication”. Its modern extension cannot tell which reality is real and which one is virtual has been expanded beyond touch to embrace contact forces then the computer generated one is immersive. in general. Haptic perceptions nowadays include kinæstetic However, immersion as the result of Virtual Reality (sense of limb motion), proprioception (sense of limb posi- (VR) technology can be achieved to various degrees. The tion relative to the body), cutaneous perceptions (contact degree of immersion in a VE depends on how much the of the skin with the outside world through vibro-tactile, virtual sensory data is integrated in the proprioceptive temperature, and pain sensations), and vestibular sense process. Each human being uses proprioceptive informa- (awareness of position and motion of the body relative to tion to form a mental model describing the dynamic spatial the rest of the world and to the gravity force) [Sheridan97] and relational disposition of his body-parts. An efficient [ETSI02]. VR system is to provide consistency between propriocep- Early haptic research was motivated by the desire to tive information and sensory feedback. substitute sensory information lacking to the visually or The degree of immersion in a VE can be increased by hearing impaired by touch information. Another source of using not only visual, but also olfactory, auditory and hap- motivation was the need for improving and developing tic user interfaces, by improving the body tracking process, telerobotic applications, where a slave device is attached, by using high level body representations (avatars), by at first mechanically then electrically, to a master user- minimizing the lag between the real user movements and controlled device [Rodrigues02]. the resulting changes in sensory data, and so on [Lauren- The increase of computer power has opened new ap- deau03]. plications for haptic research, including virtual prototyp- This paper covers the different sensori-motor activi- ing, virtual exploration and observation, training, and, of ties (others than visualization) that are encountered in VR course, recreational activities and entertainment. and focuses on the hardware and software components that are currently available, either as commercial products or as 2.1 Types of Haptic Interfaces Haptic displays are devices conveying haptic information Permission to make digital or hard copies of all or part of from the computer to the human user. By opposition, hap- this work for personal or classroom use is granted without tic controllers convey information from the user to the fee provided that copies are not made or distributed for computer. A haptic interface is both a display and a con- profit or commercial advantage and that copies bear this troller. Displays can be either passive or active. A passive notice and the full citation on the first page. To copy oth- display always presents the same information to the user. erwise, or republish, to post on servers or to redistribute to The perception of the information solely depends on the lists, requires prior specific permission and/or a fee. user actions (active touch). On the other hand, active dis- plays are able to transmit a variety of messages and require WSCG POSTERS proceedings no activity from the user (passive touch). WSCG’2004, February 2-6, 2004, Plzen, Czech Republic. Copyright UNION Agency – Science Press Active haptic feedback can be achieved in two ways: [SensAbleTechnologies] distributes its GHOST SDK. by motion feedback, or by force feedback. Displays im- It supports the entire line of Phantom haptic interfaces, and plementing motion feedback are usually devices with high provides stable 3D force feedback. The force feedback can inertia and are quite bulky, rigid, and heavy. They have be associated with a static 3D geometric model, which mostly been developed in robotics. Contrarily to motion allows a “touch through tools” perception of the geometry. feedback devices, displays implementing force feedback It can also be used to interact with dynamic objects, having are usually small, partially flexible, and light. Until now, mass and behaviours. Force feedback can also be felt when they have been the most successful haptic devices on the rotating, scaling, and translating objects. Finally, the SDK market. Haptic devices implementing motion feedback can be used to generate “spatial effects” force feedback, respond to the force that the user is applying on them while which allows motion constraint, vibrations, and apparent force feedback devices respond to the motion the user im- inertia. poses to them. [NovintTechnologies] sells the e-Touch, which is a Anholonomic devices are purely passive devices. In- C++ framework providing an interface for a multi-modal stead of dictating the position of the display or applying a (haptic, auditory, and visual) applications. It provides core force against the user, anholonomic devices prevent motion classes and can be extended through modules. The modules in one or more directions and allow motion in at least one are distributed under the Open Module system, which al- other direction [Colgate96]. Tactile devices were first de- lows free usage of any module for research purposes, but veloped for converting sensory information (noise, visual requires a license for commercial applications. It is de- data, etc.) into haptic information. Pictorial devices repro- signed to be hardware independent; its porting to other duce spatial information directly on the user’s skin (i.e. operating system or hardware is supported. Modules for the [Iwata01]) and frequency-to-place devices encode spa- Phantom haptic interface from [SensAbleTechnologies] tial/temporal information into vibrations, which are per- and for the Delta haptic interface from [ForceDimension] ceived at a specific spot on the user’s skin (i.e. [Tan01]). are available. Different solutions have been explored to provide vestibu- 2.5 Available Haptic Devices lar information to users immersed in VEs. For instance, 2.5.1 Research Projects providing the user with information on his orientation in A system called GSS (Ground Surface Simulator) has the environment can be achieved by lifting platforms, been developed by ATR Media Integration & Communica- while the illusion of motion can be provided with tread- tion Research Laboratories [Noma00]. It is a locomotion mills, rolling spheres, force-feedback shoes, bearing floors, interface, which allows free walking for the user and simu- or tools such as bicycles or roller blades. lates natural terrain surfaces. The GSS could be used for 2.2 Issues with Haptic Devices rehabilitation purposes. Stability is a major concern when working with haptic A locomotion device based on an array of small roll- devices. Stability is affected by the reaction rate of the ers has been developed by the Optical Design Laboratory device, and by the quality of reaction. Unstable haptic [Hsu03]. It allows free walking using a “step-and-slide” feedback will most likely destroy the user sense of immer- walking pattern without wearing special shoes or using sion and can also be potentially dangerous for the user. devices. Each roller is mounted on a switch, which is trig- Haptic systems can be stabilized by considering the gered by the pressure exerted by the user’s feet. The user is haptic controller and the controller of the object modeled maintained on the array by a hoop. by the haptic device as a whole. The stability of the device VR Systems UK has developed a fully immersive will then depend on the design of the whole application. spherical projection system [Cybersphere]. It is a 3.5m of Alternatively, the haptic controller can be separated from diameter translucent sphere in which the user is free to the rest of the application and designed to guarantee stabil- walk. The walking motion of the user causes the sphere to ity when the application meets a given set of requirements. rotate, and computer-generated images are projected ac- In this case the haptic controller is more generic and can be cordingly. used in different applications without having to modify its [VirtualSpaceDevicesInc.] has designed and devel- design. oped an Omni-Directional Treadmill (ODT). The first gen- 2.3 Design of Haptic Interfaces eration model provides a walking speed of 3m/s, and has The perceptual capabilities and limitations of human an active surface of 1.3m×1.3m. It is comprised of two users impose requirements on the design of haptic inter- belts, one for each axis; each belt is made from about 3400 faces. These requirements must cover a large number of rollers woven together. A second-generation model has topics such as: force sensing, pressure perception, position also been developed, which offers a larger surface area sensing resolution, stiffness, viscosity, and mass percep- comprised of flat belts instead of rollers. The main problem tion, human force and position control, temperature percep- with the ODT is that it is very noisy and users cannot hear tion, texture perception, and finally, ergonomics and com- each other when using the device. fort requirements. The University of Tsukuba (Japan) carried out a pro- ject to develop a new interactive technique that combines 2.4 Commercial Haptic Controllers haptic sensation with computer graphics. The goal was to [ReachinTechnologiesAB] is developing Reachin present visual and haptic sensation simultaneously, provid- API, which is a C++ application creating an interface for ing users with a surface on which they can touch an image developing “touch through tools” applications, where a using any part of their hand [Iwata01]. A device called stylus like device (Phantom haptic interface from FEELEX was designed, comprising a flexible screen, an [SensAbleTechnologies]) is manipulated as if it was an actuator array and a projector. The actuator deforms the exploration stick. flexible screen onto which the image is projected, and the user can touch the image and feel its shape and rigidity. rapidity of oscillations, (ii) intensity related to the ampli- Possible applications include medical simulators featuring tude of the waveform, and (iii) complexity related to the palpation, 3D shape modeling tools, and touch-screens. spectral content along with the manner that the content The Haptic Interface Research Laboratory of Purdue changes over time. In the human auditory system, acoustic University has developed a three-by-three tactor array signals are broken down into constituent frequency com- designed to be worn on the back [Tan03]. This device can ponents in a Fourier-like analysis. The standard range of provide attentional and directional cueing. Attentional audible frequencies is between 20Hz and 20kHz. Sensitiv- cueing has been found to improve the wearer’s reaction ity to intensity is measured in decibels (dB) and follows a time to detect a change in a visual scene. Directional cue- logarithmic scale. Doubling the level of a sound source ing can provide spatial cue to the wearer, such as where to causes roughly the same perceived change independently look, or provide a stable referential to users experiencing of the reference level. This gives the auditory system a distorted spatial orientation such as pilots and divers. large dynamic range. The auditory system is much more 2.5.2 Commercially Available Devices sensitive to temporal fluctuations than the visual system. [SensAbleTechnologies] offers different models of stylus- The system is also sensitive to small fluctuations in the based haptic interfaces called Phantom. [ForceDimension] spectral content of the input signal for roughly the same sells the DELTA haptic device. Three different models are modulation speeds [Shilling02]. available: one with three degrees of freedom, one with six, 3.2 Spatial Sound and the cardanic model, with a more robust design, for The main problem with using loudspeakers for 3D industrial applications. [ImmersionCorporation] produces sound is that control over perceived spatial imagery is the CyberGlove, a fully instrumented glove providing 18 reduced, since the sound is reproduced in an unknown or 22 joint-angle measurements. The CyberTouch adds environment. The room and loudspeakers will impose un- vibro-tactile feedback to the CyberGlove. It features one known transformations that usually cannot be compensated stimulator on each finger and on the palm. Sensations such for by the designer of the 3D audio system. So it is difficult as pulses, sustained vibration or more complex tactile to harness 3D spatial imagery over loudspeakers in such a feedback patterns can be reproduced. The CyberGrasp way that the imagery can be transported to a number of system adds resistive force-feedback to the CyberGlove on listeners in a predictable or even meaningful manner. each finger. The CyberForce finally attaches to the Cyber- Different types of systems exist for adding virtual Grasp to provide grounded-force feedback. auditory into VR applications, depending on the level of sophistication that is expected. Basically two categories of 3. VIRTUAL AUDITION products can be distinguished, (i) systems that are exclu- Unlike visual information, the manipulation of sound in sively software-based (the Sound Lab [SLAB] system de- VE has only recently come to broad attention. The main veloped by NASA, the Mustajuuri software developed as reason is probably that sound does not appear absolutely part of the [EVE] project at Helsinki University of Tech- necessary to most VE and users. But it has been widely nology, and the DieselPower software by [AM:3D]), and recognized that virtual sound strongly contributes to the (ii) systems that include some sound-processing hardware quality of immersion in a VE. Work in a VE is more effi- ([AuSIM][LakeTechnologyLtd]). cient when actions are accompanied by appropriate sounds, seemingly emitted from their proper locations. It has been 4. VIRTUAL OLFACTION shown that response times to visual targets associated with Virtual olfaction is an emerging field and smell is localized auditory cues drop dramatically. Sound can also generally forgotten in implementing current VR systems. provide an important source of feedback for events occur- However virtual olfaction could increase the level of im- ring out of the field of view of the user. Virtual sound be- mersion of people using virtual technologies and enrich the comes even more important in a multi-source sound envi- range of sensitivity. Smell and taste are the only senses that ronment, because it is easier to discriminate and compre- allow us to perceive information from the chemical do- hend sounds when they are separated in space. main, and the effect of smell on the human mind is strong, Virtual sound has been named by several equivalent especially at the subliminal level. In comparison with the designations, such as 3D-sound, virtual acoustics, spatial- ear or the eye, the human nose is much more complicated. ized sound... All of these refer to techniques allowing Hundreds of different classes of biological receptors are sound sources to be placed anywhere around the listener in involved in olfaction, whereas in vision only three different the virtual space, either by hard sources or by filtered digi- classes are found. There are approximately ten million tized sound signals rendered through headphones. sensory receptor cells in the nose, each of them being sen- The ultimate goal of a 3D-sound system would in- sitive to a large number of compounds. Therefore, human volve the complete control and manipulation of somebody subjects are able to experience a wide range of different else's spatial auditory perception. Sound perception is not sensations from different odours. The response of a recep- only characterized by a sound source's perceived direction tor is due to the activation of biochemical processes in the and distance, but also by an apparent width or extent. The cell or of ion channels in the cell membrane. Furthermore a environmental context also plays a role on how a sound learning process is possible for smell, allowing a human source is perceived, mostly because of reverberation, subject to better recognize odours he is often exposed to which acts as if a set of secondary sound sources were [Davide01]. Two technologies open the way towards vir- produced. tual olfactory: electronic noses and virtual olfactory dis- plays. 3.1 Acoustics Issues Sound is a pressure wave produced when an object vibrates rapidly. It is characterized by (i) frequency related to the 4.1 Electronic Noses current state of specialized hardware necessary to support An electronic nose is a system that aims at character- VE applications is not satisfactory in most of the cases, and izing different gas mixtures. It uses a number of individual true consumer-grade, high performance VR technology is sensors (typically 5 to 100) whose respective selectivity not yet currently available. Haptic interfaces are still in a towards different molecules overlap. The response from a primitive phase of development, and progress in audition chemical sensor is usually measured as the change of some and olfaction technologies is much slower than that of physical parameter, e.g. conductivity or current. The re- displays and image generation. sponse times for these devices range from seconds up to a few minutes. This is a significant drawback, and one of the 6. REFERENCES [AM:3D] http://www.am3d.com main research topics in this field is to reduce response [AromaJet] http://www.aromajet.com time. Electronic noses can be useful for a variety of appli- [AuSIM] AuSIM Engineering Solutions http://www.ausim3d.com cations such as product or process control (food, pack- [Colgate96] Colgate, J.E., Peshkin, M.A. and Wannasuphoprasit, ages), medical diagnosis, and environmental monitoring to W., “Nonholonomic Haptic Display”, Proceedings of the IEEE name only a few... 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