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TOPIC: Wireless Internet Security

COURSE TITLE: CIT 403

BY

OKPA NKANU NKANU

(Matric No: NOU201019047)

April, 2023
Abstract

Haptics is any type of non-verbal communication. Haptic innovation, haptic communication, and

haptic recognition are all referred to in this phrase. Users may interact with haptic technology by

using their sense of touch to interact with the information they get. Vibration is a kind of material

input that is applied to a man's body by means of constraint or movement. Actuators that impart

drive to the skin provide haptic impacts, allowing the customer to feel the power. When two

people or animals touch one other, they're engaging in a kind of haptic communication.

There is still a lot of work to be done in the realm of haptic innovation. People have no concept

that they are a part of the haptics ideal model and that haptics is something they use on a daily

basis. Although in this course the concept of haptics and its architecture as well as its gadget

system for haptic innovation have been examined. In this method, both the application area and

the hindrance of haptics innovation were identified in commercial organizations. Toward the end

of the inspection, proposals for future adjustment were made.


1.0 INTRODUCTION

Haptism comes from the Greek verb "haptesthai," which means "to contact or to touch," as well

as the noun "haptikos," which denotes the sensation of touching. It uses touch to detect and

control the environment around it. People, machines, or a combination of the two may perform

the touching operation. Vision, for example, may be used to convey information in this manner

(Sharma, Uppal, and Gupta, 2011). Exploration and manipulation are only a few of the many

things that can be done using haptics, or the sensation of touch. According to Culbertson, Schorr

and Okamura, this feeling of touch must be artificially duplicated in virtual worlds and robot

teleoperation settings by stimulating the human body (typically the hands) (2018). Haptics, the

study of human touch and power input, has brought together biomechanics, brain research,

neurology, design, and the PC. Touch is a two-way flow of life and information between the real

world and the end user. Dynamic touch is the name given to this kind of touch. A mental image

of an object can only be formed if we have a hold on and control over the object. People's

perception of the physical world is influenced by their dependence on sensing and controlling

their surroundings. To put it another way, haptic innovation uses power vibrations or movement

to recreate a sense of touch in the client. Mechanical reproduction may be used to create PC-

based virtual protests and to communicate telerobotics. When it comes to touch, it does what

representation has done for vision. The client's power applied to an interface may also be

measured through haptic input. As a result, it provides essential insight into how the human

sense of touch works (Chu et al., 2015).

There are four main components to the human haptic system: mechanical, tactile, engine-related,

and cerebral. Anatomical elements are included into the mechanical portions. Physical stimuli

activates receptors in the brain's sensory system, which then transmits information about the
stimuli to the brain. It is the cerebrum that breaks down and perceives the passed on data, and

then enacts the engine segments, thereby completing the cycle. In order to exchange data,

mechanical devices are used in a field known as "machine haptics." One of the most important

functions of haptics is to detect physical restrictions on any part of the body and to collect the

data that results from these measurements. Calculations are made to generate and portray touch

in a virtual world and articles using computer haptics (Alur et al., 2014).

The most recent breakthrough in PC interface devices is haptic, which promises to bring

significant changes to the way people interact with information and express their thoughts. PC

interface development has advanced to the point where we can now control and interact with

wacky PC-delivered difficulties in a manner that evokes a sense of "realness." We may now sit

down at a workstation and interact with addresses that exist just inside the "thought" of the PC

thanks to this development. As simple as touching a virtual divider or getting, or as complex as

separating a surgical test system, these collaborative efforts are possible. The haptic interface's

evident trait of synchronous data exchange between client and machine will be the subject of our

discussion. Talking about the fundamental concepts driving haptic innovation and other haptic

devices and their applications in our everyday lives is the goal of this article.
2.0 Literature Review

2.1 Haptics Working Concept

The brain is the master controller of our physical form. There are various rules for different

portions of our bodies. Muscles are instructed by the mind to transmit specific information to the

end effector (as demonstrated in figure 1). The end effector is a sensitive haptic device.. It is

equipped with several sensors that detect changes in position, measurements of connected power,

and so on, and provide this information to the PC. Afterwards, the PC processes this information

and sends specific commands to an actuator. An actuator is a device that performs a pre-

programmed task. Clients see the haptic gadget as an input device because of the power applied

by the actuator. The mind deciphers the skin's predisposition to respond to the input power. This

is how haptics must operate in order to function properly (Goyal et al., 2013).

Figure 1 Basic working cycle of haptics(Goyal et al., 2013)

Haptics refers to two sorts of data :

1. Tactile Information : This refers to the data obtained by the sensors associated with the

client's body.
2. Kinesthetic Information : The term "kinesthesia," which relates to the experience of

movement and force, is often used in conjunction with the concept of force displacement.

Muscular spindles and Golgi tendon organs are two of the receptors involved in detecting

changes in muscle tension. The illusion of movement and/or force may be created by stimulating

these receptors. The capacity to apply force around a joint such that movement (and resistance to

that movement) is possible is what kinesthetic or force-type haptic devices are all about

(Culbertson et al., 2018). This alludes to the data obtained by the sensors in the joints. Haptics

likewise acquaints us with the idea of virtual reality. Virtual Reality permits a client to connect

with a PC recreated environment. Clients communicate with VR either through information

gadgets or through multimodal gadgets. Such a reproduced domain can either be like or not quite

the same as reality. Virtual the truth is utilized to portray a wide mixture of uses. In any case, it is

extremely hard to make a high constancy virtual reality encounter because of specialized

constraints(Alur et al., 2014).

2.2 Classifications of Haptic Technology

Haptics can be subdivided into three ranges:

1. Human Haptics

Human haptics is the study of how touch may be used to monitor and influence human behavior.

The engine and tangible subsystems make up the human haptic framework. The two frameworks

are tightly intertwined. There are a variety of haptic inquiry methods that may be used by

humans: dynamic and detached. When the client is in charge of the action, we use dynamic

haptic research, and we use latent haptic investigation when someone else is guiding the client's

hand or fingers (Guzererler, Provancher and Basdogan, 2016).


2. PC Haptics

PC haptics is a branch of computer science that deals with the creation and depiction of virtual

products' touch and feel. Research into the methods and techniques for making and displaying

virtual items to a human administrator via the use of power-reflecting gadgets is a rapidly

emerging area of study. Additionally, it contains the programming and building models needed

for haptics synchronization (Guzererler, Provancher and Basdogan, 2016).

3. Machine Haptics

Human touch may be replaced or expanded via the design, development, and implementation of

machine haptics. The purpose of haptic interfaces is to exchange data with the human sensory

system using mechanical pieces in physical touch with the human body. Haptic Interface

Assignments are performed by physically managing the interface, which in turn presents tangible

tactile data that is appropriate for enabling the client's material and kinesthetic tangible

frameworks to conduct desired engine operations (Giri, Maddahi and Zareinia, 2021). Along

these lines all in all, haptic interfaces can be seen as having two fundamental capacities:

 To measure the positions and contact strengths of the client's hand.

 To presentation contact strengths and positions to the client.

Haptic Devices

Devices known as haptic interfaces (or mechanical gadgets) interrupt the user-PC

communication. In virtual and teleworked systems, haptic devices allow customers to touch, feel,

and manipulate three-dimensional questions (Sharma et al., 2011). Information is generated by

haptic devices, which follow a user's physical controls (including) and provide tactile feedback
made possible by on-screen events (yield). An example of a haptic gadget is a power criticism

joystick or a guiding wheel, which are both examples of consumer-side devices with unique

engines and sensors (e.g., power evaluation joysticks and guiding wheels) (e.g., PHANTOM)

Haptic Interface

Clients may use this device to touch, feel, control, produce, and/or influence simulated protests

in a virtual world. This is a force reflecting gadget. Those occupations requiring specific hand-

help devices (e.g., masters, space explorers, mechanics), to give haptic information exhibiting of

three-dimensional things without a physical medium (for example, auto body fashioners working

with soil models), or to scorn up development models specifically from CAD databases could

benefit from this (rather than in a machine shop). Haptic innovation is defined as "the

individual's sense of the environment and his body's connection to it via the use of his body".

Heated perceptual innovations are notable in that they are capable of integrating a wide range of

sensory inputs from the whole body into a single system that may have an instantaneous impact

on the environment around them.. The simultaneous transmission of data between the user and

the machine is a key feature of haptic interfaces (Giri et al., 2021).

Force feedback is a term used a lot to describe material or kinesthetic input. For power critics,

PC scientists started wearing down contraptions - such as haptic interface gadgets - that let

customers feel virtual objects (Sharma et al., 2011).


2.3 Current Trends: The Expanding Reach of Computation

Outside of the exploration lab, the portion and compass of reckoning and system management

evolve and increase at a blinding velocity, even as haptic showcase develops. It's worth focusing

on the new possible results enabled by dynamic haptic critique in certain areas of these

progressions (MacLean, 2008).

Organizing: Everyone is involved, and they put in more time and effort than they previously

did. Since the Internet and mobile phone use became commonplace in society in the 1990s, for

some people, staying in touch has become a way of life. Rapid technologies have really brought

virtual touching, whether it's with other people or computer representations, from sci-fi to the

current day (Sreelakshmi and Subash, 2017).

Pervasiveness of registering Devices: Computation is everywhere, not only on the work area.

Mobile, non-traditional connections and the absence of a large realistic presentation are all

advantages of using it. As everyone who has used a PDA for more than just making a phone call

or inputting a location knows, or who has overcome a vehicle's locally available interchanges

support to change the radio station, there is a demand and an open door in this insufficient visual

land for updated data shows (Sreelakshmi and Subash, 2017).

Multitasking: As a direct result of the preceding factors, people gradually achieve more than

one item at a time—because they can and because they now believe they must. Their eyes are

focused on one task while other parts of the body are involved with something else. The absence

of a large, high-definition screen, on the other hand, suggests that having other data channels

other than eyesight may be beneficial if our brains can handle it.
Virtualization of individual vicinity: Individual proximity has become more arbitrary due to

the virtualization of it. Employees work from home, students attend class online, adults and

children use non-intersecting calendars, and everyone purchases online. When the bricks-and-

mortar version of the institution is almost nonexistent, the overall influence on gathering

progress and individual involvement is substantial. Many social scientists are working to identify

the essential elements of individual involvement that have been lost as a result of this progress,

from nonverbal conversational cueing to the effects on larger groups in individual cooperations.

Expert and personal settings alike have long recognized the importance of remote collaboration

and specific equipment that encourages comprehensiveness as well as nonverbal support and a

sense of social proximity (Sreelakshmi and Subash, 2017).

Data administration: The system is like a firehose, spitting forth a torrent of information at us

all the time. Consider them as both a volume challenge (since there is a lot of data to go through

and prioritize) and a consideration test at once (adding to fracture).

Fracture: While a man's primary task may need advancement, constant incursion is an important

aspect of steady association and errand juggling. Even if an email is about to arrive, or if you

need to cross the road while checking your GPS, you must make time-cutting adjustments to

your work. No matter how useful this situation is for people who want to hang around, interface

conspiracies that can assist monitor the interference of association-determined interferences,

channel it, group it, or generally alleviate it might be valued. According to many, our electronics

now control us, and we'd like to have them in the other way around. Do you think haptic

innovation has any potential to help?


Touching Real and Virtual Object

Forced powers are applied to the skin of the human client when they touch a real inquiry directly

or via an instrument. Sensors in the skin, joints, tendons, and muscles, together with the

corresponding tactile data, are sent to the brain through the sensory system and trigger haptic

discernment. To activate muscles, the cerebrum issues an engine summon, which causes

movement that modifies tactile data. In order to produce an effect, just a weak current is allowed

to flow through the part of the device being used for cooperation. When a dry finger meets a

conductive substance, a capacitive set up is created. Because of the capacitive set-up, an electric

field will be generated around the skin and fingers, creating a changing feeling of fiction that

relies on repetition and linked symbol. The ability to alter the frequency and adequacy of erosion

will allow for a variety of 'virtual surroundings' to be created (Sharma et al., 2011).
3.0 Application and Limitations

3.1 Applications

A broad spectrum of human-innovator collaborations will benefit from haptic innovation. In

gaming, movies, assembly, medicine, and other commercial businesses, some flow examination

focuses on the supremacy of material cooperation with multi-dimensional images and eliminated

items. If this is successful, it might lead to new applications and advancements. As a result of

virtual and telepresence operations, patients will have more options when it comes to their

treatment. Having the ability to "feel" the fabric composition of clothing accessible for online

purchase is one theory that has been floated in the apparel retail sector. Haptic innovation may

even lead to new business endeavors that were previously unthinkable or irrational before this

period in time (Culbertson et al., 2018).

Automobile:

Today's new car buyers want three-zone A/C with separate settings for the front seats, as well as

controls for the backseat. Because of this, complicated climate control frameworks might be

more difficult to operate than simpler ones. Quite a few motorists aren't fully conversant with

their vehicles' systems. Touch explains and demonstrates. The use of haptics in climate control

frameworks may make them more intuitive for users. Research shows that touch feedback may

be used to convey significant quantities of data, and that its use is not limited to simple

notifications. It's Easier with a Little Touch. However, touch input may help make the

atmospheric control framework look less complicated. Accepting input in this manner improves

client accuracy and speed, since human touch reaction is swift. Customers may not have to look

at the controls at all if touch feedback is used to manage control settings, further enhancing their
well-being. It's also been shown that using the touch channel for data reduces difficulties and

anxiety (Mäkinen et al., 2020).

VIRTUAL EDUCATION:

Exams show that many people are kinesthetic or material learners, who learn better and retain

more information when lessons incorporate hands-on activities and growth. When it comes to

formal education, visual and sound-related learning has dominated. This has left these learners

unprepared. Haptics allows students to study in a whole new manner, and for certain students,

this is the ideal method to learn. Haptics, on the other hand, may benefit all types of students, not

only those who learn best visually or audibly. In order to better understand a broad range of

topics, it is important to combine tactile information with critical feedback. There are a wide

range of educational situations where haptic devices are used, both to demonstrate concepts and

train students in specific techniques. Some sites use haptic devices to demonstrate material

science, for example, allowing students to manipulate and feel the physical qualities of articles

and the powers that follow up on them in a virtual environment. Undergraduates may use such

devices to work with experiments that demonstrate various forces, such as gravity, erosion,

energy, and so on. Haptic devices may be used to create virtual representations of atoms and

other minute structures that students can manipulate in courses like science and science. By

experimenting with the surfaces of B cells and antigens, for example, students may learn how a

strong immune system functions by "feeling" how they fit together (Escobar-Castillejos et al.,

2020).
RESEARCH:

There has been some investigation towards re-creating the different sorts of tactition by methods

such as fast vibrations or other enhancements. The pins in one such device vibrate to simulate the

feel of a surface being touched. Although this does not have a practical feel, it provides essential

information, allowing for the separation of distinct forms, compositions, and flexibility levels.

FOR THE VISUALLY IMPAIRED:

The haptic presentation device, which will have a touch-screen, will allow customers to interact

with menus and other graphical symbols that they can feel on the screen by pressing on them.

The vast array of graphic data shows available on PCs nowadays may finally be accessed by the

sight handicapped thanks to the ability to display and enact graphical images via touch. Using a

multimodal tool, visually challenged people may create virtual charts without restriction. A little

effort haptic device is used to facilitate multimodal cooperation throughout the time spent

creating and analyzing charts. Touchable maps for the blind may be created using haptic

innovation. A compositional model of a structure or a city plaza is used as the setting for a

guiding feature. For each piece, programming uses casing to narrow down its form and size. A

three-dimensional framework of power fields is created for each structure as a result of the

information. It's possible for visually impaired people to gain an idea of how a city or building's

design is progressing by using a haptic interface device (Orta Martinez et al., 2016).

Geo Sciences

Creating accurate models of the subsurface environment is a challenging and time-consuming

task in petroleum exploration. It is now possible to operate in 3D with 3D data using Novint's

enhanced programming, which incorporates haptic input and continuously links current

perceptual techniques to 3D.


Medicinal:

Miniaturized and full-scale robots are controlled by haptics for minimally invasive surgery

(laparoscopy) and distant surgery through tele-administrators, respectively. It is being used as

part of telemedicine's remote conclusion. As an example, it provides haptic interfaces for the

visually impaired and restores mechanical autonomy to those who are unable to use their hands.

In ophthalmology, "haptic" refers to two springs that hold a simulated lens in the lens container

(after surgical evacuation of waterfalls). The use of haptics in medical education eliminates the

requirement for a real human body when training future surgeons (Culbertson et al., 2018).

Tele Robots:

Using telerobotic framework, an administrator may operate a robot that is some distance distant

from the administrator. For example, aiming a camera and transmitting back visual images are

among the most fundamental tasks that may be performed by a robot that is operated remotely.

With the advent of haptics, telepresence models may now include touch indicators in addition to

sound, feature, and visual cues (Culbertson et al., 2018).

Military

In order to train pilots who will utilize haptics, the military use pilot test programs that simulate

flight conditions. How to fly in a combat, recuperate during a crisis, or enable air assistance with

ground operations are only some of the things that may be learned when preparing missions.

Several haptic devices are used by the Army to train commanders to operate vehicles like tanks

and the highly armored Stryker.


Culture

Advances in haptic technology are now available, allowing historical institutions to reintroduce

this previously lost viewpoint into their PC-based displays. Visitors and scholars alike will find

the visual displays more reasonable, useful, and engaging thanks to these additions. Historical

centers can benefit from a wide range of advantages from this technology, including allowing

more accessible access to rare and delicate items, making the exhibition hall more accessible to

people who live far away and can't get there without much of a stretch, and increasing the

number of antiquities on display. Historical institutions stand to gain much from haptic devices,

which have the potential to have a significant impact on the quality and usefulness of PC-based

displays (Culbertson et al., 2018).

3.2 Limitations of Work

When designing a haptic gadget, the most important test is to make the control interface feel

exactly like the device being used by the administrator in the beginning. Haptic technology is

still in its infancy, and it faces challenges related to cost, uncertainty, mobility, and

troubleshooting (Alur et al., 2014).

Developing a good sense of touch is an essential aspect of the process. Haptic interfaces can't

communicate information since they rely only on the sense of touch. Haptic applications need

specialized equipment and a significant amount of handling force.

Many haptic ventures rely on established hardware companies because of the many-sided

quality. Another challenge that haptic innovation has to deal with is programming similarities.
When assessing problems in the current reality, touch plays a significant role, but until recently,

it was impossible to do so effectively in virtual environments and PC-based presentations.

Authenticity and worth were thus required for a number of these exhibits (Yadav, and

Krishnaiah, 2013).

It is likely that material presentations are the most challenging step in creating realistic haptic

demonstrations that mimic direct normal touch. The expanding area of tiny mechanical

frameworks is a sure bet for the provision of fine sorts of stimulators for materials of different

kinds. Computationally productive models and cooperation systems that provide increasingly

precise and determined haptic showcases will continue to be a challenge, even with the current

rate of handling paces' advancement. It's for this same reason: the models' ability to recognize

collisions involving several moving objects or to investigate a deformable protest robotically and

in a progressive manner is highly discretionary (Alur et al., 2014). Because each approach

requires different kinds of educated assumptions in order to duplicate the same physical feeling,

synchronizing visual, audio, and haptic displays may be hazardous.


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