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Prepared by:
Jignesh Khunt
Roll No : 25
MCA – IV
Department of Computer Science
 ‘Haptics’ is derived from the Greek word ‘haptikos’ which
means – ‘being able to come into contact’.
 Haptics is the science of applying touch (tactile) sensation and
control to interact with computer applications.
 bidirectional communication between humans and computers
to include sensory feedback.
 Haptics = Touch = Connection
 Virtual reality is a form of human-computer interaction
providing a virtual environment that one can explore
through direct interaction with our senses.
 User should be able to touch the virtual object and
feel a response from it.
 In order to complete the imitation of the real world
one should be able to interact with the environment
and get a feedback.
 This feedback is called Haptic Feedback.
 Haptics is implemented through different type of
interactions with a haptic device communicating with
the computer. These interactions can be categorized
into the different types of touch sensations a user can
receive:
1)Tactile Feedback
2)Force Feedback
 Refers to the sensations felt by the skin.
 It allows the user to feel things such as the texture of
surfaces, temperature and vibration.
 It reproduces the directional forces that can result from
solid boundaries.
 E.g. the weight of virtual objects, inertia, etc.
4
3
2
4 3
2
1
1
End effector
Hand
Actuators
Muscles
Sensors
Tactile 
&
kinestheti
c Info:
Motor Commands
M
otion
Contact Forces
Virtual object
Position 
information
MachineHuman 
Motion 
For
ces
Torque 
Commands
Computer haptics
Sensors
It allows users to touch, feel and manipulate
3-D objects in virtual environments.
 Common interface devices like mouse and
joystick are only input devices. No feedback.
 Haptic devices are input-output devices.
 Provides a 3D touch to the virtual objects
 When the user move his finger, then he
could really feel the shape and size
of the virtual 3D object
that has been already
programmed
 The CyberGrasp system fits over the user's
entire hand like an exoskeleton and adds
resistive force feedback to each finger
 Adapted to different size of the
fingers
 Located on the back of the
hand
 A technology for feeling
sensation over total body
 Computer and video
games
 Disney Research Pittsburg
has Shown off a technology
called “Surround Haptics”
that bring real life experience
in video gaming and film
watching
 Personal computers-
Apple's MacBook and
MacBook Pro started
incorporating a "Tactile
Touchpad" design.
Mobile devices-
Tactile haptic feedback is
becoming common in
cellular devices. Nokia
and Prada implemented
it using piezoelectric sensor
pads.
 Robotics-Haptic technology
is also widely used in
teleoperation, or
telerobotics.
 Arts and design-
Haptics is used in virtual
arts, such as sound synthesis
or graphic design and
animation
 The Design Research Lab
in Berlin, Germany has
developed a haptic
feedback glove designed
specifically for blind users
to improve texting
capabilities.
 The Lorm glove allows
blind users to text by
tapping various sensors,
and to receive text via
vibrations.
Lorm glove
 Interaction Research group at
Microsoft Research Redmond
developing through
user touch and feel objects
inside the virtual world
 flat touch screen convey depth,
weight, movement, and shape
 moving a finger on the screen,
the user can interact with on-
screen 3-D objects and
experience different force
responses that correspond to
the physical simulation.
 Working time is reduced.
 Communication is centered through touch and the digital
world can behave like the real world.
 Increase confidence in medical field.
 With haptic hardware and software designer can feel the
result as if he/she were handling physical objects.
 Higher cost.
 Large weigh & size
 The precision of touch require a lots of advance design.
Haptic technology
Haptic technology

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Haptic technology

  • 1. Prepared by: Jignesh Khunt Roll No : 25 MCA – IV Department of Computer Science
  • 2.  ‘Haptics’ is derived from the Greek word ‘haptikos’ which means – ‘being able to come into contact’.  Haptics is the science of applying touch (tactile) sensation and control to interact with computer applications.  bidirectional communication between humans and computers to include sensory feedback.  Haptics = Touch = Connection
  • 3.  Virtual reality is a form of human-computer interaction providing a virtual environment that one can explore through direct interaction with our senses.
  • 4.  User should be able to touch the virtual object and feel a response from it.  In order to complete the imitation of the real world one should be able to interact with the environment and get a feedback.  This feedback is called Haptic Feedback.
  • 5.  Haptics is implemented through different type of interactions with a haptic device communicating with the computer. These interactions can be categorized into the different types of touch sensations a user can receive: 1)Tactile Feedback 2)Force Feedback
  • 6.  Refers to the sensations felt by the skin.  It allows the user to feel things such as the texture of surfaces, temperature and vibration.
  • 7.  It reproduces the directional forces that can result from solid boundaries.  E.g. the weight of virtual objects, inertia, etc.
  • 9. It allows users to touch, feel and manipulate 3-D objects in virtual environments.
  • 10.  Common interface devices like mouse and joystick are only input devices. No feedback.  Haptic devices are input-output devices.
  • 11.  Provides a 3D touch to the virtual objects  When the user move his finger, then he could really feel the shape and size of the virtual 3D object that has been already programmed
  • 12.
  • 13.  The CyberGrasp system fits over the user's entire hand like an exoskeleton and adds resistive force feedback to each finger  Adapted to different size of the fingers  Located on the back of the hand
  • 14.  A technology for feeling sensation over total body
  • 15.  Computer and video games  Disney Research Pittsburg has Shown off a technology called “Surround Haptics” that bring real life experience in video gaming and film watching
  • 16.  Personal computers- Apple's MacBook and MacBook Pro started incorporating a "Tactile Touchpad" design. Mobile devices- Tactile haptic feedback is becoming common in cellular devices. Nokia and Prada implemented it using piezoelectric sensor pads.
  • 17.  Robotics-Haptic technology is also widely used in teleoperation, or telerobotics.  Arts and design- Haptics is used in virtual arts, such as sound synthesis or graphic design and animation
  • 18.  The Design Research Lab in Berlin, Germany has developed a haptic feedback glove designed specifically for blind users to improve texting capabilities.  The Lorm glove allows blind users to text by tapping various sensors, and to receive text via vibrations. Lorm glove
  • 19.  Interaction Research group at Microsoft Research Redmond developing through user touch and feel objects inside the virtual world  flat touch screen convey depth, weight, movement, and shape  moving a finger on the screen, the user can interact with on- screen 3-D objects and experience different force responses that correspond to the physical simulation.
  • 20.  Working time is reduced.  Communication is centered through touch and the digital world can behave like the real world.  Increase confidence in medical field.  With haptic hardware and software designer can feel the result as if he/she were handling physical objects.
  • 21.  Higher cost.  Large weigh & size  The precision of touch require a lots of advance design.