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A Virtual Environment System with Virtual Force Display and Feedback based on Master Arm

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Wu Juan, Song Aiguo, Cao Xiaoying Department of Instrument Science and ... F is the intensity of force exerted on the rod in Newtons, ... – PowerPoint PPT presentation

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Title: A Virtual Environment System with Virtual Force Display and Feedback based on Master Arm


1
A Virtual EnvironmentSystem with Virtual Force
Display and Feedback based on Master Arm
Wu Juan, Song Aiguo, Cao Xiaoying
Department of Instrument Science and Engineering
Southeast University, Nanjing, 210096, China
2
Introduction
  • Background
  • Teleoperation technique has been applied in
    hazardous or uncertain environments, such as
    nuclear plants, outer space, or deep oceans.
  • Successful implementation of teleoperation
    systems demands the creation of virtual
    environments that make the operator feels as if
    she or he is actually present at remote site.
  • With the inclusion of visual and haptic
    interfaces, such as head mounted displays(HMD),
    data gloves, and force-reflection joysticks,
    operators can visualize, manipulate, and
    interact with objects in the virtual world more
    naturally.

3
Typical haptic interface device(1)
Fig2.SAFiRE(EXOS, Inc.)
Fig1.PHANToM(MIT)
4
Fig3. 7 DOF Stylus (McGill University)
Typical haptic interface device (2)
Fig4. SPICE (Suzuki Motor
Corporation)
5
Simulation System With Haptic Display
  • Master arm
  • Graphic display
  • Simulator

6
Human System Interface
  • 5 active DOFs, The arm rotates around the axis Z,
    the axis Y. The fingers have two active freedoms
    that can cooperate to grasp the object.
  • When contact force is calculated and sent to
    master arm, then the motor on the arm generates
    the analog force directly acting on the human
    operator.

5 DOF master arm device with force/tactile
feedback
7
Graphic Interface
8
The Composition of Graphic Interface
  • The virtual environment consists of a virtual
    slave Motoman manipulator, a virtual rigid ball,
    and a virtual sheet. The operators task is to
    explore the ball, manoenvre the slave virtual
    robot hand to grasp it and move to the virtual
    deformable sheet, and then put it on the sheet
    through directly interacting with the master
    manipulator

Control Area
Graphic Area
Data Area
9
Algorithms of Interaction
  • Collision detectionTo find the geometrical
    contacts between the objects
  • Collision response To integrate the resulting
    reaction and force effects in virtual environment.

10
Collision Detection
  • Main tasks
  • 1. Detecting the intersection region
  • 2. Estimating the penetration depth.

11
Two Main Phases of Collision Detection
  • 1.Broad phase using projection method rapidly
    eliminates objects which are clearly not
    colliding.
  • 2.Narrow phase handles possible candidates that
    board phase of collision detection.
  • Advantages
  • Easy to compute,
  • Small memory requirements,
  • Fast transformable,
  • Simple overlap test,
  • Tight fitting.

12
The Main Operation of Sphere Box Collision
Detection
  • Building a bounding sphere
  • To generate the coarsest level of
    bounding is to find the smallest radius of sphere
    required to completely encompass any particular
    part of virtual object.

13
  • the information of the sphere contains
  • Radius,
  • Centre relative to the origin,
  • Centre relative to the entity in its update
    state,
  • Comparing the distance between their centers to
    the sum of their radii.

14
Collision Response
  • Virtual Force
  • 1. Penalty method allowing interpenetration
    of objects and introducing virtual springs.
  • 2. Analytical method treating the case of
    non-penetrating rigid bodies.
  • Deformation

15
Virtual Force Penalty method
  • The contact force is often calculated based on
    penalty methods that require the penetration
    depth.
  • FKX
  • Where K is the spring stiffness constant, X
    is the depth of penetration.
  • The force is applied equally and in opposite
    directions to the two colliding objects. The
    direction of the force is such as to push the two
    objects apart.

16
Haptic Rendering
  • The calculated virtual force can be
    represented in graphic and reflected to the
    master hand
  • When contact force is calculated and sent to
    the master arm, then the motor on the arm
    generates the analog force directly acting on the
    human operator.
  • In the graphic interface, the histogram shows
    the magnitude of virtual force, and the 3D cursor
    show the direction of it.

17
Deformation
  • We define the deformation as the change of a
    surface caused by the displacement of surface
    points relative to each other over time.
  • We characterize the deformation behavior of
    surface without using the mass distributions. We
    calculate the displacement of each surface gird
    according to Hirota and Michitaka Hiroses method
    as following.

Where d is the plane distance from the rods in
millimeters, F is the intensity of
force exerted on the rod in Newtons,
the constants are defined according to the
experiences
18
Gauss Deformation Model
19
Conclusions and future Work
  • In this paper, we introduced our research on
    haptic display system and presented a method to
    realize haptic interaction for teleoperation
    based on master arm.
  • Future work will focus on the collision detection
    calculation between complex surface and massive
    models. Hierarchical methods and subdivision
    techniques can be used. Another area for more
    study is the modeling of contact force. We would
    combine different algorithms corresponding to
    different phenomena.

20
Acknowledgment We would like to thank Koichi
Hirota and Michitaka Hirose of Tokyo university,
OSullivan and C.Dingliana of Trinity College
Dublin for the ideas addressed in their papers.
The End
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