Title: A Virtual Environment System with Virtual Force Display and Feedback based on Master Arm
1A 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
2Introduction
- 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. -
3Typical 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)
5Simulation System With Haptic Display
- Master arm
- Graphic display
- Simulator
6Human 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
7Graphic Interface
8The 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
9Algorithms of Interaction
- Collision detectionTo find the geometrical
contacts between the objects - Collision response To integrate the resulting
reaction and force effects in virtual environment.
10Collision Detection
- Main tasks
- 1. Detecting the intersection region
- 2. Estimating the penetration depth.
11Two 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.
12The 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.
14Collision 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
15Virtual 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.
16Haptic 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.
17Deformation
- 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
18Gauss Deformation Model
19Conclusions 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.
20Acknowledgment 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