Using Haptics in a Networked Immersive 3D Environment
Chris Gunn
A thesis submitted for the degree of Doctor of Philosophy of The University of Western Australia.
2007
- Download my thesis as a PDF (4,190 KB): Thesis.pdf
Abstract
Haptic (force) feedback has had limited use outside laboratory environments due to the high purchase cost of the equipment. Potential users and their managers have no evidence that the benefits that it provides outweigh the costs involved. While the cost can be expected to ease with time, at present it is limiting the spread of the technology. While haptics enthusiasts may be convinced of its value, there is a lack of evidence of the techniques and the types of applications that can benefit from a haptic interface. This thesis examines the utility that haptics provides to a computer user. It does this by following a series of publications written by the author on various aspects of the subject and adds to these the results of some, as-yet unpublished, experiments. The publications describe several immersive, 3D prototypes and applications that were developed by the author and his colleagues in the CSIRO Virtual Environments Laboratory in Canberra, Australia between 1999 and 2006. The work shows that haptic feedback can be successfully integrated into artistic, planning and teaching environments and in these cases it can enhance the user’s perception of the virtual environment being depicted. All the software for these applications was built upon a framework that originated from the laboratory and is described in some of the papers included in the thesis. The networking of haptic applications is covered by several of the papers as well as analysed more closely in the text. The author has been able to create collaborative haptic applications that run successfully over much larger distances than were previously thought possible, overcoming some of the problems introduced by the inherent latency of the network. It should be noted, however, that the solutions detailed will only apply to interaction with certain types of virtual objects and do not provide a general solution to latency that will cover any scenario. Nonetheless, the techniques do satisfactorily cover many of the situations that are likely to be encountered when developing virtual reality simulation software.
Table of Contents
I. ABSTRACT
II. CONTENTS
III. ACKNOWLEDGEMENTS
IV. STATEMENT OF CANDIDATE CONTRIBUTION
CHAPTER 1. INTRODUCTION
CHAPTER 2. RELATED WORK
CHAPTER 3. SIMULATING REALITY
CHAPTER 4. AUGMENTING REALITY
CHAPTER 5. EXTENDING REALITY
CHAPTER 6. FORCE FIELDS
CHAPTER 7. HAPTIC GUIDANCE USER STUDY
CHAPTER 8. TRANS-WORLD HAPTICS
CHAPTER 9. LATENCY AND STABILITY
CHAPTER 10. SURGICAL TRAINING
CHAPTER 11. ACCOMMODATING A CLASS
CHAPTER 12. A CLINICAL STUDY
CHAPTER 13. SCULPTING IN PAIRS
CHAPTER 14. CONCLUSION
APPENDIX A : EXPERIMENT CONSENT AND INFORMATION FORM
APPENDIX B : SCULPTING EXPERIMENT RAW RESULTS
APPENDIX C : MINE PLANNING EXPERIMENT PLAN
APPENDIX D : MINE PLANNING EXPERIMENT RAW RESULTS
APPENDIX E : RESIDUALS
APPENDIX F : ANALYSIS OF VARIATION RESULTS
APPENDIX G : ABILITY-TO-IGNORE-FEEDBACK RESULTS
APPENDIX H : ACRONYMS
- Download my thesis as a PDF (4,190 KB): Thesis.pdf

