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full Paper - Nguyen Dang Binh

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In 1991, Wellner proposed for the first time the concept<br />

of a digital desk [3, 4], which enables users to seamlessly<br />

handle both digital and physical objects on the desk by using<br />

a conventional video projector and CCD camera. Leibe<br />

proposed the Perspective Workbench [5] that is additionally<br />

equipped with infrared illumination lamps and infrared<br />

CCD cameras to import the object’s shadows to reproduce its<br />

shape digitally. The Enhanced Desk and Augmented Desk<br />

[6, 7] by Koike were also equipped with an infrared camera<br />

to capture the user’s hand motion as command input. The<br />

Smart Skin [8] by Rekimoto was equipped with a unique array<br />

of sensors to detect the user’s hands motion on a table<br />

without cameras. The sensor used an electric capacitance<br />

meter that was affected by user’s body, and many sensors<br />

were embedded under the desk. In all these systems, the virtual<br />

environment image is projected onto a common physical<br />

desk where the visual channels acts simultaneously as<br />

input/output device. Other studies have tried to introduce<br />

the force feedback information not only for replacing the<br />

conventional input devices but also for introducing novel<br />

output devices. In fact Dennerlein and Yang [9] suggested<br />

that the addition of force-feedback can improve operator’s<br />

performance, and it potentially reduces the musculoskeletal<br />

loading caused by the use of the mouse, which may be a<br />

possible risk factor for chronics musculoskeletal disorders<br />

of the upper extremity. Then, some mouse-like devices with<br />

a force feedback mechanism were developed to reduce such<br />

load. Ramstein’s Pantograph [10] employed a 2-DOF parallel<br />

link mechanism. Kelly proposed the Magic Mouse [11]<br />

using a 2-DOF linear DC motor. There are also commercial<br />

products such as the penCAT/Pro (Haptic Technologies<br />

Inc. [12]) and the haptic mouse (FEELit mouse) patented by<br />

Immersion [13] and Logitech [14]. In most of all these devices,<br />

the motion range is quite limited and even if they are<br />

able of exerting force feedback, mental load is not reduced<br />

and visual and haptic information is not co-located. The term<br />

co-location has been used to describe a haptic and a visual<br />

display that is calibrated such that visual and haptic coordinate<br />

systems are coincident. This means that the user can<br />

visually perceive an object in the same position in space as<br />

the haptic simulation [15, 16]. This criterion simplifies the<br />

required human perception process and facilitates its natural<br />

integration for allowing fast reflexive motor responses to<br />

the haptic stimuli. In fact, as it was presented in our previous<br />

research [17], which implemented a planar 2-DOF haptic<br />

interface with non-colocated haptic and visual information<br />

[18], when users must perform higher-level cognitive<br />

tasks, in that case Japanese Handwriting, the operator’s performance<br />

can be significantly affected when the visual and<br />

haptic information is not coincident. Also Ware and Rose<br />

[19] noted that co-location between the hand and the virtual<br />

workspace improved performance in tasks involving object<br />

rotation. Up to now, few systems have been designed to<br />

provide co-located haptic/visual information to the operator.<br />

Reach-In [20] for example, integrates a 3D graphic system<br />

with a PHANToM device [21, 22]. Another example is the<br />

Massimo Bergamasco / Future trends and Applications, Education<br />

31<br />

DaVinci system [23], which offers a collocated teleoperation<br />

environment able to lead surgical instruments to be remotely<br />

controlled through images obtained from optical sensors and<br />

presented by means of a system based on fixed screens. Although<br />

both systems described above allow users to interact<br />

with 3D environments, the limitation of the number of contact<br />

points and the complexity of the images displayed may<br />

demand a high level of skills for processing all the information.<br />

In fact, such systems are used only by specialists (i.e.<br />

doctors, designers, etc.) restricting the access to this technology.<br />

Furthermore, the need of special requirements for<br />

visualizing the 3D images and for providing the haptic information<br />

increases considerably the cost of such systems<br />

and the workspace required for placing the whole system.<br />

On the other hand, some solutions for integrating 2D systems<br />

have been proposed. Brederson proposed the Virtual<br />

Haptic Workbench [24], which integrates a PHANToM with<br />

a planar screen. Although the dimension of the workspace is<br />

quite big, the system requires a complicate calibration procedure.<br />

Moreover, the complexity of the haptic interface does<br />

not match with the requirements of the visualization system<br />

(2D). A different solution is based on linear induction motors<br />

fixed under the desk, which produce forces on a metallic<br />

plate fixed to the user’s finger or to the end part of the tool<br />

[25, 26]. The disadvantage of this solution is that the visibility<br />

of the graphical system can be obstructed by the operator’s<br />

arm. In fact the projector is not under the desk but is<br />

above user’s head.<br />

2. DESIGN GUIDELINES<br />

Two types of design guidelines have been employed during<br />

the preliminary definition of the system: qualitative and performance<br />

guidelines. According to qualitative guidelines the<br />

device had to show ergonomic features, which make the use<br />

of the system very comfortable. These guidelines have regarded:<br />

the workplace, the quality of the visual feedback,<br />

the aesthetics of the system, and the modality of interaction.<br />

Another very important guideline was the reduction of mental<br />

load during the use of the device. The system design and<br />

control allow the user to feel and control haptic interaction<br />

just below his fingertips, while directly viewing the effects<br />

of his actions on the computer screen (co-location). Specific<br />

state of the art analyses [29] have verified that co-location<br />

greatly enhances the user performances in HCI while reducing<br />

the mental load of the interaction. The haptic device has<br />

therefore to be calibrated in order to collimate the position<br />

of the usage tool (end-effector), with the pointer within the<br />

computer screen. The accuracy provided in design, has to<br />

ensure that the sensitivity of the system is far beyond the<br />

pixel resolution of the screen. These guidelines have steered<br />

the main design choices of the system: the presence of the<br />

haptic interface has to minimally interfere with the visual<br />

feedback in fact it was decided to make use of transparent<br />

materials for building; all cables and connections has to be<br />

hidden to the user; the device has to offer the possibility of<br />

c­ The Eurographics Association 2005.

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