full Paper - Nguyen Dang Binh
full Paper - Nguyen Dang Binh
full Paper - Nguyen Dang Binh
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Figure 1: Overview of the GRAB system.<br />
ments [12] such as large memory games [14], explorative<br />
games [15] and traf£c environments [16] have been investigated.<br />
At present several commercial 3D Haptic interfaces<br />
are available on the market. Some of them have limitations<br />
when it comes to the realistic exploration of virtual<br />
3D graphics by touch. Force feedback gloves provide direct<br />
feedback independently to multiple £ngers but have limited<br />
degrees of freedom and are only capable of producing small<br />
forces. Being grounded on the hand, they are unable to prevent<br />
movements other than in the £ngers, so there are a number<br />
of effects they cannot produce. Beyond that, in order to<br />
£t with the kinematics of the hand, these exoskeleton devices<br />
usually behave a very poor mechanical stiffness which make<br />
the force feeling at the contact quite unrealistic. Desktop<br />
haptic devices, such as the PHANToM (Sensable Technologies),<br />
are capable of producing better levels of force in three<br />
degrees of freedom, making it possible to realistically represent<br />
3D solid objects. However, the single point haptic interaction<br />
mode has still some constraints for blind and visually<br />
impaired people, due to persistent dif£culties with orientation<br />
(miss a reference point), the spatial memory, locating<br />
objects, staying in touch with objects and perceiving complex<br />
shape and size ([17],[18],[19]). Jansson ([20]) showed<br />
that, for shape and form perception, exploration using a single<br />
£nger falls well short of the utility provided by using ten<br />
£ngers. However, the same research shows that two-£ngered<br />
exploration is signi£cantly better than one-£ngered and not<br />
much worse than ten £ngered. Taking into account the dif-<br />
£culty of providing a multi-£ngered device that is capable<br />
of producing the forces required for realistic 3D haptic rendering,<br />
a two-£ngered device seems like a good direction to<br />
explore. Previous experiences of the partners of the GRAB<br />
consortium showed that the employment of two PHANToMs<br />
devices is not suitable when problems of manipulation and<br />
shape recognition are addressed. The cognitive capacity of<br />
the user in recognizing the shape of the object results reduced<br />
when the users are deprived of the visual and tactile<br />
Massimo Bergamasco / Future trends and Applications, Medicine<br />
53<br />
feedback. Therefore in order to allow visual impaired users<br />
to interact with a virtual environment using only the haptic<br />
and proprioceptive senses, a reconstruction of the environment<br />
with object large enough is required This set of considerations<br />
convinced the partners of the GRAB consortium<br />
that any approach to develop a novel virtual reality system<br />
to enable IST access for visually impaired people could not<br />
rely on existing systems like the above cited. So, they decided<br />
to proceed in the development of a novel system: the<br />
GRAB system<br />
2. The GRAB system<br />
The GRAB system is a new Haptic & Audio Virtual Environment<br />
that allows blind and visually impaired persons<br />
to have access to the three-dimensional graphic computer<br />
world through the sense of touch (using a new dual-£nger<br />
haptic interface) and augmented by audio input and voice<br />
commands.<br />
Instead of displaying just the images of the 3D objects<br />
with a visual display, the new environment allows its user to<br />
feel with his/her £ngers the shape of the virtual 3D objects.<br />
This is achieved using a 3D force-feedback Haptic Interface<br />
speci£cally developed to touch 3D virtual objects both<br />
with the thumb and the index £ngertips or both index £ngertips<br />
while moving the hands in a desktop workspace. As the<br />
user moves their £ngers over the virtual object he/she feels<br />
contact forces at the £ngertips and can recognize its geometric<br />
features (such as corners, surface edges, curvature,..),<br />
distinguish sizes and distances and understand spatial relationships<br />
between elements. During the haptic exploration,<br />
the user can also receive audio messages (speech and nonspeech)<br />
and execute verbal and keyboard commands. The<br />
operator screen renders the virtual scene and what the user is<br />
doing at each moment (position of the user’s £ngers, movement<br />
of any object, ³E.). The £gure 1 shows a work session<br />
with the new GRAB system As it shows the £gure 2, the<br />
new system is based on the integration of three tools:<br />
• A new two-£nger 3D force-feedback Haptic Interface.<br />
• A commercial tool, ViaVoice (IBM) to provide speech<br />
recognition and voice synthesis<br />
• A new Haptic Geometric Modeller to allow the interaction<br />
with any 3D virtual object through haptic stimuli, sounds<br />
aids and speech recognition.<br />
Figure 2: GRAB system architecture.<br />
c○ The Eurographics Association 2005.