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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.

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