The growth of space debris is becoming a severe issue that urgently requires mitigation measures based on maintenance, repair, and de-orbiting technologies. Such on-orbit servicing (OOS) missions, however, are delicate and expensive. Virtual Reality (VR) enables the simulation and training in a flexible and safe environment, and hence has the potential to drastically reduce costs and time, while increasing the success rate of future OOS missions. This paper presents a highly immersive VR system with which satellite maintenance procedures can be simulated interactively using visual and haptic feedback. The system can be used for verification and training purposes for human and robot systems interacting in space. Our framework combines unique realistic virtual reality simulation engines with advanced immersive interaction devices. The DLR bimanual haptic device HUG is used as the main user interface. The HUG is equipped with two light-weight robot arms and is able to provide realistic haptic feedback on both human arms. Additional devices provide vibrotactile and electrotactile feedback at the elbow and the fingertips. A particularity of the realtime simulation is the fusion of the Bullet physics engine with our haptic rendering algorithm, which is an enhanced version of the Voxmap-Pointshell Algorithm. Our haptic rendering engine supports multiple objects in the scene and is able to compute collisions for each of them within 1 msec, enabling realistic virtual manipulation tasks even for stiff collision configurations. The visualization engine ViSTA is used during the simulation to achieve photo-realistic effects, increasing the immersion. In order to provide a realistic experience at interactive frame rates, we developed a distributed system architecture, where the load of computing the physics simulation, haptic feedback and visualization of a complex scene is transferred to dedicated machines. The implementations are presented in detail and the performance of the overall system is validated. Additionally, a preliminary user study in which the virtual system is compared to a physical test bed shows the suitability of the VR-OOS framework.
This paper addresses the crucial problem of wayfinding assistance in the Virtual Environments (VEs). A number of navigation aids such as maps, agents, trails and acoustic landmarks are available to support the user for navigation in VEs, however it is evident that most of the aids are visually dominated. This work-in-progress describes a sound based approach that intends to assist the task of 'route decision' during navigation in a VE using music. Furthermore, with use of musical sounds it aims to reduce the cognitive load associated with other visually as well as physically dominated tasks. To achieve these goals, the approach exploits the benefits provided by music to ease and enhance the task of wayfinding, whilst making the user experience in the VE smooth and enjoyable.
Weight perception in virtual environments generally can be achieved with haptic devices. However, most of these are hard to integrate in an immersive virtual environment (IVE) due to their technical complexity and the restriction of a user's movement within the IVE. We describe two simple methods using only a wireless light-weight finger-tracking device in combination with a physics simulated hand model to create a feeling of heaviness of virtual objects when interacting with them in an IVE. The first method maps the varying distance between tracked fingers and the thumb to the grasping force required for lifting a virtual object with a given weight. The second method maps the detected intensity of finger pinch during grasping gestures to the lifting force. In an experiment described in this paper we investigated the potential of the proposed methods for the discrimination of heaviness of virtual objects by finding the just noticeable difference (JND) to calculate the Weber fraction. Furthermore, the workload that users experienced using these methods was measured to gain more insight into their usefulness as interaction technique.At a hit ratio of 0.75, the determined Weber fraction using the finger distance based method was 16.25% and using the pinch based method was 15.48%, which corresponds to values found in related work. There was no significant effect of method on the difference threshold measured and the workload experienced, however the user preference was higher for the pinch based method. The results demonstrate the capability of the proposed methods for the perception of heaviness in IVEs and therefore represent a simple alternative to haptics based methods.
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