“…In 15 trials (no. 1,5,10,11,12,14,16,21,22,25,26,27,29,30, and 32) the difference in the correct answer count was 1 or less, but in 9 trials (no. 3,4,6,7,8,17,18,19, and 20) the difference was 4 or more.…”
Section: A Methodsmentioning
confidence: 96%
“…Since the method processed the contact model in 3D, the number of polygons affected the computational cost. The problem was solved at that time by polygon reduction [12]. However, the solution does not work for real time operation because the polygon reduction is required again with the transition of a viewpoint.…”
Section: Introductionmentioning
confidence: 99%
“…However, it would not be sufficient for representing the impact effects between geometric shapes and a probe, because it does not take account of slowly or quickly moving the probe with a PC mouse. In our previous work [12], therefore, we adopted an impulse-based haptic rendering method [13] for realistically representing bump information with 2D lateral forces. The haptic forces are generated by contact between the surface bumps and the probe under rigid constraints.…”
The SPIDAR-mouse is a string-based haptic device that provides a PC mouse with 2D lateral force. Although the SPIDAR-mouse is convenient for displaying haptic feedback in a PC environment, it requires presenting 3D geometric shapes with 2D lateral force. An impulse-based haptic rendering method was used in our previous system, but the system response was insufficient for achieving realistic haptic interaction due to a huge number of polygons on the synthesized model. We revisit a gradient-based method combined with a penalty-based method to simulate contact between bumps and a probe in haptic rendering. A preliminary experiment was performed to evaluate the haptic rendering method for the lateral force feedback. The results show that the gradient-based method is comparable in terms of task performance to the impulse-based method for simple models with a small number of polygons.
“…In 15 trials (no. 1,5,10,11,12,14,16,21,22,25,26,27,29,30, and 32) the difference in the correct answer count was 1 or less, but in 9 trials (no. 3,4,6,7,8,17,18,19, and 20) the difference was 4 or more.…”
Section: A Methodsmentioning
confidence: 96%
“…Since the method processed the contact model in 3D, the number of polygons affected the computational cost. The problem was solved at that time by polygon reduction [12]. However, the solution does not work for real time operation because the polygon reduction is required again with the transition of a viewpoint.…”
Section: Introductionmentioning
confidence: 99%
“…However, it would not be sufficient for representing the impact effects between geometric shapes and a probe, because it does not take account of slowly or quickly moving the probe with a PC mouse. In our previous work [12], therefore, we adopted an impulse-based haptic rendering method [13] for realistically representing bump information with 2D lateral forces. The haptic forces are generated by contact between the surface bumps and the probe under rigid constraints.…”
The SPIDAR-mouse is a string-based haptic device that provides a PC mouse with 2D lateral force. Although the SPIDAR-mouse is convenient for displaying haptic feedback in a PC environment, it requires presenting 3D geometric shapes with 2D lateral force. An impulse-based haptic rendering method was used in our previous system, but the system response was insufficient for achieving realistic haptic interaction due to a huge number of polygons on the synthesized model. We revisit a gradient-based method combined with a penalty-based method to simulate contact between bumps and a probe in haptic rendering. A preliminary experiment was performed to evaluate the haptic rendering method for the lateral force feedback. The results show that the gradient-based method is comparable in terms of task performance to the impulse-based method for simple models with a small number of polygons.
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