2020
DOI: 10.1109/toh.2019.2963647
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Path Routing Optimization for STM Ultrasound Rendering

Abstract: Ultrasound transducer arrays are capable of producing tactile sensations on the hand, promising hands-free haptic interaction for virtual environments. However, controlling such an array with respect to reproducing a desired perceived interaction remains a challenging problem. In this work we approach this problem as a dynamic mapping of virtual interactions to existing control metaphors of ultrasound devices, namely, the modulation of focal point positions and intensities over time, a method known as Spatiote… Show more

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Cited by 15 publications
(4 citation statements)
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“…We used an HTC VIVE Pro head-mounted display (HMD) for VR, OptiTrack for tracking, and the Ultrahaptics STRATOS Explore ultrasound haptic device by Ultraleap Ltd. To render the ultrasound feedback, we adapted the PRO-STM algorithm by Barreiro et al [48]. Instead of the pressure field in PRO-STM algorithm, we found the contact points between the participant's virtual hand and the avatar hand.…”
Section: B Apparatusmentioning
confidence: 99%
“…We used an HTC VIVE Pro head-mounted display (HMD) for VR, OptiTrack for tracking, and the Ultrahaptics STRATOS Explore ultrasound haptic device by Ultraleap Ltd. To render the ultrasound feedback, we adapted the PRO-STM algorithm by Barreiro et al [48]. Instead of the pressure field in PRO-STM algorithm, we found the contact points between the participant's virtual hand and the avatar hand.…”
Section: B Apparatusmentioning
confidence: 99%
“…Since UMH relies on a fluid coupling between the actuator and the skin (vibrations and pressure are transmitted through the air), physical properties that can be rendered in an ecological manner encompass interactions with fluids ( [4,38]). Barreiro et al [4] simulate the pressure field on the surface of the skin as a result of the hand coming into contact with virtual fluids, then use a custom algorithm to extract an STM stimulus path and intensity modulation from the data in interactive time.…”
Section: Umh Renderingmentioning
confidence: 99%
“…Since then, we have seen a rapid increase in phase and amplitude resolution thus improving the granularity of the resulting target field and the number of focus points that can be generated simultaneously. There has also been a rapid increase in computational solving speed thus improving the refresh rate at which focal point properties can be changed, in turn enabling the rendering of more advanced haptic sensations such as multi-point STM [20] and PRO-STM [21]. Higher refresh rates allow for smoother transitions between fields thus influencing the amount of unwanted audible sounds, a byproduct of abruptly changing acoustic fields [22].…”
Section: Haptic Sensations and Rendering Algorithmsmentioning
confidence: 99%