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Haptic Technology and It’s Potential

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Words: 3323 |

Pages: 7|

17 min read

Published: Jan 21, 2020

Words: 3323|Pages: 7|17 min read

Published: Jan 21, 2020

Research question: To what extent can haptic technology shape the future?Haptic technology is the science of applying touch sensation and control to interact with computer developed applications (Sreelakshmi, M, 2017). As technology has developed, the ability to give people senses of touch with CPU-generated environments, so that virtual objects can be felt by applying vibrations, forces or motions to the user. Haptic technology has been used to physically support those with handicaps or disabilities. This essay will briefly analyze the current and future implications of this modern technology, as well as describe how haptic technology works and what it is used for at present. Based from the Greek word “haptesthai” (meaning to touch) (Harris, W. , howstuffworks, 2018), “haptic” refers to the science of applying touch-sensation and control to interaction with computer applications (Rouse, M. , WhatIs, 2016).

Since the 1980s, scientists have researched and have understood human haptics in terms of the different types of skin receptors and how nerves transfer information between the central nervous system in the brain and the point of contact (Harris, W. , howstuffworks, 2018), but have never been able to transfer this scientific knowledge of human touch into virtual reality systems. Current haptic technology allows for the sensation of touch and feel by giving users special input/output devices such as data gloves or joysticks. These devices allow users to receive “feedback” from computer applications by vibrating and simulating sensations of touch in their hands or wherever the devices are placed. With this current technology as well as a long-term understanding on how to replicate visual and auditory cues in computer-generated models, computer scientists have been able to combine these two technologies to create simulations in order to teach/educate physical coordination and movements. For example, simulations can be created for surgeons needing to improve hand-eye coordination for vital and difficult medical procedures, or for astronauts wanting to perfect spaceship maneuvering (Rouse, M. , WhatIs, 2016). Haptic technology can also be used for leisurely/gaming purposes, having existed in devices and gaming since the late 1990s with the vibrations in console controllers and buzzing for mobile phones, signalling incoming calls or message alerts to the user (Kelly, K. , Medium, 2017). With haptic technology, modern gaming can now allow users to interact and play against each other in basic simulations worldwide.

For example, users with haptic gaming technology and virtual reality glasses are now able play a game of tennis or ping pong and be able to feel the impact of the ball when swinging and hitting the virtual ball with a haptic device acting as the racket (Rouse, M. , WhatIs, 2016). With haptic technology able to simulate touch and respond in accordance to the complex motions and skin receptors in the human body, it was theorized that haptic technology can support those suffering chronic tremor or Parkinson’s (Avizzano, rehab robotics, 1999). 0. 4% of the US population is affected by some type of pathological terror, and according to Parkinson’s. org there are approximately 10,000,000 worldwide citizens who are affected by Parkinson’s disease (Parkinson’s. org, 2018). These tremors are scientifically described as “rhythmic uncontrollable oscillation that appears superimposed to voluntary movements”. There are prototypes and market-available devices that stabilize shaky hands in order to allow the user to write smoothly. One such device focuses those affected by Multiple Sclerosis (MS) by stabilizing hand tremors. The aforementioned device was developed in Italy, by Avizzano and Bergamasco, two computer scientists in the field of haptic technology.

The scientists produced 3 different technological aids;The Joystick Unit (JS)The Joystick System is capable of interfacing users with a common Operating System by filtering information caused by tremor. This system is best described as an input device for computer systems, reducing the vibrations caused by tremor activity, as well as extracting voluntary movement characteristics, meaning that the system can differentiate between tremor and what the user is trying to do. This device can be in turn used to aid users with tremor activity to accomplish day-to-day tasks without the assistance of a therapist. The JS unit can replace a computer mouse as the screen pointer input, and by stabilizing the movement of a users hand it allows the user to access most programs accessible on computers like internet browsers, modem programs or interface-controlling apps. JS can help users and patients recover and feel more adept; self-confident, by allowing the users to access the internet like normal users can, and be able to interact with others online again, instilling the feeling of competence (Avizzano, rehab robotics, 1999).

The Sensorized System (SS) Another technological aid developed by italian computer scientists, the Sensorized System is capable of precisely monitoring all movements of the upper trunk and right of of the user, which can be used by therapists to analyze and understand the tremor activities of each patient. SS was created for patients to monitor and medically analyze (with assistance from a doctor) their tremor activity and the extent of its influence on the patients. The device is designed in an exoskeleton-type structure, and the dimensions and androcentrics of the device can be adjusted and adapted to the user’s body shape. This Sensorized System device provides analysis of the results produced by different types of tests and therapy, as well as virtual therapy-based methods (Avizzano, rehab robotics, 1999). A specific virtual therapist program for the SS was designs, being a 3D animated software that allows the patient to interact and understand how to complete certain exercises. There are 9 separate tests which can be recorded and analyzed separately. These tests record data collected by the SS device while the user performs predefined tests. These tests can include having to trace shapes, or move objects, which allow possible evaluation on capable trajectory, as well as average frequencies for tremor in different body parts (Avizzano, rehab robotics, 1999). The SS device allows patients to create and access precise and personal feedback, designed with a passive structure with sensors capable of measuring 10 degrees of freedom of the human body. The DOF devices are located in at the shoulders, elbows, wrists and head which allow monitoring of neck and arm movements.

The system also includes a computer interface for the jacket, which interfaces the jacket sensors with the host computer system. A data-collection unit is also part of the SS device, which connects the the computer system interface and stores all the real data collected. The feedback is usually presented on a large flat LCD screen in numerical data, and doctors can then interpret and translate the data into custom feedback for the patient. This feedback can in turn be used to monitor reactions of the user’s bodies during the day or when attempting certain movements, as well as the effect of in-depth drug treatments (Avizzano, rehab robotics, 1999). Haptic Interface (HI)Avizzano and Bergamasco designed a haptic interface that is capable of improving user dexterity by mechanically damping the effects caused by tremor. Innovative approaches have been followed for the monitoring the upper limb and head movements, the filtering interface and the design of the haptic interface (Avizzano, rehab robotics, 1999). This device is capable of working in a cubic volume of 0. 3m wide, having been designed to interact with small force magnitudes but with high force and position resolution values.

The patient using the haptic interface may require assistance from a doctor to set up and tune the HI, and this HI device stabilizes tremors of the user and allows them to accomplish tasks such as using forks, spoons or knives when eating, when writing things down by hand, or when working with tools and basic engineering. The way in which the HI works is that it consists of three different components: an electromechanical system, an electronic unit and a software module. These three components must allow the user to interact with the interface with maximum comfort and stability while allowing the user to confirm actions and three dimensional moving actions, as well as being able to correctly read the user’s movement and differentiate between involuntary and voluntary motion, and also to to apply the correct force patterns in order to compensate vibrations and stabilise the movement (Avizzano, rehab robotics, 1999). The above shows how haptic technology can help those who are negatively affected by tremor disorders, but haptic technology is also said to be able to aid those with sight problems. In order to develop efficient mobility and orientation skills, mental mapping of spaces is required (Lahav, O. , sciencedirect, 2007).

The majority of this mental mapping of information is usually gathered through visuals, but those who are blind or are amaurotic in some degree cannot use their visual channels to gather information and so are forced to use sensorial and auditory channels for mental mapping, which may result in less detailed and much more inaccurate information being processed by the patient (Lahav, O. , sciencedirect, 2007). Haptic technology can help those with sight problems by getting the patients to interact with a virtual environment based on real-life environments which provides audio and haptic feedback to explore unknown and previously unmapped spaces. Analysis of the evaluations and results showed that with the subject’s being able to explore and adapt to the Virtual Environment, they are able to create an accurate and comprehensive mental map, applying the map they had created in the VE to successfully accomplish tasks in real spaces (Lahav, O. , sciencedirect, 2007). Haptic technology can also support the difficult development of kids on the autism spectrum by allowing these kids to interact with carefully-controlled simulations of real-world situations in a safe environment.

As children on the autism spectrum are naturally disadvantaged especially in terms of developing social and life skills. This VR and haptic technology can be instrumental in how overall learning and education can be potentially reformed (Parsons, S. , tandfonline, 2010). Cerebral palsy (CP) can severely limit patients’ physical ability and restrict those who suffer CP from enjoying and engaging in independent leisure activities. This natural dependency for others on a healthy as well as enjoyable life can often lead to behavioural issues and learned helplessness, indicating that the patient is slowly declining as they reach further into adulthood and yet still require medium to complete assistance in most tasks which can really deteriorate the patient’s mental wellbeing. As haptic technology can simulate real-world situations with the coordinance of virtual reality technology, this combination can be used to simulate leisurely activities (Weiss, P. , liebertpub, 2004).

As the possibilities of potential visuals that can be rendered and composed are endless, this endless possibility can be used to create several different game-like virtual environments that can be interacted with on a user-to-user or a user-to-CPU basis. The ability to enjoy leisure activities without the needed assistance of someone else could hypothetically rebuild the lost self-esteem as well as recover the feelings of self-empowerment in patients (Weiss, P. , liebertpub, 2004). To test this theory, three scientists conducted a study. Patrice Weiss, Pnini Bialik and Rachel Kizony lead a study to research the possibility of using haptic and virtual-reality technology to enhance the lives of those who suffer from cerebral palsy. The study sample consisted of five young male adults with CP and severe intellectual disabilities who are non-speaking and who use wheelchairs for mobility. The tests involved asking each participant to undergo three game-like virtual scenarios via VividGroup's Gesture Xtreme video capture virtual reality (VR) system (Weiss, P. , liebertpub, 2004).

The VR and Haptic Interface captured the participant’s video image and processes it on the same plane as screen graphical animations reacting and responding in real-time to the participant’s movements. The participants’ responses and observations of their videotaped performance and reactions while participating in the virtual games and simulations were used as an outcome measure. Outcome measures also included five-item presence questionnaires and 6-item task specific questionnaires, and the participants’ responses to these questionnaires.

Exceptional levels of enthusiasm were shown by the participants during each virtual reality experience, and the responses to these questionnaires indicated that the participants also felt a high level of presence and realism in all three simulations/scenarios. The participants were very reactive even considering their disabilities; some participants responded correctly to the various stimuli with appropriate and goal-oriented reactions, and some participants showed responses that were more arbitrary and so more difficult to analyze. Overall, Weiss and his colleagues concluded from this study by supporting the development of haptic technology as a valid and effective therapy method for those suffering mental disorders/physical conditions (Weiss, P. , liebertpub, 2004). Another instance where haptic technology has been experimented for rehabilitation purposes is in January 2001, where Rui Loureiro and his partners worked on a haptic interface system that helps those that were physically handicapped by shock to recover and relearn basic human motor functions (Loureiro, R,. researchgate, 2001).

It is estimated that around 300,000 people suffer a stroke per year in Scotland, England and in the USA. 33% of surviving stroke victims are left with a severe mental or physical disability. Robotic physiotherapy has been identified as one of the most effective rehabilitation methods for recovering stroke victims (Loureiro, R,. researchgate, 2001). The GENTLE/S project was created in order to analyze and evaluate the effectiveness of robotic physiotherapy in stroke rehabilitation. Brain plasticity is the theory that the brain makes links and creates neuro-connections, which are essential in recovery of lost motor functions and other functions that the brain has. Key stimuli in encouraging brain plasticity include attention and motivation of the user, as without these brain plasticity and neurorehabilitation cannot occur as effectively. The GENTLE/S system stimulates plasticity and allows stroke victims to undergo efficient and reliable rehabilitation by providing repetitive task-orientated activities, a common and trustworthy therapeutic intervention. There are 4 main feedback components to the GENTLE/S system;

  1. Visual feedback: this component provides realistic and engaging 3D environments, with specific goals and tasks integrated into the virtual environment. The potential scale and processed surroundings are endless, including but not limited to interactive games, household rooms, and museums
  2. Haptic feedback: this component uses haptic interfacing to guide the user’s arm along a predetermined movement pattern, which can be edited and suited to the user’s specific individual needs
  3. Auditory feedback: When the user is interacting with a task, encouraging phrases or soundbites are played to the user, increasing motivation and attention. Depending on the outcome of the task, comforting words meant to further encouragement of the user were played when they failed a task, and when the user succeeded, congratulatory words were played.
  4. Performance feedback: The user interactions with the GENTLE/S system are recorded and the results and data can be displayed and evaluated. The feedback provided will offer statistics and data which indicate when errors were committed by the user and the amount of haptic assistance which was required by the user to complete the tasks.

To test the effectiveness of this neurotherapy, observational data was collected and user feedback was collected through conducting questionnaires based on the experience of the user. The initial trials and pilot studies using this GENTLE/S system suggested that the majority of the patients who tried this therapeutic method were positive and benefitted from the use of the visual and haptic feedback components. This system also has been proven to motivate stroke victims, and further self-belief in their ability to recover.

The exercises and tasks conducted are reported to be enjoyable and encourage the users to engage in therapeutic tasks longer than the majority of other therapeutic taks (Loureiro, R,. researchgate, 2001). The current uses and benefits of haptic technology are clear to see: the ability to simulate as well as record touch sensation can aid the recovery of stroke victims, as well as make day-to-day tasks and routines easier for those affected with involuntary tremor activity, by being able to differentiate voluntary and involuntary movement and stabilizing these involuntary movements. However, as with most newly innovated and modern technology, there are several flaws with haptic technology, some of which may prove to have serious consequences. One disadvantage of haptic technology are the costs associated with purchasing (Fraser, S. , Blogger, 2012) and developing this technology render companies not being able to afford the equipment necessary for haptic interfacing systems and so will not implement it on economic sustainability grounds. With the rapid introduction and implementation of haptic technology, it has thus placed the interfacing system as uncommon and therefore relatively expensive due to the lack of demand. This reduces the possibility of small businesses nor those in the average income householder demographic being able to afford such equipment, limiting the population and target audience of the technology (Fraser, S. , Blogger, 2012). For those who can afford haptic technology, implementing the system into whichever functions the user wants to incorporate haptic interfacing into may be difficult, having to overhaul previous systems and administration methods. Another non-threatening but very probable flaw in haptic interfacing systems are its’ limited data processing tools. This may cause processing issues which may slow down haptic devices attached by the user, causing the users to wait for the information to execute a certain data (Campbell, R. , Apple Insider, 2013).

The haptic systems will require regular updates to the memory and processing speed, as well as routine reformatting in order to run smoothly. With these haptic interfacing systems potentially being implemented into a large function, keeping the software and hardware up to date may be challenging for user demographics such as schools may be challenging due to the teachers and staff having to learn and understand how to download, and apply new software and hardware. The nature of the recent and early developments of this technology also leaves the security of haptic technology greatly more exposed to vicious hacking and malware (Campbell, R. , Apple Insider, 2013). Current prevalence of haptic technology in significant day-to-day activities is booming, with several devices being commercially-produced in order to help those handicapped, or virtual simulations combined with haptic interfacing allowing extremely realistic environments which can help surgeons, dentists or space pilots to replicate surroundings and rehearse/train for certain tasks. An example of this is the “Moog Simodont Dental Trainer” and “Moog HelpMeSee Eye Surgery Simulator”, both haptic interfacing systems being designed and built by Moog. Producing modern and innovative technology since 1951, Moog has branched out from developing military equipment and data systems into several different areas of modern day life, like industrial and medical machinery. One haptic interfacing system developed by Moog allows dentists to practice methods and techniques which require complete precision in order to be successful and safe to conduct. Named the “Moog Simodont Dental Trainer”, the 3D VR simulator allows full mouth simulation experience, crown and bridge exercises as well as manual dexterity simulations (Roy, E. , sciencedirect, 2017).

The “HelpMeSee Eye Surgery Simulator” provides a highly realistic virtual reality trainer, designed for surgeons who conduct Manual Small Incision Cataract Surgery (MSICS), which in turn presents a scalable approach for aspiring eye surgeons to practice cataract eye surgery. The components of the interface allows the user to modify and adjust the height of the simulator to his maximum comfort as well as allowing the user to view the surgical area through a virtual microscope identical to an ophthalmic microscope (Moog). The haptic devices used to simulate the surgical instruments are two handpieces which mimic the grips, senses and vibrations caused by said surgical instruments. This technology provides practising cataract eye surgery specialists and ophthalmologists to train for realistic environments, due to the many advantages that the simulator allows.

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For example, it’s realistic sense and visual feedback to the user allows trainees to further develop surgical skills and judgement, provides an environment in which users can practise their methods until full proficiency is achieved (Moog). Haptic technology has also been used for marketing purposes, with one outlet store using the futuristic and modern interfacing to attract customers.

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Haptic Technology and It’s Potential. (2020, January 15). GradesFixer. Retrieved December 8, 2024, from https://gradesfixer.com/free-essay-examples/haptic-technology-and-its-potential/
“Haptic Technology and It’s Potential.” GradesFixer, 15 Jan. 2020, gradesfixer.com/free-essay-examples/haptic-technology-and-its-potential/
Haptic Technology and It’s Potential. [online]. Available at: <https://gradesfixer.com/free-essay-examples/haptic-technology-and-its-potential/> [Accessed 8 Dec. 2024].
Haptic Technology and It’s Potential [Internet]. GradesFixer. 2020 Jan 15 [cited 2024 Dec 8]. Available from: https://gradesfixer.com/free-essay-examples/haptic-technology-and-its-potential/
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