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66 4. Building a Practical VR System
sections will describe the current state of the art in input devices which allow
us to manipulate objects within the virtual environment and output devices
that allow us to sense the reaction to any changes we made. That is, they
stimulate our sense of touch. These are commonly referred to as haptic devices,
and before we describe both the input and haptic output devices, we thought
we might give you a crash course in the theory of haptics.
4.2.1 Haptics
In Section 2.3, we discover ed that the human haptic system has an impor-
tant role to play in human interaction with VR. But we have also seen that
whilst haptic technology promises much, it comes with many unresolved
problems and complexities. State of the art haptic interfaces are still rather
crude.
However, it is a rapidly developing topic with new ideas emerging regu-
larly from research labs. Srinivasan and Basdagon [18] and Salisbury
et al. [17] provide interesting general details of how haptic systems are clas-
sified and the challenges of trying to build haptic hardware inter faces. In
designing a VR system, and especially a cave-type system, we would ideally
like our haptic device to be able to work at long range, not get in the way,
and offer the ability to appear to pick up a virtual object and get a sense of its
weight. By extrapolation, if we could do that, most of what we would want
to do with haptics would be possible.
Following [18], a useful way to describe a haptic device is in the way it is
attached to a fixed location.
• Floating devices are things such as gloves which can perform inter-digit
tasks. They can also measure finger contacts and finger-specific resis-
tance. They cannot however measure or reproduce absolute weight or
the inertial effects of a virtual object. They may only be attached to
their base location via wireless link.
• Exoskeleton devices, typically worn on a hand, arm or leg, may have
motorized devices that can resist certain motions and restrict the num-
ber of degrees of freedom. For example, such a device may prevent you
from closing your hand too tightly around a virtual ball as you attempt
to pick it up. This type of haptic device, like the first, does not allow
you to experience a weight effect.