The annual Eurohaptics conference earlier this year in Versailles saw experts from around the world gather to discuss their research in this field; 2014 marked the ninth occasion this conference has run.
There was a wide spectrum of interest ranging from academic research into human perception, to industrial applications of haptic devices that will ultimately enhance our world.
Daimler Benz, in association with Continental, was showing the haptic interface that is central to the new Mercedes C class.
The armrest doubles as a haptic input device. It knows if you are leaning your arm on it and ignores that; but point a finger at it and it becomes a control surface like your laptop trackpad. When pressed, this area ‘feels’ like a button, even though there is no real button there. It is a great example of haptics in action. A transducer moves the plate by a tiny amount with a special excitation profile that makes the sensation of a greater movement than actual.
It turns out this button press application is becoming a distinct class of haptic device because at least two other organizations were showing similar effects. Aito demonstrated the use of miniature piezo transducers to create the button press ‘feel’ in panels of solid aluminium. This has great application for controlling white goods and medical instruments where the surface can be hygienically smooth and clean. An interesting extension to the actual sensation the system produces is the role of audio cues in fooling the brain into the perception of movement. For me this was most pronounced in the demo provided by Redux, where the same physical haptic was accompanied by an audio ‘camera flash’ noise. With the volume turned up, the button actually felt different, and to me it seemed that my finger had travelled further – even though I was still pressing what I knew to be a solid aluminium plate!
As with all specialist subjects the haptics community has its own lexicon, which can be confusing at first. When describing subjective things like feelings, some much more accessible words are in play (fluffy, rough, slippery, etc). A paper jointly presented by NTT and the University of Electro-Communications in Tokyo showed how the onomatopoeia of repeated words in the Japanese language is so strong that one can build a computer to quantitatively analyze the feeling the words conjure. Maybe this will be used in the future to accompany other haptic effects with an audio phoneme that enhances the sensation.
When it comes to ‘slippery’, there is a lot of research going into recreating an artificial haptic of friction; the Holy Grail is being able to render different surface textures. Of course many people see the benefit of taking existing technology like tablets and adding sensation to their surfaces. This is a tricky one. Can you really make a piece of glass feel like wood? Many are trying; two researchers have been experimenting with ultrasonically moving the surface of a piece of glass in an attempt to change its friction profile. Subjectively I would say that so far they have managed to make glass feel like “regular glass”, and more like slippery ‘wet’ glass when the ultrasonics is applied.
Rendering of texture takes many other angles in its pursuit. One demonstration showed how the edge enhancement of a video image could be converted into electrical stimulation, to emulate the sensation of feeling those edges. This relies on an effect of electro vibration. “Are you electrocuting me?” Well, yes, sort of.
Phantoms are another commonplace item in the haptic world. These are force feedback devices that create the feel of an object in 3D. The phantom is essentially a robot arm; when the user tries to push against the arm, its motors are used to prevent movement around a virtual object or space. By varying the nature of the force feedback, different sensations can be created. One can pick up a virtual object and feel the weight of it, use a virtual tool on a virtual object and feel how elastic it is, or even push right into it and feel how viscous it is.
Haptics technology has the potential to have a major impact on numerous industries: gaming, medical technology, automotive and consumer technology just to name a few. But as the real world uses become more apparent, haptics technology will need to increase in sophistication, and the companies providing the supporting technologies will need to work hard to remain ahead of the game.