THE EFFECT OF HAPTIC GUIDES ON HUMAN PERFORMANCE
IN VIRTUAL ENVIRONMENTS
Sehat Ullah
1
, Samir Otmane
1
, Paul Richard
2
and Malik Mallem
1
1
IBISC Laboratory, University of Evry/CNRS FRE 3190, 40 rue ,du Pelvoux 91000 Evry, France
2
LISA Laboratory University of Angers, 62 avenue N.-D. du Lac 49000 Angers, France
Keywords:
Virtual reality, Human-scale, 3D Interaction techniques, Haptic guide, Human performance.
Abstract:
In order to make the virtual environments(VE’s) more realistic and to increase human performance, the inclu-
sion of haptic modality becomes more important. In this paper we present two new haptic guides. The haptic
guides are fundamentally aimed to assist users for object selection in VE’s. We divide the virtual environ-
ment into three zones. In the first zone the user can freely move and don’t use any sort of guides. In the 2nd
zone, user is given visual guidance and the 3rd zone contains haptic guides along with visual guides. As the
paper presents two different models of the haptic guides, one for free and multidirectional selection and the
second for precise and single direction selection. We not only study the effect of these guides on human task
performance in the VE but also investigate a comparison of the two haptic models.
1 INTRODUCTION
From the very first day of virtual reality, researchers
have investigated, proposed and evaluated various in-
teraction techniques including those trying to solve
the problem of grabbing and manipulating of ob-
jects (Bowman, 1999), (Pierce et al., 1997), (Stoakley
et al., 1995). Selection/grabbing is the fundamental
step which is taken before manipulating an object or
usually command control in VE. On the other hand,
user is also required to reach or approach the object
he/she intends to select, therefore need free movement
in the VE. This we model and implement in the form
of a ”free zone” in the VE, also discussed in (Ouram-
dane et al., 2006). The second zone we propose con-
tains a visual guide (Otmane et al., 2000b) which is
dynamically activated to guide the user for object’s
selection.
The third zone that we propose contains haptic guides
which actively assist the user towards the object and
makes the selection easier. Furthermore we imple-
ment two different versions of the haptic guide; one
is supposed to act from all directions around the ob-
ject and can be effectively used in applications that
do not necessitate a specific point or direction in se-
lection. The second acts in a single direction which
is pre-specified as object’s selection direction, obvi-
ously it can be used in applications where objects are
selected or grabbed from a specific point, for example
objects selection or grabbing by robots. This section
is followed by the related work, section 3 presents the
proposed haptic guide and hardware/software setup.
Section 4 describes experiments and evaluation. Con-
clusion is given in section 5.
2 RELATED WORK
A lot of work related has already been done in VR
systems, Bowman (Bowman, 1999) has carried out a
detail taxonomy of object selection and manipulation
based on task decomposition. Similarly (Poupyrev
et al., 1998), (Poupyrev and Ichikawa, 1999) have par-
titioned the interaction into two broad categories: ex-
ocentric interactions and egocentric interactions. In
exocentric interactions users interact with VEs from
the outside (also known as the God’s eye viewpoint).
The World-In-Miniature (Stoakley et al., 1995) and
automatic scaling (Mine et al., 1997) are examples of
exocentric type interaction. In egocentric interaction,
the user interacts from inside the environment. The
egocentric interactions are further divided into two
metaphors: virtual pointer and virtual hand. The vir-
tual pointer uses a vector for object selection and ma-
nipulation (Pierce et al., 1997). similarly we may re-
fer to the Ray-Casting technique (Mine et al., 1997),
uses a laser pointer - an infinite ray extending from
the virtual pointer. The flash light technique (Liang
322
Ullah S., Otmane S., Richard P. and Mallem M.
THE EFFECT OF HAPTIC GUIDES ON HUMAN PERFORMANCE IN VIRTUAL ENVIRONMENTS.
DOI: 10.5220/0001799003220327
In Proceedings of the Fourth International Conference on Computer Graphics Theory and Applications (VISIGRAPP 2009), page
ISBN: 978-989-8111-67-8
Copyright
c
2009 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
and Green, 1994) use the same principle as the Ray-
casting technique, but the laser pointer is replaced by
an infinite cone. In the case of virtual hand metaphors,
virtual representation of the real hand is used. Here,
an object in the VE can be selected and/or manipu-
lated when the virtual hand touches the object (Stur-
man et al., 1989),(Poupyrev et al., 1996). The PRISM
(Frees and Kessler, 2005) technique is used as an ad-
dition to other existing techniques to increase preci-
sion.
In order to make the interaction easier and increase
user performance, various aides like stereoscopic dis-
play, 3D audio or haptic feedback may be exploited.
In the context of assistance for 3D interaction, virtual
guides (Rosenberg, 1993) are valuable tools, for ex-
ample in the context of teleoperation (Otmane et al.,
2000b). The haptic virtual Fixtures (virtual Fixture),
currently being used mainly in robot-assisted manipu-
lation tasks, are simply software-generated forces and
position signals that guide the user along a specified
path and/or prevent penetration into forbidden regions
(Abbott et al., 2005). In these type of haptic vir-
tual fixtures users not only have very little freedom
but also lack visual guides that may reduce perfor-
mance. Similarly (Ren et al., 2007) has proposed
haptically augmented surgical system limiting the sur-
geon movement in certain areas. Oakley et al. have
investigated the use of haptic feedback in GUI’s and
have concluded that carefully designed force feed-
back may bring best performance (Oakley et al., 2002
). Alex B. (Alex B. et al., 2004) have used virtual fix-
tures for targeting tasks in a desktop environment, but
these can only be used with static objects with prede-
fined path. Similarly they superimpose the visual and
haptic fixtures on each other.
3 PROPOSED SYSTEM
3.1 Proposed Models for Haptic Guides
Concerning the spherical guide, all objects in the VE
share the same ”free manipulation zone”. Further-
more each object in VE is separately surrounded by
two concentric spherical zones, having different radii.
The outer sphere acts as a visual zone and is acti-
vated (becomes visible) when the condition D
p
R
v
becomes true and remains active till the object is
selected for manipulation. Here D
p
represents the
distance between the virtual pointer and the object
whereas R
v
is the radius of the visual sphere. Simi-
larly haptic guide activates itself when the condition
D
p
R
h
is true, where R
h
is the radius of the haptic
sphere (not visible). Once haptic guide is active, the
user feels an attractive force towards the object. The
haptic guide is deactivated when the above mentioned
condition becomes false or the object is selected for
manipulation. The magnitude F of the attractive force
is calculated according to the following equation.
F = K +
(V
t+1
V
t
)
4t
(1)
Here K > 0 is a constant which not only signify the
minimum attractive force felt by the user but also
gives a sense of transition between the spheres, it is
always present as long as the user is inside the hap-
tic sphere. Care should be taken in determining R
h
,
in order to avoid the overlapping of haptic sphere of
two objects if they are close to each other. The force
calculating mechanism is very interesting in the sense
that we keep count of the user’s change of velocity
i.e. if his/her velocity V
t+1
is greater than that of V
t
, the attractive force increases as a consequence and
vice versa. Referring to (Abbott et al., 2005) vir-
tual fixtures (haptic guides), are used to provide either
assistance to the users or prevent them entering into
forbidden regions. Furthermore they can be either
of impedance or admittance type. Here the attractive
force in our haptic model provides assistance to user
in object’s selection. Similarly this may be called an
amalgamation of both impedance and admittance type
guidance because of the minimum force of magnitude
K is always present inside the haptic sphere, and in-
crease and/or decrease in it depends on user’s velocity
towards the object. The spherical guide is illustrated
in figure 1.
Figure 1: Illustration of the spherical guide.
Like the spherical implementation here the ”free ma-
nipulation zone” is common to all objects but the in-
ner two zones (visual and haptic) are implemented
using cones, in order to confine users to select ob-
jects from a single and specific direction. The virtual
pointer always emanates a laser ray in the direction of
THE EFFECT OF HAPTIC GUIDES ON HUMAN PERFORMANCE IN VIRTUAL ENVIRONMENTS
323
selection. The visual guide is activated over the near-
est object in virtual world through which not only the
laser ray passes but the condition D
p
L
v
also be-
comes true. Here D
p
is distance between the virtual
pointer and object, L
v
is the length of visual cone.
In the active visual guide (cone), if the user further
moves towards the object the haptic guide is activated
when D
p
L
h
occurs, where L
h
is the length of the
haptic cone. The attractive force is calculated as fol-
lows:
F =
K
1 + D
c
+
(V
t+1
V
t
)
4t
(2)
Here again K > 0 is constant signifying the minimum
attractive force and acts as a transition signal between
the two zones. In this model the resultant force is
dependent on two factor, first is D
c
which is the dis-
tance between the pointer and axis passing through
the center of the cone, and second is the user’s change
in velocity towards object. Therefore this haptic guide
combines the characteristics of both guidance virtual
fixtures and ”forbidden region virtual fixtures”. Gran-
ularity is an important concept associated with inter-
action in VE, and maps the relationship between the
user’s movements in the real world with those of the
virtual world (Ouramdane et al., 2006). For exam-
ple, mapping large movements (in real the world) of
the user into small ones (in the VE) and vice versa,
or some loss in the degree of freedom etc. may cre-
ate some difficulties for the user at cognitive level, for
example, when he/she can freely move the real world
pointer in all directions but the corresponding virtual
pointer is restricted to move in a single direction. In
our solution, once the user is inside the haptic cone,
his/her movements are not only restricted in the vir-
tual world but also in the physical world, through our
force feedback device SPIDAR (Space Interface De-
vice for Artificial Reality) (Sato, 2002), (Tarrin et al.,
2003), (Richard et al., 2006), thus providing more re-
alistic interactions. The conical guide is illustrated
figure 2
Figure 2: Illustration of the conical guide.
3.2 Platform Setup
For experimentation we use a large scale semi-
immersive environment equipped with a retro-
projected large screen (3m x 2.5m) for stereoscopic
images, viewed with polarized glasses. We used hu-
man scale (3m x 3m x 3m ) SPIDAR , placed in front
of large display screen. The motors, encoders and
pulleys are mounted on the corners of the iron cubic
frame as shown in the figure 3. The High Definition
Haptic Controller (HDHC) takes encoders’ counts to
calculate grip’s position and orientation, provides ten-
sion to the strings to simulate force and communicate
with computer via USB 2.0. Because it is a string-
based system, so it is transparent, safe and simple.
Figure 3: Illustrations of SPIDAR (a) Motors and strings
(b) HDHC (c) Computer.
3.3 Software Architecture
The software we used to implement the haptic guides
in VE has client-server(installed on two different ma-
chines) architecture as illustrated in the figure 4
Figure 4: Illustration of the software architecture.
We developed the server part of this software using
C++ language. This part of the software performs the
following tasks:
1. Establish PC and HDHC controller communica-
tion 2. Take the calculated position and orientation
from the HDHC controller. 3. Establish connection
GRAPP 2009 - International Conference on Computer Graphics Theory and Applications
324
with Virtools client. 4. Calculate and display forces
or weight based on the information received from the
client
The client part of this software was developed using
Virtools Dev4.0 environment. This part is responsible
for the presentation of VE and supports the interac-
tivity between the virtual objects and the user. The
position and orientation sent by the SPIDAR server
are applied to the virtual pointer. The information
collected and sent by the client to the server includes
current zone of the virtual pointer, activation and de-
activation events for haptic zone, radius or length of
the haptic zone, distance between the virtual pointer
and the object, information on collision detection and
force direction etc.
4 EXPERIMENTS
4.1 Experimental Protocol
In order to investigate the effect of the proposed
haptic guides on human performance, 20 volunteers
males subjects participated in the experiments. They
were all master, PhD or post doc students having age
from 23 to 35 years. All of them were right handed
and had prior knowledge of interactions in VE. We di-
vided the participants into two groups of 10 persons.
The first group performed the experiment to evalu-
ate the spherical guide, while the second group per-
formed the experiment to test the second guide( hat-
pic cone). The only constraint on the second group
was to select the object from the front. We gave each
user a short explanation about the task to perform and
how to make the interaction with VE via SPIDAR, but
no training trial was given to them. We recorded the
task’s completion time for each user. In order to carry
out subjective evaluation of the system we collected
the user’s response through a questionnaire contain-
ing the following questions.
1. To what extent the object selection was easy with-
out force Feedback? 2. To what extend do you think
that force feedback provided you guidance in object
selection? 3. Do you think, the interaction becomes
more realistic with force feedback?
The user had to respond to each of these questions on
a scale from 1 to 7. The scale was formatted accord-
ing to the table 1.
Table 1: Scale to respond to the questions.
Q1 Not easy 1-2-3-4-5-6-7 Very easy
Q2 No guidance 1-2-3-4-5-6-7 Guidance of high level
Q3 Not realistic 1-2-3-4-5-6-7 Very realistic
4.2 Experimental Task
The VE (see figure 5) contains four small objects(i.e
two spheres, teapot, clock) in the same vertical plane
and an other small sphere is used as 3D pointer whose
movement is directly controlled via SPIDAR. The ex-
periment starts when the user holds the spidar’s grip in
hand and the experimenter says ”GO”. The subjects
were asked to select an object and place it on the red
zone from where it comes back to its initial position
and the user selects it again. In this way each object is
selected and displaced five times in a single trial. All
users did exactly two trials of their respective experi-
ment. Two conditions were used for the experiment.
The first condition make use of stereoscopic display
and visual guide while the second condition use hap-
tic guide plus stereo and visual guide. In both groups
half of the subjects performed the experiment under
first condition in their first trial while the second half
used the second condition in their first trial.
Figure 5: Illustration of the environments used for experi-
ments.
4.3 Results and Analysis
4.3.1 Task Completion Time
In this section we present and analyze the results
based on both task completion time and user re-
sponses collected through questionnaire.The general
ANOVA for task completion time is (F(1,9)= 8.72, P
< 0.005) significative.
Visual Sphere vs Haptic Sphere. Comparing the
performance of visual sphere with haptic one gives us
means of 55.7 and 46.0 with std(18.83,14.18) respec-
tively, for which ANOVA result is non significant.
Visual Sphere vs Visual Cone. Comparing the task
completion time of the two visual guides, we have
means 55.77 and 84.88 with std (18.83, 20.93) for
sphere and cone respectively, showing non significant
ANOVA result.
THE EFFECT OF HAPTIC GUIDES ON HUMAN PERFORMANCE IN VIRTUAL ENVIRONMENTS
325
Haptic Sphere vs Haptic Cone. Comparison of the
two haptic guides (sphere and cone) give means 46.44
and 69.66 with std (14.18, 12.74) respectively, having
ANOVA result as significant.
The analysis of task completion time can be seen in
the figure 6, where
1: spherical guide(no haptic) + stereo display
2: spherical haptic guide + stereo display
3: Conical guide(no haptic) + stereo display
4: Conical haptic guide + stereo display
4.3.2 Subjective Evaluation
In this section we analyze the users’ responses and
comments collected through questionnaire. Summa-
rizing the response we observed that both visual and
haptic guides provide assistance to users in objects’
selection but they preferred haptic guides because of
their active nature. The spherical guide enabled them
to complete the task in lesser time as compared to the
conical one because it restricted the users to make se-
lection from a single direction for the sake of preci-
sion.
Figure 6: Task completion time & level of guidance under
various conditions.
5 CONCLUSIONS
In order to remove the inconveniences observed in
Follow-Me, we proposed haptic guides which not only
provide active guidance (attractive force toward the
object) to the user to select an object but also physi-
cally restricts his/her hand’s movement whenever re-
quired. We implemented two versions of haptic guide.
The spherical haptic guide that provides assistance in
object selection from all directions. The second is
a conical haptic guide which impart guidance when
the object selection is required from a specific direc-
tion. Here the guide not only gives attractive force
towards the object but also resist the exit of virtual
pointer through the walls of the cone. Two groups,
each composed of 10 young volunteers performed the
task to evaluate the haptic guides.
We observed for both types of haptic guides a reduc-
tion in task’s completion time, especially for the con-
ical haptic guide. It was also noted that task’s com-
pletion time increased in case of conical haptic guide
as compared to the spherical haptic guide.
Evaluating the subjective responses collected through
questionnaire, both the groups reported that haptic
guides provided them significant guidance in object
selection, made the task easier and thus resulted in
increasing performance. Another important point is
that SPIDAR can be successfully used in large scale
virtual environment not only to have free movements
(without force) in the environment but also to gener-
ate realistic forces if required.
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