Measurement, analysis, and display of haptic signals during surgical cutting
Presence: Teleoperators and Virtual Environments
ACME, A Telerobotic Active Measurement Facility
The Sixth International Symposium on Experimental Robotics VI
The Effect of Quantization and Coulomb Friction on the Stability of Haptic Rendering
WHC '05 Proceedings of the First Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Improving Contact Realism through Event-Based Haptic Feedback
IEEE Transactions on Visualization and Computer Graphics
Event-Based Haptic Tapping with Grip Force Compensation
VR '06 Proceedings of the IEEE conference on Virtual Reality
Characterizing and controlling the high-frequency dynamics of haptic interfaces
Characterizing and controlling the high-frequency dynamics of haptic interfaces
Evoked friction on a smooth touch device
CHI '11 Extended Abstracts on Human Factors in Computing Systems
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
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Haptic interfaces are designed to allow humans to touch virtual objects as though they were real. Unfortunately, virtual surface models currently require extensive hand tuning and do not feel authentic, which limits the usefulness and applicability of such systems. The proposed approach of haptography seeks to address this deficiency by basing models on haptic data recorded from real interactions between a human and a target object. The studio haptographer uses a fully instrumented stylus to tap, press, and stroke an item in a controlled environment while a computer system records positions, orientations, velocities, accelerations, and forces. The point-and-touch haptographer carries a simply instrumented stylus around during daily life, using it to capture interesting haptic properties of items in the real world. Recorded data is distilled into a haptograph, the haptic impression of the object or surface patch, including properties such as local shape, stiffness, friction, and texture. Finally, the feel of the probed object is recreated via a haptic interface by accounting for the device's natural dynamics and focusing on the feedback of high-frequency accelerations.