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Combating Latency in Haptic Collaborative Virtual Environments

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Title: Combating Latency in Haptic Collaborative Virtual Environments


1
Combating Latency in Haptic Collaborative
Virtual Environments
by Chris Gunn, CSIRO
  • In Lee
  • inism_at_postech.ac.kr
  • VR Lab, POSTECH

2
Outline
  • Introduction
  • Dynamic-Object Instability
  • Overcoming Latency
  • Implementation Results
  • Conclusion
  • Reference

3
Introduction
  • CSIRO
  • Commonwealth Scientific and Industrial Research
    Organization
  • It is Australia's national science agency and one
    of the largest in the world
  • http//www.ict.csiro.au/

4
Introduction
  • Chris Gunn
  • http//www.ict.csiro.au/staff/Chris.Gunn/

5
Dynamic-Object Instability
  • Haptic feedback loop
  • It involves the users hand, arm, muscles and
    voluntary and involuntary reactions as well as
    the robotic force-feedback device, network, and
    software involved in the user interface

6
Dynamic-Object Instability
  • Instability sources
  • Physical reflection
  • Conscious reaction
  • Subconscious reaction
  • Jitter
  • Latency

7
Dynamic-Object Instability
  • Force-Reflection Experiment
  • Tests were performed on 4 subjects
  • Finger tissue
  • Hand and finger tissue
  • Arm, hand, and finger tissue
  • Conscious effort, arm, hand, and finger tissue

8
Dynamic-Object Instability
9
Dynamic-Object Instability
10
Dynamic-Object Instability
  • Subconscious reaction
  • It seemed that users receiving a regularly
    repeating force pattern are able to control their
    subconscious reactions to the force

11
Dynamic-Object Instability
  • Force Reflections in an HCVE
  • After a force impulse is delivered to a user from
    a remote system, there is a series of a reflected
    waves passed back to the remote system
  • These waves are caused by the elements previously
    mentioned

12
Dynamic-Object Instability
  • Jitter
  • If date are received in irregular rates, it can
    make the operator to overreact and lead the
    system unstable
  • UDP instead TCP can reduce this problem

13
Dynamic-Object Instability
  • Latency
  • A virtual object grasped by two remote users,
    separated by a latency-affected network, can
    start to vibrate and oscillate when triggered by
    a small force impulse
  • Its known that latency of up to 60ms was
    acceptable for some tasks (Matsumoto et al.,
    2000)

14
Overcoming Latency
  • Efforts to overcome latency by eliminating
    unintended forces
  • Adding a damping factor
  • Filtering
  • Prediction

15
Overcoming Latency
  • Pseudo physics
  • Single Physics engine
  • Event collection

16
Pseudo Physics - motivation
  • Computing full multi-body dynamics may not be
    necessary for surgical simulation
  • Body organs are so damped, so that they exhibit
    slow translation in most cases

17
Pseudo Physics
  • whereP is new position, P0 is old position,k is
    the pseudo damping factor andF is the input
    force from the ith user
  • There is no calculation of acceleration or
    velocity

18
Single Physics Engine - motivation
  • If each system calculated its new position
    dependent on its local forces, and then
    transmitted it to the remotes, there could be
    frequently mismatches between the local and
    remote positions
  • In this case, some objects can jitter between the
    two positions

19
Single Physics Engine
  • One machine was nominated as the physics server
  • The server collects all remote users input
    forces as well as its own user input force
  • Then, the server calculates the objects new
    position and returns it to the collaborators
  • This method also helps to render multiple
    simultaneous interactions with objects

20
Event Collection
  • It is necessary to send data describing each
    dynamic objects position and orientation across
    the network, as well as the user forces acting
    upon those objects
  • Each client sends user interaction to the server
    and receives dynamic objects new position and
    orientation

21
Event Collection
  • A client needs up to three threads to receive
    graphical data, receive and send haptical data
  • The server needs up to three threads for each
    client and a thread to handle client-connection
    requests

22
Event Collection
  • Data flow

23
Implementation
  • Workbench
  • A user wears a shutter glass and headset
  • A PHANToM 1.5 of Sensable Technology is chosen as
    a haptic device
  • To collocate graphical and haptic scenes, a
    display device is specially set up

24
Implementation
25
Implementation
  • Application
  • A cholecystectomy with an instructor and a remote
    student, both working in the same virtual space
  • A user can grasp another users tool
  • A user can grasp, move, stretch, and pull the
    bile

26
Implementation
27
Results
  • A test was held between Australia and Sweden
  • The total distance was about 22,000km, and the
    latency was about 170ms, one-way
  • The performance was very nice

28
Conclusion
  • In some applications, it is possible to haptic
    collaboration between anywhere of the world!

29
Reference
  • C. Gunn, M. Hutchins, and M. Adcock, "Combating
    Latency in Haptic Collaborative Virtual
    Environments," Presence Teleoperators and
    Virtual Environments, vol. 14, pp. 313-328, 2005.
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