DIVERSE, Phase 2

Adding Haptic Devices to Networked Virtual Environments

Lance Arsenault, John Kelso
Principal Investigators

University Visualization and Animation Group
Virginia Tech
Blacksburg, VA

August 31, 2001

1. Background

In most immersive environments users typically feel a bit like ghosts. They can freely move through objects without feeling them. Gravity itself is usually absent, and the user can effortlessly fly through the virtual world. If the user reaches out to touch something their hand and body pass through the object without hindrance. In many applications this loss of haptic feedback limits the usefulness of the immersive experience and hinders the user from fully interacting with the data they are exploring. For example, getting the sense for the viscosity of a fluid or density of a material can be greatly enhanced, in a natural and intuitive manner, by means of haptic feedback. There are devices currently available which provide this missing haptic feedback. Unfortunately, applications using them do not scale. That is, if there is an application, which uses a haptic device on a desktop, this same haptic device and application will not run in an immersive environment.

2. Tasks and Objectives

To address these issues, we extended DIVERSE to include support for a Phantom haptic device. We support this device in both a local and a networked environment-- that is, the haptic device is not directly connected to the graphics system. We amplified the advantages offered by haptic and other hardware devices by creating a set of graphical interaction and feedback tools. These tools provide a uniform interaction and feedback across all platforms.

3. Software

We feel the networked and scalable availability of software incorporating haptic devices takes better advantage of what is currently an expensive hardware resource. The ability to develop a haptic application at a desktop workstation, and then run the same software using the same haptic device in an immersive environment optimizes the use of expensive haptic and immersive resources.

Our approrach to implement this was:

The reason VRPN isn't used to send the Phantom data directly to the SGI is because we wanted to take advantage of features of DIVERSE's remote shared memory facility.

This software, and instructions about how to install and use it, is available here.

Dr. David Bevan, a researcher at Virginia Tech's Department of Biochemistry, is using this software to implement molecular docking simulatons. Details about this program are available here.

DIVERSE, phase 2, is distributed and licensed under the same open-source conditions as the current DIVERSE package.

4. References

The DIVERSE home page:
www.diverse.vt.edu

The Phantom haptic device is made by SenaAble Technologies:
www.sensable.com

The CAVE, iDesk, and other immersive systems are manufactured by FakeSpace Systems:
www.fakespacesystems.com

The Silicon Graphics home page:
www.sgi.com

Linux is available from many sources. A good starting point is: href="http://www.linux.org/"> www.linux.org

The VRPN home page is at
www.cs.unc.edu/Research/vrpn