Presentation of the device
Our simulator aims at rendering the sense of touch in virtual environments, besides classical visual and audio feedbacks.
For technological reasons, we restricted ourselves to simulating flat and smooth surfaces in this first prototype.
The device aims at immersing a user in a virtual scene where he can see various objects made from various materials.
A representation of the user's finger (virtual finger) appears on the screen.
When the user moves his real finger, the virtual finger moves following the same way. Ideally, when the virtual finger touches an object on the screen, the user experiences the same tactile sensations than if he was really touching the same real object made from the same material.
How can it be done?
When a finger touches an object, 3 different informations can be perceived
- thermal information (hot/cold sensations)
- force feedback (obstacle detection)
- tactile information (roughness)
We restricted ourselves to simulating flat and smooth surfaces, to avoid the roughness rendering issue.
The thermal information is rendered thanks to a TEM (thermoelectric module), which is able to heat/cool efficiently, with better thermal performances than required for touch.
The TEM lays on a xyz positioning table, which can move to any position in its workspace, simulating the presence of any surface.
How is a rendering session done practically?
The finger of the user is attached to an haptic arm with Velcro. When the user moves his finger, the movement is tracked by the haptic arm and the information is used by the software to control the movement of the virtual finger.
Using the informations of the haptic arm, the motorised xyz table follows the real finger so that it is ever under it, at the height of the local surface.
When the virtual finger touches the surface, the thermal rendering begins, following a thermal flow scenario, that was calculated before for each material, taking into account the ambient temperature and the finger temperature, which was measured at the beginning of the rendering session.