Topic > Haptic technology and its potential

Research question: To what extent can haptic technology shape the future? Haptic technology is the science of applying tactile sensation and control to interact with computer-developed applications (Sreelakshmi, M, 2017). As the technology has developed, the ability to give people a sense of touch with CPU-generated environments has increased, so that virtual objects can be sensed by applying vibrations, forces or movements to the user. Haptic technology has been used to physically support people with handicaps or disabilities. This essay will briefly analyze the current and future implications of this modern technology, as well as describe how haptic technology works and what it is currently used for. Based on the Greek word “haptesthai” (meaning to touch) (Harris, W., howstuffworks, 2018), “tactile” refers to the science of applying tactile sensation and control to interacting with computer applications (Rouse, M ., WhatIs, 2016). Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an original essay Since the 1980s, scientists have studied and understood human touch sensation in terms of different types of skin receptors and how nerves transfer information between the central nervous system in the brain and the point of contact (Harris, W., howstuffworks, 2018), but they have never been able to transfer this scientific knowledge of human touch into virtual reality systems. Current haptic technology enables the sensation of touch and sensation by providing users with special input/output devices such as data gloves or joysticks. These devices allow users to receive "feedback" from computer applications by vibrating and simulating tactile sensations in their hands or wherever the devices are placed. With current technology and a long-term understanding of how to replicate visual and auditory signals in computer-generated models, computer scientists have been able to combine these two technologies to create simulations in order to teach/educate physical coordination and movements. For example, simulations can be created for surgeons who need to improve hand-eye coordination for vital and difficult medical procedures or for astronauts who want to perfect spaceship maneuvers (Rouse, M., WhatIs, 2016). Haptic technology can also be used for recreational/gaming purposes, having existed in devices and games since the late 1990s with vibrations in console controllers and the buzz of mobile phones, signaling incoming calls or message alerts to the user (Kelly, K., Medium, 2017). With haptic technology, modern games can now allow users to interact and play against each other in grassroots simulations around the world. For example, users with haptic gaming technology and virtual reality glasses can now play tennis or ping pong and be able to feel the impact of the ball while swinging and hitting the virtual ball with a haptic device that acts racket (Rouse, M., WhatIs, 2016). With haptic technology able to simulate touch and respond based on complex movements and skin receptors in the human body, it has been theorized that haptic technology can support those suffering from chronic tremor or Parkinson's (Avizzano, Robotic Rehabilitation, 1999) . 0.4% of the US population is affected by some type of pathological terror and, according to Parkinson's disease. org there are approximately 10,000,000 citizens in the world affected by Parkinson's disease (Parkinson's. org, 2018). These tremors are scientifically described as “uncontrollable rhythmic oscillation that appearssuperimposed on voluntary movements". There are prototypes and devices available in the market that stabilize shaking hands to allow the user to write smoothly. One such device focuses on people with multiple sclerosis (MS) by stabilizing hand tremors. The aforementioned device was developed in Italy, by Avizzano and Bergamasco, two computer scientists in the field of haptic technology. Scientists have produced 3 different technological aids; The Joystick Unit (JS) The Joystick System is able to interface users with a common Operating System by filtering the information caused by the tremor. This system is best described as an input device for computer systems, which reduces vibrations caused by tremor activity and extracts voluntary movement characteristics, meaning the system can distinguish between tremor and what the user is trying to Do. This device can in turn be used to help users with shaky activity perform daily activities without the assistance of a therapist. The JS unit can replace a computer mouse as an on-screen pointer input and, by stabilizing the movement of the user's hand, allows the user to access most programs accessible on computers such as Internet browsers, modem programs or apps interface control. JS can help users and patients recover and feel more empowered; self-confidence, allowing users to access the Internet as normal users can and to be able to interact with others online again, instilling the feeling of competence (Avizzano, rehabilitation robotics, 1999). The Sensory System (SS) Another technological aid developed by Italian computer scientists, the sensory system is able to precisely monitor all movements of the user's upper trunk and right side, which can be used by therapists to analyze and understand each patient's tremor activities. SS was created so that patients can medically monitor and analyze (with the assistance of a doctor) tremor activity and the extent of its influence on patients. The device is designed with an exoskeleton-type structure and the size and androcentricity of the device can be adjusted and adapted to the user's body shape. This Sensorized System device provides analysis of results produced by different types of tests and therapies, as well as methods based on virtual therapy (Avizzano, Rehabilitation Robotics, 1999). A virtual therapist program specifically for SS has been designed, a 3D animated software that allows the patient to interact and understand how to complete certain exercises. There are 9 separate tests that can be recorded and analyzed separately. These tests record data collected by the SS device as the user runs predefined tests. These tests may include the need to trace shapes, or move objects, which allow a possible assessment of the capable trajectory, as well as average tremor frequencies in different parts of the body (Avizzano, robotic rehabilitation, 1999). The SS device allows patients to create and access precise, personal feedback, designed with a passive structure with sensors capable of measuring 10 degrees of freedom of the human body. The DOF devices are placed on the shoulders, elbows, wrists and head and allow monitoring of neck and arm movements. The system also includes a computer interface for the jacket, which interfaces the jacket's sensors with the host computer system. The SS device also includes a data collection unit, which connects the computer system interface and stores all the real data collected. Feedback is usually presented on alarge flat LCD screen in the form of numerical data and doctors can then interpret and translate the data into personalized feedback for the patient. This feedback can in turn be used to monitor the user's body reactions throughout the day or when attempting certain movements, as well as the effect of in-depth pharmacological treatments (Avizzano, Robotic Rehabilitation, 1999). Haptic Interface (HI)Avizzano and Bergamasco have designed a haptic interface capable of improving the user's dexterity by mechanically dampening the effects caused by tremor. Innovative approaches have been followed for upper limb and head movement monitoring, filtering interface and haptic interface design (Avizzano, robotic rehabilitation, 1999). This device is capable of operating in a cubic volume of 0.3 m wide, having been designed to interact with small magnitudes of force but with high resolution of force and position values. The patient using the haptic interface can require assistance from a doctor to set and adjust the HI, and this HI device stabilizes the user's tremors and allows them to perform activities such as using forks, spoons or knives when eating, when writing things by hand, or when working with tools and basic engineering. The way HI works consists of three different components: an electromechanical system, an electronic unit and a software module. These three components must allow the user to interact with the interface with maximum comfort and stability, allowing the user to confirm three-dimensional movement actions and actions, as well as being able to correctly read the user's movement and distinguish between involuntary and voluntary movement, and also to apply the correct force patterns to compensate for vibrations and stabilize the movement (Avizzano, robotic rehabilitation, 1999). The above shows how haptic technology can help those who are negatively affected by tremor disorders, but haptic technology is also said to be able to help those with vision problems. To develop efficient mobility and orientation skills, mental mapping of spaces is necessary (Lahav, O., sciencedirect, 2007). Most of this mental mapping of information is usually gathered through images, but those who are blind or amaurotic to some extent cannot use their visual channels to gather information and are therefore forced to use sensory and auditory channels for mapping mental, which can result in the information processed by the patient being less detailed and much more imprecise (Lahav, O., sciencedirect, 2007). . Haptic technology can help people with low vision by having patients interact with a virtual environment based on real-life environments that provides audio and tactile feedback to explore unknown and previously unmapped spaces. The analysis of the evaluations and results showed that, thanks to the subjects' ability to explore and adapt to the virtual environment, they are able to create an accurate and complete mental map, applying the map created in the VE to successfully carry out tasks in real spaces (Lahav, O., sciencedirect, 2007). Haptic technology can also support the challenging development of children on the autism spectrum by allowing them to interact with carefully controlled simulations of real-world situations in a safe environment. As children on the autism spectrum are naturally disadvantaged especially in terms of social development and life skills. This VR and haptic technology can be instrumental in how overall learning and education can potentially be reformed (Parsons, S., tandfonline, 2010).Cerebral palsy (CP) can severely limit patients' physical abilities and prevent those with CP from having fun and engaging in independent recreational activities. This natural dependence of others on a healthy and enjoyable life can often lead to behavioral problems and learned helplessness, indicating that the patient is slowly declining as they reach adulthood and yet still requires average to full care in most part of the tasks that can actually deteriorate the patient's mental well-being. Since haptic technology can simulate real-world situations with the coordination of virtual reality technology, this combination can be used to simulate pleasant activities (Weiss, P., liebertpub, 2004). Since the possibilities of potential images that can be rendered and composited are endless, this infinite possibility can be used to create different game-like virtual environments that can be interacted with on a user-to-user or user-to-CPU basis. The ability to enjoy leisure activities without the necessary assistance of someone else could hypothetically rebuild lost self-esteem and recover feelings of self-empowerment in patients (Weiss, P., liebertpub, 2004). To test this theory, three scientists conducted a study. Patrice Weiss, Pnini Bialik and Rachel Kizony conducted a study to research the possibility of using haptic and virtual reality technology to improve the lives of those suffering from cerebral palsy. The study sample consisted of five young male adults with cerebral palsy and severe intellectual disabilities who are nonverbal and use wheelchairs for mobility. The tests involved each participant undergoing three virtual game-like scenarios via VividGroup's Gesture Xtreme virtual reality (VR) video capture system (Weiss, P., liebertpub, 2004). The VR and Haptic interface captured the video image of the participant and processed it on the same plane as the screen's graphic animations that react and respond in real time to the participant's movements. Participants' responses and videotaped observations of their performance and reactions while participating in the virtual games and simulations were used as an outcome measure. Outcome measures also included five-item presence questionnaires and 6-item task-specific questionnaires, and participants' responses to these questionnaires. Exceptional levels of enthusiasm were shown by participants during each virtual reality experience and responses to these questionnaires indicated that the participants also perceived a high level of presence and realism in all three simulations/scenarios. The participants were very responsive despite their disabilities; some participants responded correctly to the various stimuli with appropriate, goal-oriented reactions, while some participants showed responses that were more arbitrary and therefore more difficult to analyze. Overall, Weiss and his colleagues concluded from this study supporting the development of haptic technology as a valid and effective therapeutic method for those suffering from mental/physical disorders (Weiss, P., liebertpub, 2004). Another example where tactile technology was experimented with for rehabilitation purposes was in January 2001, when Rui Loureiro and his partners worked on a tactile interface system that helps those who were physically handicapped due to shock to recover and relearn basic human motor functions (Loureiro, R, .researchgate, 2001). It is estimated that around 300,000 people a year suffer a stroke in Scotland, England and the United States. 33% of stroke victims survivedhas a serious mental or physical disability. Robotic physiotherapy has been identified as one of the most effective rehabilitation methods for recovering stroke victims (Loureiro, R,. Researchgate, 2001). The GENTLE/S project was created with the aim of analyzing and evaluating the effectiveness of robotic physiotherapy in stroke rehabilitation. Brain plasticity is the theory that the brain makes connections and creates neuroconnections, which are essential for the recovery of lost motor and other brain functions. Key stimuli to encourage brain plasticity include the user's attention and motivation, as without these brain plasticity and neurorehabilitation cannot occur as effectively. The GENTLE/S system stimulates plasticity and enables stroke victims to undergo efficient and reliable rehabilitation by providing repetitive task-oriented activities, a common and reliable therapeutic intervention. There are 4 main feedback components in the GENTLE/S system; Visual Feedback: This component provides realistic and immersive 3D environments, with specific goals and tasks integrated into the virtual environment. The potential scale and elaborate environments are endless, including but not limited to interactive games, home rooms, and museums. Tactile Feedback: This component uses the haptic interface to guide the user's arm along a predetermined movement pattern, which can be modified and adapted to the user's specific individual needs Auditory feedback: when the user interacts with a task, encouraging phrases or phrases are played, increasing motivation and attention. Depending on the outcome of the task, comforting words meant further encouragements were played to the user when he failed a task and when the user succeeded, congratulatory words were played. Performance Feedback: User interactions with the GENTLE/S system are recorded and results and data can be viewed and evaluated. The feedback provided will offer statistics and data indicating when errors have been made by the user and the amount of tactile assistance required by the user to complete tasks. To test the effectiveness of this neurotherapy, observational data was collected and user feedback was analyzed. collected through conducting questionnaires based on user experience. Initial trials and pilot studies using this GENTLE/S system suggested that the majority of patients who tried this therapy method were positive and benefited from the use of the visual and tactile feedback components. This system has also been shown to motivate stroke victims and increase self-confidence in their ability to recover. The exercises and tasks performed are considered fun and encourage users to engage in therapeutic tasks for longer than most other therapeutic tasks ( Loureiro, R,. The current uses and benefits of tactile technology are evident: the ability to simulate and recording tactile sensation can aid the recovery of stroke victims, as well as simplifying daily activities and routines for those affected by involuntary tremor activity, being able to differentiate voluntary and involuntary movements and stabilizing these involuntary movements. as with most modern and newly innovated technologies, there are several flaws in touch technology, some of which could prove to be serious consequences. One disadvantage of touch technology is the costs associated with purchasing it (Fraser, S., Blogger, 2012) and the development of this technology makes companies unable to afford the necessary equipment..