> This article appeared in the Matilda Ziegler magazine a while back.
>
>
> How do you feel? No, I'm not asking about
> your health or your state of mind. Picking up on the title of our
> opening article, I am asking how you use your sense of touch.
> Those who read braille undoubtedly have developed a very sensitive
> touch over the years. And those of you who lost most or all of
> your eyesight after years of seeing have probably learned to use
> your hands and fingers in ways you once did not think about.
> Our first article describes an intriguing new device that
> simulates the sense of touch so precisely that you seem to be
> actually feeling a solid object that in fact exists only inside the
> electronic circuitry of a computer. While some practical uses for
> this device have already been developed--remote surgery is the most
> hopeful application--it seems to me that this new technology could
> greatly increase the range of knowledge available to blind people.
> An electronic model of almost anything could be inexpensively
> devised for blind people to touch. The real-life model for such
> electronic sculpture could be something inaccessible to touch
> because it is too enormous, too remote, too tiny, too repulsive or
> too dangerous: the space shuttle, the planet Jupiter, the Empire
> State Building, a scorpion, a molecule.
> Think of the possibilities if the device could allow you to
> "touch" such microscopic, or sub-microscopic things as a red blood
> cell--or even the molecular structure of the hemoglobin within it--
> a virus, a bacterium, or a bacteriophage (which is a virus that
> destroys bacteria). I am not sure that the inventors of this
> remarkable technology have given thought to how it could increase
> the range of tactile sensations for blind people. You should keep
> informed about this technology and find ways to have access to new,
> tangible cyber-objects.
> As an interesting footnote, the engineers of this device
> discovered that in order to simulate the sensation of continuously
> touching an object, they had to provide 1,000 force-feedback pulses
> per second. The eye is much more-easily deceived. Visual images
> in the movies appear seamless when presented at the languid rate of
> 24 frames per second.
> Soon you'll be able to reach out and touch something on the
> Internet.
> "How Do You Feel?"
> (By Brad Lemley. Reprinted from Discover August 2000.)
>
> I'm beating a monkey's face to a pulp. But don't run off to alert
> PETA--it's really not the way it sounds.
> The abused ape isn't real. His face is a digital simulacrum,
> floating on a highresolution screen, created to help me test a
> weird computer peripheral called the PHANTOM. It resembles a desk
> lamp, minus the bulb and shade, and interacts with the
> computer-generated image. Wherever I move the business end of this
> gadget, the cursor on the screen moves in sync, denting the virtual
> simian's check, flattening an eyebrow, or crumpling an ear.
> In short, the PHANTOM is a computer mouse that has entered
> into another dimension. A conventional mouse moves a cursor across
> the screen in many directions--up, down, diagonal, around--but on
> only one plane. This new tool goes not only to the x and y axis
> but also opens the in-and-out, z axis. With it, I can smash in the
> monkey's nose, which is pointed right at me, by pushing my hand
> forward; the ball-shaped cursor convincingly shrinks as it glides
> away. Even more amazing, whenever the ball smacks the monkey's
> face, I feel the resistance in my hand as a stiff, claylike
> friction. In less than a minute, I've become so proficient that I
> can repair the fellow--smooth lumps, fill dents, and round off
> broken teeth. The manufacturer contends a 5-year-old can master
> this peripheral. I believe it.
> The PHANTOM was designed and built by SensAble Technologies,
> a seven-year-old company with 50 employees housed in a nondescript
> brick building in Woburn, Massachusetts. Coupled with a software
> program called FreeForm, it may herald an important change in the
> way human beings and computers interact. "The last time the
> computer-human interface had a substantial improvement was the
> mouse, which came out of Xerox about 25 years ago," says SensAble
> marketing director Andrew Hally. "This is the next move up."
> Which sounds like the kind of overheated claims marketing
> directors get paid to make. Sure, it's a snap to use, but do
> computer users really long to smash, stroke, poke, or otherwise
> manipulate and feel the objects on their screens? After spending
> a few hours with the PHANTOM, I started to get a feeling of deja
> vu. In the early days of personal computing, some users huffily
> insisted that arrow keys were more than enough, so who needed that
> goofy mouse? The mouse evolved from toy to essential tool because
> it inspired designers to dream up applications for it. An
> interface based on haptics--the more technically correct term for
> interactions involving both feeling and position--will likely
> follow the same path. "There are a lot of problems that you can
> solve better if you can use your sense of touch in 3-D space," says
> Hally.
> The first widespread commercial application of haptic tools
> arrived as part of computer-aided design, or CAD, of complex forms.
> My monkey face originated as a concept model to show toy designers
> how the PHANTOM could help them with their CAD work. Most of the
> 600 PHANTOMS sold to date are used by sculptors and engineers for
> companies such as Adidas, Disney, Hasbro, LEGO and Honda, and users
> are ebullient. A mouse-driven CAD program works adequately for
> designing squarish buildings, but try modeling a titanium hip
> replacement, a snazzy new sneaker, or an action figure of Jar Jar
> Binks using only lines, grids and circles.
> "To a sculptor, it really is a revolutionary development,"
> says David R. Fish, who crafts clay footwear models for Nike and is
> in the process of switching to PHANTOM-based prototyping. "You're
> not restricted by gravity or scale, and it's totally intuitive. I
> was doing useful work with it within one day."
> Not only does the system emulate physical sculpting, it allows
> techniques that are impossible in real clay, such as pushing out
> from the inside. If an artist wants to sculpt a nose, she can
> click the cursor "off," push it inside the digital clay, click it
> "on," and then pull material toward her. Coupled with 3-D
> printers, which can manufacture plastic items from a computer-
> specified form, objects sculpted in cyberspace can become real at
> the touch of a button.
> The $15,000 PHANTOM/FreeForm package is among the first haptic
> applications on the market, but more ambitious systems are already
> under development. At the Medical College of Georgia and Georgia
> Technical Institute, doctors and engineers have created an
> eye-surgery simulator for training students. The digital scalpel
> feeds back springy resistance as it touches the white of the
> digital eye; then resistance lessens as the cyber-blade slices
> through. Physical-skill training of all kinds is "a huge
> application," says leading haptics researcher J. Kenneth Salisbury,
> who, while a professor in MIT's mechanical engineering department,
> helped to develop the PHANTOM with SensAble CEO Thomas Massie.
> Video game applications are right around the corner. A San Jose,
> California, company called Immersion is leading the way with its
> Wingman Force Feedback Mouse. For $99, company literature asserts,
> gamers can "feel terrain, explosions, the effects of magic, and the
> impact of combat."
> The haptics revolution is bolstering telerobotics, in which a
> remote user, watching via video cameras, directs robotic arms
> engaged in a task too dangerous, precise or inaccessible for naked
> flesh. Telerobotics works a lot better with tactile feedback
> indicating what the arms are doing. Applications for such
> interactive devices include fighting fires, exploring undersea or
> on other planets, and handling hazardous materials, but the most
> promising home may be surgery. Already used for heart operations
> in the United States and Germany, million-dollar machines allow a
> surgeon to operate through half-inch-wide incisions by manipulating
> thin robotic arms. The minimally invasive procedure speeds
> patients' recovery and someday may extend surgeons' careers by
> digitally canceling age-related hand tremors. "Eventually such
> techniques will be applicable in neurosurgery or fetal surgery,"
> says Salisbury, now a professor in both the departments of computer
> science and surgery at Stanford University.
> In the long run, virtually every action that involves
> real-world touch could be simulated or enhanced via haptic
> interfaces--and some human activities that have never been
> touchy-feely could become so. "I've often wondered if you could
> teach physics more effectively if your students could feel
> molecular attraction or planetary motion," says Salisbury. Or
> haptic objects might become part of your daily life, he says: "You
> could go shopping, feel the weight and texture of what you want to
> buy, examine it from all sides, turn it on, set it down in your
> virtual kitchen to see how it looks." Such objects might be
> analogues of real-world items, but they could just as easily be
> digital entities, created, traded, modified, passed down to
> succeeding generations, and ultimately discarded only in
> cyberspace.
> While interacting with a tangible world made only of bytes may
> seem isolating, Salisbury believes the opposite could prove true.
> Haptic interfaces linked through the Internet could provide new
> ways for people to gather. "You could have collaborative physical
> efforts: shaking hands, playing volleyball, pushing the stones up
> the pyramid ramp," he says. He even imagines scientists performing
> cooperative haptic molecular engineering. "Imagine a bunch of
> people with haptic interfaces putting molecules together. They
> push and shove, and finally you hear somebody say, `I think it will
> go!'"
> Someday, we may view haptic interfaces as just one more step
> we took toward the computer-immersed human. The evolution began
> with the first computers, as punch cards and then screens engaged
> the sense of sight. Later, computers gained sound, then touch.
> Today companies such as Digiscents, TriSenx, and Aromajet are
> laboring to bring smell and even taste to the digital realm. The
> omega point is the day when the virtual world becomes as real to
> humans as the outside, three-dimensional world, with one important
> distinction. For good or ill, the virtual world's only limitations
> will be the ones we choose.
> "It's kind of an obvious play on words," Salisbury says, "but
> we've really only scratched the surface."
>
> You have to wonder about humans, they think God is dead and Elvis is
alive!
--
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