SYSTEMS AND METHODS FOR HAPTIC FEEDBACK IN A VIRTUAL REALITY SYSTEM
The present disclosure relates to a wearable virtual reality positional tracking device. Embodiments may include a wearable glove and a plurality of inertial measurement unit (IMU)/microcontroller unit (MCU) pairs wherein each pair is located on the wearable glove. Each IMU/MCU pair may include a sensor configured to obtain positional information and provide that positional information to an inverse kinematics (IK) solver.
This application claims the benefit of U.S. Provisional Application No. 62/646,063, filed on 21 Mar. 2018; the contents of which are incorporated herein by reference.
FIELD OF THE INVENTIONThe embodiments of the invention generally relate to methods for haptic feedback in a virtual reality system.
BACKGROUNDVirtual reality systems generally allow for computer-generated interactive experiences that may occur within a simulated environment. Existing VR technology commonly uses headsets or multi-projected environments, sometimes in combination with physical environments, to generate realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual or imaginary environment.
SUMMARYIn one or more embodiments of the present disclosure, a system for providing haptic feedback is provided. Embodiments may include a wearable virtual reality feedback device. The device may include a wearable glove having a plurality of piezo-electric devices. Each piezo-electric device may be located on a different portion of the wearable glove and may be configured to provide haptic feedback to a user.
One or more of the following features may be included. In some embodiments, each of the plurality of piezo-electric devices may be configured to simulate a force impulse response of a real world device. The system may include a storage device configured to store at least one of a force response over distance curve or a response over time curve corresponding to a real-world device. The system may also include a graphical user interface configured to allow for reuse of the stored force response over distance curve to mimic a real world haptic interaction in a virtual reality application. The force response over distance curve may be based upon, at least in part, at least one of force response over distance data or force response over time data. The real world device may be a user-selectable device. A plurality of force response over distance curves may be stored and each curve may correspond to a different one of the real world devices. The haptic feedback may be biased or scaled using electromyography. The electromyography data may be obtained from the user and provided as biofeedback. The electromyography data may be received at the wearable device from a wearable biological monitor. The user-selectable device may include one or more of a switch, knob, button, toggle trigger, pushbutton.
In one or more embodiments of the present disclosure, a virtual reality feedback method is provided. The method may include providing a wearable glove and providing haptic feedback to a user via a plurality of piezo-electric devices, wherein each piezo-electric device is located on a different portion of the wearable glove.
One or more of the following features may be included. In some embodiments, the method may include simulating a force impulse response of a real world device using each of the plurality of piezo-electric devices. The method may further include storing at least one of a force response over distance curve or a response over time curve corresponding to a real-world device at a storage device. The method may also include using a graphical user interface configured to allow for reuse of the stored force response over distance curve to mimic a real world haptic interaction in a virtual reality application. The force response over distance curve may be based upon, at least in part, at least one of force response over distance data or force response over time data. The real world device may be a user-selectable device. A plurality of force response over distance curves may be stored and wherein each curve corresponds to a different one of the real world devices. The haptic feedback may be biased or scaled using electromyography. The electromyography data may be obtained from the user and provided as biofeedback.
Additional features and advantages of embodiments of the present disclosure will be set forth in the description which follows, and in part will be apparent from the description, or may be learned by practice of embodiments of the present disclosure. The objectives and other advantages of the embodiments of the present disclosure may be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory and are intended to provide further explanation of embodiments of the invention as claimed.
The present invention is illustrated by way of example, and not limitation, in the figures of the accompanying drawings in which like references indicate similar elements and in which:
Reference will now be made in detail to the embodiments of the present disclosure, examples of which are illustrated in the accompanying drawings. The present disclosure may, however, be embodied in many different forms and should not be construed as being limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the disclosure to those skilled in the art.
As will be appreciated by one skilled in the art, the present disclosure may be embodied as a method, system, or computer program product. Accordingly, the present disclosure may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, the present disclosure may take the form of a computer program product on a computer-usable storage medium having computer-usable program code embodied in the medium.
As used in any embodiment described herein, “circuitry” may include, for example, singly or in any combination, hardwired circuitry, programmable circuitry, state machine circuitry, and/or firmware that stores instructions executed by programmable circuitry. It should be understood at the outset that any of the operations and/or operative components described in any embodiment herein may be implemented in software, firmware, hardwired circuitry and/or any combination thereof.
Any suitable computer usable or computer readable medium may be utilized. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. A computer-usable, or computer-readable, storage medium (including a storage device associated with a computing device or client electronic device) may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples (a non-exhaustive list) of the computer-readable medium may include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device. In the context of this document, a computer-usable, or computer-readable, storage medium may be any tangible medium that can contain, or store a program for use by or in connection with the instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program coded embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations of the present invention may be written in an object oriented programming language such as Java, Smalltalk, C++ or the like. However, the computer program code for carrying out operations of the present invention may also be written in conventional procedural programming languages, such as the “C” programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the latter scenario, the remote computer may be connected to the user's computer through a local area network (LAN) or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider).
The present disclosure is described below with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems) and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and/or block diagrams, and combinations of blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instructions which implement the function/act specified in the flowchart and/or block diagram block or blocks.
The computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
Referring to
The instruction sets and subroutines of virtual reality haptic feedback process 10, which may include one or more software modules, and which may be stored on storage device 16 coupled to server computer 12, may be executed by one or more processors (not shown) and one or more memory modules (not shown) incorporated into server computer 12. Storage device 16 may include but is not limited to: a hard disk drive; a solid state drive, a tape drive; an optical drive; a RAID array; a random access memory (RAM); and a read-only memory (ROM). Storage device 16 may include various types of files and file types.
Server computer 12 may execute a web server application, examples of which may include but are not limited to: Microsoft IIS, Novell Webserver™, or Apache® Webserver, that allows for HTTP (i.e., HyperText Transfer Protocol) access to server computer 12 via network 14 (Webserver is a trademark of Novell Corporation in the United States, other countries, or both; and Apache is a registered trademark of Apache Software Foundation in the United States, other countries, or both). Network 14 may be connected to one or more secondary networks (e.g., network 18), examples of which may include but are not limited to: a local area network; a wide area network; or an intranet, for example.
Server computer 12 may execute an electronic design automation (EDA) application (e.g., EDA application 20), examples of which may include, but are not limited to those available from the assignee of the present application. EDA application 20 may interact with one or more EDA client applications (e.g., EDA client applications 22, 24, 26, 28) for electronic design optimization.
Virtual reality haptic feedback process 10 may be a stand alone application, or may be an applet/application/script that may interact with and/or be executed within EDA application 20. In addition/as an alternative to being a server-side process, virtual reality haptic feedback process 10 may be a client-side process (not shown) that may reside on a client electronic device (described below) and may interact with an EDA client application (e.g., one or more of EDA client applications 22, 24, 26, 28). Further, virtual reality haptic feedback process 10 may be a hybrid server-side/client-side process that may interact with EDA application 20 and an EDA client application (e.g., one or more of client applications 22, 24, 26, 28). As such, virtual reality haptic feedback process 10 may reside, in whole, or in part, on server computer 12 and/or one or more client electronic devices.
The instruction sets and subroutines of EDA application 20, which may be stored on storage device 16 coupled to server computer 12 may be executed by one or more processors (not shown) and one or more memory modules (not shown) incorporated into server computer 12.
The instruction sets and subroutines of EDA client applications 22, 24, 26, 28, which may be stored on storage devices 30, 32, 34, 36 (respectively) coupled to client electronic devices 38, 40, 42, 44 (respectively), may be executed by one or more processors (not shown) and one or more memory modules (not shown) incorporated into client electronic devices 38, 40, 42, 44 (respectively). Storage devices 30, 32, 34, 36 may include but are not limited to: hard disk drives; solid state drives, tape drives; optical drives; RAID arrays; random access memories (RAM); read-only memories (ROM), compact flash (CF) storage devices, secure digital (SD) storage devices, and a memory stick storage devices. Examples of client electronic devices 38, 40, 42, 44 may include, but are not limited to, personal computer 38, laptop computer 40, mobile computing device 42 (such as a smart phone, netbook, or the like), notebook computer 44, for example. Using client applications 22, 24, 26, 28, users 46, 48, 50, 52 may access EDA application 20 and may allow users to e.g., utilize virtual reality haptic feedback process 10.
Users 46, 48, 50, 52 may access EDA application 20 directly through the device on which the client application (e.g., client applications 22, 24, 26, 28) is executed, namely client electronic devices 38, 40, 42, 44, for example. Users 46, 48, 50, 52 may access EDA application 20 directly through network 14 or through secondary network 18. Further, server computer 12 (i.e., the computer that executes EDA application 20) may be connected to network 14 through secondary network 18, as illustrated with phantom link line 54.
The various client electronic devices may be directly or indirectly coupled to network 14 (or network 18). For example, personal computer 38 is shown directly coupled to network 14 via a hardwired network connection. Further, notebook computer 44 is shown directly coupled to network 18 via a hardwired network connection. Laptop computer 40 is shown wireles sly coupled to network 14 via wireless communication channel 66 established between laptop computer 40 and wireless access point (i.e., WAP) 68, which is shown directly coupled to network 14. WAP 68 may be, for example, an IEEE 802.11a, 802.11b, 802.11g, Wi-Fi, and/or Bluetooth device that is capable of establishing wireless communication channel 66 between laptop computer 40 and WAP 68. Mobile computing device 42 is shown wirelessly coupled to network 14 via wireless communication channel 70 established between mobile computing device 42 and cellular network/bridge 72, which is shown directly coupled to network 14.
As is known in the art, all of the IEEE 802.11x specifications may use Ethernet protocol and carrier sense multiple access with collision avoidance (i.e., CSMA/CA) for path sharing. The various 802.11x specifications may use phase-shift keying (i.e., PSK) modulation or complementary code keying (i.e., CCK) modulation, for example. As is known in the art, Bluetooth is a telecommunications industry specification that allows e.g., mobile phones, computers, and personal digital assistants to be interconnected using a short-range wireless connection.
Client electronic devices 38, 40, 42, 44 may each execute an operating system, examples of which may include but are not limited to Microsoft Windows, Microsoft Windows CE®, Red Hat Linux, or other suitable operating system. (Windows CE is a registered trademark of Microsoft Corporation in the United States, other countries, or both.).
Referring now to
Referring now to
In some embodiments, virtual reality haptic feedback process 10 may include a real-time haptics mapping engine and toolset for MR/VR training simulations. In some embodiments, a point-of-need delivery service is included that may be used for simulated, high-fidelity, training environments through the use of MR/VR and Haptic surrogates. In some embodiments, a cross-platform, high-performance, high-fidelity, scalable presentation client is included that may be capable of supporting real-time haptics mapping in simulated training environments.
In some embodiments, virtual reality haptic feedback process 10 may include a positional tracking, synthetic proprioception and haptic feedback system. Embodiments included herein may provide for improved 3D simulation training availability and effectiveness, significantly reduced capital costs associated with 3D motion simulation training systems, significantly improved motion tracking for more direct representation of physical interactions, and significant improvement to current state of the art initialization, calibration and setup.
Referring now to
Embodiments included herein are directed towards VR systems and devices such as the glove discussed in further detail below. Embodiments of the VR glove described herein include a mature, robust and modular haptic feedback and finger-level positional tracking system (both hardware and software) that may be integrated with any selected VR or AR system with gaming or simulation (training intent).
In some embodiments, virtual reality haptic feedback process 10 may utilize a paired Inertial Measurement Unit (IMU) and microcontroller unit (MCU) set to perform real time positional tracking. This paired set may allow for custom firmware at the point of detection that includes IMU interface code, filtering and all of the data handling required to complete a functioning positional tracking system.
In some embodiments, the IMU may include a MEMS 10DOF motion sensor that includes a nine axis, gyroscope, accelerometer and compass as well as a thermal sensor used for calibration. The MPU may include a small QFN chipset in a 3×3×1 mm package that incorporates two dies within the chipset one for the gyro and accelerometer and the other for the compass.
In some embodiments, the MCU and IMU may be included on a single printed circuit board (PCB) that is small enough to locate on one segment of each digit of the hand. By design this allows three IMU/MCU sets per digit for a total of 15 per hand. The following diagram (
Following this schema, embodiments included herein have adopted a high resolution skeletal bone structure within our bipedal (human) models which corresponds to the marker placement reference.
As shown in
In some embodiments, the present disclosure may provide continuous calibration through pulse encoded LED illuminator tracking. While the use of MCU/IMU based motion tracking does allow for high speed tracking of points and skeletal system through the use of properly positioned points there are several aspects of the design that are not ideal. The first aspect is the initialization calibration at startup that needs to be done to correlate the IMU points to a skeletal system. Simple “games” have been developed that increase in fidelity and refinement that allow the user to gradually calibrate the system. While this progressive calibration may be effective and works well for most users, it can be time consuming. The second issue with IMU based image trackers is related to drift of the location either through cumulative delta position offset errors such as a floating point rounding or significant digits error, or an error due to external inputs such as drift caused by changing thermals of the chipset itself. In testing the IMU may exhibit this issue after approximately an hour of continuous use. When the drift occurs, re-calibration may be required.
Accordingly, to resolve these two negative aspects of the IMU based motion capture system additional inputs to the system may be used both for correction and real-time recalibration. These typically involve IR emitters at the camera and IR reflective light sources placed strategically on the subject. This requires both high output IR illumination and high speed camera systems, traditionally more than eight imagers to resolve high resolution marker points in a 3D volume.
Referring now to
In some embodiments, the pulse encoding for transmission is a form of open space visible or non-visible (Infrared) communications channel. This combined with both point tracking from the imager as well as the relative 3D space inverse calculations from these observed points allow the calibration to occur in real time. The onboard MCU may pulse an encoded signal that may be observed by the imaging device to determine which sensor the point represents. This can be accomplished quickly using high speed pulsed LED transmission in either visible light spectrum or IR spectrum depending on the desired imaging capture device. The calibration sequence can be periodically fired, or controlled by the host computer to assist in initial calibration. Once the system has determined the identify of an illuminated point a high speed tracking algorithm determines the 3D position an evaluates this against the expected 3D location that is continuously updated as part of the IMU tracking. If a discrepancy between the expected and observed location is found, adjustments can be made to coax the calibration data to a ground truth state, or in extreme cases, the user can be notified that a brief recalibration process may be required.
In some embodiments, the Inter-Integrated Circuit (I2C) protocol may be employed to connect many physically separated sensors. An addressing problem surfaces when several identical sensors may be connected on the same I2C bus. Sensors that have I2C interfaces typically have only one or two addresses. For example, the Invensense MPU-9250 Motion Tracking Device includes approximately sixteen MPU-9250 devices are needed to instrument a hand for virtual reality interfacing. However, the MPU-9250 only has two possible addresses. The MPU-9250 also has a Serial Peripheral Interface (SPI) capability. Using this interface, however, adds the complexity of requiring a separate chip select line for each sensor.
Accordingly, a solution for using many sensors on a single I2C network is to incorporate a microcontroller interface as shown in
In some embodiments, dynamically assigning I2C addresses in larger networks can be achieved by using an additional GPIO line and defining a suitable protocol. In addition to solving the scalability problem this protocol may also be used to enable exception processing, fault recovery, device “hot-swapping”. Devices in accordance with the present disclosure may include a microcontroller including enough hardware resources to dedicate an Inter-Integrated Circuit (I2C) communications module and two General Purpose Input Output (GPIO) pins to implement the protocol. Embodiments included herein use a proprietary virtual reality communications protocol to assign a unique identifier to each device in the network. The architecture is shown in
In some embodiments, the controller may use three signals to control the network. The Serial Data (SDA) and Serial Clock (SCL) are I2C lines that may be connected to each device and in a standard I2C network. The third signal may be a Neighbor Bus (NB) signal that connects to one of the two Neighbor Bus signals on Device 1. The other neighbor bus signal on Device 1 may be connected to one of the neighbor bus signals on Device 2.
In some embodiments, the four states shown in
In some embodiments, the protocol may be implemented in a single master I2C network; therefore, the slave devices cannot initiate I2C communications. Several methods are implemented by which a device can signal an exception. Embodiments included herein may implement the basic exception protocol to request action from the controller. When a device encounters a condition that warrants action from the controller it sends a 1 millisecond pulse on its US_NB. The upstream neighbor detects this pulse and sends a pulse on its US_NB. The pulse may propagate upstream until the controller receives the signal. The only information conveyed in the pulse is that one of the network devices requested servicing. The controller queries each device in priority order to determine which device initiated the exception.
In some embodiments, the basic exception protocol may not detect problems with downstream devices. It only responds to requests from downstream devices. For example, the basic protocol does not detect disabled devices such as physically disconnected or malfunctioning devices. Accordingly, an advanced exception protocol may be implemented to include downstream monitoring. Adding or replacing devices on an active network may be possible if the network implements an advanced exception protocol. When a device that implements the advanced exception protocol enters the Active state, it monitors its DS_NB for a signal and also sends a signal on its US_NB. When a device does not receive the expected signal on its DS_NB it may initiate an exception signal on its US_NB that is propagated to the controller. Different versions of the advanced exception protocol implement neighbor bus signaling that is appropriate for the network.
In some embodiments, this signaling method uses a voltage divider on both the US_NB and the DS_NB of each device as shown in
In some embodiments, several software signals can be implemented in the advanced exception protocol. The simplest is a periodic pulse that a device sends on its US_NB. The upstream neighbor detects the presence/absence of the signal and initiates an exception as required. A device watchdog timer can be implemented to monitor the signal's presence. A pulse width modulated signal may also be used by the advanced exception protocol. As with a pulse, the device monitors the presence/absence of a PWM signal with a specified duty cycle. PWM signals with differing duty cycles can be used to propagate more information than a single pulse can. A unique advanced exception protocol implementation is for a Device to interrupt the normal I2C traffic and communicate directly with the Controller. The Device may interrupt the normal I2C communications by using a GPIO to pull the I2C SCL line LOW. No I2C communication occurs when the clock is held LOW. In this condition the I2C data line is idle and can be used for simplex asynchronous communication.
Embodiments of virtual reality haptic feedback process 10 may include a real-time haptics mapping engine and toolset for MR/VR training simulations. Embodiments may also include a point-of-need delivery service for simulated, high-fidelity, training environments through the use of MR/VR and haptic surrogates. Embodiments may also include a cross-platform, high-performance, high-fidelity, scalable presentation client capable of supporting real-time haptics mapping in simulated training environments. Embodiments may also include a positional tracking, synthetic proprioception and haptic feedback system.
In some embodiments, the teachings of the present disclosure may increase 3D simulation training availability and effectiveness while significantly reducing capital costs associated with 3D motion simulation training systems. Embodiments may also include significantly improved motion tracking for more direct representation of physical interactions and a significant improvement to current state of the art initialization, calibration and setup.
Initial development of haptic feedback involved the use of Eccentric Rotational Mass (ERM) vibration motors as haptics feedback drivers. These drivers are small vibratory devices that produce a strong vibration when an electrical signal is applied to them. While the main benefit of ERM drivers is their low cost and omni-directional feedback, they do have several negative aspects. The first negative aspect is related to the spool up time of the driver itself. Since the vibration may be produced by a physical effect of the rotation mass there is a time delay in the full magnitude felt force of the ERM. This time delay is potentially significant enough in both spin up and spool down time that the haptic feedback may not match the point of perceived “touch” with the VR object. The second negative aspect of the ERM haptic approach is in the variability of force. Variable vibratory force may be produced by varying the voltage input to a simple driver circuit through the use of a pulse width modulation input to a transistor that drives the ERM. This essentially reduces the voltage to the device which in turn reduces the speed of the motor and ultimately the felt or perceived force of the vibration itself. This approach has the negative impact of further delaying the target maximum spin up force of the unit and can introduce non-linearity in the voltage input to vibratory force magnitude response curve that requires additional calibration. Finally due to the physical requirements of the rotating mass, the power consumption (current draw) of these devices, while acceptable isn't ideal for long term battery powered use.
In an effort to avoid these negative aspects of the ERM design approach, alternative devices may be used as drivers for the haptic response. Of these, it was found that piezo electric drivers could be used to impart a felt force and had many positive traits that held specific benefit for this application. The quick response time of the piezo drivers was found to be particularly advantageous. In addition, the piezo driver may be cycled quickly to simulate the vibration produced by the ERM circuit. Finally, commercial piezo drivers can be chosen that provide a deflection in a singular axis and oriented such that they “push” in a direction that mimics a tapping or touching feeling. If oriented around the finger properly, piezo drivers can simulate a touch haptic feedback along any point of the finger which in turn can simulate the flipping of switches or pressing of buttons in a non-traditional (not fingertip) manner. Accordingly, the piezo drivers may be used to simulate a force by providing a displacement whereas the ERMs mimic a force using a vibration. Piezos may also be used to cause a vibration by oscillating the displacement at high speed.
In some embodiments, the piezo electric driver response may be used to simulate the actual force/distance or force/time response curve of different objects. For example, the diagram shown in
In some embodiments, this approach may be applied to any number of devices such as switches, knobs, buttons, toggles, momentary buttons, triggers etc. The example shown in
In addition to the fixed playback of the force over distance playback the velocity vector of the finger motion itself can be used to vary the haptic response. In this case the fingertip velocity vector may be calculated from the positional tracking device and the resulting haptic response may be modified for this relative velocity of the fingertip. This in turn may be used to vary the response curve of a Force/time magnitude that can easily be used to drive to the piezo haptic circuit. Faster fingertip motion may result in keypresses that are replayed more quickly. The method of modification is quite straightforward with the replay speed being a factor of the current fingertip speed in relation to the original capture speed.
Embodiments of virtual reality haptic feedback process 10 may be configured to use Electromyography (EMG) to bias the magnitude of haptic response. Efforts have been made to develop the ability to provide variable vibrational intensity during haptic interactions based on volitional control of the user with biofeedback. Embodiments included herein may be configured to utilize an electrical output measurement device (e.g., an armband) and the EMG feedback from this unit may be fed into the main game engine software. It should be noted that any other form of ECG/EKG type pad, or any system that can measure the electrical output caused by muscle contraction may be used without departing from the scope of the present disclosure. Some or all aspects of the measurement device may be directly interfaced in Unity3D with C# support. Implementation of biofeedback in the form of electromyography or EMG may allow the user to perform normal gestures and may scale the vibrational feedback based on the intensity of the movement. The electrical output measurement device armband provides direct access to eight channels of EMG to measure the magnitude of muscle activity. The muscle activation from specified gestures can be used to control the oscillation frequency of the eccentric rotating mass or for piezo haptic feedback circuits. This provides a mechanism to elicit feedback proportional to the bio-signals which can enhance the overall experience and fidelity of the feedback. The research efforts with the electrical output measurement device armband concern the ability to utilize bio-signals, accelerometer, and positional data to scale the frequency of the vibrotactile sensation. The electrical output measurement device armband may be configured to incorporate Bluetooth technology and lithium ion batteries to maintain an untethered and wireless approach to collect data and facilitate integration with other virtual reality components. These positive features were utilized to develop comprehensive virtual environments that support upper extremity tracking and incorporate biofeedback interaction.
Referring now to
In some embodiments, measured gestures and interactions were utilized to create an EMG threshold simulation. The EMG simulation was designed to respond to user muscle activity. The electrical output measurement device armband was used to track the movement of the upper extremity based on positional data from the accelerometer and IMU. Positional data was utilized in Unity to control a reticle. Participants were required to locate and destroy the target by identifying the respective color-coded target with the appropriate reticle and performing a specific gesture (fist, wave, or tap) to generate desired EMG. Once desired EMG threshold was reached, the reticle released a missile at the target. EMG simulation was designed to support both left and right hand to train multiple hands or engage multiple users. The EMG simulation represents an application that utilizes real-time EMG to provide immersive simulations that can be correlated to muscle activity and implemented in realistic virtual environments like the AH-64. This work represents the initial implementation of biofeedback where digital force application and digital interactions can be utilized to increase the fidelity of the virtual environment with appropriate physics and physiological control.
Some portions of the preceding detailed description have been presented in terms of algorithms and symbolic representations of operations on data bits within a computer memory. These algorithmic descriptions and representations are the tools used by those skilled in the data processing arts to most effectively convey the substance of their work to others skilled in the art. An algorithm is here, and generally, conceived to be a self-consistent sequence of operations leading to a desired result.
The operations are those requiring physical manipulations of physical quantities. Usually, though not necessarily, these quantities take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared, and otherwise manipulated. It has proven convenient at times, principally for reasons of common usage, to refer to these signals as bits, values, elements, symbols, characters, terms, numbers, or the like.
It should be kept in mind, however, that all of these and similar terms are to be associated with the appropriate physical quantities and are merely convenient labels applied to these quantities. Unless specifically stated otherwise as apparent from the above discussion, it is appreciated that throughout the description, discussions utilizing terms such as “processing” or “computing” or “calculating” or “determining” or “displaying” or the like, refer to the action and processes of a computer system, or similar electronic computing device, that manipulates and transforms data represented as physical (electronic) quantities within the computer system's registers and memories into other data similarly represented as physical quantities within the computer system memories or registers or other such information storage, transmission or display devices.
When implemented as an apparatus for performing the operations described herein, the apparatus may be specially constructed for the required purposes, or it may comprise a general-purpose computer selectively activated or reconfigured by a computer program stored in the computer. Such a computer program may be stored in a computer readable storage medium, any type of storage media or device suitable for storing electronic instructions, and each coupled to a computer system bus.
The processes presented herein are not inherently related to any particular computer or other apparatus. Various general-purpose systems may be used with programs in accordance with the teachings herein, or it may prove convenient to construct a more specialized apparatus to perform the operations described.
When implemented in software, the elements of the embodiments of the invention are essentially the program, code segments, or instructions to perform the tasks. The program, code segments, or instructions can be stored in a processor readable medium or storage device that can be read and executed by a processor or other type of computing machine. The processor readable medium may include any storage medium or storage device that can store information in a form readable by a processor or other type of computing machine. The program or code segments may be downloaded via computer networks such as the Internet, Intranet, etc. and stored in the processor readable medium or storage device.
The embodiments of the invention are thus described. While embodiments of the invention have been particularly described, they should not be construed as limited by such embodiments. The embodiments of the invention should be construed according to the claims that follow below.
Claims
1. A wearable virtual reality feedback device comprising:
- a wearable glove; and
- a plurality of piezo-electric devices wherein each piezo-electric device is located on a different portion of the wearable glove and is configured to provide haptic feedback to a user.
2. The wearable virtual reality feedback device of claim 1, wherein each of the plurality of piezo-electric devices is configured to simulate a force impulse response of a real world device.
3. The wearable virtual reality feedback device of claim 1, further comprising a storage device configured to store at least one of a force response over distance curve or a response over time curve corresponding to a real-world device.
4. The wearable virtual reality feedback device of claim 1, further comprising a graphical user interface configured to allow for reuse of the stored force response over distance curve to mimic a real world haptic interaction in a virtual reality application.
5. The wearable virtual reality feedback device of claim 3, wherein the force response over distance curve is based upon, at least in part, at least one of force response over distance data or force response over time data.
6. The wearable virtual reality feedback device of claim 3, wherein the real world device is a user-selectable device.
7. The wearable virtual reality feedback device of claim 6, wherein a plurality of force response over distance curves are stored and wherein each curve corresponds to a different one of the real world devices.
8. The wearable virtual reality feedback device of claim 1, wherein the haptic feedback is biased or scaled using electromyography.
9. The wearable virtual reality feedback device of claim 8, wherein the electromyography data is obtained from the user and provided as biofeedback.
10. The wearable virtual reality feedback device of claim 9, wherein the electromyography data is received at the wearable device from a wearable biological monitor.
11. The wearable virtual reality feedback device of claim 6, wherein the user-selectable device includes one or more of a switch, knob, button, toggle trigger, pushbutton.
12. A virtual reality feedback method comprising:
- providing a wearable glove; and
- providing haptic feedback to a user via a plurality of piezo-electric devices, wherein each piezo-electric device is located on a different portion of the wearable glove.
13. The wearable virtual reality feedback method of claim 12, further comprising:
- simulating a force impulse response of a real world device using each of the plurality of piezo-electric devices.
14. The wearable virtual reality feedback method of claim 12, further comprising:
- storing at least one of a force response over distance curve or a response over time curve corresponding to a real-world device at a storage device.
15. The wearable virtual reality feedback method of claim 12, further comprising:
- using a graphical user interface configured to allow for reuse of the stored force response over distance curve to mimic a real world haptic interaction in a virtual reality application.
16. The wearable virtual reality feedback method of claim 14, wherein the force response over distance curve is based upon, at least in part, at least one of force response over distance data or force response over time data.
17. The wearable virtual reality feedback method of claim 14, wherein the real world device is a user-selectable device.
18. The wearable virtual reality feedback method of claim 17, wherein a plurality of force response over distance curves are stored and wherein each curve corresponds to a different one of the real world devices.
19. The wearable virtual reality feedback method of claim 12, wherein the haptic feedback is biased or scaled using electromyography.
20. The wearable virtual reality feedback method of claim 19, wherein the electromyography data is obtained from the user and provided as biofeedback.
Type: Application
Filed: Mar 21, 2019
Publication Date: Sep 26, 2019
Inventors: Joseph S. Martin (Martinez, GA), Kevin Abbruzzese (Emerson, NJ)
Application Number: 16/360,644