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Research Papers

A Control-Oriented Framework for Direct Impulse-Based Rendering of Haptic Contacts

[+] Author and Article Information
Arash Mohtat

Department of Mechanical Engineering,
Centre for Intelligent Machines,
McGill University,
Montreal, QC H3A 0C3, Canada
e-mail: amohtat@cim.mcgill.ca

Colin Gallacher

Department of Mechanical Engineering,
Centre for Intelligent Machines,
McGill University,
Montreal, QC H3A 0C3, Canada
e-mail: crgallac@cim.mcgill.ca

József Kövecses

Department of Mechanical Engineering,
Centre for Intelligent Machines,
McGill University,
Montreal, QC H3A 0C3, Canada
e-mail: jozsef.kovecses@mcgill.ca

Contributed by the Dynamic Systems Division of ASME for publication in the JOURNAL OF DYNAMIC SYSTEMS, MEASUREMENT, AND CONTROL. Manuscript received August 15, 2016; final manuscript received August 13, 2017; published online November 8, 2017. Assoc. Editor: Evangelos Papadopoulos.

J. Dyn. Sys., Meas., Control 140(3), 031002 (Nov 08, 2017) (10 pages) Paper No: DS-16-1398; doi: 10.1115/1.4037733 History: Received August 15, 2016; Revised August 13, 2017

In many haptic applications, producing a sharp feeling of impact is crucial for high-fidelity force feedback rendering of virtual objects (VOs). Although suitable for rendering collision-rich haptic interactions, impulse-based methods are rarely used in a pure form. Instead, they are combined with penalty-based elements in different forms such as virtual couplings (VCs) and hybridization. In this paper, we first propose the direct impulse-based paradigm for rendering haptic contacts using a new sampled-data interpretation of the impact problem. Then, we cast this interpretation into a systematic framework entitled the generalized contact controller (GCC). This enables us to implement different contact rendering methods as controllers and to improve them by appropriating a wide array of analysis and design tools developed in the control field. We specifically show how to apply position and velocity corrections to the purely impulse-based contact controller for enhancing its energy and sustained contact characteristics, and how to add an anti-windup compensator (AWC) for meeting actuation limits. These propositions are validated via simulation and experiments, as well as via human perception studies. Results show the promising aspects of the proposed impulse-based methods for generating a sharper unfiltered feeling of rigid-body contacts even at low sampling rates.

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Figures

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Fig. 1

Direct versus indirect rendering: (a) The device receives the impulsive force directly when it contacts the VO and (b) the impulse developed between the VO and the virtual tool mass is indirectly fed to the device via the VC

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Fig. 2

Implementation of the impact problem: (a) for virtual collisions in discrete time and (b) for haptic collisions in sampled-data settings

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Fig. 3

Virtual versus physical contacts for the elastic bouncing balls simulation: the virtual collisions exhibit a steady behavior with a constant error in kinetic energy and penetration

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Fig. 4

Haptic versus physical contacts for the elastic racket-ball simulation: the haptic collisions exhibit a dissipative behavior with a decaying total kinetic energy and a growing penetration drift

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Fig. 5

Sequence of forces rendered due to the haptic collisions for the elastic racket-ball simulation

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Fig. 6

The interconnection of the EICC with the human-device system and the VE integrator wE

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Fig. 7

Simulation of the racket-ball (εdes = 1 at 100 Hz) using a position-enhanced (10) versus a position and velocity-EICC (11)

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Fig. 8

Simulation of the racket-ball (εdes = 0.5 at 100 Hz) using the EICC (11) versus a BICC (8): (a) rendered force and (b) penetration coordinate

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Fig. 9

Simulation of the racket-ball (εdes = 1 and fmax = 5 N at 100 Hz) using the BICC (8) + the AWC (12) with k1 = 1 and the EICC (11) + the AWC (12) with k1 = 1 and k1 = 1.11, i.e., with simple and modified impulse distribution. (a) Rendered force and (b) penetration coordinate p = xD − xE. Note that a negative p means the ball and racket are apart, while a positive p shows interpenetration. Hence, “EICC + AWC (k1 = 1)” settles to resting contact with microcollisions, which should not be reached at εdes = 1, while “EICC + AWC(k1 = 1.11)” increases slightly the interpenetration but preserves a steady amount of the ball bouncing on the racket.

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Fig. 10

(a) Generic structure of an AWC [29] and (b) our proposed AWC for impulse distribution

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Fig. 11

(a) The two degrees-of-freedom (2DOF) haptic device and (b) the racket-ball experiment

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Fig. 12

Experimental results for a sequence of elastic collisions rendered via the EICC (11) versus an ε-tuned impulse controller [15] at 50 Hz

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Fig. 13

Experimental results for a sequence of inelastic collisions settling to sustained contact rendered via the EICC (11) versus the HCC [15] at 50 Hz

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Fig. 14

Screenshot of the GUI for the experimental study, showing the animation on the left, and the controls and questionnaire on the right

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Fig. 15

Experimental data and predicted trends for the perception quality ratings (1-“poor” to 7-“excellent”) given by the participants to the PCC and the EICC across different sampling rates

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