Wheelchair simulator

Umeå universitet

"Implementing force feedback on a wheelchair"


Background

All human-computer interaction is enabled and thus also limited by the interfaces. The computer does not understand human signals and the human does not understand computer signals. The most common input interfaces are keyboard and mouse, the most common output interface is the monitor. The experience of the interaction with the computer has to go through these devices. Much of the experience is limited by the interfaces, in the real world you don't have separated "interfaces". In the real world you don't navigate with your body and get only visual feedback, you use all senses when you interact with the world. When moving around you normally use three of them (sight, hearing and touch). Example: If you walk into a wall the major experience you can feel that the wall contact you in the face, torso and so on, the minor experiences are that your eyes has to focus on a object close, the sounds echos in a special way (taste and smell is often not involved).
In VR (Virtual Reality) there are other navigating devices such as, wand, tracking devices (tracks sensors which are wearable), wheelchairs. Wheelchairs and trackers are more intiutive then wands, but are more expensive, they are also more limited to each device natural behavour (try to imagine navigate a aeroplane using a wheelchair).
The disadvantages with tracking and wheelchairs is that if you exeeds the limits of the virtual world you can't get any feedback other then visual, and this could get very confusing.
The advantages with a wheelchair is that it has a real world existance, many users have tried it before, no disturbing cables, very intuitive to navigate.


Haptic devices.

Haptic devices differs from the normal input devices, they are two-way communication devices, you give an input signal and get an output signal from the same device.
When using haptic devices the exceeding limit advantages mentioned above can be eliminated, which when simulating the real world will strongly extend the experience of the presence and make the interaction easier for both the novice and experienced.
The haptic device presents the limit in some way, often by preventing the interacting device from advance any further.


Wheelchair navigation

Navigating with a wheelchair in a simulated world is very intuitive even without feedback from the wheelchair, when sitting in a wheelchair you can only control your movement by rotating the two steering wheels. Sitting in a wheelchair you have a "frame" around you, when you collide with a wall(with a not to high velocity) your body will remain in the wheelchair and the only thing you feel is the wheelchair shaking and you can't move the wheels any further in that direction. This restricted feedback is an ideal situation when used as a interface to control computer generated enviroments, when you sit in a wheelchair you will automaticly expect limited feedback.

Wheelchair haptics

The feedback you can get from a wheelchair when moving around is:
The steering wheels can accelerate and deaccelerate, eg. you need to use more or less force to make the wheel rotate in desired velocity. The wheel rotation feedback is the major feedback for fine grained motion control, it is also adds experience of the velocity.
Vibrations & impulses transplanted through the seat. This is the major feeback for coarse motion feedback, like collisions.
These two parts are clearly distinguished from each other, and the second part can be solved by using already existing motionplatforms.

This project implements the first part, simulating the steering wheels rotation. When moving slowly against the wall, you can feel a little bump, but after that the only feedback is that you can't rotate the wheel anymore in that direction.
The components involved for the haptic feedback are:

  • MTS SFD-230 servomotor controller
  • MTS servomotor S561D130R000
  • Computer with rs-232 interface.
  • osgVortex


 
 

 
Navigate at www.umu.se

 



Umeå University
VRlab

 

Linje
VRlab
Umeå University
The information on this page was checked 2003-04-28
Responsible for this page: Kenneth Bodin
 
Address:
VRlab, Umeå university
SE-901 87 Umeå, Sweden
Phone: +46 (0)90-786 96 55
Fax: +46 (0)90-786 61 26
E-mail: vrlab@umu.se