Engineering
as it finds its wide range of application in every field not an exception even
the medical field. One of the technologies which aid the surgeons to perform
even the most complicated surgeries successfully is Virtual Reality.
Even
though virtual reality is employed to carry out operations the surgeon’s
attention is one of the most important parameter. If he commits any mistakes it
may lead to a dangerous end. So, one may think of a technology that reduces the
burdens of a surgeon by providing an efficient interaction to the surgeon than
VR. Now our dream came to reality by means of a technology called “HAPTIC TECHNOLOGY”.
Haptic
is the “science of applying tactile sensation to human interaction with
computers”.
In our paper we
have discussed the basic concepts behind haptic along with the haptic devices
and how these devices are interacted to produce sense of touch and force
feedback mechanisms. Also the implementation of this mechanism by means of
haptic rendering and contact detection were discussed.
We
mainly focus on ‘Application of Haptic Technology in Surgical Simulation and
Medical Training’. Further we explained the storage and retrieval of haptic
data while working with haptic devices. Also the necessity of haptic data
compression is illustrated.
Introduction:
Haptic,
is the term derived from the Greek word, haptesthai, which means ‘to
touch’. Haptic is defined as the “science of applying tactile sensation
to human interaction with computers”.
It enables a manual interaction with real, virtual and remote
environment. Haptic permits users to sense (“feel”) and manipulate
three-dimensional virtual objects with respect to such features as shape,
weight, surface textures, and temperature.
A
Haptic Device is one that involves physical contact between the computer
and the user. By using
Haptic devices, the user can not only feed information to the computer but can
receive information from the computer in the form of a felt sensation on some
part of the body. This is referred to as a Haptic interface.
In
our paper we explain the basic concepts of ‘Haptic Technology and its
Application in Surgical Simulation and Medical Training’.
Haptic Devices:
Force
feedback is the area of haptics that deals with devices that
interact with the muscles and tendons that give the human a sensation of a
force being applied—hardware and software that stimulates humans’ sense of
touch and feel through tactile vibrations or force feedback.
These
devices mainly consist of robotic manipulators that push back against a user
with the forces that correspond to the environment that the virtual effector’s
is in. Tactile feedback makes use of
devices that interact with the nerve endings in the skin to indicate heat,
pressure, and texture. These devices
typically have been used to indicate whether or not the user is in contact with
a virtual object. Other tactile feedback
devices have been used to stimulate the texture of a virtual object.
PHANToM:
A small robot arm with three revolute joints each
connected to a computer-controlled electric DC motor. The tip of the device is
attached to a stylus that is held by the user. By sending appropriate voltages
to the motors, it is possible to exert up to 1.5 pounds of force at the tip of
the stylus, in any direction. The
PHANTOM interface from Sensible Technologies was one of the first haptic
systems to be sold commercially. Its success lies in its simplicity. Instead of
trying to display information from many different points, this haptic device
simulates touching at a single point of contact. It achieves this through a
stylus which is connected to a lamp-like arm. Three small motors give force
feedback to the user by exerting pressure on the stylus. So, a user can feel
the elasticity of a virtual balloon or the solidity of a brick wall. He or she
can also feel texture, temperature and weight.
CYBER GRASP:
The CyberGlove is a lightweight glove with flexible
sensors that accurately measure the position and movement of the fingers and
wrist. The CyberGrasp, from Immersion Corporation, is an exoskeleton device
that fits over a 22 DOF CyberGlove, providing force feedback. The CyberGrasp is
used in conjunction with a position tracker to measure the position and
orientation of the fore arm in three-dimensional space.
The Cyber Grasp system,
another commercially available haptic interface from Immersion Corporation,
takes a different approach. This device fits over the user's entire hand like
an exoskeleton and adds resistive force feedback to
each finger. Five actuators produce the forces, which are transmitted along
tendons that connect the fingertips to the exoskeleton. With the Cyber Grasp
system, users are able to feel the size and shape of virtual objects that only
exist in a computer-generated world. To make sure a user's fingers don't
penetrate or crush a virtual solid object, the actuators can be individually
programmed to match the object's physical properties.
Haptics Continuum:
As a field of
study, haptics has closely paralleled the rise and evolution of automation.
Before the industrial revolution, scientists focused on how living things
experienced touch. Biologists learned that even simple organisms, such as jellyfish and worms, possessed sophisticated touch responses.
In the early part of the 20th century, psychologists and medical researchers
actively studied how humans experience touch. Appropriately so, this branch of
science became known as human haptics, and it revealed that the human
hand, the primary structure associated with the sense of touch, was
extraordinarily complex.
With 27 bones and 40 muscles, including muscles
located in the forearm, the hand offers tremendous dexterity. Scientists
quantify this dexterity using a concept known as degrees of freedom. A
degree of freedom is movement afforded by a single joint. Because the human
hand contains 22 joints, it allows movement with 22 degrees of freedom. The
skin covering the hand is also rich with receptors and nerves, components of
the nervous system that communicate touch sensations to the brain and spinal cord.
Haptic Rendering:
It is a process of applying
forces to the user through a force-feedback device. Using haptic rendering, we
can enable a user to touch, feel and manipulate virtual objects. Enhance a
user’s experience in virtual environment. Haptic rendering is process of
displaying synthetically generated 2D/3D haptic stimuli to the user. The
haptic interface acts as a two-port system terminated on one side by the human
operator and on the other side by the virtual environment.
Contact
Detection:
A fundamental problem in
haptics is to detect contact between the virtual objects and the haptic device
(a PHANToM, a glove, etc.). Once this contact is reliably detected, a force
corresponding to the interaction physics is generated and rendered using the
probe. This process usually runs in a tight servo loop within a haptic
rendering system.
Another
technique for contact detection is to generate the surface contact point
(SCP), which is the closest point on the surface to the actual tip of the
probe. The force generation can then happen as though the probe were physically
at this location rather than within the object. Existing methods in the
literature generate the SCP by using the notion of a god-object, which forces
the SCP to lie on the surface of the virtual object.
Application
of Haptic technology Haptic
Technology as it finds it wide range of Applications some among them were
mentioned below:
1.
Surgical simulation & Medical training.
2.
Physical rehabilitation.
3.
Training and education.
4.
Museum display.
5.
Painting, sculpting and CAD
6.
Scientific Visualization.
7.
Military application.
8.
Entertainment.
The role of Haptic Technology in“Surgical Simulation
and Medical Training” is discussed
in detail below.
Surgical simulation and medical training:
Haptic is usually classified as:-
Human haptics: human touch perception and
manipulation.
Machine haptics: concerned with robot arms and hands.
Computer haptics: concerned with computer mediated.
A primary application area for haptics has been in
surgical simulation and medical training. Haptic rendering algorithms detect
collisions between surgical instruments and virtual organs and render
organ-force responses to users through haptic interface devices. For the
purpose of haptic rendering, we’ve conceptually divided minimally invasive
surgical tools into two generic groups based on their functions.
1. Long, thin, straight
probes for palpating or puncturing the tissue and for injection (puncture
and injection needles and palpation probes)
2. Articulated tools for pulling, clamping,
gripping, and cutting soft tissues (such as biopsy and punch forceps, hook
scissors, and grasping forceps).
A 3D computer model of an
instrument from each group (a probe from the first group and a forceps from the
second) and their behavior in a virtual environment is shown. During real-time
simulations, the 3D surface models of the probe and forceps is used to provide
the user with realistic visual cues. For the purposes of haptic rendering of
tool–tissue interactions, a ray-based rendering, in which the probe and forceps
are modeled as connected line segments. ‘Modeling haptic interactions between a
probe and objects using this line-object collision detection and response has
several advantages over existing point based techniques, in which only the tip
point of a haptic device is considered for touch interactions’.
·
Users feel torques if a proper haptic device is
used. For example, the user can feel the coupling moments generated by the
contact forces at the instrument tip and forces at the trocar pivot point.
·
Users can detect side collisions between the
simulated tool and 3D models of organs.
·
Users can feel multiple layers of tissue if the
ray representing the simulated surgical probe is virtually extended to detect
collisions with an organ’s internal layers. This is especially useful because
soft tissues are typically layered, each layer has different material
properties, and the forces/torques reflected to the user depends on the
laparoscopic tool’s orientation.
·
Users can touch and feel multiple objects
simultaneously. Because laparoscopic instruments are typically long slender
structures and interact with multiple objects (organs, blood vessels,
surrounding tissue, and so on) during a MIS (Minimally Invasive Surgery),
ray-based rendering provides a more natural way than a purely point-based
rendering of tool-tissue interactions. To simulate haptic interactions between
surgical material held by a laparoscopic tool (for example, a catheter, needle,
or suture) and a deformable body (such as an organ or vessel), a combination of
point- and ray-based haptic rendering methods are used.
In case of a catheter insertion
task shown above, the surgical tools using line segments and the catheter using
a set of points uniformly distributed along the catheter’s center line and
connected with springs and dampers. Using our point based haptic rendering
method; the collisions between the flexible catheter and the inner surface of a
flexible vessel are detected to compute interaction forces.
The concept of distributed
particles can be used in haptic rendering of organ–organ interactions (whereas a single point is insufficient for
simulating organ–organ interactions, a group of points, distributed around the contact region, can be used) and
other minimally invasive procedures, such as bronchoscope and colonoscopy,
involving the insertion of a flexible material into a tubular body .
Deformable
objects:
One of the most important components of computer
based surgical simulation and training systems is the development of realistic
organ-force models. A good organ-force model must reflect stable forces to a
user, display smooth deformations, handle various boundary conditions and
constraints, and show physics-based realistic behavior in real time. Although
the computer graphics community has developed sophisticated models for
real-time simulation of deformable objects, integrating tissue properties into
these models has been difficult. Developing real-time and realistic organ-force
models is challenging because of viscoelasticity, anisotropy, nonlinearity,
rate, and time dependence in material properties of organs. In addition, soft
organ tissues are layered and nonhomogeneous.
Tool–tissue interactions
generate dynamical effects and cause nonlinear contact interactions of one
organ with the others, which are quite difficult to simulate in real time. Furthermore, simulating surgical
operations such as cutting and coagulation requires frequently updating the
organ geometric database and can cause force singularities in the physics-based
model at the boundaries. There are currently two main approaches for developing
force-reflecting organ models:
1. Particle-based
methods.
2. Finite-element methods (FEM).
In particle-based models, an
organ’s nodes are connected to each other with springs and dampers. Each node
(or particle) is represented by its own position, velocity, and
acceleration and moves under the influence of forces applied by the surgical
instrument.
In finite-element modeling, the geometric model of an
organ is divided into surface or volumetric elements, properties of each
element are formulated, and the elements are assembled together to compute the
deformation states of the organ for the forces applied by the surgical
instruments.
Capture,
Storage, and Retrieval of Haptic Data:
The newest area in haptic is
the search for optimal methods for the description, storage, and retrieval of
moving-sensor data of the type generated by haptic devices. This
techniques captures the
hand or finger movement of an expert performing a skilled movement and “play it
back,” so that a novice can retrace the expert’s path, with realistic touch
sensation; The INSITE system is capable of providing instantaneous comparison
of two users with respect to duration, speed,
acceleration, and thumb and finger forces.
Techniques
for recording and playing back raw haptic data have been developed for the
PHANToM and CyberGrasp. Captured data include movement in three dimensions,
orientation, and force (contact between the probe and objects in the virtual
environment).
Issues in the usage of Haptics Technology
In the last 15
years or so in Web environment, we moved from static web pages to dynamic web
pages and then to Database driven web pages. With the arrival of Haptics
Technology, all this will end. The
servers would automatically talk to each other with the automated programs that
are wholly dependent upon the state of the system. Various technical and social
issues would crop up when Haptics is put to widespread usage in near future.
ü
Hard Real time Operating Systems would be needed.
ü
Backward integration software would be required.
ü
Network delay compensation in tele-haptic
applications
ü
Social changes will also be major issue.
However, after
this technology gains ground and is applied, this will usher in a new world
order in which a lot of logical things
would happen with the use of technical equipments.
Collaborative
Hapto Virtual Environments would open new ways for human interaction,
collaboration and learning. Thus, many miracles can be expected with the use of
this technology in near future.
Applications of haptics Technology
Gaming is one of
the first applications of haptics that is being realized. Many video games
controllers such as force-feedback steering wheels and joystick already contain
simple Haptics device to enable virtual rally drivers and pilots to feel the
bumps of artificial roads or the rumble of machine guns.
The medical
arena is the other popular area for applying the Haptics systems in making
virtual, keyhole surgery and needle insertion simulators that provide a
realistic pop as the needle enters the virtual vein.
Mobile phones of
future would employ Haptics for recreating touch and texture through artificial
stimuli. While the aviation industry, which is already using flight simulators
to train their commercial pilots before handling actual aeroplanes with real
passengers, can use the technology to make these trainings more worthwhile and
useful.
Some of the other important
application areas of Haptics are:
ü
Databases
ü
Networking
ü
Graphics
ü
Tele-collaboration
ü
E-commerce, etc
As the trend in
processor power has been showing an upward swing, haptics technology will also
receive a big boost in near future. Concisely speaking, the Haptics systems are
going to provide:
ü
Sensing and manipulating objects
ü
A feel of being in control remotely
ü
Computer generated reality
ü
A new level of fidelity & convenience
ü
Means of exploring the new world of haptic
interaction
ü
Convenience in GUI, gaming and training.
Haptic Data Compression:
Haptic data compression and
evaluation of the perceptual impact of lossy compression of haptic data are
further examples of uncharted waters in haptics research.
Data about
the user's interaction with objects in the virtual environment must be
continually refreshed if they are manipulated or deformed by user input. If
data are too bulky relative to available bandwidth and the coding of an
arbitrary trajectory in three-dimensional space. computational resources, there
will be improper registration between what the user sees on screen and what he
“feels.”
On analyzing data obtained
experimentally from the PHANToM and the CyberGrasp, exploring compression
techniques, starting with simple approaches (similar to those used in speech
coding) and continuing with methods that are more specific to the haptic data.
One of two lossy methods to compress the data may be employed:
One approach is to use a lower
sampling rate; the other is to note small changes during movement. For example,
for certain grasp motions not all of the fingers are involved.
Further, during the approaching
and departing phase tracker data may be more useful than the CyberGrasp data.
Vector coding may prove to be more appropriate to encode the time evolution of
a multi-featured set of data such as that provided by the CyberGrasp. For cases
where the user employs the haptic device to manipulate a static object,
compression techniques that rely on knowledge of the object may be more useful
than
CONCLUSION:
We finally conclude that Haptic
Technology is the only solution, which provides high range of interaction that
cannot be provided by BMI or virtual reality. Whatever the technology we can
employ, touch access is important till now. But, haptic technology has totally
changed this trend. We are sure that this technology will make the future world
as a sensible one.
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