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3 Reviews
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2 of 2 people found the following review helpful:
5.0 out of 5 stars
Feeling Virtual Worlds,
By Ben Delaney "CyberEdge" (Bay Area, CA) - See all my reviews
This review is from: Force and Touch Feedback for Virtual Reality (Hardcover)
One of the most common complaints about virtual world experiences is that the lack of physical sensations in the environment. Visual simulation is nearing photographic quality, and 3D sound is very convincing. But as soon as one touches a virtual object, or picks up a virtual car and tosses it into the next simulation, one has a great sense of incompleteness. "Why", the question is often asked, "can't I feel anything in this great virtual reality?"There is no easy answer to that question, despite the millions of Burdea careful lays the groundwork for his survey of force feedback (resistive impulses, FFB) and tactile feedback (sensations of texture, temperature, etc., TFB) devices and concepts by providing a thorough background in human proprioception. He shares with the reader the fruits of his research: how the various receptors in the skin, muscles, bones and joints interact, how the nervous system perceives and conveys haptic data, reaction times and bandwidths of human response, and much more. He describes studies on the resolution of feeling, the average strength of various parts of the body, and time to fatigue. All in all, one is left with the impression that Interestingly, reading this book made me all the more pessimistic Designing one device, even a hybrid device, to duplicate this range of force is a daunting concept. Furthermore, FFB devices must be grounded. That is, they must have something to push against. A portable FFB device would necessarily be of limited scope. The outlook for TFB devices is much better. Because these devices are not resistive in nature, they can (indeed, should be) small and portable. A glove with an inner surface made of nano-mechanical effectors is conceivable, and could possibly provide realisticsensations of friction, slippage, texture, and other sensations. However, the likelihood of such a device being built in the next few years is slim. Lacking any ideal solution, many experimenters and manufacturers, Were I giving a course in haptic simulation, this would be my text of choice. I recommend it without reservation to anyone considering adding haptic feedback to a simulation. If you haven't covered this material, you would need a lot of time to catch up. Luckily, Burdea has done it for us. --- This review first appeared in CyberEdge Journal, October 1996. © CyberEdge Information Services, Inc. 1996
2 of 2 people found the following review helpful:
5.0 out of 5 stars
A reference book for VR haptic technology,
By "g_vr" (Hawthorne, NY) - See all my reviews
This review is from: Force and Touch Feedback for Virtual Reality (Hardcover)
This a great textbook on this new human-computer interface technology. The book is destined to become a classic of this field due to its in-depth, comprehensive treatment of the haptic technology. It was no suprise to me to see it is cited in many technical articles. The book present not only technical data (actuators, force and touch feedback devices) but also the basic information related to human haptic sensing. In addition, the book complete its review of haptic systems with a chapter on human factors, which contains a collection of interesting experiments attesting the potential of this new technology. Unfortunately haptics is still in its infancy which makes it difficult to speculate on its future (as concluded in the last chapter). In short the book will give you a good understanding of this new technology, being also a very good reference compendium.
1 of 3 people found the following review helpful:
2.0 out of 5 stars
Terse & uninsightful, but lots pictures & a few good links,
By A Customer
This review is from: Force and Touch Feedback for Virtual Reality (Hardcover)
There are two main good points to this book: 1) there are many citations (references), not only to articles but to companies mentioned; 2) tons of photos, though many I found insufficiently captioned (ie, only a person who's seen the device would understand it from the picture and text). Good explanation of basic haptic & VR concepts.The main bad points are: either too terse or too superficial, no real insight, pedantic. The two halves of the book were quite different. The second half of the book is more interesting, but first things first: Basically, the first half of the book is a compilation of technical information on existing haptic devices and haptic software for VR applications. It's basically regurgitation of data, very terse, factual, and boring. No analysis or insight. More a reference. Loaded with truisms like (paraphrasing) "This device requires more force to activate, so it's found to increase fatigue quicker and potential for injury". Duh! Second half of the book deals with applications: physical modelling (surface deformation, ...), human factors (how haptics affect tasks, ...), medical, etc. Short chapter on future trends, which again I found unenlightening. But there were a few good discussions here and there, about collision detection and the like, but I found they were few and far between. In conclusion, what I mostly got out of this book were a few references to look up for further reading, an idea of the vaste array of technologies used in haptics, some pictures of real haptic devices, and an indigestion of technical facts. I got some insight into certain issues in collision detection, and some feeling for how limited and simplistic the field of VR haptics still is. I would have liked to see more of a debate on whether certain applications were even sensible, how much computing power is required for certain tasks, etc. Not easy questions to answer, but why bother write a book with only stuff most people could figure out on their own? |
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Force and Touch Feedback for Virtual Reality by Grigore C. Burdea (Hardcover - August 3, 1996)
Used & New from: $74.00
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