Improved Haptic Feedback Realism using a Multimodal Haptic Interface and Model N.G.Tsagarakis, Y. Sarakoglou, and Darwin G.Caldwell Dept. of Electronic and Electrical Eng., Telford Building, University of Salford, Manchester,M5 4WT, UK Tel: +44-(0)161-2954010 Email: n.tsagarakis@salford.ac.uk Abstract - In the real world people can interact with real objects and be able to identify them by using the haptic information that the objects transmit. This implies that, virtual objects should also have haptic features such as stiffness, friction, texture and temperature just as the real objects do. Vital requirements for producing multimodal realistic haptic cues are the ability to co-ordinate kinaesthetic and cutaneous cues within the virtual environments as well as the existence of interfaces capable of generating a wide range of sensations and the modelling of these sensations. Most of the existing haptic systems have limited capacity to generate multimodal feedback and are more dedicated to simulating some aspects of the human touch sensations. In this work the rendering of these multimodal cues is performed using an integrated multimodal haptic interface. The hardware components of the multimodal haptic interface, employing a full arm exoskeleton kinaesthetic device, a finger grasping force feedback exoskeleton and a wireless input/cutaneous feedback glove interface are presented. I. INTRODUCTION Advances in VR and telepresence have highlighted the need for ever more effective human-computer interfaces and this has produced astonishing improvements in the capacity to produce compelling visual and audio effects. However, as this ability to view this virtual world has improved it becomes increasingly clear that the capacity for physical interaction forms a vital thread in moving to the next level of virtual communication. The ability to physically interact with virtual objects as well as observing them forms the key advancement offered by Haptic (touch/force) technology and the lack of effective input/feedback system has been identified as a key gap area in the generic technology for the exploitation of VR/telepresence. This has led to research activity in all aspects of input and feedback technology related to cutaneous/tactile (skin based sensation) and kinaesthetic/force (deeper muscle and joint based sensation) modelling and reflection [Linderman et al., 1999]. With the core field of haptics there is a number of key technologies that have sought to address different aspects of the overall haptic need from the finger tips to the large motions of the arm. Among the most important hand motion sensing systems are the VLP DataGlove [Zimmerman and Lanier, 1987], the original hand tracking system based on detection of finger movements using a fibre-optic system, and more recently the CyberGlove [Virtex Co., 1999] a strain gauge based system, which also has additional cutaneous tactile feedback (vibration) functionality. Unfortunately, most of the high quality data glove systems still have only limited cutaneous capacity, lack true portability and flexibility and costs are often prohibitively high. Nonetheless the ability to track finger motions is now achieving a level were accurate monitoring is becoming increasingly reliable. Systems aimed at simulating some aspects of the human tactile (skin) sensing have also been produced including: Air jet or bladder displays, piezoelectric disks, micro-pin, arrays, voice coil displays, electrotactile [Shimoga., 1993][Kaczmarec et al., 1991][Kontarinis and Howe 1993][Hasser and Weisenberger, 1993][ Kammermeier, 2002] and thermal displays [Benali-Khoudja 2003]. Depending on the actuation technology used these tactile feedback systems can simulate limited aspects of human cutaneous/tactile sensation. However, most of them are relatively or very bulky, heavy desk mounted displays, which cannot move freely with the operator’s hand and explore the environment in a natural and realistic manner. Further they are unable to provide the truly generic cutaneous feedback needed to create a haptic illusion that is compelling under a wide range of applications since each device can only simulate specific and relatively limited sensations. Devices to measure and feedback forces derived from the motion of the upper limbs, hand or arm form another discrete area of development with a number of force feedback devices having been designed and tested. Generally these are classified as desk-top/joysticks [Burdea, 1996] and arm/hand masters/exoskeletons systems depending on the mounting structure. Considering in particular arm exoskeleton systems, these devices have some important advantages compared to the .....