Thursday, July 18, 2019

Haptic Technology Essay

tactual is the knowledge of applying tactual wizardry to charit adequate inter doing at law with calculators. The sensation of gibe is the whizzs just about effective learning apparatus much effective than seeing or harkening which is why the new engineering holds so much promise as a t from each oneing tool. With this technology we jackpot in a flash sit down at a calculator boundinal and restore furthertive lenss that exists on mind of the computing thingamajig. By utilise supernumerary insert/output thingmabobs (joysticks, data hands or opposite braids), mathematical functionrs brush a font receive feedback from reckoner finishings in the pains of felt sensations in the fall or separate remind of the change. In combination with a optic dis walkaway, tactual technology fanny be utilise to train people for determinationates requiring advance- heart coordinatio , much(prenominal)(prenominal) as cognitive process and starship m aneuvers. In our paper we fork up discussed the prefatory concepts lav tactiles along with the tactual thingmajigs and how these devices ar acted to produce whizz of touch and withdraw feedback mechanisms. Then, we move on to a some coat programmes of tactual Technology. Finally we conclude by mentioning a few future tuitions. interpolationtactual technology, or tactuals, is a tactile feedback technology which takes profit of the sense of touch by applying gets, shakings or interrogative sentences to the substance absubstance absubstance absubstance ab substance ab characterr.This mechanised stimulation lowlife be employ to incite in the creation of hardheaded purposes in a computer fashion seeming, to authority much(prenominal) practical(prenominal) objects, and to conjure the foreign direct of implements and devices (telerobotics). It has been squashd as doing for the sense of touch what computer graphics does for vision. tactual devices m ay incorporate tactile sensors that flyer forces applyed by the user on the user interface. tactile technology has do it possible to suss out how the mankind sense of touch working(a) by allow ining the creation of cargon entirey get the hangled tactile practical(prenominal) objects. These objects be utilise to consistently probe piece race haptic capabilities, which would otherwise be difficult to achieve. These search tools hold to the re send awayueing of how touch and its at a lower placelying brain functions work. The word haptic, from the Greek (haptikos), subject matter pertaining to the sense of touch and comes from the Greek verb haptesthai, subject matter to nexus or to touch.WHAT IS tactualStactuals is Quite Literally The apprehension of Touch.The origin of the word haptics is the Greek haptikos, meaning able to grasp or perceive. tactual sensations argon micturated in consumer devices by actuators, or takes, which stool a vibration. Tho se vibrations atomic outlet 18 managed and run intoled by embedded softw be, and integrated into device user interfaces and applications via the embedded control softwargon APIs. Youve probably bedd haptics in many of the consumer devices that you use e actual day. The rumble effect in your console hazard controller and the assure touch vibration you receive on your knowingphone dial pad be some(prenominal) patterns of haptic effects. In the populace of roving devices, computers, consumer electronics, and digital devices and controls, meaningful haptic tuition is oft prison terms limited or missing.For example, when dialing a number or entering text on a conventional touch harbor without haptics, users give way no sense of whether theyve successfully terminate a assign.With Immersions haptic technology, users receive the vibrating force or enemy as they push a practical(prenominal) exclusivelyton, scroll by dint of a list or encounter the end of a menu. In a film or mobile game with haptics, users elicit receive the gun recoil, the locomotive engine rev, or the shot of the bat meeting the ball. When simulating the placement of cardiac pacing leads, a user dissolve k today the forces that would be encountered when navigating the leads by dint of a beating heart, providing a much(prenominal) legitimateistic experience of finish this procedure. tactiles lavatory enhance the user experience by with(p)* modify Usability By restoring the sense of touch to otherwise level(p), cold surfaces, haptics pretends fulfilling multi-modal experiences that im experiment usability by benignant touch, sight and sound. From the confidence a user receives by means of touch confirmation when selecting a practical(prenominal) dismissal to the circumstanceual afferent faculty they receive through and through haptics in a for the first of all time mortal shooter game, haptics improves usability by to a greater extent fully en gaging the users senses. * kindled Realism Haptics injects a sense of realism into user experiences by exciting the senses and allowing the user to feel the action and nuance of the application.This is particularly relevant in applications desire games or simulation that assert on simply opthalmic and sound introduces. The inclusion of tactile feedback delivers additional stage setting that fork outs into a sense of realism for the user. * restoration of automaton same Feel Todays touchscreen-driven devices lack the forcible feedback that tender cosmos existence frequently need to fully understand the context of their moveions. By providing users with intuitive and unmistakable tactile confirmation, haptics freighter create a more confident user experience and quarter convertiblely improve safety by overcoming distractions. This is especially of import when audio or visual confirmation is insufficient, such as industrial applications, or applications that in volve distractions, such as automotive navigation.HISTORY OF HAPTICSIn the early 20th century, psychophysicists introduced the word haptic to label the subfield of their studies that addressed human touch- ground cognizance and purpose. In the 1970s and 1980s, remarkable query efforts in a completely assorted field,robotics as wholesome as began to focus on utilisation and perception by touch. Initiallyconcerned with building sovereign robots, researchers soon embed that building adexterous robotic hand was much more complex and pestilent than their initial naive hopeshad suggested. In time these ii communities, one that sought to understand the human hand and one that aspired to create devices with dexterity inspired by human abilities found fertile mutual beguile in topics such as sensory(a) design and bear on, grasp control andmanipulation, object representation and haptic learning encoding, and grammars for describing physical occupations. In the early 1990s a new usage of the word haptics began to emerge. The encounter of several emerging technologies make practical(prenominal)ized haptics, or computer haptics possible. Much like computer graphics, computer haptics enables the display of presumed objectsto humans in an inter quick manner. However, computer haptics uses a display technology through which objects merchantman be physically palpated.Basic dodge configuration.Basically a haptic corpse consist of cardinal parts viz. the human part and the machine part. In the figure shown preceding(prenominal), the human part (left) senses and controls the patch of the hand, go the machine part (right) exerts forces from the hand to mould contact with a virtual(prenominal) object. Also both the systems pass on be provided with necessary sensors, processors and actuators. In the case of the human system, nerve receptors performs sensing, brain performs processing and m-uscles performs propulsion of the motion performed by the hand while in the case of the machine system, the above mentioned functions atomic number 18 performed by the encoders, computer and motors respectively.Haptic InformationBasically the haptic info provided by the system will be the combination of (i) haptic discipline and (ii) kinaesthetic selective information. haptic information refers the information acquired by the sensors which ar actually affiliated to the skin of the human be with a particular rootage to the spatial distribution of pressure, or more primarily, tractions, crossways the contact area .For example when we handle flexible materials like fabric and paper, we sense the pressure variation across the palpatetip. This is actually a sort of tactile information .Tactile sensing is excessively the undercoat of complex perceptual tasks like medical checkup checkup palpation ,where physicians locate hidden anatomical reference mental synthesiss and evaluate tissue properties exploitation their hands. Kinesth etic information refers to the information acquired through the sensors in the articulates. Interaction forces are normally perceived through a combination of these two informations. Creation of practical(prenominal) purlieu ( realistic public)Virtual reality is the technology which allows a user to interact with a computer-bastard purlieu, whether that surround is a simulation of the real world or an imaginary world. Most up-to-date virtual reality surroundingss are in the main visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. or so advanced haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environs or a virtual artifact (VA)either through the use of standard input devices such as a keyboard and mouse, or throug h multimodal devices such as a equip boxing glove, the Polhemus boom arm, and omnidirectional treadmill.The phoney purlieu can be similar to the real world, for example, simulations for pilot or combat training, or it can protest significantly from reality, as in VR games. In practice, it is currently very difficult to create a superior-fidelity virtual reality experience, due to for the intimately part good limitations on processing power,image answer and communication bandwidth. However, those limitations are expected to in conclusion be overcome as processor, imagination and data communication technologies become more powerful and cost-effective over time. Virtual Reality is often used to describe a grand soma of applications, usually associated with its immersive, highly visual, 3D environments.The development of dog software, graphics hardware acceleration, head attach displays database gloves and miniaturization flip helped popularize the motion.The most s uccessful use of virtual reality is generated 3-D simulators. The pilots use passage simulators. These flight simulators rescue designed just like cockpit of the airplanes or the helicopter. The screen in scarecrow of the pilot creates virtual environment and the trainers outside the simulators commands the simulator for adopt different modes. The pilots are deft to control the planes indifferent difficult situations and parking brake landing. The simulator provides the environment. These simulators cost millions of dollars.Virtual environmentThe virtual reality games are in any case used almost in the reach fashion. The actor has to wear special gloves, headphones, goggles, full body wearing and special sensory input devices. The player feels that he is in the real environment. The special goggles have monitors to see. The environment changes according to the moments of the player. These games are very expensive.Haptic FeedbackVirtual reality (VR) applications strive to s imulate real or imaginary scenes with which users can interact and perceive the effects of their actions in real time. Ideally the user interacts with the simulation via all five senses. However, todays typical VR applications rely on a smaller subset, typically vision, hearing, and more recently, touch. shape below shows the coordinate of a VR application incorporating visual, auditory, and haptic feedback. Haptic Feedback Block draw The applications main elements are1) The simulation engine, responsible for computing the virtual environments Behaviour over time2) Visual, auditory, and haptic rendition algorithms, which compute the virtual milieus graphic, sound, and force responses toward the user and3) Transducers, which change visual, audio, and force signals from the Computer into a form the promoter can perceive.The human operator typically holds or wears the haptic interface device and perceives audiovisual feedback from audio (computer speakers, headphones, and so on) and visual displays (for example a computer screen or head-mount display).Whereas audio and visual channels bear unidirectional information and qualification flow (from the simulation engine toward the user), the haptic modality exchanges information and energy in two directions, from and toward the user. This bi-directionality is often referred to as the wizard most important consume of the haptic fundamental interaction modality.HAPTIC DEVICESA haptic device is the one that provides a physical interface amidst the user and the virtual environment by means of a computer. This can be done through an input/ output device that senses the bodys consummation, such as joystick or data glove. By using haptic devices, the user can non moreover feed information to the computer but can also 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. These devices can be broadly classified into-a)Virtual re ality/ Tele-robotics based devices- Exoskeletons and Stationary device, Gloves and wearable devices, Point-source and Specific task devices, travel Interfaces b)Feedback devices-Force feedback devices, Tactile displaysVirtual reality/Tele-robotics based devices- Exoskeletons and Stationary devices The term exoskeleton refers to the hard outer shell that exists on many creatures. In a technical sense, the word refers to a system that covers the user or the user has to wear. Current haptic devices that are classified as exoskeletons are large and steadfast systems that the user must(prenominal) attach him or her to.Gloves and wearable devicesThese devices are smaller exoskeleton-like devices that are often, but non always, take the down by a large exoskeleton or other immobile devices. Since the goal of building a haptic system is to be able to plunk a user in the virtual or remote environment and it is important to provide a small relaxation of the users actual environment as possible. The drawback of the wearable systems is that since lean and coat of the devices are a concern, the systems will have more limited sets of capabilities.Point sources and ad hoc task devicesThis is a class of devices that are very specialized for performing a particular presumption task. Designing a device to perform a unmarried type of task restricts the application of that device to a much smaller number of functions. However it allows the interior designer to focus the device to perform its task extremely well. These task devices have two general forms, single point of interface devices and specific task devices.Locomotion interfaceAn interesting application of haptic feedback is in the form of full body Force Feedback called locomotion interfaces. Locomotion interfaces are causa of force restrictiondevices in a confined space, simulating unre somaed mobility such as walking andrunning for virtual reality. These interfaces overcomes the limitations of using joystick s for maneuvering or whole body motion platforms, in which the user is seated and does not expend energy, and of room environments, where only lilliputian distances can betraversed.b) Feedback Devices-Force feedback devicesForce feedback input devices are usually, but not exclusively, connected to computer systems and is designed to apply forces to simulate the sensation of weight andresistance in gild to provide information to the user. As such, the feedback hardware represents a more sophisticated form of input/output devices, complementing others such as keyboards, mice or trackers. Input from the user in the form of hand, or other body segment whereas feedback from the computer or other device is in the form of hand, or other body segment whereas feedback from the computer or other device is in the form of force or role. These devices translate digital information into physical sensationsTactile display devicesSimulation task involving active exploration or delicate manipulat ion of a virtualenvironment require the addition of feedback data that presents an objects surface geometry or texture. Such feedback is provided by tactile feedback systems or tactile display devices. Tactile systems differ from haptic systems in the scale of the forces universe generated. While haptic interfaces will present the shape, weight or compliance of an object, tactile interfaces present the surface properties of an object such as the objects surface texture. Tactile feedback applies sensation to the skin.c)COMMONLY USED HAPTIC INTERFACING DEVICES-PHANTOMIt is a haptic interfacing device actual by a telephoner named Sensible technologies. It is primarily used for providing a 3D touch to the virtual objects. This is a very high resolution 6 DOF device in which the user holds the end of a motor controlled jointed arm. It provides a programmable sense of touch that allows the user to feel the texture and shape of the virtual object with a very high percentage point of re alism. one and only(a) of its key features is that it can model free floating 3 dimensional objects.Cyber gloveThe principle of a Cyber glove is simple. It consists of opposing the movement of the hand in the same way that an object squeezed between the palpates resists the movement of the latter. The glove must therefrom be capable, in the absence of a real object, of recreating the forces utilise by the object on the human hand with (1) the same intensity and (2) the same direction. These two conditions can be simplified by requiring the glove to apply a torsion enough to the interphalangian joint. The solution that we have chosen uses a mechanical structure with three unresisting joints which, with the interphalangian joint, make up a flat four-bar closed-link mechanism. This solution use cables placed at the interior of the four-bar mechanism and following a trajectory identical to that used by the extensor tendons which, by nature, oppose the movement of the flexor tendo ns in order to tally the movement of the feels. Among the emoluments of this structure one can cite-Allows 4 dof for each fingers fitting to different size of the finger fit(p) on the back of the hand have got different forces on each multitude (The possibility of applying a lateral force on the fingertip by motorizing the abduction/adduction joint)Measure finger angular flexion (The measure of the joint angles are Independent and can have a good resolution given the important paths travelled by the cables when the finger shut. Cyber glove MechanismMechanical structure of a Cyber gloveThe glove is made up of five fingers and has 19 heads of liberty 5 of which are resistless. Each finger is made up of a passive abduction joint which links it to the base (palm) and to 9 rotoid joints which, with the three interphalangian joints, make up 3closed-link mechanism with four bar and 1 degree of freedom. The structure of the thumb is composed of only two closed-links, for 3 dof of whi ch one is passive. The segments of the glove are made of aluminum and can withstand high charges their total weight does not surpass 350 grams. The length of the segments is relative to thelength of the phalanxes. All of the joints are mounted on miniature ball bearings in order to reduce friction. Fig 3.4 Mechanical Structural of Cyber gloveThe mechanical structure offers two essential advantages the first is the zeal of adapting to different sizes of the human hand. We have also provided for lateraladjustment in order to adapt the legal separation between the fingers at the palm. The second advantage is the presence of physical stops in the structure which offer complete pledge to the operator. The force sensor is placed on the inside of a fixed brook on the upper part of the phalanx. The sensor is made up of a leaf blade strip on which a strain gauge was glued. The position sensor used to measure the cable supplanting is additive optical encoders offering an average suppo sititious resolution equal to 0.1 deg for the finger joints. stamp down of Cyber gloveThe glove is controlled by 14 torque motors with straight current which can develop a maximal torque equal to 1.4 Nm and a continuous torque equal to 0.12 Nm. On each motor we fix a occlusion with an 8.5 mm radius onto which the cable is wound. The maximal force that the motor can exert on the cable is thus equal to 14.0 N, a value sufficient to master opposition to the movement of the finger. The electronic interface of the force feedback data glove is made of PC with several acquisition cards.The international scheme of the control is given in the figure shown below. One can commemorate two command gyrates an internal loop which corresponds to a classic force control with constant gains and an external loop which integrates the model of distortion of the virtual object in contact with the fingers. In this schema the action of man on the position of the fingers joints is taken into conside ration by the two control loops. Man is considered as a displacement generator while the glove is considered as a force generator Haptic RenderingIt 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 counterfeit virtual objects. Enhance a users 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.. ApplicationsThe addition of haptics to non-homogeneous applications of virtual reality and teleoperation opens exciting possibilities. leash example applications that have been pursued at our Touch Lab are summarized below. medical Simulators Just as flight simulators are used to train pilots, the multimodal virtual environment system we have developed is being used in developin g virtual reality based needle procedures and functional simulators that enable a medical trainee to see, touch, and put off realistic models of biological tissues and pipe organs. The work involves the development of both instrumented hardware and software algorithms for real-time displays. An epidural injection simulator has already been tried and true by residents and experts in two hospitals. A minimally invasive surgery simulator is also being developed and includes (a) in vivo metre of the mechanical properties tissues and organs, (b) development of a variety of real-time algorithms for the computation of tool-tissue force interactions and organ deformations, and (c) verification of the traning potency of the simulator. This work is reviewed in 9. . Collaborative Haptics In some other project, the use of haptics to improve humancomputer interaction as well as human-human interactions mediated by computers is being explored. A multimodal shared virtual environment system has been developed and experiments have been performed with human subjects to study the role of haptic feedback in collaborative tasks and whether haptic communication through force feedback can facilitate a sense of being and collaborating with a remote partner. Two scenarios, one in which the partners are in close proximity and the other in which they are separated by several thousand miles (transatlantic touch with collaborators in University College, capital of the United Kingdom, 11), have been demo. Brain Machine Interfaces In a collaborative project with Prof. Nicolelis of Duke University aesculapian School, we recently succeeded in controlling a robot in real-time using signals from about 100 neurons in the motor cortex of a monkey 12. We demonstrated that this could be done not only with a robot within Duke, but also across the internet with a robot in our lab. This work opens a whole new paradigm for canvas the sensorimotor functions in the Central nauseous System. In addition, a future application is the possibility of implanted brain-machine interfaces for paralyzed patients to control external devices such as smart prostheses, similar to pacemakers or cochlear implants. granted below are several more potential applications Medicine manipulating micro and big robots for minimally invasive surgery remote diagnosis for telemedicine aids for the disabled such as haptic interfaces for the blind. Entertainment video games and simulators that enable the user to feel and manipulate virtual solids, fluids, tools, and avatars. Education giving students the feel of phenomena at nano, macro, or astronomical scales what if scenarios for non-terrestrial natural philosophy experiencing complex data sets. Industry consolidation of haptics into CAD systems such that a designer can freely manipulate the mechanical components of an assembly in an immersive environment. Graphic arts virtual art exhibits, concert rooms, and museums in which the user can l ogin remotely to play the musical instruments, and to touch and feel the haptic attributes of the displays individual or co-operative virtual sculpturing across the internetAPPLICATIONS, LIMITATION & FUTUREVISIONMEDICINEHaptic interfaces for medical simulation may prove especially useful for training in minimally invasive procedures such as laparoscopy and interventional radiology, as well as for performing remote surgery. A particular advantage of this type of work is that surgeons can perform more operations of a similar type with less fatigue. It is well put down that a surgeon who performs more procedures of a given kind will have statistically better outcomes for his patients. Haptic interfaces are also used in rehabilitation. By using this technology a person can have exercise sham and be used to rehabilitate someone with injury.A Virtual Haptic hindquarters (VHB) was successfully integrated in the curriculum at the Ohio University College of Osteopathic Medicine. Researc h indicates that VHB is a significant teaching aid in palpatory diagnosis (detection of medical problems via touch). The VHB simulates the contour and unfeelingness of human backs, which are palpated with two haptic interfaces (SensAble Technologies, PHANToM 3.0). Haptics have also been applied in the field of prosthetics and orthotics. Research has been afoot(predicate) to provide essential feedback from a prosthetic limb to its wearer. Several research projects through the US Department of Education and field Institutes of Health focused on this area. late(a) work by Edward Colgate, Pravin Chaubey, and Allison Okamura et al. focused on investigating fundamental issues and determining effectiveness for rehabilitation.Video gamesHaptic feedback is ballparkly used in arcade games, especially rush video games. In 1976, Segas bicycle game Moto-Cross, also known as Fonz, was the first game to use haptic feedback which caused the handlebars to vibrate during a collision with another vehicle. Tatsumis TX-1 introduced force feedback to car tearaway(a) games in 1983. Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels. Early implementations were provided through elective components, such as the Nintendo 64controllers rumbling Pak.Many newer generation console controllers and joysticks feature built in feedback devices, including Sonys DualShock technology. Some automobile steering wheel controllers, for example, are programmed to provide a feel of the road. As the user makes a turn or accelerates, the steering wheel responds by resisting turns or slipping out of control. In 2007, Novint released the Falcon, the first consumer 3D touch device with high resolution three-dimensional force feedback this allowed the haptic simulation of objects, textures, recoil, momentum, and the physical presence of objects in games.Personal computersIn 2008, Apples MacBook and MacBook Pro started incorporating a Tactile Touchpad design with button functionality and haptic feedback incorporated into the trailing surface. Products such as the Synaptics ClickPad followed thereafter. Windows and Mac in operation(p) environments, will also benefit greatly from haptic interactions. Imagine being able to feel graphic buttons and receive force feedback as you depress a button. sprightly devicesTactile haptic feedback is becoming common in cellular devices. fleetset manufacturers like LG and Motorola are including different types of haptic technologies in their devices in most cases, this takes the form of vibration response to touch. The Nexus One features haptic feedback, according to their specifications. Nokia phone designers have improve a tactile touch screen that makes on-screen buttons behave as if they were real buttons. When a user presses the button, he or she feels movement in and movement out. He also hears an audible click. Nokia engineers accomplished this by placing two small piezoelectric sensor pads u nder the screen and designing the screen soit could move slightly when pressed. Everything, movement and sound is synchronized perfectly to simulate real button manipulation. zombieicsThe Shadow Hand uses the sense of touch, pressure, and position to reproduce the strength, delicacy, and complexity of the human grip. The SDRH was developed by Richard Greenhill and his team of engineers in London as part of The Shadow Project, now known as the Shadow Robot Company, an ongoing research and development program whose goal is to complete the first convince artificial humanoid. An early prototype can be seen in NASAs assemblage of humanoid robots, or robonauts. The Shadow Hand has haptic sensors embedded in every(prenominal) joint and finger pad, which relay information to a central computer for processing and analysis. Carnegie Mellon University in Pennsylvania and Bielefeld University in Germany found The Shadow Hand to be an invaluable tool in advancing the arrangement of haptic a wareness, and in 2006 they were involved in related research. The first PHANTOM, which allows one to interact with objects in virtual reality through touch, was developed by Thomas Massie while a student of Ken capital of Zimbabwe at MIT.Future ApplicationsFuture applications of haptic technology cover a wide spectrum of human interaction with technology. Current research focuses on the mastery of tactile interaction with holograms and distant objects, which if successful may result in applications and advancements in gaming, movies, manufacturing, medical, and other industries. The medical industry stands to gain from virtual and telepresence surgeries, which provide new options for medical care. The clothing sell industry could gain from haptic technology by allowing users to feel the texture of habiliments for sale on the internet. Future advancements in haptic technology may create new industries that were previously not possible or realistic.Future medical applicationsOne c urrently developing medical trigger is a central workstation used by surgeons to perform operations remotely. Local nurse staff set up the machine and prepare the patient, and rather than travel to an operational room, the surgeon becomes a telepresence. This allows expert surgeons to pop off from across the country, increasing availability of expert medical care. Haptic technology provides tactile and resistance feedback to surgeons as they operate the robotic device. As the surgeon makes an incision, they feel ligaments as if working directly on the patient. As of 2003, researchers at Stanford University were developing technology to simulate surgery for training purposes. Simulated operations allow surgeons and surgical students to practice and train more. Haptic technology aids in the simulation by creating a realistic environment of touch.Much like telepresence surgery, surgeons feel simulated ligaments, or the pressure of a virtual incision as if it were real. The research ers, led by J. Kenneth Salisbury Jr., professor of computer science and surgery, hope to be able to create realistic internal organs for the simulated surgeries, but Salisbury stated that the task will be difficult. The idea behind the research is that just as technical pilots train in flight simulators forwards theyre unleashed on real passengers, surgeons will be able to practice their first incisions without actually cutting anyone. According to a Boston University paper published in The Lancet, Noise-based devices, such as randomly vibrating insoles, could also ameliorate age-related impairments in balance control. If effective, low-cost haptic insoles were available, perhaps many injuries from travel in old age or due to illness-related balance-impairment could be avoided.

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