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  • Essay / Haptic technology and its potential

    Research question: To what extent can haptic technology shape the future? Haptic technology is the science of applying tactile sensation and control to interact with computer-developed applications (Sreelakshmi, M, 2017). As technology has developed, the ability to give people tactile sensations with processor-generated environments, so that virtual objects can be felt by applying vibrations, forces or movements to the user . Haptic technology has been used to physically support people with disabilities or disabilities. This essay will briefly analyze the current and future implications of this modern technology, as well as describe how haptic technology works and what it is currently used for. Based on the Greek word “haptesthai” (meaning touch) (Harris, W., howstuffworks, 2018), “haptics” refers to the science of applying tactile sensation and control to interaction with applications computer science (Rouse, M., WhatIs, 2016). Say no to plagiarism. Get a tailor-made essay on "Why violent video games should not be banned"? Get the original essay Since the 1980s, scientists have studied and understood human haptics in terms of different types of skin receptors and how whose nerves transfer information between central cells. nervous system in the brain and the point of contact (Harris, W., howstuffworks, 2018), but have never managed to transfer this scientific knowledge about human touch into virtual reality systems. Current haptic technology enables the sensation of touch and feel by providing users with special input/output devices such as data gloves or joysticks. These devices allow users to receive “feedback” from computer applications by vibrating and simulating touch sensations in their hands or where the devices are placed. With this current technology as well as a long-term understanding of how to reproduce visual and auditory signals in computer-generated models, computer scientists have been able to combine these two technologies to create simulations to teach/educate the physical coordination and movements. For example, simulations can be created for surgeons needing to improve hand-eye coordination during life-saving and difficult medical procedures, or for astronauts wanting to perfect spacecraft maneuvers (Rouse, M., WhatIs, 2016 ). Haptic technology can also be used for leisure/gaming purposes, since it has existed in devices and games since the late 1990s with the vibrations of console controllers and the buzz of mobile phones, signaling incoming calls or message alerts to the user (Kelly, K., Medium, 2017). Using haptic technology, modern games can now allow users to interact and play against each other in base simulations around the world. For example, users with haptic gaming technology and virtual reality glasses can now play a game of tennis or ping pong and feel the impact of the ball when swinging and hitting the virtual ball with a haptic device acting as a racket (Rouse, M., WhatIs, 2016). With haptic technology capable of simulating touch and responding based on complex movements and skin receptors in the human body, it has been theorized that haptic technology could help people suffering from chronic tremors or tremors.Parkinson's (Avizzano, rehabilitation robotics, 1999). 0.4% of the American population is affected by some type of pathological terror, and according to Parkinson's disease. org, approximately 10,000,000 citizens worldwide are affected by Parkinson's disease (Parkinson's.org, 2018). These tremors are scientifically described as “an uncontrollable rhythmic oscillation that appears superimposed on voluntary movements.” There are prototypes and devices available on the market that stabilize shaky hands to allow the user to write smoothly. One such device targets people with multiple sclerosis (MS) by stabilizing hand tremors. The aforementioned device was developed in Italy by Avizzano and Bergamasco, two computer scientists in the field of haptic technology. Scientists have produced 3 different technological aids; The Joystick Unit (JS) The joystick system is capable of interfacing users with a common operating system by filtering information caused by shaking. This system is best described as an input device for computer systems, reducing vibrations caused by shaking activity, as well as extracting voluntary movement features, meaning the system can differentiate between tremors and what the user is trying to do. This device can in turn be used to help users with tremulous activity complete daily tasks without the assistance of a therapist. The JS unit can replace a computer mouse as the pointer input to the screen and, by stabilizing the movement of the user's hand, it allows the user to access most programs accessible on computers such as Internet browsers, modem programs or interface control applications. JS can help users and patients recover and feel more capable; self-confidence, allowing users to access the Internet as normal users can, and being able to interact with others online again, instilling a sense of competence (Avizzano, Rehab Robotics, 1999) . The Sensory System (SS) Another technological aid developed by Italian computer scientists, the Sensory System is capable of precisely monitoring all movements of the upper trunk and right side of the user, which can be used by therapists to analyze and understand the tremor activities of each patient. SS was created so that patients could medically (with the help of a doctor) monitor and analyze their tremor activity and the extent of its influence on patients. The device is designed in an exoskeleton-like structure, and the dimensions and androcentricity of the device can be adjusted and adapted to the user's body shape. This sensory system device allows analyzing the results produced by different types of tests and therapies, as well as by methods based on virtual therapy (Avizzano, Rehab Robotics, 1999). A specific virtual therapist program for SS has been designed, it is a 3D animated software that allows the patient to interact and understand how to perform certain exercises. There are 9 separate tests that can be recorded and analyzed separately. These tests record data collected by the SS device while the user performs predefined tests. These tests may include having to trace shapes or move objects, which allows for a possible assessment of an effective trajectory, as well as average frequencies of tremors in different parts of the body (Avizzano, Rehabilitation Robotics, 1999). The SS system allowspatients to create and access precise and personal feedback, designed with a passive structure equipped with sensors capable of measuring 10 degrees of freedom of the human body. DOF devices are located at the shoulders, elbows, wrists and head, allowing neck and arm movements to be monitored. The system also includes a computer interface for the vest, which connects the vest's sensors to the host computer system. A data collection unit is also part of the SS device, which connects the computer system interface and stores all the actual data collected. The feedback is typically presented on a large flat LCD screen as digital data, and doctors can then interpret and translate the data into personalized feedback for the patient. This feedback can in turn be used to monitor the reactions of the user's body during the day or when attempting certain movements, as well as the effect of in-depth drug treatments (Avizzano, Rehab Robotics, 1999) . Haptic Interface (HI) Avizzano and Bergamasco designed a haptic interface capable of improving the user's dexterity by mechanically damping the effects caused by tremors. Innovative approaches were followed for upper limb and head movement monitoring, filtering interface and haptic interface design (Avizzano, Rehab Robotics, 1999). This device is capable of operating within a cubic volume of 0.3 m wide, having been designed to interact with small magnitudes of force but with high resolution of force and position values. The patient using the haptic interface can need a doctor's help to set up and adjust the HI, and this HI device stabilizes the user's tremors and allows them to perform tasks such as using forks, spoons or knives in eating, writing. things by hand, or when working with tools and basic engineering. The operation of the HI consists of three different components: an electromechanical system, an electronic unit and a software module. These three components must allow the user to interact with the interface with maximum comfort and stability while allowing the user to confirm actions and three-dimensional movement actions, as well as being able to read correctly the user's movement and differentiating between involuntary and voluntary movements, and it is also about applying the correct force patterns in order to compensate for vibrations and stabilize the movement (Avizzano, Rehab Robotics, 1999). The above shows how haptic technology can help those negatively affected by tremor disorders, but it is also said that haptic technology can help those with vision problems. In order to develop effective mobility and orientation skills, mental mapping of spaces is necessary (Lahav, O., sciencedirect, 2007). The majority of this mental mapping of information is usually collected through visuals, but those who are blind or amaurotic to some extent cannot use their visual channels to gather information and are therefore forced to use sensory channels and auditory for mental mapping, which can result in the patient processing less detailed and much more inaccurate information (Lahav, O., sciencedirect, 2007). . Haptic technology can help people with vision problems by having patients interact with a virtual environment based on real environments that provides audio and haptic feedback to explore unfamiliar and unmapped spacespreviously. The analysis of the evaluations and results showed that thanks to the subject's ability to explore and adapt to the virtual environment, he is able to create an accurate and complete mental map, applying the map he has created in the VE to successfully complete tasks in real spaces. (Lahav, O., sciencedirect, 2007). Haptic technology can also support the challenging development of children with autism by allowing them to interact with carefully controlled simulations of real-life situations in a safe environment. As autistic children are naturally at a disadvantage, particularly in terms of social development. and life skills. This VR and haptic technology can play a key role in how learning and education in general can potentially be reformed (Parsons, S., tandfonline, 2010). Cerebral palsy (CP) can severely limit patients' physical capacity and prevent those with CP from enjoying and engaging in independent leisure activities. This natural dependence on others for a healthy and enjoyable life can often lead to behavioral problems and learned helplessness, indicating that the patient is slowly declining as they reach adulthood and However, it requires moderate assistance to complete most of the tasks that can actually be accomplished. deteriorate the mental well-being of the patient. As haptic technology can simulate real-world situations with the coordination of virtual reality technology, this combination can be used to simulate leisure activities (Weiss, P. , liebertpub, 2004). As the possibilities of potential visuals that can be rendered and composed are numerous. endlessly, this infinite possibility can be used to create several different game-like virtual environments that can be interacted with on a user-to-user or user-to-CPU basis. The ability to enjoy leisure activities without the necessary help from someone else could hypothetically rebuild lost self-esteem as well as regain the sense of empowerment in patients (Weiss, P., liebertpub, 2004 ). To test this theory, three scientists conducted a study. Patrice Weiss, Pnini Bialik and Rachel Kizony led a study into the possibility of using haptics and virtual reality technology to improve the lives of people with cerebral palsy. The study sample consisted of five young adult males with CP and severe intellectual disabilities who were non-speaking and used wheelchairs for mobility. Testing consisted of asking each participant to undergo three virtual game-like scenarios via VividGroup's Gesture Xtreme virtual reality (VR) video capture system (Weiss, P., liebertpub, 2004). The VR and haptic interface captured the video image of the participant and processed it. on the same level as the graphic animations on the screen reacting and responding in real time to the movements of the participant. Participants' responses and observations of their video-recorded performances and reactions while participating in the virtual games and simulations were used as an outcome measure. Outcome measures also included five-item presence questionnaires and 6-item task-specific questionnaires, as well as participants' responses to these questionnaires. Exceptional levels of enthusiasm were demonstrated by participants during each virtual reality experience, and responses to these questionnaires indicated that the participants also felt a high level of presence and realism in all three simulations/scenarios .The participants were very responsive even given their disabilities; some participants responded correctly to the different stimuli with appropriate, goal-directed reactions, and some participants showed responses that were more arbitrary and therefore more difficult to analyze. Overall, Weiss and colleagues concluded from this study by supporting the development of haptic technology as a valid and effective therapeutic method for people suffering from mental disorders/physical conditions (Weiss, P., liebertpub, 2004). Another example where haptic technology was experimented with for rehabilitation purposes dates back to January 2001, when Rui Loureiro and his partners worked on a haptic interface system that helps people physically disabled by shock recover and relearn skills. basic human motor functions (Loureiro, R, Researchgate, 2001). It is estimated that around 300,000 people suffer a stroke each year in Scotland, England and the United States. 33% of stroke survivors end up with a serious mental or physical disability. Robotic physiotherapy has been identified as one of the most effective rehabilitation methods for recovering stroke victims (Loureiro, R, Researchgate, 2001). The GENTLE/S project was created to analyze and evaluate the effectiveness of robotic physiotherapy in stroke rehabilitation. Brain plasticity is the theory that the brain makes connections and creates neuro-connections, which are essential for the recovery of lost motor and other brain functions. Key stimuli to encourage brain plasticity include user attention and motivation, as without these elements brain plasticity and neurorehabilitation cannot occur as effectively. The GENTLE/S system stimulates plasticity and allows stroke victims to benefit from effective and reliable rehabilitation by providing repetitive task-oriented activities, a common and reliable therapeutic intervention. The GENTLE/S system has 4 main feedback components: Visual feedback: This component provides realistic and engaging 3D environments, with specific goals and tasks embedded in the virtual environment. The potential scale and environment addressed are endless, including but not limited to interactive games, domestic rooms and museums. Haptic feedback: This component uses a haptic interface to guide the user's arm along a predetermined movement pattern, which can be modified and adapted to the user's specific needs. individual needsAuditory feedback: When the user interacts with a task, encouraging phrases or sound clips are played to the user, increasing their motivation and attention. Depending on the outcome of the task, comforting words intended to encourage the user were played when the user failed at a task, and when the user succeeded, congratulatory words were played. Performance Feedback: User interactions with the GENTLE/S system are recorded and results and data can be displayed and evaluated. The feedback provided will offer statistics and data indicating when errors were made by the user and the amount of haptic assistance required by the user to complete tasks. To test the effectiveness of this neurotherapy, observational data was collected and user feedback was collected by conducting questionnaires based on user experience. Initial trials and pilot studies using this GENTLE/S system suggested that the majority of patients who tried..