Submitted:
20 February 2024
Posted:
21 February 2024
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Abstract
Keywords:
1. Introduction
- We propose a diamond form methodology with five stages to fuse AR and kinesthetic haptics technologies.
- A homologous step in each stage of the methodology for developing visual and haptic sensation, starting and ending on the user experience.
- We present a case study to see and feel the interaction with a tension virtual spring.
- We demonstrate that an interaction with a virtual object could be seen and felt simultaneously, yet uncoupled.
2. Background
2.1. Augmented Reality
2.2. Haptics
3. Diamond methodology for Augmented Reality and Kinesthetic Haptics fusion in user experiences
3.1. Stage 1, experience design
- Virtual object and physical property selection.
- Identification of graphical and mathematical models to describe the dynamic behavior of the virtual object.
- Reference frame design for user experience.
- Where should the user be positioned?
- What hand should the user use? Is it relevant to the experience?
- What should and should not the user grab?
- How should the user interact with the virtual object?
- Are there any constraints on how the user should perform the experiment?
- What will the user see?
- What visual information will be displayed?
- Where will the visual information be displayed?
- What will the user feel?
- What haptic information will be displayed?
- Where will the haptic information be displayed?
3.2. Stage 2, Sensory representation
3.2.1. Graphical model
3.2.2. Mathematical model
3.3. Stage 3, Development
3.3.1. Graphic rendering
3.3.2. Control scheme
3.4. Stage 4, Display device
3.4.1. Display device
3.4.2. Kinesthetic haptic interface
3.5. Stage 5, Fusion
4. Methodology Experiment: The Virtual Spring
4.1. Stage 1
- Graphical model: tension spring with hooks, a free length of 4cm, a body length of 2cm, and an outside diameter of 1cm. Solid Works®was selected as CAD design software.
- Mathematical model of elasticity: Hooke´s Law.
- The user sits in front of a desk where the haptic interface and a computer screen are positioned.
- The user employs the right hand to move the haptic interface.
- The user grabs the haptic interface from the end effector. The user should not grab the haptic interface from the base or joints.
- Once the user grabs the end effector of the haptic interface, he/she can move it in two directions (back and forward), parting from a specific starting point.
- Make sure not to make rotational movements. Make sure to grab the end effector of the haptic interface during every movement; do not release it when the haptic information is displayed unless indicated.
- The virtual spring will be displayed on the screen right between the two reference points from real life.
- The user should move the end effector to the starting point to start again.
- The user will feel like stretching and releasing a virtual spring when moving between two reference points. The user will experience a linear force profile of resistance to the stretching.
- The force feedback will be generated from the device’s motor.
4.2. Stage 2
4.2.1. Graphical model
4.2.2. Mathematical model
4.3. Stage 3
4.3.1. Graphic rendering
4.3.2. Control scheme
4.4. Stage 4
4.4.1. Display device
4.4.2. Kinesthetic haptic device
4.5. Stage 5
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AR | Augmented Reality |
| HMD | Head Mounted Display |
| ARCS | Attention, Relevance, Confidence, and Satisfaction |
| TAM | Technology Acceptance Model |
| ARI | Augmented Reality Immersion |
| SUS | System Usability Scale |
| CAD | Computer-Aided Design |
| DC | Direct Current |
| DoF | degree-of-freedom |
| DOB | Disturbance Observer |
| PC | Personal Computer |
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Short Biography of Authors
Alma Guadalupe Rodriguez-Ramirez received a B.S. degree in Mechatronics Engineering and a Master’s in Engineering in Manufacturing with an Automation specialty from Universidad Autónoma de Ciudad Juárez, México. She recently finished a Ph.D. in the program Doctorate in Technology and teaches in the Department of Industrial and Manufacturing Engineering, both at the Universidad Autónoma de Ciudad Juárez. Her research interests are haptics, teleoperation, and virtual environments. She is also interested in integrating haptic and virtual environment technologies to develop educational, training, medical, and entertainment applications.
Osslan Osiris Vergara Villegas (M’05-SM’12) was born in Cuernavaca, Morelos, Mexico on July 3, 1977. He earned a BS in Computer Engineering from the Instituto Tecnológico de Zacatepec, Mexico, in 2000; an MSc in Computer Science at the Center of Research and Technological Development (CENIDET) in 2003; and a Ph.D. degree in Computer Science from CENIDET in 2006. He currently serves as a professor at the Universidad Autónoma de Ciudad Juárez, Chihuahua, Mexico, where he heads the Computer Vision and Augmented Reality laboratory. Prof. Vergara is a level-one member of the Mexican National Research System. He serves several peer-reviewed international journals and conferences as an editorial board member and reviewer. He has co-authored more than 100 book chapters, journals, and international conference papers. Dr. Vergara has directed over 50 BS, MSc, and Ph.D. theses. He has been a senior member (SM) of the IEEE Computer Society since 2012 and a member of the Mexican Computing Academy since 2017. His fields of interest include pattern recognition, digital image processing, augmented reality, and mechatronics.
Manuel Nandayapa (M’07) received a B.S. degree in Electronics Engineering from the Institute of Technology of Tuxtla Gutierrez, Chiapas, Mexico in 1997, M.S. degree in Mechatronics Engineering from CENIDET, Morelos, Mexico in 2003, and D.Eng. degree in energy and environmental science from the Nagaoka University of Technology, Japan, in 2012. His research interests include mechatronics, motion control, and haptic interfaces. He is with the Department of Industrial and Manufacturing Engineering at Universidad Autónoma de Ciudad Juárez. Dr. Nandayapa is a Member of the IEEE Industrial Electronics Society and Robotics Automation Society (M).
Francesco García Luna received a B.S. degree in Industrial Engineering from the Instituto Tecnológico de La Paz and M.S. in Robotics and Advanced Manufacture from CINVESTAV (Centro de Investigación y de Estudios Avanzados del Instituto Politécnico Nacional) Unidad Saltillo, México. He is currently a full-time professor in the Department of Industrial and Manufacturing Engineering at the Universidad Autónoma de Ciudad Juárez. His research interests are robotics and control. His teaching interests include embedded systems programming, computer vision algorithms, self-driving control, and mobile robot control.












| Brittleness | Hardness | Pressure |
| Ductility | Magnetic field | Stiffness |
| Density | Magnetic flux | Tension |
| Elasticity | Mass | Viscosity |
| Electric charge | Momentum | Weight |
| Electric field | Plasticity |
| Experience Variable | Description |
|---|---|
| Position | State of the interfaces that indicates the location of the lever throughout a trajectory. |
| Reference Position | Indicates the positioning of the virtual object in the AR environment. |
| Current Position | Indicates the location at the current time. |
| x | Relative position of the lever indicates the distance between the reference position and the current position. |
| F | Interaction force displayed by the haptic interface to the user, the two-sided arrow indicates that the direction may be on either way. |
| r | Moment arm taken from the length of the lever. |
| Torque exerted by the motor. |
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