Hybrid Haptic Texture Modeling
|General Purpose Information|
| Year of First Releaseⓘ |
The year a tool was first publicly released or discussed in an academic paper.
| Platformⓘ |
The OS or software framework needed to run the tool.
| Availabilityⓘ |
If the tool can be obtained by the public.
| Licenseⓘ |
Tye type of license applied to the tool.
|Hardware Control Information|
| Haptic Categoryⓘ |
The general types of haptic output devices controlled by the tool.
|Force Feedback, Vibrotactile|
| Hardware Abstractionⓘ |
How broad the type of hardware support is for a tool.
|Consumer (Omega.3 and Haptuator)|
|Interaction and Interface Information|
| Driving Featureⓘ |
If haptic content is controlled over time, by other actions, or both.
| Effect Localizationⓘ |
How the desired location of stimuli is mapped to the device.
| Media Supportⓘ |
Support for non-haptic media in the workspace, even if just to aid in manual synchronization.
| Iterative Playbackⓘ |
If haptic effects can be played back from the tool to aid in the design process.
| Design Approachesⓘ |
Broadly, the methods available to create a desired effect.
| Interaction Metaphorsⓘ |
Common UI metaphors that define how a user interacts with a tool.
This framework uses both force feedback and vibration to render various textures. The surface’s geometry, stiffness, and friction are measured so that 3D force and contact acceleration can be calculated during synthesis. Low-frequency components are displayed using a force-feedback device, while high-frequency components are displayed using a voice coil attached to the device.
For more information, consult the 2020 IEEE Access paper.