ENGR0011 1060 Group L14 WHY WE NEED TO DEVELOP HAPTIC SYSTEM VIRTUAL REALITY Alex Spowart (ats42@pitt.edu) INTRODUCTION: HAPTIC FEEDBACK AND VIRTUAL REALITY IN INDUSTRY The 100 year old assembly process, first developed and used by Henry Ford, is now an incredibly complex and technical system used to create products all around the world. However, a technology currently in development can revolutionize the way things are produced. This technology is called virtual reality, and more specifically, the haptic feedback and involvement within virtual reality. So what is virtual reality, and what does haptic involvement and feedback mean? Generally, virtual reality, or a virtual environment, is a computer designed environment that is intended to give users the impression of being in or using a real life object or space [1]. Haptic involvement deals with the sense of touch in the virtual environment [2]. But how can the assembly process benefit from this technology? Well, the ability to touch and interact with virtual objects would be an invaluable tool to design, produce, and lower the cost of a various amount of products. A haptic interface can help designers “feel” the geometry of an object before ever needing to implement it [3]. As a future electrical engineer, this topic is particularly interesting to me. The thought of creating electronics that combine the computer world with the real world is an amazing concept. By creating devices to create a sense of touch in a virtual environment, production times can decrease, lowering product costs, and thus they would affect the general public. However, because of the far reaching effects of this technology, ethics in engineering need to be kept in mind. A code of ethics must be followed by engineers, and by following this code, engineers can properly design and implement the virtual assembly technology into industry. Moreover, I would like to address the benefits of an assignment such as this in my engineering education. So, if done correctly, the abilities of haptic systems are far beyond those of the current method of design and production, and the benefits of haptic systems in virtual reality justify the further research and development of these systems. VIRTUAL REALITY, HAPTIC SYSTEMS, AND INDUSTRY Modern day virtual reality consists of computer modeling and simulation, alongside of numerous other devices, to represent a physical environment without that environment actually existing [2]. However, it is not just representing an environment that virtual reality aims to achieve; it intends to create a fully functioning and interactive virtual environment University of Pittsburgh, Swanson School of Engineering 1 October 29, 2012 which can seamlessly operate like a physical counterpart [2]. Being able to “physically” see, hear, and touch, as well as smell and taste an object or a space designed on a computer is the goal of this technology. Today, virtual reality can often achieve pieces of this ultimate goal, but we are far from combining all of the senses in a realistic manner. Typically, telepresence, or the illusion of being in the environment, can be achieved through devices such as headsets, gloves, screens, or mechanical devices [2]. In recent studies, a higher level of immersion, or how convinced a user is of the “reality” of the virtual environment, can be achieved with the implementation of a haptic system [3]. This immersion is a good thing, it is the goal of these systems after all, but there is a line that engineers need to keep in mind while developing this technology. As will be later explained, according to the National Society of Professional Engineers, the safety of the public must be held paramount [4]. If immersion becomes so realistic that people cannot tell what their real reality is, many different psychological problems could come into play. So, engineers must come up with a way to balance the realism of the virtual reality to make sure a distinction can still be made. So, what is a haptic system? A haptic system in the context of virtual reality simply refers to the touch feedback of the environment [2]. It can be a machine that a user is attached to, or it could be a circuit that sends impulses to the brain. The haptic system creates a “feeling” for the user while being immersed in the virtual environment [2]. Three interesting haptic devices are those of “Smart Fingers,” HIRO III, and an unnamed experimental device. Smart Fingers, a product of the University of Illinois, are the beginning of a very promising future in haptic feedback systems. A thin small electronic circuit can be attached to the epidermal layer very much like a temporary tattoo, and can then send electrical impulses to the skin, resulting in a slight tingling sensation [5]. This technology could eventually allow more complex signals to be sent to the brain, which according to ScienceNOW could potentially create sensations of texture and heat [5]. Another example of an advanced haptic system is the HIRO III. HIRO III is a machine that reflects an object’s weight and contour [6]. A user of this haptic system can look at a screen with a computer-aided design (CAD) model object, and with a hand attached to HIRO III can begin to manipulate the object while HIRO III spins and rotates to maintain the virtual object’s “shape” and “weight” [6]. Another similar haptic device was developed at the University of Siena and the Italian Institute of Technology in Genova [7]. This device consists of small motors that move a Velcro strap and belt on each finger [7]. The motor motion pulls the belt to simulate Alex Spowart a force, and the compilation of the motors on each finger can represent an object’s weight and can simulate the grip force needed to hold the object [7]. All three of these devices are the first steps to “feeling” an object in a virtual environment. One interesting application of haptic feedback in a virtual environment is that of virtual assembly. Virtual assembly deals with the application of virtual reality in an assembly system in industry [3]. Instead of physically carrying out different steps of the design and assembly process, a virtual reality and haptic system, such as those mentioned above, could be introduced [3]. The problem now is how to design, pay for, and implement these systems into assembly and industry, while paying attention to engineering ethics. Many researchers are beginning to tackle this problem through many new technologies. These new technologies have been worked on at universities, especially those such as the University of Illinois [5], Porto University in Portugal [3], the University of Siena, and the Italian Institute of Technology, both in Italy [7]. There have also been many technologies developed in Japan from Gifu University [6]. These technologies are important to industry for a variety of reasons. Benefits of introducing virtual reality into industry include “little/no risk, safe, controlled area, realistic scenarios, can be done remotely saving time and money… [and] innovative and enjoyable” [8]. These benefits also nicely coincide with a lot of the codes of ethics that engineers must follow while designing the technology. Industry can benefit from a virtual reality and haptic feedback system, such as “Smart Fingers” or HIRO III, by saving the assembly and design process time and money, and this justifies the further development of this technology. Additionally, the ways in which virtual assembly and virtual reality systems are designed coincide easily with the codes of ethics that engineers must follow. Furthermore, the open creativity that virtual reality offers is what excites me as a future electrical engineer. one another [3]. Therefore, the objects interact identically to potential physical counterparts, and the immersion seems real. This is important because a product can be entirely designed, assembled, and then manually manipulated, all before an actual product ever exists. Imagine designing thousands of car parts on the computer, assembling it virtually via a haptic system, and then being able to feel how comfortable the steering wheel feels in a driver’s hands or how far away the radio buttons are in the virtual environment, also via a haptic system, without the car ever existing. The benefits of manipulating an object in a virtual environment are nearly limitless. Why are these devices a preferred method to what is currently used today? Well, workers on an assembly line could receive training to assemble a product, without ever needing to touch the product [3]. The typical cliché that practice makes perfect is often true, and on an assembly line, practice and experience are especially needed. A haptic system could provide this training. Designers also have everything to gain from these systems. With a haptic system, the assembly process can be shortened [3]. In an experiment conducted by the Porto University, combining physics based and geometry based 3D model rendering through the use of a virtual reality haptic system, there was a significant time improvement, on average about 20 seconds, from a traditional CAD assembly to the suggested virtual reality haptic system assembly [3]. The CAD assembly is currently how manufacturers assemble parts in a virtual environment. The user must define certain planes to constrain one object to another, an often difficult task. The suggested haptic system included a “physical” way to manipulate the objects in a realistic manner. In the experiment, the difference between the current traditional method of assembly via CAD, which on average took 29.8 seconds to complete, and the haptic system method, which took on average 9.4 seconds, was roughly 20 seconds [3]. That is nearly a 70% increase in speed [3]. So, the implementation of a haptic system in a modern day virtual assembly process could be vital. The traditional method of creating mockups and prototypes alongside of a CAD assembly could potentially be expedited by nearly 70%. Again in the case of vehicle manufacture, the typical time it takes to design a car is roughly three years [9]. With the implantation of a haptic based virtual reality system, and based on the amount of time CAD is used in the design process, roughly six months could be saved. So why does this matter to the average person? Well, in the case of the automobile industry, prices would be lower, as there would be less time spent on the design of the car, but in the whole realm of manufacture, product development and assembly times would decrease, resulting in lower prices for the consumers. Because this technology has the potential to affect millions, the code of ethics must be closely followed. Even though those millions may not be using the technology directly, if those that are using it are adversely affected by the technology, then a company will have wasted their money, as well as potentially ruining their products. Then, WHAT IS THIS TECHNOLOGY AND WHO CARES? What is this virtual assembly? Why does anyone care? What does it have to do with industry? And how does it actually work? Well, virtual assembly is, simply put, the application of virtual reality in the assembly process [3]. What is actually occurring during this process is quite complex. The process begins with a CAD program [3]. A designer will create an object or objects in one of these programs, and then, through the use of some sort of haptic feedback and virtual reality system, the designer would be able to manipulate the objects in a virtual environment [3]. Through this manipulation using a haptic system, a designer can “feel” how the objects fit together and what their geometries feel like [3]. With different physics and geometry based formulas, one object can be fit with another in a virtual environment without the two objects penetrating 2 Alex Spowart in this case, safety could decline from bad virtual assembly, and prices would increase. Because of this, engineers must follow the code of ethics so as to prevent any harmful effects from this technology that would affect the public. Even still, the advantages that implementing a haptic virtual reality system provides outweigh the current system of assembly, which involves hours of assembly line training and designing. The possibilities with haptic virtual reality systems are far beyond the capabilities of the modern method. For these reasons, further effort needs to be put into the development of haptic virtual reality systems. there are many different codes of ethics that apply. The canons that apply to virtual reality, as well as virtual assembly, are to “hold paramount the safety, health, and welfare of the public”, “to issue public statements only in an objective and truthful manner”, and “to conduct themselves honorably, responsibly, ethically, and lawfully so as to enhance the honor, reputation, and usefulness of the profession” [4]. Additionally, the professional obligations are that “engineers shall be guided in all their relations by the highest standards of honesty and integrity, that engineers shall at all times strive to serve the public interest, and that engineers shall avoid all conduct or practices that deceives the public” [4]. So, how do these apply to virtual reality and virtual assembly? These three fundamental canons tie into each other because virtual reality devices can harm people. A common side effect of virtual reality systems is that of cybersickness [10]. Cybersickness is an experience where a user experiences disorientation, queasiness, nausea, and headaches [10]. This is a problem with product design, because engineers must follow the code of ethics that says that the health of the public must be held paramount [4]. Also, according to the Institute of Electrical and Electronics Engineers (IEEE), engineers must “accept responsibility in making decisions consistent with the safety, health, and welfare of the public and to disclose promptly the factors that might endanger the public or environment” [11]. Therefore, if virtual reality systems, including virtual assembly, were to be commonly applied in industry, or even for personal use, engineers must warn of the possible effects of cybersickness. Furthermore, according to the IEEE code of ethics, there must be improvement of the understanding of technology and its appropriate and potential consequences [11]. So by the IEEE code of ethics, engineers must take a look at how humans physically and psychologically react to virtual reality. And they have; in one test, it was determined that cybersickness looks a lot like anxiety based on symptom comparison [12]. This correlation is often brought upon by potentially anxiety inducing events during the virtual reality experience [12]. Thus to follow the code of ethics set up by the NSPE and IEEE, engineers must warn users of the possible consequences of using this product. This is especially valuable, because if virtual assembly was to be implemented in a “practice assembly line,” the workers would have to know that cybersickness could occur. The engineers would be able to set up instructions for the proper use of the product so as to avoid cybersickness as much as possible. Thus, a minimum number of negative consequences would occur, and this would maximize the usefulness of the product in industry. Because the usefulness would be maximized, there would be fewer mistakes in the work, and safer products would be created. Because virtual reality and virtual assembly have such a far reaching spectrum of whom it can affect, it is absolutely essential for engineers to follow the code of conduct established by the professional engineering societies. By following the code of ethics established by NSPE and IEEE, WHY DO I CARE? Now why does this issue of implementing virtual reality haptic systems in industry matter to me? Essentially, I like to be on the forefront of technology. As a future electrical engineer, I will always be involved with the new technological gadget, and the thought of creating a device so that a virtual object can be “felt” seems like it comes straight from science fiction. Yet, researchers are making it more possible every day. I like the thought of creating something that to most people does not seem possible. Additionally, this technology can be used in nearly any type of industry. The wide variety of applications that this haptic system technology can be applied to is also what makes it super interesting. Because of the far-reaching effects of this technology, I know that this technology, as well as technology that I will be a part of in the future, must closely adhere to the professionally established codes of ethics. By following these, I know that I can properly involve myself in the engineering field, just like those researchers currently working on virtual assembly technologies. I am interested in this technology because it seems so far-fetched, but yet it can be used daily to affect the lives of millions of consumers. The idea of reaching out to the general public through my work is what strongly draws me to the field of engineering, and this is also what draws me to this topic. I find this new technology to be significant in industry because it can have such a far reaching impact. The amount of time and money it can save is, as shown before, quite significant. For these reasons, the implementation of haptic system virtual reality in industry is particularly important to me. HOW ETHICS IN ENGINEERING APPLY As with all new developing technologies, there are always questions as to how the product can avoid being unethical. For this reason, engineers follow multiple codes of ethics for their work. The primary code of ethics in engineering is provided through the National Society of Professional Engineers (NSPE). There are multiple fundamental canons and different rules of practice, as well as professional obligations. With respect to virtual reality, 3 Alex Spowart engineers working on these virtual assembly systems would be able to develop a product that is truly beneficial to industry, and therefore to the general public. As aforementioned, virtual assembly can be an extremely helpful tool in industry, and combined with the proper use of the codes of ethics, a safe and effective product could be created. Haptic system virtual reality is the next big step in industry that affects industry as a whole, in addition to the assembly line. Through the time that it can save, along with the money it can save, the further development of these systems is indeed necessary. A virtual reality haptic system can change how products are designed and produced, in a beneficial way that can save millions of dollars in the auto industry alone. Combine this with all the various industries that can benefit from this technology and it is easy to see the savings. It can also expedite the design and assembly process. It is easy to see why the further research and development of these systems is important. The time and money that companies can save then affect the population as a whole with lower prices and greater quality. As a future electrical engineer, seeing this technology come to life would be especially intriguing. In addition to the benefits of virtual assembly, this new technology also needs to be implemented according to the professional engineering codes of ethics. By coinciding with the idea that the public safety must be held paramount, haptic systems can be easily and safely applied to industry. By following these codes, engineers can properly put this great new technology to good use. Additionally, the value of this paper in my education has been shown to be quite large. In conclusion, haptic systems in virtual reality are interesting technologies that need more development and research, so that they can be implemented into industry worldwide. WHAT IS THE VALUE IN THIS PROJECT As a future engineer, my college education is of the utmost importance, and this starts with the freshman engineering curriculum. The Accreditation Board for Engineering and Technology (ABET) is an organization that requires technical programs in universities to follow an organized list of requirements, so that their graduating students are prepared for the workforce. Pitt, an ABETaccredited school, provides this kind of education. According to ABET, students need to be have “an understanding of professional and ethical responsibility” and “an ability to communicate effectively” [13]. This project combines both of those effectively. This assignment is important to my education because it requires me to research how engineers conduct themselves professionally and ethically, and it also requires me to effectively communicate this to a reader. I need to be able to see that in all ways, engineering ethics continually correspond with the products and devices engineers work on every day. Through this paper, I am able to achieve this kind of knowledge. Additionally, formal objective writing is one of the most important forms of communication. By the writing assignments given to us in our engineering analysis class, we students are asked to develop our communication skills through this formal writing. So, by researching an interesting engineering topic and writing from a subjective point of view about the implementation of this technology, I am not only learning an important part of the engineering process, but I am also learning how to effectively communicate. Furthermore, this research provides me with another important aspect of the accreditation requirements. This is that of a “broad education necessary to understand the impact of engineering solutions in a global, economic, environmental, and societal context” [13]. This project encourages research that looks for the far-reaching effects of engineering. So through this paper, I am already accomplishing many of the requirements for ABETaccreditation. So, I know that this project is indeed incredibly valuable to me. As a future engineer, the skill to effectively communicate is essential. So, this project is in fact vital to my educational preparation for engineering. REFERENCES [1] (2008). “Enhance Virtual Reality.” National Academy of Engineering. (Online Article). http://www.engineeringchallenges.org/cms/8996/9140.aspx. [2] (2012). “Virtual Reality (VR).” Encyclopædia Britannica. (Online Article). http://www.britannica.com/EBchecked/topic/630181/virtualreality-VR/253104/Education-and-training. [3] P. Xia, A. Lopes, & M. Restivo. (2011). “Design and Implementation of a Haptic-based Virtual Assembly System.” Assembly Automation. (Online Article). http://www.emeraldinsight.com/journals.htm?articleid=1953 818&show=abstract. p. 369-384 [4] (2007). “NSPE Code of Ethics for Engineers.” Ethics. (Online Article). http://www.nspe.org/Ethics/CodeofEthics/index.html. [5] R. Boyle. (2012, August 13). “Electronic ‘Smart Fingertips’ Could Give Robots and Doctors Virtual Touch.” PopSci. (Online Article). http://www.popsci.com/technology/article/201208/electronic-smart-fingertips-could-give-robots-anddoctors-virtual-touch. [6] P. Adams. (2010, July 1). “Fingertip-Mounted Haptic Interface Lets You Feel Virtual 3-D Objects.” PopSci. (Online Article). http://www.popsci.com/technology/article/2010- TO WRAP IT ALL UP The age old assembly line, a process that is being constantly renovated, is ready for another great change. 4 Alex Spowart 07/fingertip-mounted-haptic-interface-lets-you-feel-virtual3-d-objects. [7] S. Scheggi, G. Salvietti, & D. Prattichizzo. (2010). “Shape and Weight Rendering for Haptic Augmented Reality.” IEEE Xplore. (Online Article). http://ieeexplore.ieee.org/ielx5/5593942/5598604/05598632. pdf?tp=&arnumber=5598632&isnumber=5598604. [8] (2009). “Advantages of Virtual Reality.” Virtual Reality. (Online Article). http://www.vrs.org.uk/virtual-realityeducation/advantages.html. [9] (2012, March 7). “Q&A with Adrian van Hooydonk.” Car Body Design. (Online Article). http://www.carbodydesign.com/2012/03/qa-with-adrian-vanhooydonk/. [10] J. Van. (1995). “Actual Side Effects From Virtual Reality.” Chicago Tribune. (Online Article). http://articles.chicagotribune.com/1995-0814/business/9508140011_1_cybersickness-psychologistwith-essex-corp-virtual-reality. [11] (2012 September). “IEEE Code of Ethics.” IEEE Policies. (Online Article). http://www.ieee.org/about/corporate/governance/p7-8.html. [12] Y. Ling, W. Brinkman, H. Nefs, C. Qu, & I. Heynderickx. “.” Joint Virtual Reality Conference. (Online Article). http://www.vtt.fi/inf/pdf/symposiums/2011/S269.pdf#page= 82. p. 80-82. [13] (2011, October 29). “General Criteria 3. Student Outcomes.” Criteria for Accrediting Engineering Programs, 2012-2013. (Online Article). http://www.abet.org/engineering-criteria-2012-2013/. ACKNOWLEDGMENTS I would like to thank Becky Spowart for her guidance in writing. Additionally, I would like to thank Tom Lizik, Josh Hinnebusch, Daniel Wright, Andy Cecchi, Nick Brader, Sarah Foran, and Tatiana Sunseri for their helpful hints, words of wisdom, and different points of view, that were all needed in writing this paper. 5