VR Lab Home
VR Lab Home See what's new Research See journal papers & proceedings Our virtual tools Meet virtual people Visit useful links Questions or comments?


HAPSTICK: High Fidelity Haptic Simulation for Billiards

Venkatraghavan Gourishankar

Abstract

We present our work in developing a low cost high fidelity haptic device and virtual environment for playing billiards. Our device features a natural user interface to simulate realistic play of billiards game. This website contains information on the physics behind the Virtual reality game, the kinematics and dynamics of the force feedback device and also the complete construction and calibration information.

Setup Schematic - HAPSTICK Haptic Interface

Software

A billiards game with realistic physics was implemented in C++ and OpenGL. The game incorporated some user assists such as line of sight etc, complete haptics integration from the device and auditory feedback. A sample screenshot from the game is given in Figure 10. The game was tested on a laptop having 1 Gb of RAM, 128 Mb ATI graphics card and 1.6 MHz Centrino processor. The game gave a 30 Hz frame rate and around 1 kHz update rate for the haptic loop.

Screenshots of the Billiards game

Videos of Billiards Game Demo


Hardware

The HAPSTICK interface shown below was designed and constructed for the haptic simulation of the Billiards game. The device allows motion in 3 d.o.f (Two rotations: pitch and yaw, and one translation) with haptic feedback along the translation.

Exploded View of the Assembly
Detailed View of the Assembly (Top, Front, Side Views)
Parts List and Vendors

Experiments

Experimental calibration was done on the system at many levels. The first experiment was performed by attaching a triaxial accelerometer (from PCB Piezotronics) to the tip of the cue stick attached to the device. This sensor has a resonant frequency of 25 KHz while sampling at 10 KHz. A user was then asked to play a normal follow shtot using the cue stick interface. The accelerometer data was passed through a low pass filter to eliminate jitters. The acceleration profile was then compared to the results presented by Alciatore © who recorded the data on a professional billiards player. We found that our data was analogous and comparable to the data recorded by Alciatore © .

Comparison of the Acceleration profiles - (HAPSTICK and Alciatore)

 

Performance Measures

Device Performance Measures
Total Degrees of freedom
3
Haptic Degrees of freedom
1
Motion Range
12'' linear
Position resolution
~0.0508 mm
Peak Acceleration (at cue tip)
5 (g)
Peak Impact Force (at cue tip)
4.32 N
Friction (at linear bearing)
0.1 N
Inertia (apparent mass at cue tip)
100g

 

References

•  Magerkurth, C., et al. , “Pervasive Games: Bringing computer entertainment back to real world”, ACM Computers in Entertainment, Vol. 3, No. 3, Article 4A, 2005.

•  Ouhyoung, M., et al. , “A Force Feedback Joystick and its use in PC video games”, IEEE transactions on Consumer Electronics, IEEE, 1995

•  Bae, B., et al. , ”Design and control of two degree of freedom Haptic device for the Application of PC video games”, International Conference on Intelligent robots and systems, IEEE, 2003.

•  Morris, D., et al. , “ Haptic Battle Pong: a networked haptic game ”, Experimental Gameplay workshop at Game Developers Conference, San Jose , CA , 2004.

•  Andrews, S., et al. , “HaptiCast: A physically based 3d game with haptic feedback”, Emerging input/Output In games (paper #241), Futureplay , Canada , 2006.

•  Faust, M., et al. , “Haptic Feedback in Pervasive games”, Third International Workshop on Pervasive gaming applications, PerGames , Ireland , 2006.

•  Kawamura, S., et al. , “Development of a virtual sports machine using a wire drive system- A trial of Virtual Tennis”, International Conference on Intelligent Robots and Systems, IEEE, 1995.

• Swindells, C., et al. , “TorqueBAR: An ungrounded haptic feedback device”, International Conference on MultiModal interfaces, ICMI, 2003.

•  Jebara, T., et al. , “Stochsticks: Augmenting the Biiliards Experience with probabilistic visionand wearable computers”, Proc. of the Intl. Symposium on Wearable Computers, ISWC, 1997.

•  Larsen, L.B., “Development of automatic pool trainer”, Proceedings of the Fourth Danish HCI Research Symposium, HCIRN, 2004.

•  Yersin, B., “Virtual Billiards”, Student project, VRLAB, Swiss Federal Institute of Technology, 2004.

 

VR LAB 809 FURNAS HALL, THE STATE UNIVERSITY OF NEW YORK AT BUFFALO, BUFFALO, NY 14260 | (716) 645-2593
VR LAB (C) 2003-2006, ALL RIGHTS RESERVED