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AdvancesinHaptics632

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4
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Omni-
Omni
Desktop-
Desktop
Falcon-
Falcon
Omni-
Desktop
Falcon-
Omni
Falcon-
SPIDAR
Average distance [mm]
Method a
Method b
I 95% confidence interval

Fig. 10. Average distance between cube and target in case where virtual space size is set to
reference size

5


6
7
8
9
10
11
Omni-
Omni
Desktop-
Desktop
Falcon-
Falcon
Omni-
Desktop
Falcon-
Omni
Falcon-
SPIDAR
Average distance [mm]
Method a
Method b
I 95% confidence interval

Fig. 11. Average distance between cube and target in case where virtual space size is set to
one and a half times reference size


6
8
10

12
14
16
18
Omni-
Omni
Desktop-
Desktop
Falcon-
Falcon
Omni-
Desktop
Falcon-
Omni
Falcon-
SPIDAR
Average distance [mm]
Method a
Method b
I 95% confidence interval

Fig. 12. Average distance between cube and target in case where virtual space size is set to
twice reference size

From Figures 13, 14, and 16, we find that the average total number of eliminated targets of
Method a is larger than that of Method b. The reason is similar to that in the case of the
collaborative work. In Figure 15, the average total number of eliminated targets of Method b
is somewhat larger than that of Method a. To clarify the reason, we examined the average
number of eliminated targets at each haptic interface devices. As a result, the average
number of eliminated targets of Omni with Method b was larger than that with Method a.

This is because in the case of Omni, the mapping ratio of the x-axis with Method a is much
larger than that with Method b owing to the shape of the workspace of Omni; therefore, it is
easy to drop the cube in Method a.
From the above observations, we can roughly conclude that Method a is more effective than
Method b in the competitive work.

8. Conclusion

This chapter dealt with collaborative work and competitive work using four kinds of haptic
interface devices (Omni, Desktop, SPIDAR, and Falcon) when the size of a virtual space is
different from the size of each workspace. We examined the influences of methods of
mapping workspaces to the virtual space on the efficiency of work. As a result, we found
that the efficiency of work is higher in the case where the workspace is uniformly mapped to
the virtual space in the directions of the x-, y-, and z-axes than in the case where the
workspace is individually mapped to the virtual space in the direction of each axis so that
the mapped workspace size corresponds to the virtual space size.

MappingWorkspacestoVirtualSpaceinWorkUsingHeterogeneousHapticInterfaceDevices 633

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Omni-
Omni
Desktop-
Desktop

Falcon-
Falcon
Omni-
Desktop
Falcon-
Omni
Falcon-
SPIDAR
Average distance [mm]
Method a
Method b
I 95% confidence interval

Fig. 10. Average distance between cube and target in case where virtual space size is set to
reference size

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7
8
9
10
11
Omni-
Omni
Desktop-
Desktop
Falcon-
Falcon
Omni-

Desktop
Falcon-
Omni
Falcon-
SPIDAR
Average distance [mm]
Method a
Method b
I 95% confidence interval

Fig. 11. Average distance between cube and target in case where virtual space size is set to
one and a half times reference size


6
8
10
12
14
16
18
Omni-
Omni
Desktop-
Desktop
Falcon-
Falcon
Omni-
Desktop
Falcon-

Omni
Falcon-
SPIDAR
Average distance [mm]
Method a
Method b
I 95% confidence interval

Fig. 12. Average distance between cube and target in case where virtual space size is set to
twice reference size

From Figures 13, 14, and 16, we find that the average total number of eliminated targets of
Method a is larger than that of Method b. The reason is similar to that in the case of the
collaborative work. In Figure 15, the average total number of eliminated targets of Method b
is somewhat larger than that of Method a. To clarify the reason, we examined the average
number of eliminated targets at each haptic interface devices. As a result, the average
number of eliminated targets of Omni with Method b was larger than that with Method a.
This is because in the case of Omni, the mapping ratio of the x-axis with Method a is much
larger than that with Method b owing to the shape of the workspace of Omni; therefore, it is
easy to drop the cube in Method a.
From the above observations, we can roughly conclude that Method a is more effective than
Method b in the competitive work.

8. Conclusion

This chapter dealt with collaborative work and competitive work using four kinds of haptic
interface devices (Omni, Desktop, SPIDAR, and Falcon) when the size of a virtual space is
different from the size of each workspace. We examined the influences of methods of
mapping workspaces to the virtual space on the efficiency of work. As a result, we found
that the efficiency of work is higher in the case where the workspace is uniformly mapped to

the virtual space in the directions of the x-, y-, and z-axes than in the case where the
workspace is individually mapped to the virtual space in the direction of each axis so that
the mapped workspace size corresponds to the virtual space size.

AdvancesinHaptics634

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Method a Method b
Average total
number of eliminated targets
I 95% confidence interval

Fig. 13. Average total number of eliminated targets in case where virtual space size is set to
half reference size

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Method a Method b
Average total
number of eliminated targets
I 95% confidence interval

Fig. 14. Average total number of eliminated targets in case where virtual space size is set to
reference size


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29
Method a Method b
Average total
number of eliminated targets
I 95% confidence interval

Fig. 15. Average total number of eliminated targets in case where virtual space size is set to
one and a half times reference size

15
16
17

18
19
20
21
Method a Method b
Average total
number of eliminated targets
I 95% confidence interval

Fig. 16. Average total number of eliminated targets in case where virtual space size is set to
twice reference size
MappingWorkspacestoVirtualSpaceinWorkUsingHeterogeneousHapticInterfaceDevices 635

122
124
126
128
130
132
134
136
138
140
142
144
Method a Method b
Average total
number of eliminated targets
I 95% confidence interval


Fig. 13. Average total number of eliminated targets in case where virtual space size is set to
half reference size

33
34
35
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Method a Method b
Average total
number of eliminated targets
I 95% confidence interval

Fig. 14. Average total number of eliminated targets in case where virtual space size is set to
reference size


23
24
25
26
27
28
29
Method a Method b
Average total
number of eliminated targets
I 95% confidence interval


Fig. 15. Average total number of eliminated targets in case where virtual space size is set to
one and a half times reference size

15
16
17
18
19
20
21
Method a Method b
Average total
number of eliminated targets
I 95% confidence interval

Fig. 16. Average total number of eliminated targets in case where virtual space size is set to
twice reference size
AdvancesinHaptics636

As the next step of our research, we will handle other types of work and investigate the
influences of network latency and packet loss.

Acknowledgments

The authors thank Prof. Shinji Sugawara and Prof. Norishige Fukushima of Nagoya Institute
of Technology for their valuable comments.

9. References


Fujimoto, T.; Huang, P.; Ishibashi, Y. & Sugawara, S. (2008). Interconnection between
different types of haptic interface devices: Absorption of difference in workspace
size, Proceedings of the 18th International Conference on Artificial Reality and
Telexistence (ICAT'08), pp. 319-322
Hirose, M.; Iwata, H.; Ikei, Y.; Ogi, T.; Hirota, K.; Yano, H. & Kakehi, N. (1998).
Development of haptic interface platform (HIP) (in Japanese). TVRSJ, Vol. 10, No. 3,
pp. 111-119
Huang, P.; Fujimoto, T.; Ishibashi, Y. & Sugawara, S. (2008). Collaborative work between
heterogeneous haptic interface devices: Influence of network latency, Proceedings of
the 18th International Conference on Artificial Reality and Telexistence (ICAT'08), pp.
293-296
Ishibashi, Y. & Kaneoka, H. (2006). Group synchronization for haptic media in a networked
real-time game. IEICE Trans. Commun., Special Section on Multimedia QoS Evaluation
and Management Technologies, Vol. E89-B, No. 2, pp. 313-319
Ishibashi, Y.; Tasaka, S. & Hasegawa, T. (2002). The virtual-time rendering algorithm for
haptic media synchronization in networked virtual environments, Proceedings of the
16th International Workshop on Communication Quality & Reliability (CQR'02), pp. 213-
217
Kameyama, S. & Ishibashi, Y. (2007). Influences of difference in workspace size between
haptic interface devices on networked collaborative and competitive work,
Proceedings of SPIE Optics East, Multimedia Systems and Applications X, Vol. 6777, No.
30
Kim, S.; Berkley, J. J. & Sato, M. (2003). A novel seven degree of freedom haptic device for
engineering design. Virtual Reality, Vol. 6, No. 4, pp. 217-228
Novint Technologies, Inc. (2007). Haptic Device Abstraction Layer programmer's guide,
Version 1.1.9 Beta
Salisbury, J. K. & Srinivasan, M. A. (1997). Phantom-based haptic interaction with virtual
object. IEEE Computer Graphics and Applications, Vol. 17, No. 5, pp. 6-10
SensAble Technologies, Inc. (2004). 3D Touch SDK OpenHaptics Toolkit programmer's
guide, Version 1.0

Srinivasan, M. A. & Basdogn, C. (1997). Haptics in virtual environments: Taxonomy,
research status, and challenges. Computers and Graphics, Vol. 21, No. 4, pp. 393-404
CollaborativeTele-HapticApplicationandItsExperiments 637
CollaborativeTele-HapticApplicationandItsExperiments
QonitaM.Shahab,MariaN.MayangsariandYong-MooKwon
X

Collaborative Tele-Haptic Application
and Its Experiments


Qonita M. Shahab, Maria N. Mayangsari and Yong-Moo Kwon
Korea Institute of Science & Technology, Korea

1. Introduction
Through haptic devices, users can feel partner’s force each other in collaborative
applications. The sharing of touch sensation makes network collaborations more efficiently
achievable tasks compared to the applications in which only audiovisual information is
used. In view of collaboration support, the haptic modality can provide very useful
information to collaborators.

This chapter introduces collaborative manipulation of shared object through network. This
system is designed for supporting collaborative interaction in virtual environment, so that
people in different places can work on one object together concurrently through the
network. Here, the haptic device is used for force-feedback to each user during the
collaborative manipulation of shared object. Moreover, the object manipulation is occurred
in physics-based virtual environment so the physics laws influence our collaborative
manipulation algorithm. As a game-like application, users construct a virtual dollhouse
together using virtual building blocks in virtual environment. While users move one shared-
object (building block) to desired direction together, the haptic devices are used for applying

each user’s force and direction. The basic collaboration algorithm on shared object and its
system implementation are described. The performance evaluations of the implemented
system are provided under several conditions. The system performance comparison with
the case of non-haptic device collaboration shows the effect of haptic device on collaborative
object manipulation.

2. Collaborative manipulation of shared object
2.1 Overview
In recent years, there is an increasing use of Virtual Reality (VR) technology for the purpose
of immersing human into Virtual Environment (VE). These are followed by the
development of supporting hardware and software tools such as display and interaction
hardware, physics-simulation library, for the sake of more realistic experience using more
comfortable hardware.

34
AdvancesinHaptics638

Our focus of study is on real-time manipulating object by multiple users in Collaborative
Virtual Environment (CVE). The object manipulation is occurred in physic-based virtual
environment so the physic laws implemented in this environment influence our
manipulation algorithm.

We build Virtual Dollhouse as our simulation application where user will construct a
dollhouse together. In this dollhouse, collaborative users can also observe physics law while
constructing a dollhouse together using existing building blocks, under gravity effects.
While users collaborate to move one shared-object (block) to desired direction, the shared-
object is manipulated, for example using velocity calculation. This calculation is used
because current available physic-law library has not been provided for collaboration. The
main problem that we address is how to manipulate a same object by two users and more,
which means how we combine two or more attributes of each user to get one destination.

We call this approach as shared-object manipulation approach.

This section presents the approach we use in study about the collaborative interaction in
virtual environment so people in different places can work on one object together
concurrently.

2.2 Related Work
In Collaborative Virtual Environment (CVE), multiple users can work together by
interacting with the virtual objects in the VE. Several researches have been done on
collaboration interaction techniques between users in CVE. (Margery, D., Arnaldi, B.,
Plouzeau, N. 1999) defined three levels of collaboration cases. Collaboration level 1 is where
users can feel each other's presence in the VE, e.g. by representation of avatars such as
performed by NICE Project (Johnson, A., Roussos, M., Leigh, J. 1998).
Collaboration level 2 is where users can manipulate scene constraints individually.
Collaboration level 3 is where users manipulate the same object together. Another
classification of collaboration is by Wolff et al. (Wolff, R., Roberts, D.J., Otto, O. June 2004)
where they divided collaboration on a same object into sequential and concurrent
manipulations. The concurrent manipulation consists of manipulation of distinct and same
object's attributes.
Collaboration on the same object has been focused by other research (Ruddle, R.A., Savage,
J.C.D., Jones, D.M. Dec. 2002), where collaboration tasks are classified into symmetric and
asymmetric manipulation of objects. Asymmetric manipulation is where users manipulate a
virtual object by substantially different actions, while symmetric manipulation is where
users should manipulate in exactly the same way for the object to react or move.

2.3 Our Research Issues
In this research, we built an application called Virtual Dollhouse. In Virtual Dollhouse,
collaboration cases are identified as two types: 1) combined inputs handling or same
attribute manipulation, and 2) independent inputs handling or distinct attribute
manipulation. For the first case, we use a symmetric manipulation model where the option

is using common component of users' actions in order to produce the object's reactions or
movements. According to Wolff et al. (Wolff, R., Roberts, D.J., Otto, O. June 2004) where
events traffic during object manipulations is studied, the manipulation on the same object's

attribute generated the most events. Thus, we can focus our study on manipulation on the
same object's attribute or manipulation where object's reaction depends on combined inputs
from the collaborating users.
We address two research issues while studying manipulation on the same object's attribute.
Based on the research by Basdogan et al. (Basdogan, C., Ho, C., Srinivasan, M.A., Slater, M.
Dec. 2000), we address the first issue in our research: the effects of using haptics on a
collaborative interaction. Based on the research by Roberts et al. (Roberts, D., Wolff, R., Otto,
O. 2005), we address the second issue in our research: the possibilities of collaboration
between users from different environments.
To address the first issue, we tested the Virtual Dollhouse application of different versions:
without haptics functionality and with haptics functionality, to be compared. As suggested
by Kim et al. (Kim, J., Kim, H., Tay, B.K., Muniyandi, M., Srinivasan, M.A., Jordan, J.,
Mortensen, J., Oliveira, M., Slater, M. 2004), we also test this comparison over the Internet,
not just over LAN. To address the second issue, we test the Virtual Dollhouse application
between user of non-immersive display and immersive display environments. We analyze
the usefulness of immersive display environment as suggested by Otto et al. (Otto, O.,
Roberts, D., Wolff, R. June 2006), as they said that it holds the key for effective remote
collaboration.

2.4 Taxonomy of Collaboration
The taxonomy, as shown in Figure 1, starts with a category of objects: manipulation of
distinct objects and a same object. In many CVE applications (Johnson, A., Roussos, M.,
Leigh, J. 1998), users collaborate by manipulating the distinct objects. For manipulating the
same object, sequential manipulation also exists in many CVE applications. For example, in
a CVE scene, each user moves one object, and then they take turn in moving the other
objects.

Concurrent manipulation of objects has been demonstrated in related work (Wolff, R.,
Roberts, D.J., Otto, O. June 2004) by moving a heavy object together. In concurrent
manipulation of objects, users can manipulate in category of attributes: same attribute or
distinct attributes.


Fig. 1. Taxonomy of collaboration
CollaborativeTele-HapticApplicationandItsExperiments 639

Our focus of study is on real-time manipulating object by multiple users in Collaborative
Virtual Environment (CVE). The object manipulation is occurred in physic-based virtual
environment so the physic laws implemented in this environment influence our
manipulation algorithm.

We build Virtual Dollhouse as our simulation application where user will construct a
dollhouse together. In this dollhouse, collaborative users can also observe physics law while
constructing a dollhouse together using existing building blocks, under gravity effects.
While users collaborate to move one shared-object (block) to desired direction, the shared-
object is manipulated, for example using velocity calculation. This calculation is used
because current available physic-law library has not been provided for collaboration. The
main problem that we address is how to manipulate a same object by two users and more,
which means how we combine two or more attributes of each user to get one destination.
We call this approach as shared-object manipulation approach.

This section presents the approach we use in study about the collaborative interaction in
virtual environment so people in different places can work on one object together
concurrently.

2.2 Related Work
In Collaborative Virtual Environment (CVE), multiple users can work together by

interacting with the virtual objects in the VE. Several researches have been done on
collaboration interaction techniques between users in CVE. (Margery, D., Arnaldi, B.,
Plouzeau, N. 1999) defined three levels of collaboration cases. Collaboration level 1 is where
users can feel each other's presence in the VE, e.g. by representation of avatars such as
performed by NICE Project (Johnson, A., Roussos, M., Leigh, J. 1998).
Collaboration level 2 is where users can manipulate scene constraints individually.
Collaboration level 3 is where users manipulate the same object together. Another
classification of collaboration is by Wolff et al. (Wolff, R., Roberts, D.J., Otto, O. June 2004)
where they divided collaboration on a same object into sequential and concurrent
manipulations. The concurrent manipulation consists of manipulation of distinct and same
object's attributes.
Collaboration on the same object has been focused by other research (Ruddle, R.A., Savage,
J.C.D., Jones, D.M. Dec. 2002), where collaboration tasks are classified into symmetric and
asymmetric manipulation of objects. Asymmetric manipulation is where users manipulate a
virtual object by substantially different actions, while symmetric manipulation is where
users should manipulate in exactly the same way for the object to react or move.

2.3 Our Research Issues
In this research, we built an application called Virtual Dollhouse. In Virtual Dollhouse,
collaboration cases are identified as two types: 1) combined inputs handling or same
attribute manipulation, and 2) independent inputs handling or distinct attribute
manipulation. For the first case, we use a symmetric manipulation model where the option
is using common component of users' actions in order to produce the object's reactions or
movements. According to Wolff et al. (Wolff, R., Roberts, D.J., Otto, O. June 2004) where
events traffic during object manipulations is studied, the manipulation on the same object's

attribute generated the most events. Thus, we can focus our study on manipulation on the
same object's attribute or manipulation where object's reaction depends on combined inputs
from the collaborating users.
We address two research issues while studying manipulation on the same object's attribute.

Based on the research by Basdogan et al. (Basdogan, C., Ho, C., Srinivasan, M.A., Slater, M.
Dec. 2000), we address the first issue in our research: the effects of using haptics on a
collaborative interaction. Based on the research by Roberts et al. (Roberts, D., Wolff, R., Otto,
O. 2005), we address the second issue in our research: the possibilities of collaboration
between users from different environments.
To address the first issue, we tested the Virtual Dollhouse application of different versions:
without haptics functionality and with haptics functionality, to be compared. As suggested
by Kim et al. (Kim, J., Kim, H., Tay, B.K., Muniyandi, M., Srinivasan, M.A., Jordan, J.,
Mortensen, J., Oliveira, M., Slater, M. 2004), we also test this comparison over the Internet,
not just over LAN. To address the second issue, we test the Virtual Dollhouse application
between user of non-immersive display and immersive display environments. We analyze
the usefulness of immersive display environment as suggested by Otto et al. (Otto, O.,
Roberts, D., Wolff, R. June 2006), as they said that it holds the key for effective remote
collaboration.

2.4 Taxonomy of Collaboration
The taxonomy, as shown in Figure 1, starts with a category of objects: manipulation of
distinct objects and a same object. In many CVE applications (Johnson, A., Roussos, M.,
Leigh, J. 1998), users collaborate by manipulating the distinct objects. For manipulating the
same object, sequential manipulation also exists in many CVE applications. For example, in
a CVE scene, each user moves one object, and then they take turn in moving the other
objects.
Concurrent manipulation of objects has been demonstrated in related work (Wolff, R.,
Roberts, D.J., Otto, O. June 2004) by moving a heavy object together. In concurrent
manipulation of objects, users can manipulate in category of attributes: same attribute or
distinct attributes.


Fig. 1. Taxonomy of collaboration
AdvancesinHaptics640


2.5 Demo Scenario-Virtual Dollhouse
We construct Virtual Dollhouse application in order to demonstrate concurrent object
manipulation. Concurrent manipulation is when more than one user wants to manipulate
the object together, e.g. lifting a block together. The users are presented with several
building blocks, a hammer, and several nails. In this application, two users have to work
together to build a doll house.
The scenario for the first collaboration case is when two users want to move a building block
together, so that both of them need to manipulate the "position" attribute of the block, as
seen in Figure 2(a). We call this case as SOSA (Same Object Same Attribute). The scenario for
the second collaboration case is when one user is holding a building block (keep the
"position" attribute to be constant) and the other is fixing the block to another block (set the
"set fixed" or "release from gravity" attribute to be true), as seen in Figure 2(b). We call this
case as SODA (Same Object Different Attribute).


Fig. 2. (a) Same attribute, (b) Distinct attributes in Same Object manipulation

Figure 3 shows the demo content implementation of SOSA and SODA with blocks, hands,
nail and hammer models.


(a) SOSA (b) SODA
Fig. 3. Demo content implementation

2.6 Problem and Solution
Even though physics-simulation library has been provided, there is no library that can
handle physical collaboration. For example, we need to calculate the force of object that
pushed by two hands.
In our Virtual Dollhouse, user will try to lift the block and another user will also try to lift

the same block and move it together to destination.
After the object reaches shared-selected or “shared-grabbed” status, the input values from
two hands should be managed for the purpose of object manipulation. We created a vHand
variable as a value of fixed distance between the grabbing hand and the object itself. This is
useful for moving the object by following the hand’s movement.
We encountered a problem of two hands that may have the same power from each of its
user. For example, a user wants to move to the left, and the other wants to move to the right.
Without specific management, the object manipulation may not be successful. Therefore, we
decided that users can make an agreement prior to the collaboration, in order to configure
(in XML), which user has the stronger hand (handPow) than the other. Therefore, the
arbitration of two input values is as following (for x-coordinate movement case):

Diff = (handPos1-vHand1) - (handPos2-vHand2)
If abs(handPow2) > abs(handPow1)
Hand1.setPos(hand1.x-diff,hand1.y,hand1.z)
Else if abs(handPow1) > abs(handPow2)
Hand1.setPos(hand2.x+diff,hand2.y,hand2.z)

After managing the two hand inputs, the result of the input processing is released as the
manipulation result.

Our application supports 6DOF (Degree Of Freedom) movement: X-Y-Z and Heading-Pitch-
Roll, but due to capability of our input device, we did not consider Pitch and Roll as
necessary to be implemented graphically.

X-Y-Z = (handPos1-vHand1 + handPos2-vHand2)/2
In Figure 4, the angle is the heading rotation (between X and Y coordinates). The tangent is
calculated so that the angle in degree can be found.

tanA = (hand0.y-hand1.y)/(hand0.x-hand1.x)

heading = atan(tanA)*180/PI
CollaborativeTele-HapticApplicationandItsExperiments 641

2.5 Demo Scenario-Virtual Dollhouse
We construct Virtual Dollhouse application in order to demonstrate concurrent object
manipulation. Concurrent manipulation is when more than one user wants to manipulate
the object together, e.g. lifting a block together. The users are presented with several
building blocks, a hammer, and several nails. In this application, two users have to work
together to build a doll house.
The scenario for the first collaboration case is when two users want to move a building block
together, so that both of them need to manipulate the "position" attribute of the block, as
seen in Figure 2(a). We call this case as SOSA (Same Object Same Attribute). The scenario for
the second collaboration case is when one user is holding a building block (keep the
"position" attribute to be constant) and the other is fixing the block to another block (set the
"set fixed" or "release from gravity" attribute to be true), as seen in Figure 2(b). We call this
case as SODA (Same Object Different Attribute).


Fig. 2. (a) Same attribute, (b) Distinct attributes in Same Object manipulation

Figure 3 shows the demo content implementation of SOSA and SODA with blocks, hands,
nail and hammer models.


(a) SOSA (b) SODA
Fig. 3. Demo content implementation

2.6 Problem and Solution
Even though physics-simulation library has been provided, there is no library that can
handle physical collaboration. For example, we need to calculate the force of object that

pushed by two hands.
In our Virtual Dollhouse, user will try to lift the block and another user will also try to lift
the same block and move it together to destination.
After the object reaches shared-selected or “shared-grabbed” status, the input values from
two hands should be managed for the purpose of object manipulation. We created a vHand
variable as a value of fixed distance between the grabbing hand and the object itself. This is
useful for moving the object by following the hand’s movement.
We encountered a problem of two hands that may have the same power from each of its
user. For example, a user wants to move to the left, and the other wants to move to the right.
Without specific management, the object manipulation may not be successful. Therefore, we
decided that users can make an agreement prior to the collaboration, in order to configure
(in XML), which user has the stronger hand (handPow) than the other. Therefore, the
arbitration of two input values is as following (for x-coordinate movement case):

Diff = (handPos1-vHand1) - (handPos2-vHand2)
If abs(handPow2) > abs(handPow1)
Hand1.setPos(hand1.x-diff,hand1.y,hand1.z)
Else if abs(handPow1) > abs(handPow2)
Hand1.setPos(hand2.x+diff,hand2.y,hand2.z)

After managing the two hand inputs, the result of the input processing is released as the
manipulation result.

Our application supports 6DOF (Degree Of Freedom) movement: X-Y-Z and Heading-Pitch-
Roll, but due to capability of our input device, we did not consider Pitch and Roll as
necessary to be implemented graphically.

X-Y-Z = (handPos1-vHand1 + handPos2-vHand2)/2
In Figure 4, the angle is the heading rotation (between X and Y coordinates). The tangent is
calculated so that the angle in degree can be found.


tanA = (hand0.y-hand1.y)/(hand0.x-hand1.x)
heading = atan(tanA)*180/PI
AdvancesinHaptics642

hand1
hand2
hand1X
blockX
hand2X
hand1Y hand2Y
blockY
α

Fig. 4. Orientation of object based on hands positions

The final result of manipulation by two hands can be summarized by the new position and
rotation as follows:

Object.setPos(X-Y-Z)
Object.setRot(initOri.x+heading, initOri.y, initOri.z)

Based on two user manipulation, three users manipulation can be calculated easily
following the same algorithm. We have to choose which two hands against the other one
hand (see Figure 5) based on hand velocity checking.

Fig. 5. Example of three users manipulation, Hand 0 and Hand 1 against Hand 2

After calculation, manipulation that made when three hands want to move an object
together can be found below.




For each x, y, and z direction, check:
If abs(vel_hand0) >= abs(vel_hand1 + vel_hand 2)
Hand1 and hand2 follow hand0
Else if abs(vel_hand1) >= abs(vel_hand0 + vel_hand 2)
Hand0 and hand2 follow hand1
Else if abs(vel_hand2) >= abs(vel_hand0 + vel_hand 1)
Hand0 and hand1 follow hand2

2.7 Design of Implementation
(1) Virtual Dollhouse
We have built Virtual Dollhouse as our CVE. Our Virtual Dollhouse application is made
based on OpenGL Performer (Silicon Graphics Inc. 2005) and programmed in C/C++
language in Microsoft Windows environment. VRPN server (Taylor, R. M., Hudson, T. C.,
Seeger, A., Weber, H., Juliano, J., Helser, A.T. 2001) is used to provide management of
networked joysticks to work with the VR application. We use NAVER Library (Park, C., Ko,
H.D., Kim, T. 2003), a middleware used for managing several VR tasks such as device and
network connections, events management, specific modeling, shared state management, etc.
The physics engine in our implementation is an adaptation of AGEIA PhysX SDK (AGEIA:
AGEIA PhysX SDK) to work with SGI OpenGL Performer's space and coordinate systems.
This physics engine has a shared-state management so that two or more collaborating
computers can have identical physics simulation states. Using this physics engine, object's
velocity during interaction can be captured to be sent as force-feedbacks to the hands that
are grabbing the objects.
The architecture of our implementation can be seen in Figure 7.


Fig. 6. Virtual Dollhouse as VCE

CollaborativeTele-HapticApplicationandItsExperiments 643

hand1
hand2
hand1X
blockX
hand2X
hand1Y hand2Y
blockY
α

Fig. 4. Orientation of object based on hands positions

The final result of manipulation by two hands can be summarized by the new position and
rotation as follows:

Object.setPos(X-Y-Z)
Object.setRot(initOri.x+heading, initOri.y, initOri.z)

Based on two user manipulation, three users manipulation can be calculated easily
following the same algorithm. We have to choose which two hands against the other one
hand (see Figure 5) based on hand velocity checking.

Fig. 5. Example of three users manipulation, Hand 0 and Hand 1 against Hand 2

After calculation, manipulation that made when three hands want to move an object
together can be found below.




For each x, y, and z direction, check:
If abs(vel_hand0) >= abs(vel_hand1 + vel_hand 2)
Hand1 and hand2 follow hand0
Else if abs(vel_hand1) >= abs(vel_hand0 + vel_hand 2)
Hand0 and hand2 follow hand1
Else if abs(vel_hand2) >= abs(vel_hand0 + vel_hand 1)
Hand0 and hand1 follow hand2

2.7 Design of Implementation
(1) Virtual Dollhouse
We have built Virtual Dollhouse as our CVE. Our Virtual Dollhouse application is made
based on OpenGL Performer (Silicon Graphics Inc. 2005) and programmed in C/C++
language in Microsoft Windows environment. VRPN server (Taylor, R. M., Hudson, T. C.,
Seeger, A., Weber, H., Juliano, J., Helser, A.T. 2001) is used to provide management of
networked joysticks to work with the VR application. We use NAVER Library (Park, C., Ko,
H.D., Kim, T. 2003), a middleware used for managing several VR tasks such as device and
network connections, events management, specific modeling, shared state management, etc.
The physics engine in our implementation is an adaptation of AGEIA PhysX SDK (AGEIA:
AGEIA PhysX SDK) to work with SGI OpenGL Performer's space and coordinate systems.
This physics engine has a shared-state management so that two or more collaborating
computers can have identical physics simulation states. Using this physics engine, object's
velocity during interaction can be captured to be sent as force-feedbacks to the hands that
are grabbing the objects.
The architecture of our implementation can be seen in Figure 7.


Fig. 6. Virtual Dollhouse as VCE
AdvancesinHaptics644

Operating System (Windows)

Other Libraries
VRPN Sever SGI OpenGL Performer AGEIA PhysX SDK
Other Libraries
VRPN Sever SGI OpenGL Performer AGEIA PhysX SDK
Implementation
Interaction Manager Physics Engine
ImplementationImplementation
Interaction Manager Physics Engine
NAVER Library
Device Manager Event Manager
Display Manager
Model Loader
Shared State Manager
NAVER LibraryNAVER Library
Device Manager Event Manager
Display Manager
Model Loader
Shared State Manager

Fig. 7. System architecture of the implementation

To enable easy XML configuration, the application is implemented in a modular way into
separate DLL (Windows' dynamic library) files. Using pfvViewer, a module loader from SGI
OpenGL Performer, the dynamic libraries are executed to work together into one single VR
application. All configurations of the modules are written in an XML file (with .pfv
extension). The modules can accept parameters from what are written in the XML file, such
as described in this figure below.


Fig. 8. Configuration of physics simulation in XML file


(2) Three-Users Design and Implementation
Interaction status on the same object by three users is shared by showing several different
states. These states are touched and selected by one, two, or three users. For user’s graphical

feedback purpose, these states are described by color yellow, cyan, green, magenta, red, and
blue respectively (Figure 9).


Fig. 9. Graphical feedback for three-users

Each user is represented by one hand avatar. We modify our previous algorithm in order to
check all these “touch” and “select” status easier. We check object status instead of hand
status that we used in our previous algorithm. “Select” status only can happen after “touch”
status. In a frame, we will check the touching status for each object and define how many
hand and which hand that touches the object. Still in the same looping of each object, we
check the selecting status of that object and doing manipulation for that object based on how
many hand selects that object.
We made our application fit with Joystick and SPIDAR (Sato, M. 2002) - WAND input.
These devices will be used in our testing to give input to our simulation.
BUTTON_PRESSED in the figure below represents the “selecting or grabbing” button from
Joystick or WAND button.


Fig. 10. Algorithm of the object and hand status

The algorithm for shared-object manipulation is extended from two user manipulation into
three user manipulation. The calculation of movement for three users is made based on two
users’s manipulation. The different is we have to choose which two hands against the other
one hand based on hand velocity checking.

CollaborativeTele-HapticApplicationandItsExperiments 645

Operating System (Windows)
Other Libraries
VRPN Sever SGI OpenGL Performer AGEIA PhysX SDK
Other Libraries
VRPN Sever SGI OpenGL Performer AGEIA PhysX SDK
Implementation
Interaction Manager Physics Engine
ImplementationImplementation
Interaction Manager Physics Engine
NAVER Library
Device Manager Event Manager
Display Manager
Model Loader
Shared State Manager
NAVER LibraryNAVER Library
Device Manager Event Manager
Display Manager
Model Loader
Shared State Manager

Fig. 7. System architecture of the implementation

To enable easy XML configuration, the application is implemented in a modular way into
separate DLL (Windows' dynamic library) files. Using pfvViewer, a module loader from SGI
OpenGL Performer, the dynamic libraries are executed to work together into one single VR
application. All configurations of the modules are written in an XML file (with .pfv
extension). The modules can accept parameters from what are written in the XML file, such
as described in this figure below.



Fig. 8. Configuration of physics simulation in XML file

(2) Three-Users Design and Implementation
Interaction status on the same object by three users is shared by showing several different
states. These states are touched and selected by one, two, or three users. For user’s graphical

feedback purpose, these states are described by color yellow, cyan, green, magenta, red, and
blue respectively (Figure 9).


Fig. 9. Graphical feedback for three-users

Each user is represented by one hand avatar. We modify our previous algorithm in order to
check all these “touch” and “select” status easier. We check object status instead of hand
status that we used in our previous algorithm. “Select” status only can happen after “touch”
status. In a frame, we will check the touching status for each object and define how many
hand and which hand that touches the object. Still in the same looping of each object, we
check the selecting status of that object and doing manipulation for that object based on how
many hand selects that object.
We made our application fit with Joystick and SPIDAR (Sato, M. 2002) - WAND input.
These devices will be used in our testing to give input to our simulation.
BUTTON_PRESSED in the figure below represents the “selecting or grabbing” button from
Joystick or WAND button.


Fig. 10. Algorithm of the object and hand status

The algorithm for shared-object manipulation is extended from two user manipulation into

three user manipulation. The calculation of movement for three users is made based on two
users’s manipulation. The different is we have to choose which two hands against the other
one hand based on hand velocity checking.
AdvancesinHaptics646

2.8 Results
As result of our approach, we present the comparative study of two users and the
simulation result of three users.
We have done comparative study for two users. Two users manipulate the same object
together concurrently in: 1) PC and PC environment through LAN inside KIST and the
Internet between KIST,Korea and Oita University, Japan through APII-Hyunhae-Genkai
Network, 2) CAVE (Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R.V., Hart, J.C.
1992 ) and PC environment through LAN. The test also includes the comparative study
between haptic (with force feedback) and non-haptic (no force feedback) device. We will use
joystick as input device for PC environment. In the CAVE system, the input devices that
used are SPIDAR for movement and WAND for object selecting/grabbing button.
Table 1 shows our experiment result. We test five times and calculate average time for
completing the collaborative interaction.

Fig. 11. Network Collaborative Interaction (NCI) Comparative Study


PC-PC PC-PC CAVE-PC

Non Force-Feedback Force-Feedback Force-Feedback
LAN
Inside KIST
29.096s 21.344s 16.676 s
Internet
(bw Korea

and Japan)
43.55s 36.92s
-
Table 1. Comparison of network collaborative interaction in different immersion and
different network environment


3. Summary
We have implemented an application for CVE based on VR systems and simulation of
physics law. The system allows reconfiguration of the simulation elements so that users can
see the effects of the different configurations. The network support enables users from
different places to work together when interacting with the simulation, and see each other's
simulation results.
From our series of testing of the application over different networks and environments, we
can conclude that the use of haptics functionality (force-feedback device) is useful for users
to feel each other's presence. It also helps collaboration to be performed more effectively (no
time wasted). However, network delays caused problems on the haptics smoothness. In the
future, we will update our algorithm by studying the possible solutions like indicated by
Glencross et al. (Glencross, M., Jay, C., Feasel, J., Kohli, L., Whitton, M. 2007).
We also conclude that the use of tracker-type input device like SPIDAR is more intuitive for
a task where users are faced with a set of objects to select and manipulate. From the display
view of point, immersive display environment is more suitable for simulation of dealing
with object manipulation that requires force and weight feeling, compared to non-
immersive display environment such as PC.

Acknowledgment
This work was supported in part by KIST (Korea Institute of Science & Technology) through
Development of Tangible Web Technology Project.

4. References

AGEIA: AGEIA PhysX SDK,
Basdogan, C., Ho, C., Srinivasan, M.A., Slater, M. (Dec. 2000) An Experimental Study on the
Role of Touch in Shared Virtual Environments. In: ACM Transactions on Computer
Human Interaction, vol. 7, no. 4, pp. 443-460
Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R.V., Hart, J.C. (1992) The CAVE:
audio visual experience automatic virtual environment. In: Communications of the
ACM, vol. 35, issue 6, pp. 64-72
Glencross, M., Jay, C., Feasel, J., Kohli, L., Whitton, M. (2007) Effective Cooperative Haptic
Interaction over the Internet. In: Proceedings of IEEE Virtual Reality Conference
2007. Charlotte
Johnson, A., Roussos, M., Leigh, J. (1998) The NICE Project: Learning Together in a Virtual
World. In: IEEE Virtual Reality Annual International Symposium (VRAIS 98).
Atlanta
Kim, J., Kim, H., Tay, B.K., Muniyandi, M., Srinivasan, M.A., Jordan, J., Mortensen, J.,
Oliveira, M., Slater, M. (2004) Transatlantic touch: A study of haptic collaboration
over long distance. In: Presence: Teleoperator and Virtual Environments, vol. 13,
no. 3, pp. 328-337
Margery, D., Arnaldi, B., Plouzeau, N. (1999) A General Framework for Cooperative
Manipulation in Virtual Environments. In: 5th Eurographics Workshop on Virtual
Environments. Vienna
CollaborativeTele-HapticApplicationandItsExperiments 647

2.8 Results
As result of our approach, we present the comparative study of two users and the
simulation result of three users.
We have done comparative study for two users. Two users manipulate the same object
together concurrently in: 1) PC and PC environment through LAN inside KIST and the
Internet between KIST,Korea and Oita University, Japan through APII-Hyunhae-Genkai
Network, 2) CAVE (Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R.V., Hart, J.C.
1992 ) and PC environment through LAN. The test also includes the comparative study

between haptic (with force feedback) and non-haptic (no force feedback) device. We will use
joystick as input device for PC environment. In the CAVE system, the input devices that
used are SPIDAR for movement and WAND for object selecting/grabbing button.
Table 1 shows our experiment result. We test five times and calculate average time for
completing the collaborative interaction.

Fig. 11. Network Collaborative Interaction (NCI) Comparative Study


PC-PC PC-PC CAVE-PC

Non Force-Feedback Force-Feedback Force-Feedback
LAN
Inside KIST
29.096s 21.344s 16.676 s
Internet
(bw Korea
and Japan)
43.55s 36.92s
-
Table 1. Comparison of network collaborative interaction in different immersion and
different network environment


3. Summary
We have implemented an application for CVE based on VR systems and simulation of
physics law. The system allows reconfiguration of the simulation elements so that users can
see the effects of the different configurations. The network support enables users from
different places to work together when interacting with the simulation, and see each other's
simulation results.

From our series of testing of the application over different networks and environments, we
can conclude that the use of haptics functionality (force-feedback device) is useful for users
to feel each other's presence. It also helps collaboration to be performed more effectively (no
time wasted). However, network delays caused problems on the haptics smoothness. In the
future, we will update our algorithm by studying the possible solutions like indicated by
Glencross et al. (Glencross, M., Jay, C., Feasel, J., Kohli, L., Whitton, M. 2007).
We also conclude that the use of tracker-type input device like SPIDAR is more intuitive for
a task where users are faced with a set of objects to select and manipulate. From the display
view of point, immersive display environment is more suitable for simulation of dealing
with object manipulation that requires force and weight feeling, compared to non-
immersive display environment such as PC.

Acknowledgment
This work was supported in part by KIST (Korea Institute of Science & Technology) through
Development of Tangible Web Technology Project.

4. References
AGEIA: AGEIA PhysX SDK,
Basdogan, C., Ho, C., Srinivasan, M.A., Slater, M. (Dec. 2000) An Experimental Study on the
Role of Touch in Shared Virtual Environments. In: ACM Transactions on Computer
Human Interaction, vol. 7, no. 4, pp. 443-460
Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R.V., Hart, J.C. (1992) The CAVE:
audio visual experience automatic virtual environment. In: Communications of the
ACM, vol. 35, issue 6, pp. 64-72
Glencross, M., Jay, C., Feasel, J., Kohli, L., Whitton, M. (2007) Effective Cooperative Haptic
Interaction over the Internet. In: Proceedings of IEEE Virtual Reality Conference
2007. Charlotte
Johnson, A., Roussos, M., Leigh, J. (1998) The NICE Project: Learning Together in a Virtual
World. In: IEEE Virtual Reality Annual International Symposium (VRAIS 98).
Atlanta

Kim, J., Kim, H., Tay, B.K., Muniyandi, M., Srinivasan, M.A., Jordan, J., Mortensen, J.,
Oliveira, M., Slater, M. (2004) Transatlantic touch: A study of haptic collaboration
over long distance. In: Presence: Teleoperator and Virtual Environments, vol. 13,
no. 3, pp. 328-337
Margery, D., Arnaldi, B., Plouzeau, N. (1999) A General Framework for Cooperative
Manipulation in Virtual Environments. In: 5th Eurographics Workshop on Virtual
Environments. Vienna
AdvancesinHaptics648

Otto, O., Roberts, D., Wolff, R. (June 2006) A Review on Effective Closely-Coupled
Collaboration using Immersive CVE's. In: Proceedings of ACM VRCIA. Hong Kong
Roberts, D., Wolff, R., Otto, O. (2005) Supporting a Closely Coupled Task between a
Distributed Team: Using Immersive Virtual Reality Technology. In: Computing
and Informatics, vol. 24, no. 1
Park, C., Ko, H.D., Kim, T. (2003) NAVER: Networked and Augmented Virtual Environment
aRchitecture; design and implementation of VR framework for Gyeongju VR
Theater. In: Computers & Graphics, vol. 27, pp. 223-230
Ruddle, R.A., Savage, J.C.D., Jones, D.M. (Dec. 2002) Symmetric and Asymmetric Action
Integration During Cooperative Object Manipulation in Virtual Environments. In:
ACM Transactions on Computer-Human Interaction, vol. 9, no. 4
Sato, M. (2002) Development of string-based force display. In: Proceedings of the Eighth
International Conference on Virtual Reality and Multimedia, Workshop 2.
Gyeongju
Silicon Graphics Inc. (2005) , "OpenGL Performer,"

Taylor, R. M., Hudson, T. C., Seeger, A., Weber, H., Juliano, J., Helser, A.T. (2001) VRPN: A
device-independent, network-transparent VR peripheral system. In: ACM
International Symposium on Virtual Reality Software and Technology (VRST 2001).
Berkeley
Wolff, R., Roberts, D.J., Otto, O. (June 2004) A Study of Event Traffic during the Shared

Manipulation of Objects within a Collaborative Virtual Environment. In: Presence,
vol. 13, no. 3, pp. 251-262
UsingHapticTechnologytoImproveNon-ContactHandling:the“HapticTweezer”Concept 649
UsingHapticTechnologytoImproveNon-ContactHandling:the“Haptic
Tweezer”Concept
EwoudvanWest,AkioYamamotoandToshiroHiguchi
0
Using Haptic Technology to Improve Non-Contact
Handling: the “Haptic Tweezer” Concept
Ewoud van West, Akio Yamamoto and Toshiro Higuchi
The University of Tokyo
Japan
1. Introduction
This chapter describes the concept named “Haptic Tweezer,” which is in essence an object
handling tool for contact-sensitive objects that are handled without any mechanical contact
between the tool and the object, with the help of haptic technology. By combining haptic
technology with conventional levitation systems, such as magnetic levitation and electrostatic
levitation, intuitive and reliable non-contact object handling can be realized. This work has
been previously published in journal and conference articles (van West, Yamamoto, Burns &
Higuchi, 2007; van West, Yamamoto & Higuchi, 2007a;b) which form the basis of the informa-
tion presented in this chapter.
Levitation techniques are very suitable for handling contact-sensitive objects because of the
absence of mechanical contact between the levitator and the levitated object. Several nega-
tive effects such as contamination, contact damage, and stiction (Bhushan, 2003; Rollot et al.,
1999) can be avoided by using these techniques. This can be vital for objects which are very
sensitive to these problems such as silicon wafers, glass plates used in flat panel displays,
sub-millimeter sized electronics, or coated sheet metal. The levitated object is held at a certain
position from the levitation tool by actively controlling the levitation force. It compensates for
gravitational, inertial, and disturbance forces, and the object appears to be suspended by an
invisible spring. The advantages of levitation systems have led to the development of several

non-contact manipulation systems.
While using non-contact handling techniques solves the problems related to the direct physi-
cal contact that exists in regular contact-based handling, it also introduces new difficulties as
these systems behave differently from conventional contact-based handling techniques. Es-
pecially if the manipulation task has to be performed by a human operator, as is still often
the case in R&D environments or highly specialized production companies, non-contact ma-
nipulation tasks can become very difficult to perform. The main reason for these problems
is the fact that the stability of levitation systems against external disturbances is much lower
than that of conventional handling tools such as grippers. Inertial forces and external forces
can easily de-stabilize the levitation system if they exceed certain critical threshold values.
In case of human operation, the motion induced by the human operator is in fact the largest
source of disturbances. Especially in the tasks of picking up and placing, where the status of
non-levitated changes to levitated and vice versa, large position errors can be induced by the
downward motion. The air gap between the tool and the object can not be maintained as in
35
AdvancesinHaptics650
Pick Up Place
electrostatic
levitator
silicon
wafer
haptic
device
magnetic
levitator
just painted
car part
“haptic”
robotic
device

Fig. 1. A visual representation of the “Haptic Tweezer” concept. The human operator han-
dles the non-contact levitator through the haptic device in order to augment in real-time the
handling performance.
these tasks, the object is supported on one side by for example a table, while the levitator is
moving down. If the motion is not stopped on time, contact between the levitator and object
will occur, something which should be avoided at all cost in non-contact handling systems. In
regular contact-based handling, the direct physical contact with the object directly transmits
the reaction forces from the support which will stop the downward motion. The contact force
also gives a tactile feedback signal on the grasping status and on whether or not the object is
in mid-air or at a support. In levitation systems however, this direct contact force is missing
and instead, the operator feels the reaction force of the levitation system which is far weaker
and thus more difficult to sense. This means that the operator can easily continue his down-
ward motion even though the object has already reached the correct position. This problem is
even more eminent if the nominal levitation air gap between levitator and object is very small
which is often the case in levitation systems. However, for the development of a practical
non-contact handling tool, these challenges have to be overcome.
The main objective of this research is to develop a mechatronic non-contact handling tool that
allows a human operator to perform simple manipulation tasks such as pick and place, in an
easy and intuitive way. In order to realize that objective and overcome the challenges in terms
of stability and robustness of such a human operated tool, a solution is sought in employing
haptic technology to augment the human performance in real-time by active haptic feedback.
This concept is named “Haptic Tweezer” and Fig. 1 shows some illustrations of the concept.
The global idea is that haptic feedback compensates the disturbances coming from the human
operator during manipulation tasks such as pick and place. By counteracting disturbances
that would otherwise lead to instability (failure) of the levitation system, the haptic feedback
will improve the performance of non-contact object manipulation. As the haptic feedback also
restores in a sense the “feeling” of the levitated object, which was lost by the absence of phys-
ical contact, the task can be performed in an intuitive way.
The approach that is used for research on the “Haptic Tweezer” concept, has a strong exper-
imental character. Several prototypes have been developed to investigate different aspects of

the “Haptic Tweezer” concept. Two different levitation techniques have been used, magnetic
levitation and electrostatic levitation, and control strategies based on both impedance control
and admittance control were used in order to realize satisfactory results. The results have
downward
motion
downward
motion
reaction forces
stop motion
weak reaction
force does not
stop motion
contact between
levitator & object
release the
object
(a)
(b)
Fig. 2. Performing a placing task with (a) using direct physical contact, (b) using a non-contact
levitation tool
shown that the haptic feedback has a significant beneficial contribution for handling objects
without contact.
The general concept of the “Haptic Tweezer” concept will be further explained in the follow-
ing section. A brief discussion on related research that uses haptic technology for real-time
assisting applications is given in Section 3 and Section 4 will provide some basic background
information on magnetic and electrostatic levitation systems. A first prototype that uses mag-
netic levitation and the impedance controlled haptic device PHANTOM Omni, is described
in Section 5. Another prototype is described in Section 6, which uses electrostatic levitation
and an in-house developed haptic device based on the admittance control strategy. The con-
clusions, describing the significance of the “Haptic Tweezer” concept, are given in the final

section.
2. The “Haptic Tweezer” Concept
2.1 Basic concept
The concept of “Haptic Tweezer” uses the haptic device in a different configuration from
most haptic applications. Typically, haptic devices are used in virtual reality applications or
tele-operation systems to transmit tactile information, such that the operator can interact in
a natural manner with the designated system. However, the output capabilities of the haptic
device can also be used to modify, in real-time, the operators motion or force for other pur-
poses. The human operator and the haptic device can perform a task collaboratively in which
the haptic device can exert corrective actions to improve the performance of the task. This is
precisely the objective of the “Haptic Tweezer” concept as the haptic device improves the task
of non-contact handling by using haptic feedback to reduce the human disturbances to the
levitated object.
The levitation systems used for non-contact handling have an independent stabilizing con-
troller based on a position feedback loop. This same position information can be used as a
measure of stability of the levitation system, i.e. large disturbances will induce large position
errors in the levitation system. The largest levitation errors that are induced by the human op-
erator will occur during the tasks of picking up and placing. This problem is graphically shown
by Fig. 2, where a placing task is performed by using direct physical contact (a), as well as
by using a non-contact levitation tool (b). In regular contact-based handling, the motion is
UsingHapticTechnologytoImproveNon-ContactHandling:the“HapticTweezer”Concept 651
Pick Up Place
electrostatic
levitator
silicon
wafer
haptic
device
magnetic
levitator

just painted
car part
“haptic”
robotic
device
Fig. 1. A visual representation of the “Haptic Tweezer” concept. The human operator han-
dles the non-contact levitator through the haptic device in order to augment in real-time the
handling performance.
these tasks, the object is supported on one side by for example a table, while the levitator is
moving down. If the motion is not stopped on time, contact between the levitator and object
will occur, something which should be avoided at all cost in non-contact handling systems. In
regular contact-based handling, the direct physical contact with the object directly transmits
the reaction forces from the support which will stop the downward motion. The contact force
also gives a tactile feedback signal on the grasping status and on whether or not the object is
in mid-air or at a support. In levitation systems however, this direct contact force is missing
and instead, the operator feels the reaction force of the levitation system which is far weaker
and thus more difficult to sense. This means that the operator can easily continue his down-
ward motion even though the object has already reached the correct position. This problem is
even more eminent if the nominal levitation air gap between levitator and object is very small
which is often the case in levitation systems. However, for the development of a practical
non-contact handling tool, these challenges have to be overcome.
The main objective of this research is to develop a mechatronic non-contact handling tool that
allows a human operator to perform simple manipulation tasks such as pick and place, in an
easy and intuitive way. In order to realize that objective and overcome the challenges in terms
of stability and robustness of such a human operated tool, a solution is sought in employing
haptic technology to augment the human performance in real-time by active haptic feedback.
This concept is named “Haptic Tweezer” and Fig. 1 shows some illustrations of the concept.
The global idea is that haptic feedback compensates the disturbances coming from the human
operator during manipulation tasks such as pick and place. By counteracting disturbances
that would otherwise lead to instability (failure) of the levitation system, the haptic feedback

will improve the performance of non-contact object manipulation. As the haptic feedback also
restores in a sense the “feeling” of the levitated object, which was lost by the absence of phys-
ical contact, the task can be performed in an intuitive way.
The approach that is used for research on the “Haptic Tweezer” concept, has a strong exper-
imental character. Several prototypes have been developed to investigate different aspects of
the “Haptic Tweezer” concept. Two different levitation techniques have been used, magnetic
levitation and electrostatic levitation, and control strategies based on both impedance control
and admittance control were used in order to realize satisfactory results. The results have
downward
motion
downward
motion
reaction forces
stop motion
weak reaction
force does not
stop motion
contact between
levitator & object
release the
object
(a)
(b)
Fig. 2. Performing a placing task with (a) using direct physical contact, (b) using a non-contact
levitation tool
shown that the haptic feedback has a significant beneficial contribution for handling objects
without contact.
The general concept of the “Haptic Tweezer” concept will be further explained in the follow-
ing section. A brief discussion on related research that uses haptic technology for real-time
assisting applications is given in Section 3 and Section 4 will provide some basic background

information on magnetic and electrostatic levitation systems. A first prototype that uses mag-
netic levitation and the impedance controlled haptic device PHANTOM Omni, is described
in Section 5. Another prototype is described in Section 6, which uses electrostatic levitation
and an in-house developed haptic device based on the admittance control strategy. The con-
clusions, describing the significance of the “Haptic Tweezer” concept, are given in the final
section.
2. The “Haptic Tweezer” Concept
2.1 Basic concept
The concept of “Haptic Tweezer” uses the haptic device in a different configuration from
most haptic applications. Typically, haptic devices are used in virtual reality applications or
tele-operation systems to transmit tactile information, such that the operator can interact in
a natural manner with the designated system. However, the output capabilities of the haptic
device can also be used to modify, in real-time, the operators motion or force for other pur-
poses. The human operator and the haptic device can perform a task collaboratively in which
the haptic device can exert corrective actions to improve the performance of the task. This is
precisely the objective of the “Haptic Tweezer” concept as the haptic device improves the task
of non-contact handling by using haptic feedback to reduce the human disturbances to the
levitated object.
The levitation systems used for non-contact handling have an independent stabilizing con-
troller based on a position feedback loop. This same position information can be used as a
measure of stability of the levitation system, i.e. large disturbances will induce large position
errors in the levitation system. The largest levitation errors that are induced by the human op-
erator will occur during the tasks of picking up and placing. This problem is graphically shown
by Fig. 2, where a placing task is performed by using direct physical contact (a), as well as
by using a non-contact levitation tool (b). In regular contact-based handling, the motion is
AdvancesinHaptics652
object
levitator
operator
levitation

controller
haptic
controller
Fig. 3. Realization of an additional haptic force feedback loop
stopped by the reaction forces coming from the table, supporting the object. It also signals the
operator that the correct location has been reached. In case of non-contact handling however,
the downward motion is not stopped by the reaction forces from the levitation system as they
are very weak. Furthermore, the human operator does not stop his motion as he can hardly
“feel” the exact moment the object reaches the correct location. The induced position distur-
bance is too large for the levitation system and the air gap between levitator and object can
not be maintained. The main focus of the “Haptic Tweezer” concept will lie in performance
improvements for these pick and place tasks.
To compensate for the human disturbances, the haptic device will use the levitation position
error to generate the haptic feedback to the operator. For example, if the human operator’s
downward motion reduces the air gap between the object and the levitation tool, the haptic
device will generate a force to prevent this motion and thus avoid instability and damage.
This is also shown in Fig. 3, where the haptic controller generates a feedback force F
hap,ε
based
on the levitation position error ε. It is important to note that the haptic loop is an addition to
the levitation controller that controls the force F
lev
that stabilizes the leviation system. With
the combination of the haptic controller and the levitation controller, a large induced position
error will result in a reaction force from the levitation system (weak and hardly noticeable)
and a force from the haptic device (strong) that counteract the position error. Furthermore,
the haptic force sensation will naturally make the operator stop his downward motion as he
can “feel” the status of the task he is performing. The haptic device allows the human opera-
tor to perform these pick and place tasks in a natural way and with improved performance as
instabilities can be prevented.

2.2 Other contributing haptic effects
There are several other haptic effects that can further contribute to the “Haptic Tweezer” con-
cept and a basic list of haptic effects comprising the “Haptic Tweezer” concept are described
below and some are shown graphically in Fig. 4:
• Haptic feedback based on levitation position error (main)
• Damping force to restrict high accelerations
• Suppression of human hand vibration
• Virtual fixtures for guiding
• Gravity compensation of levitator and object
guide to correct
location
no misalignement
at place or pick up
air gap can
become too small
motion is restricted
by haptic device
F
hap
high
accelerations
damping prevents
losing the object
F
damp
hand
vibration
not transmitted
to levitator & object
(a) pick up or place

(c) filter hand vibration (d) virtual fixtures (guiding)
(b) motion too fast
haptic
device
levitator
object
Fig. 4. Several haptic effects that can contribute to the “Haptic Tweezer” concept
The effect of creating a virtual damping field will damp sudden accelerations that could be
the result of wild motion and it will smoothen the resultant motion as shown in Fig. 4(b). The
performance of precision handling can be further enhanced by filtering and suppressing the
human natural hand vibrations as shown in Fig. 4(c). It can be realized through the mechanical
structure of the haptic device and by filtering the operator’s input. This idea is not unique to
the “Haptic Tweezer” concept as other researchers have realized devices with the same objec-
tive and strategy, namely the Steady Hand Robot (Taylor et al., 1999). Virtual fixtures, shown
in Fig. 4(d), can be used to guide the operator’s motion and this technique is commonly used
in various haptic applications. Lastly, the haptic device can assist in carrying the levitation
system and object to reduce the task load of the operator. This list might be further extended
with more effects at a later stage. However, the work presented in this chapter will mainly
focus on the improvements that can be realized by the haptic feedback based on the levitation
position error.
2.3 Various configurations & possible applications
The concept of “Haptic Tweezer” can be applied to various applications. In this section some
configurations are described to give insight in where the “Haptic Tweezer” can be used. An
overview is given in Table 1. However, this is just a selection of possible applications. The
concept of “Haptic Tweezer” is general and can be applied to any situation which requires
non-contact object handling and is therefore also not limited to only magnetic and electro-
static levitation systems.
UsingHapticTechnologytoImproveNon-ContactHandling:the“HapticTweezer”Concept 653
object
levitator

operator
levitation
controller
haptic
controller
Fig. 3. Realization of an additional haptic force feedback loop
stopped by the reaction forces coming from the table, supporting the object. It also signals the
operator that the correct location has been reached. In case of non-contact handling however,
the downward motion is not stopped by the reaction forces from the levitation system as they
are very weak. Furthermore, the human operator does not stop his motion as he can hardly
“feel” the exact moment the object reaches the correct location. The induced position distur-
bance is too large for the levitation system and the air gap between levitator and object can
not be maintained. The main focus of the “Haptic Tweezer” concept will lie in performance
improvements for these pick and place tasks.
To compensate for the human disturbances, the haptic device will use the levitation position
error to generate the haptic feedback to the operator. For example, if the human operator’s
downward motion reduces the air gap between the object and the levitation tool, the haptic
device will generate a force to prevent this motion and thus avoid instability and damage.
This is also shown in Fig. 3, where the haptic controller generates a feedback force F
hap,ε
based
on the levitation position error ε. It is important to note that the haptic loop is an addition to
the levitation controller that controls the force F
lev
that stabilizes the leviation system. With
the combination of the haptic controller and the levitation controller, a large induced position
error will result in a reaction force from the levitation system (weak and hardly noticeable)
and a force from the haptic device (strong) that counteract the position error. Furthermore,
the haptic force sensation will naturally make the operator stop his downward motion as he
can “feel” the status of the task he is performing. The haptic device allows the human opera-

tor to perform these pick and place tasks in a natural way and with improved performance as
instabilities can be prevented.
2.2 Other contributing haptic effects
There are several other haptic effects that can further contribute to the “Haptic Tweezer” con-
cept and a basic list of haptic effects comprising the “Haptic Tweezer” concept are described
below and some are shown graphically in Fig. 4:
• Haptic feedback based on levitation position error (main)
• Damping force to restrict high accelerations
• Suppression of human hand vibration
• Virtual fixtures for guiding
• Gravity compensation of levitator and object
guide to correct
location
no misalignement
at place or pick up
air gap can
become too small
motion is restricted
by haptic device
F
hap
high
accelerations
damping prevents
losing the object
F
damp
hand
vibration
not transmitted

to levitator & object
(a) pick up or place
(c) filter hand vibration (d) virtual fixtures (guiding)
(b) motion too fast
haptic
device
levitator
object
Fig. 4. Several haptic effects that can contribute to the “Haptic Tweezer” concept
The effect of creating a virtual damping field will damp sudden accelerations that could be
the result of wild motion and it will smoothen the resultant motion as shown in Fig. 4(b). The
performance of precision handling can be further enhanced by filtering and suppressing the
human natural hand vibrations as shown in Fig. 4(c). It can be realized through the mechanical
structure of the haptic device and by filtering the operator’s input. This idea is not unique to
the “Haptic Tweezer” concept as other researchers have realized devices with the same objec-
tive and strategy, namely the Steady Hand Robot (Taylor et al., 1999). Virtual fixtures, shown
in Fig. 4(d), can be used to guide the operator’s motion and this technique is commonly used
in various haptic applications. Lastly, the haptic device can assist in carrying the levitation
system and object to reduce the task load of the operator. This list might be further extended
with more effects at a later stage. However, the work presented in this chapter will mainly
focus on the improvements that can be realized by the haptic feedback based on the levitation
position error.
2.3 Various configurations & possible applications
The concept of “Haptic Tweezer” can be applied to various applications. In this section some
configurations are described to give insight in where the “Haptic Tweezer” can be used. An
overview is given in Table 1. However, this is just a selection of possible applications. The
concept of “Haptic Tweezer” is general and can be applied to any situation which requires
non-contact object handling and is therefore also not limited to only magnetic and electro-
static levitation systems.
AdvancesinHaptics654

In the first configuration, the “Haptic Tweezer” can be applied to handle very flat and thin
fragile objects such as silicon wafers or the glass plates of Flat Panel Displays (FPD). Because
of their large surface area, they can be levitated by electrostatic levitation which has the benefit
that the levitation force is divided over the whole area and prevents bending (internal stress)
of the flat objects.
The second configurations deals with precisely machined products which have to be moved
without being contaminated. The tasks of picking up the object and placing it have to be per-
formed with high accuracy which could be realized through the “Haptic Tweezer” concept.
In the third configuration, the “Haptic Tweezer” concept can be applied to handle objects
in the (sub)-millimeter order. An example could be placing solder beads, which have to be
aligned accurately for soldering of electronic chips. Or the assembly of minute parts, such as
mechanical components like small gears and pins or assembly of electronic components on a
printed circuit board.
In the last configuration, a piece of sheet metal that has been processed with a special coating
(like paint) has to be transported without any contamination. This can be realized by magnetic
levitation.
Reason for non- Levitation
Application
contact handling technique
1. Wafer / FPD glass plate
handling
fragile electrostatic
2. Precision placing contamination magnetic
3. Micro object handling stiction electrostatic / magnetic
4. Processed sheet metal contamination magnetic
Table 1. Several possible configurations / applications of “Haptic Tweezer”
3. Related research
The usage of haptic technology for real-time assisting applications, is a relatively new field
within the haptic community that has an overlap with the field of Human-Machine Collab-
orative Systems (HMCS). The advantages of such a collaborative system are that the high

precision and large endurance of robotic devices are combined with the intelligence and flexi-
bility of a human operator. A system, in which a human operator and a robotic / haptic device
work closely together, can realize results that would be not possible by only a robot or only a
human operator. One field within the haptic community in which this development has taken
place is the area of Computer Aided Surgery. The Steady Hand robots (Taylor et al., 1999), de-
veloped at the Johns Hopkins University (JHU), are a good example of such a class of assisting
robotic tools. The key idea is that the tool the surgeon is holding, is kinematically connected
to a mechanical device that provides high stiffness, high accuracy, and haptic feedback to the
operator. The result is a smooth, tremor-free, precise positional control with capability of force
scaling.
In the field of HMCS, the early collaborative robots, or cobots (Peshkin et al., 2001) are rather
passive devices to support the human operator in terms of power (Hayashibara et al., 1997;
Lee et al., 2000) that allows humans to perform heavier tasks for longer periods of time. An
interesting development in this field which has brought the interaction even closer, is the de-
velopment of wearable exoskeletons aiming to increase the human performance, with impres-
sive results (Kazerooni, 1996; Kazerooni & Steger, 2006). In these systems, a close interaction
between human and device is required and using haptic signals can facilitate this interaction
as it allows more natural and comfortable operation. The fast processing of haptic signals by
humans makes that haptic technology plays a key role for realizing systems that are intuitive
to operate. Haptic signals can be used to present key information to an operator in for exam-
ple augmented reality systems (Azuma et al., 2001; Azuma, 1997) to make the operator accept
all the presented information more easily.
The possibilities are even larger as haptic devices can even transform sensory information,
such as optical information, by presenting it haptically through the sense of touch. The Smart-
Tool (Nojima et al., 2002) is a good example of such a system as it converts or “haptizes”
information in real-time from an additional sensor into a haptic feedback. One example from
their work shows the potential of such a system. The end-effector of the haptic device consists
of the tool with an additional sensor, in this case, a surgical scalpel fitted with a reflectivity
sensor. The objective will be to remove some unwanted tissue, for example a cancer growth,
from a healthy organ, without damaging the healthy organ. For the experiment, the human

tissue is replaced by a hard-boiled egg. A threshold in reflectivity is defined as a boundary
between tissue that is safe to cut (egg white) and vital tissue (the egg yolk) that should be
unharmed during a surgical cutting procedure. When the reflectivity sensor senses the egg
yolk, a repulsive force is generated to compensate the operators cutting force. In such a way,
the egg can be dissected without any effort from the operator. The strength lies in the ease
with which such an operation can be performed and it shows the great potential of employing
haptic technology. In addition, the usage of virtual fixtures (Rosenberg, 1993) can further en-
hance performance of some tasks as the operator’s motion can be confined or guided, which
increases performance of manipulation in for example medical tasks (Bettini et al., 2004; Lin
et al., 2006).
4. Magnetic and Electrostatic Levitation
This section provides a brief introduction to the magnetic and electrostatic levitation systems
used in this research. Both techniques have been researched by other researchers, so many
literature is available on these subjects and this section is largely based on some of these works
(Jin et al., 1994; 1995; Schweitzer et al., 1994).
4.1 Theoretical equations of motion
Magnetic and electrostatic levitation systems have similar characteristics as the generated at-
tractive force is strong when the object is near the levitator, but gets quadratically weaker
when the air gap increases. Therefore, according to Earnshaw’s theorem (Earnshaw, 1842),
active control is necessary for stable levitation. For a magnetic levitation system, as shown
in Fig. 5 on the left side, the attractive electromagnetic force
˜
F
EM
is generated in a magnetic
circuit that has a coil current
˜
i and a permanent magnet. The force is given by
˜
F

EM
=

0

B
r
l
m
µ
0
+ N
˜
i

2
(
l
m
+ 2
˜
z
)
2
, (1)
where A is the area of the magnetic flux path, µ
0
is the permeability constant, B
r
is the rema-

nent flux density of the permanent magnet, l
m
is the length of the permanent magnet and N
is the number of coil windings. For simplicity, the magnetic levitation is assumed to be quasi-
static, and effects such as saturation, heat loss and leakage flux are ignored. Even though
UsingHapticTechnologytoImproveNon-ContactHandling:the“HapticTweezer”Concept 655
In the first configuration, the “Haptic Tweezer” can be applied to handle very flat and thin
fragile objects such as silicon wafers or the glass plates of Flat Panel Displays (FPD). Because
of their large surface area, they can be levitated by electrostatic levitation which has the benefit
that the levitation force is divided over the whole area and prevents bending (internal stress)
of the flat objects.
The second configurations deals with precisely machined products which have to be moved
without being contaminated. The tasks of picking up the object and placing it have to be per-
formed with high accuracy which could be realized through the “Haptic Tweezer” concept.
In the third configuration, the “Haptic Tweezer” concept can be applied to handle objects
in the (sub)-millimeter order. An example could be placing solder beads, which have to be
aligned accurately for soldering of electronic chips. Or the assembly of minute parts, such as
mechanical components like small gears and pins or assembly of electronic components on a
printed circuit board.
In the last configuration, a piece of sheet metal that has been processed with a special coating
(like paint) has to be transported without any contamination. This can be realized by magnetic
levitation.
Reason for non- Levitation
Application
contact handling technique
1. Wafer / FPD glass plate
handling
fragile electrostatic
2. Precision placing contamination magnetic
3. Micro object handling stiction electrostatic / magnetic

4. Processed sheet metal contamination magnetic
Table 1. Several possible configurations / applications of “Haptic Tweezer”
3. Related research
The usage of haptic technology for real-time assisting applications, is a relatively new field
within the haptic community that has an overlap with the field of Human-Machine Collab-
orative Systems (HMCS). The advantages of such a collaborative system are that the high
precision and large endurance of robotic devices are combined with the intelligence and flexi-
bility of a human operator. A system, in which a human operator and a robotic / haptic device
work closely together, can realize results that would be not possible by only a robot or only a
human operator. One field within the haptic community in which this development has taken
place is the area of Computer Aided Surgery. The Steady Hand robots (Taylor et al., 1999), de-
veloped at the Johns Hopkins University (JHU), are a good example of such a class of assisting
robotic tools. The key idea is that the tool the surgeon is holding, is kinematically connected
to a mechanical device that provides high stiffness, high accuracy, and haptic feedback to the
operator. The result is a smooth, tremor-free, precise positional control with capability of force
scaling.
In the field of HMCS, the early collaborative robots, or cobots (Peshkin et al., 2001) are rather
passive devices to support the human operator in terms of power (Hayashibara et al., 1997;
Lee et al., 2000) that allows humans to perform heavier tasks for longer periods of time. An
interesting development in this field which has brought the interaction even closer, is the de-
velopment of wearable exoskeletons aiming to increase the human performance, with impres-
sive results (Kazerooni, 1996; Kazerooni & Steger, 2006). In these systems, a close interaction
between human and device is required and using haptic signals can facilitate this interaction
as it allows more natural and comfortable operation. The fast processing of haptic signals by
humans makes that haptic technology plays a key role for realizing systems that are intuitive
to operate. Haptic signals can be used to present key information to an operator in for exam-
ple augmented reality systems (Azuma et al., 2001; Azuma, 1997) to make the operator accept
all the presented information more easily.
The possibilities are even larger as haptic devices can even transform sensory information,
such as optical information, by presenting it haptically through the sense of touch. The Smart-

Tool (Nojima et al., 2002) is a good example of such a system as it converts or “haptizes”
information in real-time from an additional sensor into a haptic feedback. One example from
their work shows the potential of such a system. The end-effector of the haptic device consists
of the tool with an additional sensor, in this case, a surgical scalpel fitted with a reflectivity
sensor. The objective will be to remove some unwanted tissue, for example a cancer growth,
from a healthy organ, without damaging the healthy organ. For the experiment, the human
tissue is replaced by a hard-boiled egg. A threshold in reflectivity is defined as a boundary
between tissue that is safe to cut (egg white) and vital tissue (the egg yolk) that should be
unharmed during a surgical cutting procedure. When the reflectivity sensor senses the egg
yolk, a repulsive force is generated to compensate the operators cutting force. In such a way,
the egg can be dissected without any effort from the operator. The strength lies in the ease
with which such an operation can be performed and it shows the great potential of employing
haptic technology. In addition, the usage of virtual fixtures (Rosenberg, 1993) can further en-
hance performance of some tasks as the operator’s motion can be confined or guided, which
increases performance of manipulation in for example medical tasks (Bettini et al., 2004; Lin
et al., 2006).
4. Magnetic and Electrostatic Levitation
This section provides a brief introduction to the magnetic and electrostatic levitation systems
used in this research. Both techniques have been researched by other researchers, so many
literature is available on these subjects and this section is largely based on some of these works
(Jin et al., 1994; 1995; Schweitzer et al., 1994).
4.1 Theoretical equations of motion
Magnetic and electrostatic levitation systems have similar characteristics as the generated at-
tractive force is strong when the object is near the levitator, but gets quadratically weaker
when the air gap increases. Therefore, according to Earnshaw’s theorem (Earnshaw, 1842),
active control is necessary for stable levitation. For a magnetic levitation system, as shown
in Fig. 5 on the left side, the attractive electromagnetic force
˜
F
EM

is generated in a magnetic
circuit that has a coil current
˜
i and a permanent magnet. The force is given by
˜
F
EM
=

0

B
r
l
m
µ
0
+ N
˜
i

2
(
l
m
+ 2
˜
z
)
2

, (1)
where A is the area of the magnetic flux path, µ
0
is the permeability constant, B
r
is the rema-
nent flux density of the permanent magnet, l
m
is the length of the permanent magnet and N
is the number of coil windings. For simplicity, the magnetic levitation is assumed to be quasi-
static, and effects such as saturation, heat loss and leakage flux are ignored. Even though

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