Projects
     
   

Here's a list of some of the projects I am (or I have been) involved with.

   

 

Surgical Simulation

We're working on creating a multi-user surgical simulator where users can interact with the simulated scenarios through stereo-graphics and haptic interfaces. The project, which is funded by NIH, is divided in various parts described below.

 

   

An Event-Driven Framework for the Simulation of Complex Surgical Procedures

Existing surgical simulators provide a physical simulation that can help a trainee develop the hand-eye coordination and motor skills necessary for specific tasks, such as cutting or suturing. However, it is equally important for a surgeon to gain experience in the cognitive processes involved in performing an entire procedure. The surgeon must be able to perform the correct tasks in the correct sequence, and must be able to quickly and appropriately respond to any unexpected events or mistakes. It would be beneficial for a surgical procedure simulation to expose the training surgeon to difficult situations only rarely encountered in actual patients. We present here a framework for a fullprocedure surgical simulator that incorporates an ability to detect discrete events, and that uses these events to track the logical flow of the procedure as performed by the trainee. In addition, we are developing a scripting language that allows an experienced surgeon to precisely specify the logical flow of a procedure without the need for programming. The utility of the framework is illustrated through its application to a mastoidectomy.

Where: Stanford Robotics Lab, Stanford School of Medicine
When: 2003-present

Collaborators: Christopher Sewell, Nikolas Blevins, Kenneth Salisbury

papers
project page

 

 

Simulation of Temporal Bone Surgery

We created a framework for training-oriented simulation of temporal bone surgery. Bone dissection is simulated visually and haptically, using a hybrid data representation that allows smooth surfaces to be maintained for graphic rendering while volumetric data is used for haptic feedback. Novel sources of feedback are incorporated into the simulation platform, including synthetic drill sounds based on experimental data and simulated monitoring of virtual nerve bundles. Realistic behavior is modeled for a variety of surgical drill burrs, rendering the environment suitable for training low-level drilling skills. The system allows two users to independently observe and manipulate a common model, and allows one user to experience the forces generated by the other’s contact with the bone surface. This permits an instructor to remotely observe a trainee and provide real-time feedback and demonstration.

Where: Stanford Robotics Lab, Stanford School of Medicine
When: 2002-present

Collaborators: Dan Morris, Christopher Sewell, Nikolas Blevins, Kenneth Salisbury

papers
project page

 

 

Craniofacial Surgery Simulation

We have developed an environment for simulating craniofacial surgeries visually and haptically. CT or MR data can be loaded into the simulation environment, and a user can drill and manipulate skeletal anatomy using a variety of virtual tools, controlled with a force-feedback haptic device. Graphic, haptic, and auditory feedback is coordinated to provide a realistic sense of interaction with the virtual bone. For simulation of osteosynthesis techniques, 3D models of several osteosynthesis plates are incorporated into the system. Using these industry standard plates, users can plan and practice operations using exact 3D models of both the patient and the hardware which will be used intraoperatively.

Where: Stanford Robotics Lab, Stanford School of Medicine
When: 2004-present

Collaborators: Dan Morris, Sabine Girod, Ken Salisbury

papers
project page

 

 
   

 

Haptic Interface Control

I'm currently working on various projects involving the analysis of stability for haptic devices and the synthesis of better control algorithm allowing rendering of a wider range of impedances.

 

   

Passivity analysis of Haptic Devices

Stability of haptic devices has been studied in the past by various groups (Colgate, Hannaford, Gillespie, ...). Past analysis has not focused on quantization, Coulomb friction and amplifier dynamics. Our work extends such results.

Where: Stanford Robotics Lab, Stanford Telerobotics Lab, LAR-DEIS University of Bologna
When: 2004-present

Collaborators: Nicola Diolaiti, Gunter Niemeyer, Ken Salisbury, Claudio Melchiorri

papers


AAAA

Haptic Devices as Hybrid Systems

We're currently analyzing stability of haptic devices using Hybrid System concepts. Hybrid models describe systems composed of both continuous and discrete components, the former typically associated with dynamical laws (e.g., physical first principles), the latter with logic devices, such as switches, digital circuitry, software code. As a part of this we're extending the concept of passivity to Hybrid Models.

Where: DII University of Siena, Stanford Robotics Lab
When: 2003-present

Collaborators: Filippo Brogi, Alberto Bemporad, Gianni Bianchini

papers

 

 
   

 

CHAI3D

CHAI3D is a set of open-source libraries to create visio-haptic software. The idea is to stop reinventig the wheel every time someone needs to use basic (and not so basic) haptic or graphic rendering algorithms. After many delays the first beta release of chai3d is out (as of July 2004). Particular effort is placed on creating libraries that are easily expandable, given that new devices and/or algorithms are constantly being created by the haptic community. To learn more go to
www.chai3d.org

Where: many places
When: 2002-present

Collaborators: Francois Conti, Dan Morris, Chris Sewell, Yuka Teraguchi, Doug Wilson, Maurice Halg, ...


 

   

 

Redundant and Mobile Haptic interfaces

Haptic devices normally feature fairly small workspaces
(definitely not exceeding the workspace of a human arm). Moreover they are typically grounded and can hardly be transported. Virtual environments, on the other side, can be large (think CAVE, for instance, or a virtual museum inside which users can move from an art piece to the next). How can we go beyond current limitations in workspace and portability of haptic interfaces?
A possible solution is combining a haptic device with a mobile platform. This creates a new type of device and a new set of interesting problems in haptic rendering and control. How do we render free space motion? How do we render contact forces? How do we make this system safe for the user? How do we coordinate multiple mobile devices in a crowded virtual environment? We're currently working on some of these questions.

Where: DII University of Siena
When: 2003-present

Collaborators: Alessandro Formaglio, Max Franzini, Antonello Giannitrapani, Domenico Prattichizzo

papers
video (WMV 7MB) - Moving in free space

video (WMV 30MB) - Limitations of Mobile Haptic devices in free space. In order to test two different mobile haptic devices in a controlled fashion we employ a mobile robot to act as the human user of the haptic device (ISER04).

 

 
   

 

Multi-point haptic interaction

One of my main interests is in studying multi-point interaction with virtual objects. Past experience has shown that the simple single-point contact interaction metaphor can be surprisingly convincing and useful. This interaction paradigm imposes, however, limits on what a user can do or feel. Single point of contact interaction makes it impossible for a user to perform such basic tasks as grasping, manipulation, and multi-point exploration of virtualized objects, thus restricting the overall level of interactivity necessary in various applications (such for instance as surgical training). Pushing haptic interfaces beyond this limits has been, and still is, one of my main goals. Some of the aspects I have focused on are described in the following.

   

 

Stable Multi-point haptic interaction with deformable objects

Obtaining stable haptic interaction with deformable objects, like the ones employed in force-feedback enhanced surgical simulators, is a challenging task. Deformable object algorithms can reach very high levels of computational complexity which translates in low servo-rates and computational delays and ultimately in unstable force feedback. Using simple local representations of the object being touched can limit such effects by decoupling simulation and haptic rendering loops. However, in the case of deformable objects, this "local model" cannot simply approximate local geometry of the object being touched. As demonstrated in our work, local stiffness must also be considered, thus creating "soft" local models. By choosing the local model stiffness appropriately the overall algorithm results stable, independently from servo rate and computational delays that are present in the system.

Where: Stanford Robotics Lab, DII University of Siena
When: 2001-2003

Collaborators: Ken Salisbury, Remis Balaniuk, Domenico Prattichizzo, Maurizio de Pascale, Gianluca de Pascale

papers
video (WMV 2MB) - more users interacting with a deformable object

video (WMV 3MB) - two point interaction: breast palpation exam

 

 

Soft Finger Proxy Algorithm

Point contact, i.e. one that can exert forces in three degrees of freedom, combines a high level of realism with simpler collision detection algorithms. Using two or more point contacts to grasp virtual objects works well but has one main drawback: objects tend to rotate about their contact normal. A simple way to avoid this, one that does not increase complexity, is allowing point contacts to exert torsional friction about contact normal. The grasping community refers to this type of contact as a "soft finger". In our work we have proposed a soft finger proxy algorithm. In order to tune such algorithm to fit the behavior of human fingertips we have considered various fingerpad models proposed in the past by the biomechanics community, derived their torsional friction capabilities, and compared them to experimental data obtained on a set of five subjects.

Where: Stanford Robotics Lab
When: 2001-present

Collaborators: Ken Salisbury, Roman Devengenzo, Antonio Frisoli, Massimo Bergamasco

papers

video (WMV 2MB) - virtual object manipulation using 4 contacts points

 

 

Psychophysics of multi-point contact

It has been proven in the past that humans perceive objects' shape in a faster and more efficient way when using their hands to their full capability, i.e. when using all ten fingers at the same time. In this ongoing project we're trying to understand if the same results are true for shape perception mediated by haptic devices allowing multiple-point interaction. Is multi-point kinesthetic feedback enough to allow users better perceptual capabilities of objects shape? Can tactile feedback help in this sense?

Where: Stanford Robotics Lab, PERCRO
When: 2003

Collaborators: Antonio Frisoli, William Provancher, Mark Cutkosky, Ken Salisbury, Massimo Bergamasco

papers

 

   

 

Sensor/actuation asymmetry for haptic interfaces

Haptic interfaces enable us to interact with virtual objects by sensing our actions and communicating them to a virtual environment. A haptic interface with force feedback capability will provide sensory information back to the user thus communicating the consequences of his/her actions.
Ideally haptic devices should be built employing an equal number of sensors and actuators, fully mapping actions and reactions between user and virtual environment. As the number of degrees of freedom for haptic devices increases, however, a possible scenario is that devices will feature more sensors than actuators, given that the former are usually smaller, lighter and cheaper than the latter.
What are the effects of using this type of haptic devices, which we refer to as "asymmetric"?
As it turned out in our past research while asymmetric devices can enable more rich exploratory interactions, the lack for equal dimensionality in force feedback can lead to interactions which are energetically non-conservative.
In our present work we are investigating how to create haptic rendering software that will limit such non-conservative effects and testing how these effects are perceived by users.

Where: Stanford Robotics Lab
When: 2001-present

Collaborators: Ken Salisbury, Gabriel Robles-De-La-Torre (psychophysical tests).

papers

 

 

 

   

 

Haptic Media Types

Embedding haptic elements inside different media types may be one of the most promising, and yet conceptually simple, applications of force-feedback. Letting users touch a product before they purchase it online, creating e-books where readers can interact with the story being narrated, allowing readers to test the results proposed in haptic-related scientific publications in electronic form - all these simple ideas would allow haptics to become a more common and useful everyday tool. We (Unnur for the most part) have developed an activeX controller that allows to embed haptic scenes inside HTML pages and PPT presentations. The first version (contact me for the code... it's open source even though a bit messy) only supported Phantom haptic devices. Currently we're working (Pierluigi for the most part) at a more general object that will be embeddable in PDF documents as well as HTML and PPT. We're also interested in testing how this technology can be used in online shopping and interactive electronic books scnenarios.

Where: DII University of Siena, Stanford Robotics Lab
When: 2002-presen
t

Collaborators: Unnur Gretarsdottir, Pierluigi Viti, Kenneth Salisbury

papers
demo (soon to come)

 

 

 

   

 

Haptic Interaction with fetuses

The FETOUCH (FEtus TOUCH) system allows users to extract a visual-haptic 3D model from a set of 2D scans in DICOM format and then interact (visually and haptically) with such model.
The system has been mainly used by the Dept. of Gynecology of the University of Siena (Italy) to allow mothers to interact with 3D models of the fetus they carry. Even though this system is very similar to one developed and sold by Novint technologies, it was developed independently during the years 2001-2002, and it is freely available for download. For more information go to the FETOUCH web site.

Where: DII University of Siena
When: 2002-2003

Collaborators: Berardino LaTorre (who has been the main programmer behind this), Domenico Prattichizzo, Antonio Vicino, Siena University Medical School.

video (avi 1.2MB)
papers

Some of the algorithms developed for Fetouch are now being used in another project.


Virtual Baby

The primary goal of this project is to create a virtual-reality based system for training physicians, nurses, and allied health care professionals in newborn resuscitation. We're currently developing a first prototype of the system which will allow trainees to physically examine the virtual baby, perform critical technical interventions, and develop the cognitive and motor skills necessary for caring for real human patients. Interesting research aspects include: creating a realistic physical model of the baby from CT and MRI scans; create a model of the baby relating physiologic, anatomic, and behavioral characteristics; create haptic rendering algorithms for some basic interventions (chest compression, feel a pulse by pinching umbilical, ventilation, intubation).

Where: DII University of Siena, Stanford Center for Advanced Pediatric Education (CAPE)
When: 2002-present

Collaborators: Berardino La Torre, Louis Halamek, Allison Murphy, Domenico Prattichizzo

papers (check back soon)
video (check back soon)

 

 

 

 


 

 

 

 


   

 

Pure Form

The "Museum of Pure Form" was conceived in 1993 by Professor Massimo Bergamasco which was my Ph.D. advisor at PERCRO. However, it wasn't until the end on the 90s that the project was funded by the IST program of the EU. I was very lucky to be involved in the project from the beginning, and participated at various levels (grant writing, managing contacts with museums, haptic rendering algorithms). The system is now been showcased in various European museums, and a collection of 3D digital models of statues has been created by using 3D scanners. Users can physically interact with statues, something that would normally be impossible (or, I guess, not advisable). For more information on the project please visit www.pureform.org.

Where: PERCRO (Pisa), Centro Galego de Arte Contemporánea, University College London (UCL)
When: 2000-2004

Collaborators: Massimo Bergamasco, Antonio Frisoli, all the folks at PERCRO

papers

 

 

 

 

   

 

Motion-base simulators: Moris

This was the first major project I was involved with at PERCRO during my PhD. Moris is a 7DOF motion-base motorcycle simulator based on a hydraulically actuated Stewart platform. While similar ideas have been implemented for flight simulators, Moris was, at the time (1999), the most advanced motorcycle simulator ever built. Moris was built with and for PIAGGIO (the makers of Vespa scooters) and is currently located at their headquarters in Pontedera, Italy.
I was involved in the designing algorithms in charge of creating realistic inertial feedback on the user. This is a challenging problem given that the accelerations that would normally be experienced by the user must be replicated using a simulator with limited workspace, while ensuring a high level of safety. We designed a washout filter finding inspiration in past solutions used in flight simulators. Our design, however, was specific to the case of a motorcycle, i.e. one for which the position of the rider's head is constantly changing. We tracked the position of the rider's head using a mechanical structure mounted on the motorcycle mock-up and created a washout filter tuned on the user's head, differently from what happens for flight simulators.

Where: PERCRO (Pisa), Piaggio
When: 1999-2001

Collaborators: Carlo Alberto Avizzano, Diego Ferrazzin, Giuseppe Prisco, Massimo Bergamasco.

papers

 




 
   
 
   
<- back to home