Perhaps surprisingly, the term “haptics” was first introduced in 1931
and its origins can be traced back to the Greek words haptikos meaning
able to touch and haptesthai which translates to
able to lay hold of (Revesz, 1950; Krueger, 1989).
Today the term, in its broadest sense, encompasses the study of touch
and the human interaction with the external environment via touch. The
field of haptics, inherently multidisciplinary, involves research from
engineering, robotics, developmental and experimental psychology, cognitive
science, computer science, and educational technology. This field has
grown dramatically as haptic researchers are involved in the development,
testing, and refinement of tactile and force feedback devices as well
as supporting software that allow users to sense ("feel")
and manipulate three-dimensional virtual objects (McLaughlin, Hespanha
& Sukhatme, 2002). In addition to basic psychophysical research
on human haptics, work is being done in application areas such as surgical
simulation, medical training, scientific visualization, and assistive
technology for the blind and visually impaired. Technological advances
now allow for haptics to be added to a variety of computer applications.
Physicians use remote touch in minimally invasive surgery through the
use of haptic interfaces with force sensors that allow the surgeon to
“feel” tissues and organs during surgery (Lederman & Klatzky, 2001).
Haptics has been added to virtual reality environments. A recent study
found that participants were able to more efficiently learn virtual
mazes when haptics were added than when there were no haptic feedback
cues (Insko, et al., 2001). Our work focuses on augmenting scientific
visualizations with haptics for use in an educational setting.
Haptics and Education
As part of this project we are exploring the impact of haptics on students'
learning of science concepts. Haptics involves both kinesthetic movement
and tactile perception. The term tactile is used primarily in referring
to passive touch (being touched); but haptics involves active touch
such as a student manipulating an object during hands-on science
explorations. This active touch involves intentional actions that an
individual chooses to do, whereas passive touch can occur without any
initiating action.
For educators, involving students in consciously choosing to investigate
the properties of an object is a powerful motivator and increases attention
to learning. Contrast this active manipulation with passive learning,
such as watching a science video. In active manipulation the student
expends energy and makes a decision to manipulate materials. In more
passive learning, such as watching a video, the student is asked only
to sit and observe. It is more difficult to maintain attention and motivation
in a passive learning context than an active one. Associated with active
manipulation is the opportunity for the student to control actions,
learning, and even the speed of exploration. Control has been shown
to be an important part of intrinsic motivation (Deci, & Ryan, 1987;
Deci et al., 1982). Thus far, the results of our studies have supported
these assertions; students find the haptic technology exciting, engaging,
and interesting.
Our Research
One of the most commonly used devices, and one of the interfaces employed
in our studies, is SensAble Technologies' PHANToM (shown below). It
is a small, desk-grounded robot-like arm that permits simulation of
fingertip contact with virtual objects through a pen-like stylus.

The PHANToM desktop device from SensAble Technologies, Inc.
In one study (Jones et al., 2003) we explored a new instructional tool
(the nanoManipulator) that combines the PHANToM and an Atomic Force
Microscope (AFM). With this new haptics application, students are able
to feel nanosized materials such as viruses that are imaged under the
AFM (described further below). In essence the user is afforded the opportunity
to have a “hands-on” experience with objects at the nanometer scale
that are too small to be touched or even seen otherwise. We examined
how tactile and kinesthetic feedback influences students' learning about
virus structure and function. This research with middle and high school
students found that students found the experience engaging and developed
more positive attitudes about science. Additionally, students showed
significant gains in their understanding of viruses (particularly virus
morphology and diversity of types).
The cost and logistics of delivering the live interaction with the
atomic force microscope and virus samples limits the availability of
this type of haptic instruction and prompted a second study. Here, students
experienced a computer mediated inquiry program that incorporated stored
images of the nanoManipulator's interaction with a virus sample. The
goal of this exploratory study was to examine the differential impact
of augmenting the computer mediated inquiry three feedback devices:
the PHANToM (a sophisticated haptic desktop device), a Sidewinder (a
haptic gaming joystick), and a mouse (no haptic feedback). Results suggest
that the addition of haptic feedback provides a more immersive learning
environment that not only makes the instruction more engaging but may
also influence the way in which the students construct their understandings
about viruses as evidenced by an increase in their use of spontaneously
generated analogies.
Currently work is underway to explore how the addition of haptic feedback
to computer-generated 3-D virtual models of an animal cell influences
middle school students' understandings of cell concepts. The Haptic
Cell Exploration instructional program (shown below)
begins with a virtual model that depicts the 3-D nature and spatial
arrangement of an animal cell including its typical parts (organelles).

The Haptic Cell: users can feel the organelles
The structural differences (i.e. relative size, surface area, texture,
shape, elasticity & rigidity) of the parts are emphasized. Students
can “poke' through the cell membrane, “feel” the viscosity of the cytoplasm,
and “touch” the rough endoplasmic reticulum. The program also highlights
the mechanisms behind the cell membrane's selective permeability. Students
learn how certain molecules traverse the membrane via the various types
of passive transport by trying to pass these substances through the
membrane and “feeling” the associated forces (illustrated below).

Passive transport simulation
Haptic Perception
Investigating the efficacy of haptic technology as an educational tool
has caused our group to consider more deeply haptic perception and the
interactions between visual and haptic information. Haptic perception
involves sensors in the skin as well as the hand and arm. The movement
that accompanies hands-on exploration involves different types of mechanoreceptors
in the skin (involving deformation, thermoreception, and vibration of
the skin), as well as receptors in the muscles, tendons, and joints
involved in movement of the object (Verry, 1998). These different receptors
contribute to a neural synthesis that interprets position, movement,
and mechanical skin inputs. Druyan (1997) argues that this combination
of kinesthetics and sensory perception creates particularly strong neural
pathways in the brain.
For the science learner, kinesthetics allows the individual to explore
concepts related to location, range, speed, acceleration, tension, and
friction. Haptics enables the learner to identify hardness, density,
size, outline, shape, texture, oiliness, wetness, and dampness (involving
both temperature and pressure sensations) (Druyan, 1997; Schiffman,
1976).
When haptics is compared to vision in the perception of objects, vision
typically is superior with a number of important exceptions. Visual
perception is rapid and more wholistic—allowing the learner to take
in a great deal of information at one time. Alternatively, haptics involves
sensory exploration over time and space. If you give a student an object
to observe and feel, the student can make much more rapid observations
than if you only gave the student the object to feel without the benefit
of sight. But of interest to science educators is the question of determining
what a haptic experience adds to a visual experience. Researchers have
shown that haptics is superior to vision in helping a learner detect
properties of texture (roughness/ smoothness, hardness/ softness, wetness/
dryness, stickiness, and slipperiness) as well as mircrospatial properties
of pattern, compliance, elasticity, viscosity, and temperature (Lederman,
1983; Zangaladze, et al., 1999). Vision dominates when the goal is the
perception of macrogeometry (shape) but haptics is superior in the perception
of microgeometry (texture) (Sathian et al., 1997; Verry, 1998). Haptics
and vision together are superior to either alone for many learning contexts.
Haptic Learning
Haptic learning plays an important role in a number of different learning
environments. Students with visual impairments depend on haptics for
learning through the use of Braille as well as other strategies (Sathian,
2000). Looked at from a constructivist's perspective, the haptic augmentation
of computer-generated 3-D virtual environments, in which the student
is an active participant, can be a powerful teaching tool (Lochhead,
1988; Loucks-Horsley, et al. 1990; Brooks & Brooks, 1993). Learning
is often defined as the construction of knowledge as sensory data are
given meaning in terms of prior knowledge (Tobin, 1990). The addition
of haptics affords students the opportunity to become more fully immersed
in this process of meaning-making; taking advantage of tactile, kinesthetic,
experiential, and embodied knowledge in new ways. This prospective new
instructional tool can have direct implications on the way in which
students are taught. Perhaps soon students will be able to become immersed
in a virtual animal cell; more fully exploring its structure and functioning.
Physics instruction will make use of haptic feedback devices to teach
students about “invisible” forces like gravity and friction more completely.
Visually impaired students will learn math by touching data represented
in a tangible graph and chemistry by feeling the attractive and repulsive
forces associated with various compounds. In the end, the use of haptics
in education is bound only by our imagination.
Haptic Devices
A haptic interface is a device which allows a user to interact with
a computer by receiving tactile and kinesthetic feedback. A All haptic
interface devices share the unparalleled ability to provide for simultaneous
information exchange between a user and a machine as depicted below.

An illustration of the unique bi-directional information exchange of
a haptic interface.
A small sample of available devices:
-
MOMO Racing by Logitech
-
Speed Force by Logitech
-
The Phantom by Sensible Technology
-
CyberGrasp by Immersion Corporation
-
DELTA by Force Dimension
-
Force Feedback2 Joystick by Microscoft
Other Haptics Links
Other Interesting Web Sites To Visit
The International Society for Haptics
Haptics-e: The Electronic Journal of Haptics Research
MIT Touch Lab
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