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COMPUTER ANIMATION AND VIRTUAL WORLDS
Comp. Anim. Virtual Worlds 2007; 18: 339–348
Published online 2 July 2007 in Wiley InterScience
(www.interscience.wiley.com) DOI: 10.1002/cav.194* * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Dynamic touch-enabled virtual palpation* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
By Hui Chen*, Wen Wu, Hanqiu Sun and Pheng-Ann Heng* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Palpation is an important method of feeling with hands during a physical examination, in
which the doctor presses on the surface of the patient body to feel the organs or tissues
underneath. In current surgical simulation systems, the lack of an effective sense of touch is
still a major problem. In this paper, a dynamic touch-enabled virtual palpation model is
proposed. The palpation force sensing between the index finger and virtual tissues is
simulated through a body-based haptic interaction model. Both contact and frictional forces
are evaluated based on Hertz’s contact theory, and the press distribution within the contact
area is also specified. The non-linear viscoelastic behavior of typical tissues is mimicked via
a volumetric tetrahedral mass-spring system. Reaction during the palpation is restricted to a
local area to highly reduce the order of the dynamic equation of the entire system to guarantee
a fast working rate. Mechanical tests have been performed to evaluate the palpation force
perception and the realistic behavior of typical human tissues. Copyright# 2007 JohnWiley
& Sons, Ltd.
Received: 14 May 2007; Accepted: 15 May 2007
KEY WORDS: haptics; palpation; surgical simulation; virtual reality
Introduction
At present, the skills of junior surgeons are usually
trained by performing procedures on animals, cadavers,
and ultimately on actual patients under the supervision
of an experienced surgeon. However, how to handle a
wide variety of complications and unusual circum-
stances which may arise during a procedure is hard to
practice because that would entail putting patients often
at an unacceptable risk. Therefore, virtual-reality-based
surgical simulators may become a safe and feasible
alternative for enhancing traditional surgical training.
The ultimate goal is to allow surgical training, diagnosis,
and surgical procedures to be performed in cyberspace
as if carried out in the real world. Many research efforts
have been dedicated to this area to help medical
students learn human anatomy and practice the skills
in a virtual environment.1–5 Many simulation systems
allowing the interactive operation have been proposed,
such as a visual and haptic simulation system of bone
and mandibular surgery;1 a virtual training system on
bile duct exploration for searching gallstones during
*Correspondence to: H. Chen, Shenzhen Institute of AdvancedIntegration Technology, Chinese Academy of Sciences, TheChinese University of Hong Kong, Shenzhen, P.R. China.E-mail: [email protected]
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Copyright # 2007 John Wiley & Sons, Ltd.
endoscopic cholecystectomy;2 an evaluation system of
novices’ performance in laryngoscopic procedures,
which can provide a guidance for improvement accord-
ing to quantitative comparison with expert skills;3 a
surgical training system for arthroscopic knee surgery;4
and a VR-based acupuncture training system in Chinese
medicine, which simulates needle manipulation.5 All
these works demonstrate the high potential of applying
virtual-reality-based surgical simulation systems to
enhance traditional practices in the surgical field.
Force feedback involved in virtual-reality-based
surgical simulation is not only made to improve the
realism of virtual environments, but also to provide
important diagnostic information through the sense of
touch. Palpation is an important method of feeling with
hands during a physical examination, in which the
doctor presses on the surface of the body to feel the
organs or tissues underneath. For example, it is an
important technique in cancer diagnosis for determining
the size, consistency, texture, location, and tenderness of
abnormal tissues. In this paper, a dynamic tou-
ch-enabled virtual palpation model is established with
the following novel features:
� N
* *
ovel palpation force simulation model:
A body-based haptic interaction model was pro-
posed to simulate the palpation force sensing between
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* *
Co
H. CHEN ET AL.* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
the index finger and the virtual tissues. The contact
and frictional forces are modeled as the body contact
based on Hertz’s theory involving the physical attri-
butes: mass, volume, Poisson’s ratio and Young’s
modulus. The press distribution within the contact
area is also specified. Multi contacts can be detected
and the final integrated force is applied to the user via
the haptic interface.
� R
eal-time soft-tissue deformation:A volumetric tetrahedral mass-spring system has
been constructed to achieve real-time soft-tissue
deformation during virtual palpation. The reaction
during the palpation is restricted to a local area to
highly reduce the order of the dynamic equation of the
whole system and guarantee a fast working rate.
Furthermore, time-dependent viscoelastic behavior,
creep, and relaxation of human tissues, are simulated
in our model.
The next section outlines related previous work. This
is followed by a haptic body-based palpation model we
have established. The subsequent section presents the
dynamic touch-enabled soft-object deformations in
reaction to the palpation and the next section shows
the implementation and experimental results of the
whole system. The conclusions are given in the last
section.
RelatedWork
In this section we give a brief overview of related
previous work in finger perception modeling and
soft-tissue deformation.
Finger PerceptionModeling
As addressed previously in this paper, palpation is an
important diagnosis technique, with use in cancer
diagnosis to find the size, consistency, texture, location,
and tenderness of abnormal tissues. Kaufman6 reported
the concept design of a VR prostate palpation system
using a PHANToM haptic interface. This small robotic
arm can provide forces to the user’s index finger in
response to interactions with the virtual anatomy of
interest. Burdea and his colleagues7,8 simulated palpa-
tion using the virtual index finger and prostate model in
a VR-based training system of direct rectal examination
for prostate cancer diagnosis. They also established a
VR-based palpation training system to search for tumor
beneath the surface via a haptic glove.9–11 The force
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pyright # 2007 John Wiley & Sons, Ltd. 340
simulated was based on Hooke’s deformation law.
Barbagli et al. 12 compared four physical models for
rotational friction of soft finger contact. A 4DOF
point-based algorithm was presented and focused on
rotational friction at the contact. However, most
simulated palpation forces were reduced to point-based
interaction model with spring-damper linkage to
simulate the contact between one or more fingertips
and the virtual object. Some special haptic device,
Haptic Interface RObot (HIRO),13 was created and
applied in breast palpation simulation.
The contact problem between two elastic solids that
are pressed by an applied force was first solved by Hertz
in 188214 under several assumptions. Hertz’s theory yields
stresses, deformations, and the shape of the interface
formed at two contacting bodies. These quantities
depend on the force pushing them together, the elastic
properties of the two bodies, and the geometric shape at
the contact position. Several numerical methods15
solving Hertz type problems have been developed
employing similar properties of the solution. Three-
dimensional (3D) Hertz type contact problems for linear
and non-linear, elastic and non-elastic materials have
been similarly considered. Pawluk and Howe16,17
investigated the dynamic force and distributed pressure
response of the human finger pad based on Hertz’s
theory and developed a quasilinear viscoelastic model,
which successfully explained the observed measure-
ments. Chen and Sun18 established a body-based haptic
interaction model based on Hertz’ contact theory and
tested the force distribution on the finger pad.
Soft-Tissue Deformation
Modeling of soft-tissue deformation in virtual-
reality-based medical simulations is of great importance.
The goal is to allow virtual tissues responding to user’s
manipulations in a physically realistic manner as if
possessing the true mechanical behavior of real tissues.
Physically based methods19 are the most popular
representations for soft-tissue simulation. In physically
based methods, deformation of the object is described by
laws of physics. Once the physical properties of the
object, such as mass, forces and boundary conditions,
etc., are specified, the problem can be represented by
precise mathematical expressions in the form of partial
differential equations.
The mass-spring model is one popular model for
deformable organs in surgical simulation. It can give the
illusion of physical behavior and has been used widely
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Comp. Anim. Virtual Worlds 2007; 18: 339–348
DOI: 10.1002/cav
Figure 1. Palpation force model between finger and object.
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and effectively. Typically, an object is modeled as a
collection of point masses connected by springs in a
lattice structure. The equations of motion for the entire
system are assembled from the motions of the mass
points in the lattice. Early works on the mass-spring
model related to human objects can be found in facial
animation.20 Due to the simplicity and low compu-
tational cost for interactive applications, mass-
spring-based human organs are used to realize the
endoscopic surgical training in virtual environments.21
The finite element method (FEM)22 is another choice for
researchers to construct physically accurate model in
surgical simulation. In FEM, the object is divided into a
set of elements jointed at discrete nodal points. The
continuity between the elements is guaranteed by
obeying the constraints at nodal points and element
boundaries. Advanced FEM simulations involved non-
linearity and anisotropy.23 A major drawback with FEM
is that it involves intensive computation, making
real-time interactive applications prohibitive. Improve-
ments have been made by using pre-computation and
static condensation methods, space and time adaptive
level of detail,24 or an accelerated hybrid condensation
method on the GPU.25
Haptic Body-based PalpationModel
When simulating the palpation of the virtual diagnosis
process, a combination of multi events, including tissue
deformation, pressing, and sliding, need to be con-
sidered. It ensures the capability of simulating any
possible situations in real palpation.
Basic Palpation Force Model
The virtual index finger is modeled with a triangle-mesh
surface object. The basic palpation force model between
the virtual index finger and the tissue is constructed as
follows (Figure 1),
~F ¼ ~Fc þ ~Fm þ ~Fa (1)
where ~Fc is the contact force between two solids based
on Hertz’s contact theory specified in Equation (2); ~Fa is
the ambient force in relation to the virtual finger, for
example, the gravity ~Fg of the virtual finger and other
compensation forces to balance the downward force of
stylus tip of the haptic device; ~Fm is the frictional force
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Copyright # 2007 John Wiley & Sons, Ltd. 341
caused by the roughness of the tissue surface in relation
to the contact force and the gravity; and ~F is the
integrated palpation force applied to the haptic inter-
face.
When multi contacts are detected between the virtual
index finger and the interacted tissue, each palpation
force is evaluated using Equation (1), and the final
compound force is applied to the user through the haptic
interface.
ContinuumHertz’s Contact Load
Hertz’s contact theory yields stresses, deformation, and
the shape of the interface formed at two contacting
bodies. These quantities depend on elastic properties,
the object shape, the relative position of the two bodies at
the point of contact, and the force pushing them
together. Although original Hertz contact load is based
on the smooth (frictionless) contact, it can also be
developed to account for rough (frictional) surfaces.
Assuming h�R, and using the inverse of Hertz’s
contact theory14 based on solid bodies in contact, the
contact force ~Fc exerted on the tool by the elastic
deformation of the object is expressed below and shown
in Figure 2,
~Fc ¼ h32 4
3
1
l1 þ l2
R1R2
R1 þ R2
� �12
l1 ¼ 1 � v21
E1l2 ¼ 1 � v2
2
E2
(2)
where h is the penetration depth between two contact
bodies, vi (i¼ 1,2) is the Poisson’s ratio and Ei (i¼ 1, 2) is
the Young’s modulus that describe the elastic properties
of two contact bodies respectively.
Moreover, the distribution of the pressure over
the contact area is given by the radius of the contact
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Comp. Anim. Virtual Worlds 2007; 18: 339–348
DOI: 10.1002/cav
Figure 2. Normal Hertz contact load on smooth surface (without frictional force), and frictional force distribution
on contact area.
Figure 3. Virtual finger representation.
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circle and the expression of the pressure, which is
exerted on point j in the contact area. They are defined
as follows:
a ¼ ~F13c
34 ðl1 þ l2Þ
R1R2
R1 þ R2
� �13
~Pð~jÞ ¼ � 3~Fc2pa2
1 �~j��� ���a2
0@
1A
12
~P0 ¼ � 3~Fc2pa2
(3)
where j is measured from the center of the contact
region, and a is the radius of the contact area. ~P0 specifies
the contact pressure at the center of the contact area.
The frictional force on the contact area is determined
by the contact force and the gravity force, as follows:
~Fmg ¼ m~Fg ¼ mmg ~FmcðjÞ ¼ m~PðjÞ~Fmc ¼
R Rj<a
~FmcðjÞds ~Fm ¼ ~Fmg þ ~Fmc (4)
where m is the friction coefficient depending on the
roughness of the object, ~Fmg is the frictional force in
relation to the gravity of each body, ~Fmc is the frictional
force caused by the contact force. ~FmcðjÞ describes the
frictional force of the unit area to the locally exerted
pressure, shown in the right side of Figure 2. The
integration over the entire contact area is superposed to
the final ~Fmc. Finally ~Fm is the integrated dynamic
frictional force between the virtual index finger and the
tissue.
Discretized Approximation
In the simulator of Hertz’s contact load, the body-based
contact18 is applied during virtual finger-tissue palpa-
tion. An important step is to describe the flatness of the
tissue at the contact area dynamically, in which the mean
curvature is estimated discretely in real time.
Virtual Finger Representation. The virtual index
finger is modeled as a single-layer of sphere bodies
bounding the surface of the forefinger in advance. Each
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Copyright # 2007 John Wiley & Sons, Ltd. 342
sphere body siðmi; ri; vi;EiÞ in the layer has four
attributes. mi is the mass of sphere body si, ri is it’s
radius, vi is the Poisson’s ratio, and Ei is it’s Young’s
modulus (fundamental elastic constants reflecting the
stiffness of the forefinger).
Suppose r(x,y,z) is the density distribution in the
finger. It’s mass M and center of the gravity ðx; y; zÞ can
be acquired. The equivalent sphere body layer of the
virtual index finger is constructed in keeping the mass
consistency within the finger. Suppose n sphere bodies
are applied in finger simulation and ri is the density
distribution within each sphere body. The mass and the
radius attribute are constructed in the following way,
mi ¼M
n¼ 1
n
ZZZV
rðx; y; zÞdxdydz � ri4p
3r3i (5)
Utilizing the above equivalent transformation, the
index finger is modeled as the volume of sphere bodies
in advance and the tip of the haptic device is attached to
the center of gravity. In Figure 3, the left figure model
shows the simplest simulation with one sphere attached
to the finger tip, and the right one is simulated with eight
spheres to construct the volume of sphere bodies.
Tissue Flatness Detection. Taubin26 showed that
the symmetric matrix Mp at point p on a smooth surface
Mp ¼ 12p
R p
�pkpðTuÞTuTt
uduk1p ¼ 3m1
p �m2p k2
p ¼ 3m2p �m1
p(6)
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Comp. Anim. Virtual Worlds 2007; 18: 339–348
DOI: 10.1002/cav
Figure 4. Tetrahedral mass-spring system.
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has the equivalent eigenvectors to the principal direc-
tions {T1 T2} and the eigenvalues {m1p, m2
p}. Where {m1p,
m2p} are related to the principal curvatures {k1
p, k2p}
through a fixed homogenous linear transformation. As a
result, the mean curvature can be acquired by
kp ¼ ðk1p þ k2
pÞ=2.
An approximation of the above matrix on a discrete
mesh is also given by Taubin,
~Mp ¼ 12p
PvikiTiTt
i (7)
where ~Mp denotes the approximation of Mp at vertex p
through the combination of a finite set of directions Ti
and curvatures ki.vi is a discrete weight version of the
integration step and has the constraintP
vi ¼ 2p. The
two principal curvatures can be acquired by the eigen
analysis of matrix ~Mp.
Therefore, the estimation of the mean curvature at the
contact point p is transformed into the curvature voting
of the vertices within q-rings’ adjacent neighborhood
AdjðpÞ (where AdjðpÞ ¼ fvjDistðp; vÞq, Distðp; vÞ is the
shortest path connecting point p with point v). Each
vertex vi 2 AdjðpÞ has the curvature ki, along the
direction Ti,
ki ¼D#i
DSi; Ti ¼
~ti~ti�� �� ; ~ti ¼ pvi
�!� ðNtp pvi�!ÞNp (8)
where D#i is the change in the angle, and Dsi is the
shortest arc length fitting from vi to p. And D#i is
obtained by the following,
cosðD#iÞ ¼Nt
p ni!
ni!�� ��
ni!¼ Nvi � ðPt
iNviÞPi Pi ¼ Np � Ti
(9)
where Nvi is the normal at vertex vi, and ni! is the
projection to the plane defined at point pwith the normal
Pi. Through collecting all voted curvatures, the discrete
matrix ~Mp in Equation (7) is obtained. The mean
curvature radius 1=kp in Equation (2) is evaluated as
the simulated radius at the contact area of the tissue
during virtual palpation.
Touch-enabled Soft-TissueDeformation
Human soft tissues are combinations of various proteins
and tissue fluid which exhibit complex biomechanical
characteristics. The study of biomechanics shows that
soft tissues are non-linear, time-dependent and history-
dependent viscoelastic materials. It is difficult to
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Copyright # 2007 John Wiley & Sons, Ltd. 343
precisely express the complex behavior of soft tissues
in computer-generated organs. Here, soft tissues are
modeled with viscoelastic behavior by a volumetric
tetrahedral mass-spring system with attention focused
on small deformations restricted into a local area.
Viscoelastic Behavior
Human organs in the study are constructed by
volumetric tetrahedral meshes. It is convenient to
extract multiple iso-surfaces among the different tissues.
Besides, the tetrahedral element can support modeling
of 3D organs with arbitrary shape.
The volumetric tetrahedral mass-spring system con-
sists of mass points and connected springs along the
edges (Figure 4). The Viogt rheological model in Figure 4
(left) is used to depict the time-dependent viscoelastic
behavior of tissues. The linear springs obey the Hook’s
law, whereas the viscous dampers generate a resistance
force proportional to the velocity. The dynamics of
points are governed by the Newton’s Second Law of
motion. The nodal displacement of the ith point (ui2R3)
due to an external force Fi is given by the following,
mi€ui þ di _ui þPj
sijð ~rijj j�lijÞ~rijj j ~rij
�� �� ¼ Fi (10)
where mi is the mass of the point i, di is the damping
constant of the same point, r*
ij is the vector distance
between point i and point j, lij is the rest length, and sij is
the stiffness of the spring connecting two mass points.
The right-hand term Fi is the sum of other external
forces.
The motion equations for the entire system are
assembled through concatenating the position vectors
of the N individual mass points into a single
3N-dimensional position vector U. Then the Lagrange’s
dynamics equation is satisfied,
M €U þD _U þ KU ¼ F (11)
where M, D, and K are the 3N� 3N mass, damping, and
stiffness matrices, respectively. M and D are diagonal
matrices and K is banded because it encodes spring
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Comp. Anim. Virtual Worlds 2007; 18: 339–348
DOI: 10.1002/cav
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forces which are functions of distances between
neighboring mass points only. The vector F is
a 3N-dimensonal vector representing the total external
forces acting on the mass control points.
Dynamics Equations Solver
If we regard the points U as a function related to the time
t in a pure physical system, the resulting time-varying
algebraic system (11) can be solved using iterative
methods. The derivatives are replaced with their
discrete approximations. It is natural to make use of
previous states to estimate the current state, namely the
backward differences method. We tested the exper-
imental results on a planar regular triangular mesh with
a force. The dynamics equation is solved by both the
backward difference and the central difference respect-
ively. Although the resulting surfaces have minimal
visual differences, based on the fact that the central
difference is the best approximation to a derivative, we
use the central differences instead, expressed as,
€UðtÞ ¼ Uðtþ DtÞ � 2UðtÞ þUðt� DtÞDt2
_UðtÞ ¼ Uðtþ DtÞ �Uðt� DtÞ2Dt
Initially we assume that Uð�DtÞ ¼ Uð0Þ, then we can
solve the time-varying algebraic system by recursively
computing Uððnþ 1ÞDtÞ from the linear equation,
ð2MþDDtÞUððnþ 1ÞDtÞ
¼ ð4M� 2Dt2KÞUðnDtÞ
þ ðDDt� 2MÞUððn� 1ÞDtÞ þ 2Dt2FðnDtÞ (12)
Hence, we can solve the above linear equation
efficiently with only a single LU-decomposition of the
coefficient matrix during the iterative procedure.
The linear equation has an order of N since obviously
all the points are involved in the system. In many cases, a
Tissue Mass density (kg/m3)
Finger 137028
Skin 110027
Muscle 104127
Bone 199027
Ligament 111027
Upper leg 102027
Table 1. Parame
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Copyright # 2007 John Wiley & Sons, Ltd. 344
few forces are applied locally and influence in the parts
far away from the contacted points can be ignored. We
can reduce the order of the linear system by approxi-
mately fixing the vertices far from the acting forces.
Suppose N0 is the number of points within the
influenced q-rings neighborhood of the contacted points,
then Equation (12) may be simplified from N-order to
N0-order.
Implementation andExperiment
An interactive touch-enabled soft-tissue discrimination
system has been developed under a Windows NT 4.0
platform on a Dell workstation PWS420 with a single
Pentium III 733MHz Processor, and 256M RAM. We
implemented the system with Visual Cþþ 6.0, using
OpenGL 1.3 for graphics rendering and GHOST SDK 3.0
library for force calculation. The haptic feedback device
is a PHANToM Desktop with 6 DOFs input and 3 DOFs
force feedback. Experiments were conducted to validate
the physical properties and evaluate the computation
performance of the proposed touch-enabled virtual
palpation model.
Experiment Setting
The experiments are set up to measure the simulated
palpation force just prior to transmission to the haptic
device. The produced biomechanical behavior of the
human tissues is also evaluated. Table 1 lists the physical
properties of the virtual finger pad and tested tissues.
The virtual index finger is simulated with the properties
of silicone rubber. The four typical tissue categories,
including skin, muscle, ligament, and bone, are
simulated. In addition, an upper leg portion is also
simulated as a typical limb organ, which consists of
various tissues of the human body.
Poisson’s ratio Young’smodulus (kPa)
0.5029 205030
0.3331 72.431
0.432 6(relaxed)32
0.333 1.7�107,34
0.4535 33.135
0.327 0.827
ter settings
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Comp. Anim. Virtual Worlds 2007; 18: 339–348
DOI: 10.1002/cav
Figure 5. Simulated human tissue models.
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Figure 5 shows the tested environment of the virtual
index finger and five tissue models as according to
Table 1. The left most image shows the cuboid
tetrahedral volume interacting via the virtual index
finger, which is used to test individual tissues such as
skin and muscle. To the right are models of the ligament,
the cortical bone, and the upper leg of human body,
respectively.
Soft-tissue Simulations
Figure 6 records the palpation force generated between
the virtual index finger and the touched tissues. The
Figure 6. Force evaluation between finger and tissues.
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Copyright # 2007 John Wiley & Sons, Ltd. 345
force is depicted as a regression via a natural logarithm
function. The forefinger tip is simulated with one sphere
of radius 11 mm attached to the haptic input. In Figure 6,
the top graph shows the palpation force in relation to the
indentation, and the bottom graph presents the force
computed in relation to the local geometry of the
contacted tissues. The force simulated for bone is
multiplied by a coefficient of 0.1 to translate into the
force reflection range of the PHANToM Desktop. Our
experimental results of virtual fingertip perception
show similar results to the finger pad interface proposed
by Pawluk and Howe16,17 in physics. Besides, the
simulated non-linear force curves are similar to the
typical load-deformation curves exhibited by corre-
sponding human tissues.
Figure 7 illustrates the time-dependent viscoelastic
mechanical properties of the simulated soft human
Figure 7. Simulated soft-tissue responses.
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Comp. Anim. Virtual Worlds 2007; 18: 339–348
DOI: 10.1002/cav
Data model Data scale(nodes/surf.nodes/surf.triangles/tetrahedrons)
Collisiondetection
Forceevaluation
Deformationtime
Cube 140/90/120/432 0.12 0.25 0.08Head 456/320/420/1470 0.29 0.36 0.15Ligament 601/438/680/1900 0.37 0.43 0.21Upper leg 728/416/668/2550 0.31 0.57 0.29
Table 2. Time statistics (ms)
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tissues. Experiments are tested with constant stress
applied in the beginning, and then withdrawn accord-
ingly. In the top plot, the time step used is 0.01 to
simulate the skin and the ligament tissues, and in the
lower plot, the time step used is 0.05 to simulate the
muscle and a portion of the upper leg. The left part of
the curve shows that the simulated creep is an increase
in strain under constant stress. And the right part of the
curve shows that relaxation is a decrease in stress under
constant strain. With higher elastic parameters in the
simulated skin and ligament, the relaxation process is
prolonged as it is more difficult to calm down to rest
stage. The experimental results depict similarity in
characters to that of simulated soft tissues in Reference
[27] and the non-linear load-deformation characteristics
are similar to the palpation force sensing via the virtual
index finger.
Time Evaluation
Table 2 records the time statistics during dynamic
touch-enabled virtual palpations. The virtual index
finger is modeled with a triangle mesh of 179 triangles.
The data scale of the tested models is listed in Table 2 by
the number of nodes in the entire model, the number of
nodes and triangles in the surface, and the tetrahedral
numbers of the whole model. For dynamic finger-tissue
collision detection, a free convenient ColDet (http://
photoneffect.com/coldet) 3D collision detection library
is modified to detect multi contacts simultaneously. The
working rate of this library is sufficient in considering
the complexity of our experiments; at most 6 ms for
collision detection between two objects with 3186 and
4812 polygons. The cost of force evaluation is mainly
contributed by the curvature evaluation of the contacted
tissues. Through restricting the deformation of the
whole object within a local area, the refreshing rate of
dynamic deformation during virtual palpation is very
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Copyright # 2007 John Wiley & Sons, Ltd. 346
fast. Our proposed dynamic touch-enabled virtual
palpation model can guarantee a high refreshing rate
of haptic interaction (1 kHz) and meet the requirements
of our visual update.
Conclusion
The proposed dynamic touch-enable virtual palpation
model is a suitable method to sense the force perception
and exhibit the typical soft-tissue behavior in the virtual
environments. A body-based force contact model based
on Hertz’ theory has been applied to model the
palpation force via the virtual index finger. It is more
natural to utilize the physical properties, Poisson’s ratio
and Young’s modulus, of different tissues directly to
simulate the palpation perception on the virtual index
finger. The non-linear viscoelastic behavior of human
tissues is simulated via a volumetric tetrahedral mass-
spring model, and high performance in computing the
deformation is acquired through considering the contact
influence in a local area. This can highly reduce the order
of the whole dynamic equation. Mechanical tests have
been performed to evaluate the feasibility of the
proposed model to sense and manipulate some typical
tissues. The results demonstrate similar characteristics
to the biomechanical behavior of human tissues in the
real world. The system is implemented on a low-cost PC
platform with a commercial haptic device, and may thus
be popularized in the medical learning. Current
PHANToM Desktop device applied does not have
torque feedback thus restrict the perceptual simulation
with rotation. The multi spheres index finger model can
achieve smoother force reflection18 though it requires
higher computational cost of soft-tissue response; future
work will include a means to obtain a balance between
the two aspects. Further more, our future work will also
focus on developing both more rigorous finite element
model of tissues behavior and the haptic force model to
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Comp. Anim. Virtual Worlds 2007; 18: 339–348
DOI: 10.1002/cav
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effectively distinguish different tissues by various
characters, such as size, haptic texture, and tenderness,
etc. The outmost of our goal is to incorporate the
proposed realistic haptic mode into a VR-based training
simulator.
ACKNOWLEDGEMENTS
The work described in this paper was supported by a grant
from the Research Grants Council of the Hong Kong Special
Administrative Region, China (Project No. CUHK4223/04E),
and UGC direct grant for research (No. 2050349) and National
Fundamental Research Grant of Science and Technology (973
Projeect: 2002CB312104).
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Authors’ biographies:
Hui Chen received her B.S. and M.S. degrees in Com-puter Science from Shandong University, P.R. China,and received Ph.D. in Computer Science from the Chi-nese University of Hong Kong, Hong Kong. She iscurrently an Assistant Professor in the Centre forHuman-Computer Interaction, Shenzhen Institute ofAdvanced Integration Technology, CAS/CUHK, SIAT,P.R. China. Her research interests include haptics, vir-tual reality, computer-assisted surgery, and computergraphics.
Wen Wu received her Ph.D. in the Department ofComputer Science and Engineering at the Chinese Uni-versity of Hong Kong. She is currently an Assistant
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Copyright # 2007 John Wiley & Sons, Ltd. 348
Professor in the Faculty of Information Technology atMacau University of Science and Technology. Herresearch interests include surgical simulation and com-puter graphics.
Hanqiu Sun received her Ph.D. in Computer Sciencefrom the University of Alberta, Canada. She is an Associ-ate Professor at the Department of Computer Scienceand Engineering, The Chinese University of Hong Kong.She has published more than 100 technical papers refer-eed in VR/CG journals and international conferences.Her current research interests include virtual and aug-mented reality, interactive graphics/animation, hyper-media, computer-assisted surgery, Internet-basednavigation, real-time rendering, and realistic hapticssimulation.
Pheng-Ann Heng received his B.Sc. degree from theNational University of Singapore, in 1985. He receivedM.Sc. (CS), M.Art. (Applied Math), and Ph.D. (CS)degrees from Indiana University, Bloomington, in1987, 1988, and 1992, respectively. He is currently aProfessor in the Department of Computer Science andEngineering, Chinese University of Hong Kong(CUHK), Shatin. In 1999, he set up the Virtual Reality,Visualization and Imaging Research Centre at CUHKand serves as the Director of the Centre. He is also theDirector of the CUHK Strategic Research Area in Com-puter-Assisted Medicine, established jointly by theFaculty of Engineering and the Faculty of Medicine in2000. His research interests include virtual reality appli-cations in medicine, scientific visualization, 3D medicalimaging, user interface, rendering and modeling, inter-active graphics, and animation.
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DOI: 10.1002/cav