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Performance Evaluation of Wireless Networks for
Supporting Real Time Collaborative Interactions in
Distributed Haptic Virtual Environments
Kian Meng Yap1, Tsung-Han Lee2
1 Sunway University
Bandar Sunway, Petaling Jaya,
Selangor, Malaysia
Email: [email protected]
2 National Taichung University
Taichung, Taiwan
Email: [email protected]
Abstract. This paper presents a performance evaluation based on experimental
study of a new peer-to-peer application for supporting real time force feedback
operation in distributed haptic virtual environments (DHVEs). The new peer-to-
peer architecture is able to support haptic interactions over different wireless
network architecture. Experiments have been conducted to show the
performance of different wireless architecture, i. e. wireless-B/G/N.
Experiments have also been conducted to investigate the performance of this
architecture. Findings of the study are presented in this paper and it shows the
challenges in conducting haptic collaboration over wireless IP networks. This is
especially true when the wireless hops increase.
Keywords: distributed virtual environment, haptic, multi-sensory traffic, peer-
to-peer, wireless haptic.
1 Introduction
The effective transmission of sense of touch (haptics1) traffic presents a significant
challenge to the current Internet architecture. The future Internet will have to carry a
wide range of applications, and many of these will incorporate new types of traffic.
There has been recent interest in the transmission of multimodal information over the
Internet [1], and in particular the transmission of haptic data [2][3]. Currently all
interactions that occur between ourselves and communications networks especially
the Internet involve only two senses (aural and visual). Moreover all these networks,
including the wired or wireless, have been designed to carry application information
pertaining to these two senses (e.g. telephony, video, graphics, and text). The
1 Hap•tic ('hap-tik) adj.of or relating to the sense of touch; tactile. Haptic is from the word in
Greek “haptikos”. [Greek haptikos, from haptesthai, to grasp, touch. (1890)].
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provision of haptic feedback in the future internet can profoundly improve the way
humans interact with information and perform tasks. It is clear that augmenting
current systems such as wireless tele- robotic with the ability to send back information
pertaining to our sense of touch (as well as vision) will greatly improve the fidelity
(and hence complexity) of tasks that can be performed, as well as opening up a much
wider range of applications.
Tele-operation [4] has been a popular research area since the invention of a haptic
device by going through a network medium such as Ethernet in wired transmission,
i.e. tele-haptic. While it is common to have Internet as a transmission carrier, it posted
an even more challenging task for tele-haptic by using the wireless transmission. This
is largely due to the stability issue of wireless medium in which the packets will be re-
transmitted or delayed when there is any collision. Some research activities on tele-
operation focusing on the transmission of video or audio data, but there is very little
research on transmission of additional force data in wireless medium. The
introduction of the haptic sense of touch (i.e. reflected force) in addition to traditional
multimodal senses such as audio and visual, refers to the perceptual kinaesthesia
sensing of events such as heat, pressure, force, or vibration. We are investigating
potential research area for carrying haptic collaborative activities through wireless
medium. The impact for this research will contribute to a new era of research area
whereby it will no longer follow the traditional way of tele-haptic or tele-haptic
communication. For example, in the recent Japan Fukushima nuclear crisis, instead of
sending real people, we can send a robot troop into a dangerous zone. The troop could
be controlled wirelessly. This poses a safer working condition for the operators
because most of the dangerous tasks can be done by robots through wireless medium.
The IEEE 802.11 standard [5][6] specifies two different medium access control
(MAC) mechanisms in WLANs: the contention-based distributed coordination
function (DCF), and the polling-based point coordination function (PCF). PCF adopts
a poll-and-response protocol to control the access to the shared wireless medium and
reduce contention among wireless stations. It makes use of the priority inter-frame
space (PIFS) to maintain control of the medium. Once the PC has control of the
medium, it may start transmitting downlink traffic to stations. Alternatively, the PC
can also send contention-free poll (CF-Poll) frames to those stations that have
requested contention-free services for their uplink traffic. During a CFP (Contention-
Free Period), a wireless station can only transmit after being polled by the PC. If a
polled station has uplink traffic to send, it may transmit one frame for each CF-Poll
received. Otherwise, it will respond with a NULL frame, which is a data frame
without any payload. Also, in order to utilize the medium more efficiently during the
CFP, it is possible to piggyback both the acknowledgment (CF-Ack) and the CF-Poll
onto data frames.
The contributions of the work presented in this paper are: (i) a new peer-to-peer
architecture and an associated algorithm for supporting force collaboration and
position synchronization in wireless networked haptic applications, (ii) an empirical
investigation of the different wireless architecture ( 802.11-B/G/N) to support haptic
collaboration with our proposed algorithm, (iii) we also show the effect of network
impairments, i.e. delay, on collaborative force with our proposed algorithm together
over wireless IP switched network.
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2 Exiting Research in Networked Haptics
Norman [7] examines the current challenges in the deployment of haptic-based
distributed systems and progress to overcome the network impairment challenges.
Lindeman [8] designs a wireless tactor prototype which allows haptic feedback in
virtual reality. However, their prototype is based on a simple wireless broadcasting
and doesn’t consider wireless networked system. Many research studies have studied
this tradeoff for manipulators with controllable torques, i.e., electrically actuated
manipulators [9]. The control scheme is made particularly challenging whenever the
communications channel is non-ideal, for example over wireless networks. Huang
[10] designs a virtual coupler in a mixed virtual environment by transmitting position
and torque information over wireless communication link. The system is tested with
haptic controller but their networked architecture is only carried out with a constant
delay.
Marugame [11] analysed the wireless performance with a bilateral robot system by
using Adaptive Carrier Selection and Kalman Filter. Their result shows that ACS
improved tracking performance, while Kalman filter further mitigates fluctuation to
less than a centimeter. Their other research [12] showed that haptic information is less
effected by Additive White Gaussion Noise (AWGN) than burst error due to Rayleigh
fading in wireless communication system. Their system is evaluated by using both
simulation model and experimental setup. Kabranov [13] deploys a DIVE system
with a “bidding” and “auction” mechanism to match with different QoS level for
supporting the traffic over a simulated wireless network. Suzuki [14] investigated
bilateral wireless haptic communication system by evaluating TCP, UDP and
invalidated Nagle algorithm in TCP. The master-slave system showed that by
invalidated Nagle algorithm in TCP, the system performed better in transmitting
position and force in their haptic communication system.
The majority of the preceding works have concentrated on wired haptic
collaboration or standalone haptic systems. Some of the works are conducted only by
using client-server architecture. There is also little research for transmission of
position and force data in a peer-to-peer network in which the calculation of those
data are performed locally. We have developed an experimental platform based on a
wireless peer-to-peer network architecture in order to study the performance of
impairment (e.g. delay) for haptic feedback in distributed virtual environments.
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3 Haptic Communication via Wireless Network
In this section, the problems in the haptic communication system over IP network are
discussed. Subsequently, the algorithm used to develop the peer-to-peer architecture
is also presented.
3.1 Network Issues on Haptic Interactions
Network impairments can have severe (and different) impacts on the user’s haptic
experience. Network QoS performance is generally described using four basic
parameters. These are: (i) Delay: the difference between the time when the packet has
been sent and the time when it is received, (ii) Jitter: the statistical variance of delay
measured as the average time between two successively received IP packets, (iii)
Packet Loss: expressed as a percentage of the number of packets not received, to the
number of packets sent, (iv) Throughput: the number of packets that can be
transmitted in a fixed amount of time. Delay makes the user’s device go through a
virtual object before it is felt. This degrades the users’ perception of “effective
collaboration”. Delay also desynchronizes the different copies of the virtual
environment.
4 Position Synchronization and Force Interaction Algorithm
Positional synchronization is a major challenge in distributed shared virtual
environments [15]. This becomes even more challenging in peer-to-peer architectures.
In our peer-to-peer architecture, position synchronization is achieved by transmitting
the difference in position, which is calculated from current and previous positions.
The difference in position of the local peer is transmitted to the remote peer who adds
this difference to its local position in order to achieve position synchronization.
Fig.1. Force feedback in collaborative action to a moving object
The force feedback device used in this paper is the PHANToM Omni [16] from
SensAble Technologies Inc. It is used to manipulate moving virtual objects and to
provide the user with feedback from the virtual environment. When two forces push a
virtual object at the same time, their vector sum will decide in which direction the
virtual object will move. As shown in Fig. 1, the reaction force is computed in
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proportion to the remote force, the depth of the PHANToM cursor inside the virtual
object, and velocity between the cursor and the virtual object. When there are two
forces applied to a single virtual object the resultant force is the vector summation of
these forces. Therefore, the movement of the virtual object follows that of the
resulting force. The differences in position, force and time at the local peer are sent to
the remote peer and vice versa.
5 Design of Experimental Peer-to-Peer Architecture
Fig.2. Experimental model of peer-to-peer wireless architecture
The objective of the experimental system is to enable us to study the effects of delay
on the force collaboration and the virtual object’s trajectory. In the test system, two
PCs are used to carry out the tasks and they are connected by wireless links by using
Wireless Distribution System (WDS). In Fig. 2, the peer-to-peer wireless architecture
can provide up to four wireless hops. For example, one or more wireless hop is
obtained by connecting two wireless routers (D-Link DIR-615) to each of the Cisco
2091 router. Hence, the traffic flows from one end to the other end thru the WDS
network. Each haptic traffic flow between computers A and B contains the HIP
position, virtual object position, a timestamp and the force magnitude, as shown in
Fig. 2. The packet rate between the two computers is 1000 packets/second (UDP
packets). The haptic data packet size is 184 bytes, UDP packet header is 8 bytes and
IP is 20 bytes. This adds up to be 226 bytes of data in addition to the Ethernet header
of 14 bytes. Thus, the total throughput of the haptic flow is 1.808 Mbps. The haptic
virtual environment of our experiment consists of a work platform, one moving cube,
one static cube and two ball spheres which represent local and remote PHANToM
cursors (HIPs). Subjects are able to push the moving blue cube by using two
PHANToM devices and feel the momentum, force, and velocity of the virtual cube.
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6 Experimental Results
This section shows the effects of varies wireless architecture on delay and virtual
cube x-position when two subjects are performing the haptic collaboration. When the
virtual cube position is transmitted under wireless network, it behaves differently with
different wireless hopping.
6.1 Haptic Traffic End-to-End Delay
Fig. 3 shows the real time haptic traffic delay captured between Computer A and B in
Fig. 2. In Fig. 3(b), the end-to-end delay of wireless-B and wireless-G is 1800ms and
1100ms respectively at three wireless hops. However, the end-to-end delay of
wireless-N is less than 50ms at two wireless hops and less than 500ms at three
wireless hops. This shows that wireless-N is better than wireless-B and wireless-G in
transmitting the haptic traffic.
0
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Wireless-G
Wireless-B
Wireless-B
Time (s)
Wireless-G
Wireless-N
(a)
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Wireless-B
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Fig. 3 Haptic traffic end-to-end delay over (a) two wireless hops, (b) three wireless hops
6.2 X-Position Discrepancies
Fig. 4 shows the x-position discrepancy between the two peers (computer A and B in
Fig. 2) over three wireless hops, with our position and force algorithm. With wireless-
N (channel width 40MHz), our position and force algorithm can still follow the
trajectory of the virtual cube’s position. Fig. 4(a) - 4(b) shows wireless-B and
wireless-G made the system totally unusable because the virtual cube’s position
moved vigorously and its trajectory was not able to follow the curve of the virtual
cube position. The x-position discrepancy of wireless-B and wireless-G (approx. 0.2 -
0.3 metre) is much bigger than in the case of wireless-N (approx. 0.025 metre). This is
because wireless-N still can maintain the throughput (approx. 2Mbps) needed for the
haptic traffic. This shows that our basic position and force algorithm, and wireless-N
architecture is able to support haptic collaboration. Wireless-N performs much better
than wireless-B and wireless-G in the case of two wireless hops. In contrast, wireless-
B and wireless-G are not suitable for transmission of haptic traffic in DHVEs.
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-0.35
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Computer B
computer B
computer A
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computer B
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computer A
(c)
Fig. 4. X-position discrepancies of virtual cube over three wireless hops for (a) wireless-B, (b)
wireless-G, (c)wireless-N
7 Conclusion and Future Work
The work presented in this paper is an experimental architecture for networked haptic
interactions with wireless-B/G/N. Different network architecture is shown to be the
main problem when positional compensation is employed. It is also found to be more
difficult to perform force collaboration under the influence of wireless hopping. We
have tested the same setup up to four wireless hops with wireless-B/G/N, but found
that it is very challenging to support the collaborative task after that. It is particularly
very hard to perform the collaborative task at three wireless hops for wireless-B and
wireless-G. The experience of force collaboration has been deteriorated as a result of
higher delay and loss. For peer-to-peer systems to which collaboration with force
feedback is of concern, wireless-N would be suitable for up to wireless hops. In
summary, there are challenges for wireless network to support force collaborative
operations across wireless networked peers when both HIP pushing the virtual object
together under network impairments. In the future, we intend to investigate the
possibility of a better network architecture to support >3 wireless hops that allows
consistency force and position collaboration. One of the potential solutions we are
investigating is a new higher gain antenna to serve its purpose.
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