Print page    
Foto: Gehirn&Geist/Manfred Zentsch
In the Department Human Perception, Cognition and Action we study the human perception with the help of virtual reality (VR). This enables us to conduct our experiments in controlled and yet natural surroundings. For this we have special hardware and experimental constructions, which have been built by our guidelines as well as the corresponding software such as program libraries and databases.
Taking in account the most recent development in the field of VR and the arising opportunities the Cyberneum was built in 2004 - 2005. The research focuses on the interaction of different senses, the impact of the spatial environment on behavior and the interaction of perception and action. Two separate halls, the Tracking Lab and the Robo Lab, each 15 x 12 meters large, shape the main area of the research building. In the Tracking Lab experiments dealing with the perception of space and the navigation achievements are carried out. Experimental subjects are allowed to move around freely in virtual worlds. Virtual surroundings are projected using so-called "Helmet Mounted Displays" (HMDs). The Robo Lab houses the first motion simulator worldwide based on a standard industrial robot, modified for perception experiments. With far more maneuvering room than customary simulators, the movement simulator allows a more detailed investigation of the influence of our sense of equilibrium on the perception of movement.

Why are we conducting our research in a virtual reality?
Research in a virtual reality (VR) makes it easier for us to maintain controllable and reproducible test surroundings. Real surroundings look quite different depending on the weather or the time of day. In VR all these conditions can be kept constant for an experiment. Every experimental subject sees precisely the same space or scene. Nevertheless, these conditions can also be specifically modified, should it be important for the experiment. Sometimes even experiments are carried out, which would not be possible in the real world or only with large efforts at one single place.
 
 

Virtual Reality Facilities

CyberMotion Simulator

MPI CyberMotion Simulator with cabin
open cabin
Sustained accelerations are usually simulated by use of motion cueing algorithms that involve washout filters. Using these algorithms, a fraction of the gravity vector generates the sensation of acceleration by an unperceived backward tilt of the cabin. A different solution to simulate sustained accelerations involves centrifugal force. If a subject is rotated continuously, the canal system adapts and the centrifugal force generates the perception of an ongoing acceleration. Both solutions require the subject to be seated in a closed cabin because the visual system would otherwise destroy the illusion.

Together with a local company (BEC, Reutlingen) the MPI developed a closed cabin for the MPS Cyber Motion Simulator. The cabin is equipped with a stereo projection and mounting possibilities for force feedback haptic devices like the Sensodrive steering wheel and the Wittenstein controls used for helicopter and flight simulation. To achieve continuous rotation around the base axis, the robot arm was modified by the manufacturer (KUKA robot AG, Germany). The robot was equipped with a different transmission and further mechanical modifications. Motor power and electrical control signals are transmitted to the robot by slip rings, an outer slip ring for power lines and an inner slip ring for high frequency signals. In its standard configuration, the cabin is attached to the robot flange from behind. In this configuration the subject faces outwards and it is possible to simulate constant deceleration by rotating the robot around its base axis. The 6 axes of the robot do not allow the possibility to place the subject facing inwards towards the base of the robot, so as to simulate constant acceleration. In order to achieve this possibility, the cabin was equipped with an actuated seventh axis. The C-shaped flange, along which the cabin axis can slide, provides the possibility to steer the robot into a position in which the cabin is attached to the robot flange from below. In this configuration, turning the last robot axis allows placing the subject towards the center of rotation that in turn grants the possibility to simulate a constant acceleration. The robot is equipped with its 6 axis controller and the 7th axis is equipped with a self developed separate controller. To achieve synchronized operation of the full 7 axis system, a combined control system was developed. This control system also monitors and supervises all safety devices and offers the possibility for manual and automated control of the MPI CyberMotion Simulator.
 

MotionLab

Reconstruction of the MotionLab
Foto: GEHIRN&GEIST/Manfred Zentsch

In the MotionLab we study the integration of cues from the visual, auditory, vestibular and somatosensory system. The center piece of the MotionLab is a hexapod Stewart platform (Cuesim) with six degrees of freedom. Mounted on the platform is a cabin with two interchangeable screens, a flat screen and a curved screen, both with a field of view of 86°×63°. The projector has a resolution of 1400×1050 with a refresh rate of 60 Hertz. Beneath the seat and foot plate are subwoofers which can be used to simulate high frequency vibrations in driving and flight simulators and mask the vibrations caused by the platform electric motors. The MotionLab was designed as a distributed system that is driven by multiple computers. Software control is based on an in-house development (xDevL) that can be used both with C++ and Virtools ™ programs.

The characteristics of the Stewart platform have been objectively measured with a standardized approach. It was found that the dynamic response of the platform is determined by the platform filters implemented by the manufacturer, the system time delay, and the noise characteristics of the actuators. These characteristics have been modeled and simulated on the SIMONA Research Simulator at Delft University of Technology. Experiments on the influence of these characteristics on human control behavior have shown that the limitations of the platform filters cause humans to rely predominantly on visual cues in a closed-loop target-following disturbance-rejection control task.

Large Tracking Hall

TrackingLab Foto: GEHIRN&GEIST/Manfred Zentsch
TrackingLab Foto: GEHIRN&GEIST/Manfred Zentsch

The free space walking and tracking laboratory in the Cyberneum is a large (12.7m x 11.9m x 6.9m) empty space equipped with 16 high-speed motion capture cameras (Vicon® MX 13). This tracking system allows us to capture the motions of one or more persons by processing the images of configurations of multiple infra-red reflective markers in real-time. The position signals are transmitted wirelessly to a high-end mobile graphics system that updates the simulated virtual environment according to the person's position and is able to generate a correct egocentric visualization and/or auditory simulation.  Subjects can navigate freely within the entire area of the tracking hall by either wearing the backpack or having the experimenter wear the backpack and follow them around in the walking room. In order to suppress any interference between real and simulated environment as far as possible, the laboratory is completely dark (black with the ability to block out all light) and acoustic panels around the walls largely reduce acoustic reverberations. The tracking setup also allows for tracking multiple objects such as flying quadcopters as well as for full-body motion capture (e.g. for analysis of sports performance, i.e. gymnastics, or for animation of virtual characters).  

 

Visually Immersive Labs

Semi-spherical Display

We have employed a large screen, half-cylindrical virtual reality projection system to study human perception since 1997. Studies in a variety of areas have been carried out, including spatial cognition and the perceptual control of action. In 2005, we made a number of fundamental improvements to the virtual reality system. Perhaps the most noticeable change is an alteration of the screen size and geometry. This includes extending the screen horizontally (from 180 to 230 degrees) and adding a floor screen and projector. It is important to note that the projection screen curves smoothly from the wall projection to the floor projection, resulting in an overall screen geometry that can be described as a quarter- sphere. Vertically, the screen subtends 125 degrees (25 degree of visual angle upwards and 100 degrees downwards from the normal observation position).

In 2011 the image generation and projection setup was significantly updated. The existing four JVC SX21 DILA projectors (1400x1050) and curved mirrors were replaced with six EYEVIS LED DLP projectors (1920x1200), thereby simplifying the projection setup and increasing the overall resolution. In order to compensate for the visual distortions caused by the curved projection screen, as well as to achieve soft-edge blending for seamless overlap areas, we have developed a flexible warping solution using the new warp and blend features of the NVIDIA Quadro chipsets. This solution gives us the flexibility of a hardware-based warping solution and the accuracy of a software-based warping. The necessary calibration data for the image warping and blending stages is generated by a new camera-based projector auto-calibration system (DOMEPROJECTION.COM), Image generation is handled by a new high-end render cluster consisting of six client image generation PCs and one master PC. To avoid tearing artifacts resulting from the multi-projector setup, the rendering computers use frame-synchronized graphics cards to synchronize the projected images.

In addition to improving the visual aspects of the system, we increased the quality, number, and type of input devices. Participants in the experiments can, for example, interact with the virtual environment via joysticks, a space mouse, steering wheels, a Go-Kart, or a virtual bicycle (VRBike). Most of the input devices offer the possibility of force-feedback. With the VRBike, for example, one can actively pedal and steer through the virtual environment, and the virtual inertia and incline will be reflected in the pedals' resistance.

Stereo Back Projection Display

The quarter-sphere projection setup is complimented by a back-projection setup, which has the advantage that participants do not create shadows on the screen. This setup consists of a single SXGA+ projector (Christie Mirage S+3K DLP) and a large, flat screen (2.2m wide by 2m high). The projector has a high contrast ration of 1500:1 and can be used for mono or active stereo projections. This space has four VICON® V-series cameras for motion tracking, which has been used in recent studies investigating the influence of motion-parallax and stereo cues for depth and size perception.
For stereo projection setup, the NVIDIA 3DVision Pro active shutter-glasses are used. These glasses use RF technology for synchronization and therefore can also be used in conjunction with the infrared-based VICON® tracking system. The glasses have been modified with markers for the optical tracking system and thus can be used for head tracking.

Multi-Panel Display

Multi-Panel Display
Schematic Overview of the System

Heli-Lab is a fixed-based flight simulator that affords a large field of view (i.e., 105°x100°). It is equipped to measure explicit and implicit behavioral responses — respectively, control stick inputs as well as eye-tracking and physiological measures. Thus, we are able to study the relationship between a pilot's actions and his cognitive workload during flight maneuvers.

 

The core system is an open-source flight simulator (FlightGear, www.flightgear.org) that accepts control inputs that are processed by a designated aircraft model to compute the appropriate world position and orientation of a modelled aircraft. Subsequently, these values are used to render the corresponding display of the world scene as seen from the cockpit, via a computing cluster for 10 wide-screen monitors.

Our system is equipped to record implicit behavioral responses. A remote eyetracking system (2 stereo-heads, 60 Hz; Facelab, Seeing Machines, USA) monitors the pilot's line-of-sight in the world scene as well as gaze on the heads-down instrument panel. Physiological measurements of the pilot are also recorded in tandem using a 16-channel active electrode system (g.Tec Medical Engineering GmbH, Austria). This system can be used to monitor the pilot's galvanic skin response, heart-rate variability and electro-encephalographic signals.


There are two control systems for the flight simulator that both feature generic helicopter controls such as a cyclic stick, a collective stick, and pedals. One system is unactuated and serves as any common joystick, while the other system consists of motorized controls (Wittenstein AG, Germany). This actuated system can be configured to resemble a wide range of control system dynamics, and can provide haptic feedback cues to the pilot. These cues can be used to support the pilot’s situational awareness.

The image here shows a schematic overview of the system (left). The information received by the user (red) and his control as well as physiological responses (blue) constitute part of this closed-loop system. A photo of the simulator in use (right) shows a participant performing a closed-loop control task (i.e., landing approach) while gaze is measured in real-time (inset).

 

Multi Agent Lab

Bonita Vicon Tracking Space

A tracking hall of size 7.55m x 6.18m x 3.5m and equipped with tracking capabilities (6 VICON®  Bonita cameras, software Vicon® Tracker) is used as a main testing space for our multi-robot research. The room hosts also several PCs and the whole communication infrastructure to allow decentralized multi-robot algorithms to be implemented and tested, with the possibility of obtaining ground-truth data from the external VICON® system.

Virtual Reality Equipment

Body Motion Capture and Animation Technology

For full-body motion capture we use two different setups. One setup consists of a leightweight lycra suit with attached reflective markers which are tracked and processed with the Vicon® IQ software. After the capturing process, the data can be post-processed for the desired need. The second setup is used for real-time motion capture and animation. We have two Xsens MVN Suits, consisting of 17 MTx inertial measurement units each. Custom-built plugins enable the use of these suits for real-time animation (e.g. of virtual avatars). For post-processing and animation of body parts or the full body we use Autodesk 3ds Max, Autodesk Maya and Autodesk Motion Builder. The avatars generally used for experiments involving motion capture and animation are part of the Rocketbox Studios GmbH Complete Characters Library.

3D Graphical Rendering Technology and Tools

For the development and the deployment of our experiments we use Virtools 5 from Dassault Systèmes, as it is easy to use for programming experiments and sharing code with other scientists. Besides Virtools we also used Ogre3D and our custom-built library veLib. Additionally, we are starting to use Unity as we increase our use of mobile devices and have an increasing interest in publishing our experiments to online applications. Furthermore, Unity is also a promising alternative to Virtools, as a new Middleware (MiddleVR from I´m in VR) allows the easy integration of Unity with our existing virtual reality equipment.

Head Mounted Displays

For the display device we currently have five types of head-mounted displays (HMDs) which offer us different levels of visual resolution, weights and field-of-view.
First, we have four light-weight eMagin Z800 3DVisorHMDs which offer a geometric field of view of approximately 32x24 degrees at a resolution of 800x600 pixels per eye. They each weigh 0.25kg and are specifically useful for multi-user experiments where it is desirable to control the visual input for multiple participants. Second, we have the nVisor SX60 HMD which has a field of view of approximately 44x35 degrees with a resolution of 1280x1024 per eye and weighs approximately 1.7kg. This HMD has greater resolution but weighs more and therefore the experimenter usually wears the backpack which holds the graphics/laptop for the HMD. Similarly, the nVisor SX111 HMD provides an even larger field of view of approximately 102x64 degrees with a resolution of 1280x1024 per eye. But this HMD also weights about 2kg and we only use this HMD for very short experiments (less than 30 minutes) and ideally for experiments that do not involve a lot of movement on the part of the participant. Finally, we have a Kaiser SR80 ProView HMD which has a field of view of 63x53 degrees with a resolution of 1280x1024 and weighs 0.79g. This HMD has high quality visual resolution and field of view and is quite light-weight; however it does not have battery power and so is not currently used for mobile experiments. Instead we currently use the Kaiser HMD for experiments where the participant is always in the same location (e.g. seated or walking on a treadmill). For the former HMDs (eMagin and nVisor, all further technical components (i.e. laptop, video signal splitter controller, power supply) are mounted on a backpack. When using an HMD within a limited area, for example, on the omnidirectional treadmill, the HMDs can be connected from the ceiling thus allowing to connect to a computer with better graphics capabilities in the control room.We also have the xSight 6123 that presents an image of 1920 × 1200 pixels in front of each eye across a FoV of 118
horizontally and 45 in total while the weight does not exceed 400 g [Sensics Inc., 2010]. We have used this HMD with the MPI CyberMotion Simulator.
Table-Top Virtual Workbench
Tactile Slip Force Display
Tactile Shear Force Display
VirTouch Mouse
Omega.3 & Omega.6
In order to provide operators with a force feedback during execution of some task, we use two haptic force feedback devices from Force Dimension (Switzerland), called Omega.3 and Omega.6. The Omega.3 consists of three motors and three position sensors. Depending on the Cartesian position of the end effector, a programmable Cartesian force can be applied to the users’ hand, thereby allowing the force-feedback possibility. The Omega.6 differs from the former devise in the additional 3 measured (but not actuated) rotational degrees of freedom of the end-effector.

 
Phantom Haptic Feedback Devices
In order to simulate objects that can also be touched we use haptic force feedback devices, called PHANToM. The PHANToM consists of three motors and three position sensors. Depending on the position of the end effecter a force can be applied to the users’ finger and thereby simulation the resistance of e.g., a wall or an object that can be picked up.

Table-Top Virtual Workbench
For the visual-haptic simulations we use a table-top virtual workbench consisting of a computer monitor (CRT) mounted upside down above a mirror. When observers look in the mirror stereoscopically rendered objects appear to float above the table. We use two PHANToMs placed below the mirror to provide haptic feedback to the hand of an operator. This setup enables us
to investigate many aspects of haptic and visual information processing because the visual and haptic scene can be controlled separately.

Integrated Kinesthetic and Tactile Feedback Devices
This modular integrated haptic interface is based on a high force, hyper redundant kinesthetic (10 DoF) display called: ViSHaRD 10 and which was developed within the TOUCH-HapSys European project by the LSR Department (Prof. Martin Buss) at the Technical University in Munich. It provides a large cylindrical workspace of ø 1.7 m × 0.6 m and a maximum payload of 7kg, which is sufficient to attach additional tactile displays. At the moment three tactile displays are available to be connected with ViSHaRD 10:

Tactile Slip Force Display
This display is based on a rotating ball with a diameter of 60.2 mm. This ball is supported by an arrangement of ballbearings and rotated by two servo motors. With these two servomotors, arranged orthogonal at the balls equator, it is possible to generate the sensation of slip force in any lateral direction on the finger or any other body part. This device was developed here at the MPI.

Tactile Shear Force Display
This display is able to provide individual force stimuli tangential to the surface of the human skin in the area of the index finger tip. It consists of four pins movable laterally to the skin in any direction with a amplitude of 2 mm. This device was developed within the TOUCH-HapSys project by the LSR Department (Prof. Martin Buss) at the Technical University in Munich.

VirTouch Mouse
the index, theThis commercial available computer mouse based display contains three Braille generator modules for middle finger, and the ring finger of the operator’s hand. Each Braille generator module consists of a dot matrix array in 4 × 8 configuration. Each of the 96 pins is movable independently in normal direction toward the skin of the operator’s fingertip. The range of movement is 1 mm per pin, divided into 16 incremental steps.

Treadmills

Linear Treadmill
Omnidirectional Treadmill
CyberCarpet
Robotic Wheelchair
Treadmills are an important tool to study the complex interaction between action and perception during walking. Within the EU-funded CyberWalk research project, we have set up two different treadmills.

Large Linear Treadmill

The linear treadmill setup consists of three main components: the treadmill itself, a four camera Vicon optical tracking system, and a visualization system that displays 3D graphics in a headmounted display. All three components are controlled by separate dedicated computers. The linear treadmill measures 6 x 2.4 m (L x W) and is capable of speeds up to 40 km/h. It is controlled from a PC via a CANbus connection. The treadmill can be controlled in either open loop or closed loop mode. For the closed loop control, the position of the user on the treadmill is measured with the Vicon system, which trackes infraredreflecting markers on the helmet worn by the user. Based on the position of the helmet and its change over time the speed of the treadmill is adjusted in order to keep the user on the treadmill. The Vicon data are also used to update the visual input, matching the head movements made by the user.


Omnidirectional Treadmill
Together with CyberWalk partners from the Technical University in Munich, from the University “La Sapienza” of Rome and from the Swiss Federal Institute of Technology in Zürich, we have developed a revolutionary omnidirectional treadmill. It is the first omnidirectional treadmill in the world that allows for near-natural walking through arbitrarily large virtual environments and that can be used for basic research. The basic mechanism consists of 25 belts (0.5m wide) that are mounted on two big chains. The chains constitute one motion direction (up to 2 m/s), while the belts run in the orthogonal direction (up to 3 m/s). Together, they can generate motion in any direction. The chains move 7 tons, driven by 4 large 10 kW frequency-coupled engines. The treadmill measures 6.5 x 6.5 x 1.45m (LxWxH), with an active walking surface of 4.0 x 4.0m. Position of the person on the treadmill is measured with a Vicon tracking system and used to adjust the treadmill velocity as a function of walking speed. Together with a head-mounted display or panoramic projection screen (planned), the treadmill system allows users to walk through large virtual environments in a natural way.


CyberCarpet
The ball bearing CyberCarpet was the first prototype of an omnidirectional treadmill developed within the CyberWalk research project. It is based on a ball array design and combines the different components envisioned in the CyberWalk project: markerless position tracking, optimal control and omnidirectional capabilities. Upscaling to the desired size for real walking (at least 4x4 m) turned out to be difficult, however. Currently, this prototype is still used for demonstrations and as a testbed for different controllers and image-based tracking algorithms. The CyberCarpet device consists of a conveyor belt, mounted on top of a turntable. This turntable is actuated by a servo motor via a toothed belt. Thus, the platform has two degrees of freedom, namely a linear and a rotational one. Rotations and linear movements are transferred to the  user by means of an array of balls. These balls are mounted within the top surface and are passively driven by the conveyor belt. The system was tested with a model car, representing a person walking on the platform. GPS data from real walking was used to define movement trajectories.  Position of the car was estimated by markerless tracking and benchmarked against triangulation by means of strings.
 
Robotic Wheelchair
The Robotic wheelchair (BlueBotics, Lausanne, Switzerland) can be used to transport people who weigh up to 150kg. The wheelchair can rotate about the center of the person’s head and can translate at a speed up to 5 km/h. In addition, the wheelchair has a built-in laser scanner that can help to determine the location of the wheelchair within a predefined space. The robotic wheelchair was modified with an ergonomic seat (Recaro, Kirchheim unter Teck, Germany) and can be used either autonomously with ANT® navigation or manually driven with a standard wheelchair joystick. Experimenters can therefore have wireless control over the behavior of the wheelchair, while in all cases participants have access to an emergency stop button near their left hand.
 


Unmanned Aerial Vehicles (UAVs)

Unmanned Aerial Vehicles (UAVs)

Multi-robot research is conducted by the group by exploiting UAVs (quadrotors) as experimental testbeds for implementing and evaluating advanced complex strategies for multi-robot estimation and control, with a particular focus on decentralized solutions. The quadrotors used by the group are based on a commercial product from the german company MikroKopter (Germany), and have been then modified both in their hardware and control software to suit our particular needs. Absolute position/orientation measurements are obtained form an external tracking system (VICON® ), although several quantities are also estimated onboard exploiting accelerometers, gyroscopes and onboard cameras.

Galvanic Vestibular Stimulation (GVS)

GVS is used to stimulate the human vestibular system by injecting small currents behind the ears of a person. Produced by Good Vibrations (Toronto, Canada) it consists of a small box designed to be fastened to a person’s body with 4 leads protruding outward used to attach behind the ears. The newly acquired GVS system will be used in conjunction with the MPI Stewart Platform and the MPS Cyber Motion Simulator to investigate self motion perception with the potential of virtually expanding the usable workspace of these devices. The GVS system will also be used with the tracking hall and the omnidirectional treadmill to enhance redirected walking techniques and to induce out-of-body experiences in virtual environments

 

Biosignal Recording & Brain Computer Interface

Biosignal (EEG, EOG, ECG, EMG) acquisition allows investigation of brain-, heart- and muscle-activity, eye movements, respiration, galvanic skin response and many other physiological and physical parameters.  Produced by g.tec medical engineering (Schiedlberg, Austria) it consists of a 16-channel biosignal amplifier (up to 256 channels supported) as well as a portable 8 channel amplifier which enables data acquisition during free movement. The newly acquired g-tec system has been used in conjunction with the MPI Stewart Platform and will in future be used with the MPS Cyber Motion Simulator to investigate biosignal responses to self-motion. High-speed online processing of the g-tec system under MATLAB SIMULINK enables brain computer interfacing. At present the system is capable of controlling cursor movement on a display screen in real-time after training the computer on subject specific activation patterns. Plans to extend this to interfacing the g-tec system with the control computer of the MPI Cyber Motion Simulator will potentially enable the user to control self-motion by monitoring differential activation of the sensorimotor cortex using a motor imagery paradigm.

Last updated: Monday, 23.04.2012