HapStick: A High Fidelity Haptic Simulation for Billiards
Venkatraghavan Gourishankar Govindarajan Srimathveeravalli Thenkurussi Kesavadas
Virtual Reality Laboratory, State University of New York
Buffalo, USA
E-mail: [vg26, gks2, kesh]@eng.buffalo.edu
Abstract
This paper presents the work in developing a high
fidelity haptic device and virtual environment for
playing billiards. The haptic device features a natural
user interface to simulate realistic play of billiards.
The paper also discusses the physics behind the virtual
reality game, the kinematics and dynamics of the force
feedback device and finally an implementation of a
computed torque control for providing haptic
feedback. Complete information about calibration and
comparative performance measures for the device has
also been provided. The paper also aims to serve as a
template for anyone who is interested in building their
own beginner level haptic interface. Information
regarding the device and the necessary code and
blueprints has been uploaded on the lab’s research
website to facilitate the same.
1. Introduction
The computer gaming industry has made rapid
technological progress over the last decade by
improving visual and auditory realism of the games.
This includes development of better graphical
rendering techniques, physics engines with tighter
storylines and art. Computer gaming and sports were
amongst the first fields expected to greatly benefit with
development of haptic and force-feedback technology.
Haptic technology with the promise of adding further
detail and realism has been touted to be the biggest
thing to happen to gaming since the introduction of
pong on personal computers [1]. Finally, with the
introduction of hardware such as the Microsoft’s
Sidewinder force feedback joystick and Nintendo’s Wii
and multiple games supporting force feedback [2], it
can be said that haptic technology combined with prior
developments are bringing games closer to immersive
experience.
In spite of all these developments in gaming, the
user input interfaces are still lagging in terms of
intuitiveness and user friendliness. For example highly
kinesthetic games such as archery or tennis require not
only physical and visual realism, but also a natural
haptic interface to simulate realism. Hence, the next
thrust in haptics research for gaming and sports should
focus on developing inexpensive natural user interfaces
which will exploit the power of computer without
deviating from natural game play. Such games, called
pervasive games, utilize virtual and real objects and
Augmented Reality (AR) to allow gamers to play in the
most natural fashion [3], but such games rarely involve
haptic interfaces.
Earliest work on integration of games and haptics
can be traced back to the development of the Impulse
Engine force feedback joysticks by Immersion,
Ouhyoung et al. [4] and Bae et al [5]. These groups
developed different designs for a two degree of
freedom force feedback joysticks. PHANToM™,
developed by Sensable Technologies has also been
adapted for a few gaming applications. Morris et al [6]
developed the BattlePong and Andrews et al. [7] the
HaptiCast. Owing to the nature of these two games
(tennis and wand based magic casts) the PHANToM’s
kinematic linkage lent itself to a somewhat normal
game play. Other notable game using natural force
feedback interfaces are the AirBat used for Airkanoid
[8], Virtual tennis [9] and the Torquebar [10]. The
AirBat was developed to provide haptic feedback to
play in Airkanoid (a “Bricks” like game). The
Torquebar was developed to provide a feedback for
simulating inertia for a variety of games.
In this paper, an innovative haptic interface for
playing Billiards has been described. Billiards is
amongst the most popular table top social games in the
world. Millions of people play various forms of this
game worldwide. Billiards is also amongst one of the
first to be transformed into computer and arcade games
and a popular version of the game is available online at
[11]. Previously developed multiple AR based Billiards
trainers [12, 13, 14] lack any form of force feedback.
Only the billiard game developed by [17] has haptic
feedback but lacks a natural human-machine interface.
Second Joint EuroHaptics Conference and Symposium on Haptic
Interfaces for Virtual Environment and Teleoperator Systems (WHC'07)
0-7695-2738-8/07 $20.00 © 2007