Space Requirements for Wheeled Mobility

An International Workshop

 

October 9-11, 2003

University Inn, Amherst New York

 

Center for Inclusive Design and Environmental Access

University at Buffalo, SUNY

…………………………………………………………………………………………..

 

 

Wheelchair Simulation in Virtual Reality

 

 

Dr. M. Grant

ABACUS

Department of Architecture and Building Science

University of Strathclyde

131 Rottenrow

Glasgow

 

p.m.grant@strath.ac.uk

 

 

Introduction

 

A recently completed project at the University of Strathclyde has resulted in the development of a wheelchair motion platform which, in conjunction with a virtual reality facility, can be used to address issues of accessibility in the built environment. This venture represents a collaborative effort between architects, bioengineers and user groups and has investigated topics related to platform design and construction, interfacing, testing and user evaluation. Current research is directed towards developing this prototype, extending existing simulation capabilities and exploring its utility in a design environment.

 

Technical Description

 

The outcome of the project has been the development of a haptic interface which allows wheelchair users to navigate within VR simulations of buildings through the use of their own wheelchair and which also provides the user with feedback that is related to the sense of effort required to propel the wheelchair over changes in floor surface and slope.

 

The Motion Platform

 

The physical structure of the wheelchair platform is based around a pair of rollers. These are mounted on independent shafts so that one roller is under each driving wheel of the wheelchair. The roller shaft is supported by a pair of single row radial ball bearings mounted in support pillars, fixed to a solid base plate. The roller, and space for an inertial mass, is situated between the two bearings. Outside the lateral ball bearing, the axle is machined to accommodate a hollow shaft encoder similarly, brakes are rigidly mounted coaxial to the roller assembly. Motors are geared to each roller shaft using a toothed belt and coupled through an electromagnetic clutch.  The entire structure is designed to be rigid and yet capable of accommodating a range of manufactures wheelchairs with adjustable straps and bars ensuring that the wheelchair is rigidly held in place on the rollers. The provision of a ramp allows the user to gain access to the facility.

 

Figure 1. The electro-mechanical components of the motion platform

 

Graphics System

 

The role of the graphics system is to generate a virtual world that can realistically represent the built environment both visually and physically. The software used to drive the virtual environment will be based on the Silicon Graphics Performer API. This is a high performance 3-D rendering toolkit for interactive applications. The graphics component is closely coupled to a separate asynchronous module that interfaces between the incoming data from the motion platform control system and the rendering software. The rendered scenes support texture mapping, multiple light sources and are of sufficient geometrical complexity so as to produce a convincing depiction of the built environment.

 

 

Figure 2. Both powered and manual wheelchairs can be accommodated on the motion platform

 

 

Physical Simulation

 

The graphics application requires the Cartesian co-ordinates of the eye point, plus the yaw, pitch and roll angles of the direction of view. Given the yaw angle the remaining two parameters can be calculated based on the wheelchairs attitude on the floor plane. In the database traversal three rays corresponding to the contact patch of each of the rear wheels and the midpoint of the front axle, are intersected with the floor. The normal vector of the ground plane at these points can then be used to calculate the roll, pitch and altitude of the chair and hence the corresponding view. The same intersection procedure can also be used to identify the surface under each wheel, this information then being used to index material properties, such as rolling resistance and surface texture which can then be passed back to the control system. Rays aligned with the current direction of motion detect collisions between the wheelchair and obstructions in the environment.

 

Control System

 

A large number of environmental features can be identified for which accessory physical feedback will enhance the visual feedback from the virtual environment. These included object collisions, slopes and cambers, kerbs, uneven surfaces and different ground surfaces. As outlined previously, the motion simulator and the graphics software are a close-coupled system with the motion simulator communicating with the graphics system over a TCP/IP network. The task of the motion simulator is to accept incoming data from the wheelchair platform, this data relating to the individual incremental angular displacement of both wheels on the motion platform. The basis of the motion control algorithm is the determination, through an analysis of similar triangles, of any translation and also, using the location of the centre of rotation along the rear axle of the virtual wheelchair, the angle through which it is turned. These values are passed to the graphics system where the transformation of the eye point and rotation of the view vector can be determined. Feedback from the graphics system determines whether the brakes, clutch or motors should be actuated to provide a physical level of feedback to the user.

 

Platform Control

 

The platform control system is hosted within a standard Personal Computer, running purpose written software, interfacing with the virtual world via a network link using TCP/IP and also with the platform instrumentation via a General Purpose Interface Board (GPIB). The control system monitors the user input by taking incremental readings from the rotary encoders on the motion platform whilst simultaneously controlling the feedback stimuli to the wheelchair on the basis of feedback data received from the graphics system.  The motors are independently controlled for each wheel therefore simulation of the wheelchair moving down a slope is provided by active input into the system, providing by the torque motors. Similarly a resistive torque is supplied when ascending a gradient.  Varying floor surfaces are simulated by altering the resistance to motion of the rollers, using the brakes. When the graphics system detects a collision the brakes are temporarily applied thus locking the rollers.

 

System Summary

 

While the potential for this system is still being explored early results do suggest that this form of simulation could be a powerful instrument for a wide range of investigations into the interaction of a wheelchair occupant with their environment. This field of study not only addresses basic manual and powered wheelchair navigation but could be extended to architectural design evaluation, cognitive development for the sensory impaired and more generally to raising the awareness of those who commission new building designs. 

 

If a wheelchair simulation were to be employed in such a fashion then experience has indicated that the following preliminary objectives will be required:

 

·         The ability to accurately monitor intended wheelchair motion and have the capability to provide physical and optical feedback to the wheelchair user on the presence of virtual obstacles or changes in floor coverings or slope.

·         An interface between the platform and a virtual reality facility in order to provide an immersive virtual environment within which navigation is linked to the intended wheelchair motion.

·         The ability to generate virtual representations of a range of building types in order to test and calibrate the performance of the platform and perform an evaluation of the system by wheelchair users.

 

This concept embodied in this last point has become known as “Virtual Reality” within which the ability to derive any form of meaningful interaction with a computer model can be said to be dependant on three characteristics:

 

·         The quality of the model, which must be dimensionally consistent, visually compelling, and should accurately simulate the physical constraints of the real world.

·         The ability to visualise the graphical output free from the subjugation of the traditional computer monitor.

·         The ability to interact with the virtual world in a manner that is free from the constraints and abstraction of an artificial control metaphor.

 

The development and construction of a wheel chair motion platform, based on the above principles, required the incorporation of several key features which are outlined below:

 

·         The platform must accurately detect the rotation of the driving wheels and use this to provide realistic navigation within the VR world.

·         Non-visual environmental feedback (haptics) should be provided that match the altered sense of effort needed to propel a wheelchair over varying surfaces and slope conditions.

·         Collisions with virtual objects should combine visual and non-visual simulation directly analogous to that encountered in reality.

·         Communications between platform and VR host should be fast and provide near real-time interaction.

·         The platform should allow wheelchair users to use their own wheelchairs while navigating in the virtual environment. The platform must have the flexibility to accommodate chairs from a range of manufactures.

·         The navigation route through a VR model together with any collision points and other data should be logged for off-line evaluation purposes.

·         The user should be able to interact with the virtual environement not just through the interface provided by their wheelchair but also through the ability to reach into the world manipulate any objects found within.

 

 

Conclusion

 

The design and implementation of the system has been completed. (Harrison 2000).  User testing has demonstrated that users find the system to be a realistic depiction of wheelchair use in the real world. (Harrison 2004). The integration of the motion platform with virtual reality can result in a positive experience and would enable performance based metrics to be investigated. (Grant 2003). Future research is directed towards extending the capabilities of the system, for instance by allowing for the user’s personal interaction with the virtual world, and in investigating the role of simulation in the architectural desgn decision making process.

 

References

 

Harrison C, Grant M, Conway B, 2004, “An Haptic Interface for Wheelchair Navigation in Virtual Worlds” Presence, MIT Press (In Press)

 

Grant M , Harrison C, Conway B, 2003, "VR in the Service of People with Special Needs"  Include 2003: the practice of inclusive design,  Royal College of Art, London, 25-28 March 2003

 

Harrison C, Grant M, Conway B, 2000, "Development of a Wheelchair Virtual Reality Platform for Use in Evaluating Wheelchair Access", 3rd International Conference on Disability, VR and Associated Technologies, Sardinia, Edited by P.Sharkey