Networked applications including haptic feedback

Method and apparatus for providing peer-to-peer force feedback over a computer network. A network force feedback system includes a network, a first computer coupled to the network, and a second computer coupled to the network. The first and second computers each include a visual display and a force feedback interface device. Each computer provides a force feedback signal to its force feedback device based on information received from the other, remote computer and in some cases also based on input from the local force feedback device. Positional information of each force feedback device and/or feel sensation information can be transmitted between the computers over the network. A graphical environment can be displayed to enhance the interaction between users. The present invention therefore permits two computer users to interact using force feedback provided over a network on a peer-to-peer basis.

BACKGROUND OF THE INVENTION

This invention relates generally to human/computer interfaces, and more particularly to human/computer interfaces with force feedback that can operate over a network.

Computer networks have become essential to allow users and computers to communicate with each other. Users transmit and receive data over networks in offices, at home, or in portable devices, and do so for a variety of tasks and applications, including communication, distribution, and entertainment. Many different types of networks are used. Local Area Networks (LANs) are typically provided in a limited area and include a relatively small number of computer nodes. The most large scale example of a network is the Internet, which has become extremely popular. The Internet is a Wide Area Network (WAN) that is structured and distributed such that no one authority or entity manages the network. Different communication protocols can be used over networks to allow computers to communicate with each other; for example, protocols such as “Transmission Control Protocol/Internet Protocol” (TCP/IP) and the “World Wide Web” (WWW) are used over the Internet. TCP/IP sends “packets” of data between a host machine, e.g. a server computer on the Internet, and a client machine, e.g. a user's personal computer connected to the Internet, or between two client machines. The WWW is an Internet interface protocol which is supported by the same TCP/IP transmission protocol. Intranets are private networks based upon Internet standards, and have become quite common for managing information and communications within an organization. Intranets, since they adhere to Internet standards, can often use the same interface software as are used on the Internet, such as a web browser.

A variety of information is currently transferred over computer networks. For example, visual data, text data, and sound data can be transmitted over the Internet and the WWW. Image data can be sent from one client machine to another (or from a server machine to a client machine) in a variety of formats. Or, for example, data packets coded in TCP/IP format can be sent from one client machine to another over the Internet to transmit sound data. This last-mentioned technique forms the basis for Internet telephony.

While the transmission of visual images (both static and dynamic, i.e. video), text, and sound over networks, such as the Internet, is well-known, the transmission of other types of sensory data has not been well explored. In particular, the transmission of data over networks pertaining to the sense of touch and/or force has not been established. “Force feedback” allows a user to experience or “feel” tactile sensations as provided through computational information. Using computer-controlled actuators and sensors on a force feedback device, a variety of realistic sensations can be modeled and experienced by the user. This useful and highly immersive sensory modality for interacting with the Internet and other users over the Internet has hereto been unavailable.

SUMMARY OF THE INVENTION

The present invention is related to the transmission of information pertaining to a subset of the sense of touch, i.e. the transmission of forces to a user over a computer network system. The “force feedback” provided by the methods and apparatus of the present invention enhance the sensory experience of user-to-user interactions to provide a richer, more interesting, and more enjoyable experience.

A network force feedback system in accordance with the present invention includes a network, a first computer coupled to the network, and a second computer coupled to the network. The first and second computers each include a visual display and a force feedback interface device. The interface device is capable of providing a computer input to the computer and also includes an actuator to output force feedback to a user in response to a force feedback signal provided by the computer. At least one of the computers develops an image on the visual display that is associated with stored force feedback information, and produces the image and the force feedback signal based on information received from the other, remote computer. Preferably, the computers produce the images and the force feedback signals based on information received from the remote computer and based on the computer input from the local force feedback device. The force feedback device can include a local microprocessor that communicates with the computer such that the force feedback signal can take the form of a relatively high-level force command. The present invention therefore permits two computer users to interact using force feedback provided over a network on a client-to-client (peer-to-peer) basis.

A method for providing force feedback between two computers over a network includes establishing a connection between a first computer and a second computer over a network, sending first computer information to a second computer from the first computer over the network, and providing a force feedback signal to the second force feedback device from the second computer, where the force feedback signal is based on the first computer information. The force feedback signal causes the second force feedback device to output forces to the second user using an actuator of the force feedback device. Similarly, second computer information is sent to the first computer from the second computer over the network, and a force feedback signal is provided to the first force feedback device from the first computer. The force feedback signal is based on the second computer information, where the force feedback signal causes the first force feedback device to output forces to the first user using an actuator of the first force feedback device. The force feedback signal can also be based on the input information from the force feedback devices. The information sent over the network can include position information describing a position of a manipulandum of the force feedback devices, and/or can include force feedback information indicating a force sensation to be output by the remote force feedback device. The computers can each display a graphical environment having a first graphical object controlled by the first user and a second graphical object controlled by the second user.

In a different aspect, a method is disclosed of allowing two users to interact physically over a computer network, wherein a first manipulandum is physically contacted and moved by a first user in at least one degree of freedom and a second manipulandum is physically contacted and moved by a second user in at least one degree of freedom. First information is transmitted over the computer network, including an indication of movement of the first manipulandum, to a second manipulandum physically contacted by a second user. A force is applied to the second manipulandum based on the indication of movement of the first manipulandum such that the second user feels an interaction based on movement of the first manipulandum. Second information is similarly transmitted to the first manipulandum such that the first user feels an interaction based on movement of the second manipulandum. Two users can thus physically exchange information and interact over a computer network.

The present invention adds a new sensory modality when interacting with a networked computer system. More particularly, force information can be either downloaded to a client machine from a server machine connected to the network, or force information can be passed between two or more client machines on the network. Peer-to-peer or server-to-peer direct interaction allows two or more users to interact using a different sensory modality, the sense of touch. The interaction may be subject to some transmission (“latency”) delays on networks such as the Internet, but permits remote interactivity with a client's force feedback device in new ways to enhance communication and interaction between users.

These and other advantages of the present invention will become apparent upon reading the following detailed descriptions and studying the various figures of the drawings.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

InFIG. 1, a network system10includes a network and a number of computers or “machines” coupled to the network. In the described example ofFIG. 1, the network is the Internet12. For example, a first client machine14, a second client machine16, and a web server machine18, are coupled to the Internet12. Although embodiments specific to the current form of the Internet are described, it should be appreciated that the present invention can also be used in conjunction with many different types of networks (any LAN or WAN) using appropriate communication protocols. Such types of networks and the communications used over such networks are well known to those skilled in the art.

As noted previously, both the Internet12and Intranets operate using the same TCP/IP protocols. This allows Intranets to use similar or the same server machine software and client machine software as are used in Internet12applications. Therefore, it will be apparent to those skilled in the art that the following descriptions apply equally well to Internet, Intranet, and other forms of network systems that are compatible with the processes and apparatus disclosed herein.

The Internet12includes a number of nodes20that are interconnected by data transmission media22. These nodes are typically routers, switches, and other intelligent data transmission apparatus which route “packets” of TCP/IP information to the desired destination. In some instances, the nodes20comprise an Internet service provider (ISP)20awhich allows a client machine to access the “backbone” of the Internet. Alternatively, client machines and web servers can be coupled directly into the backbone of the Internet.

As noted previously, the present invention is directed to the implementation of force feedback over a network, such as the Internet12. To provide a user of a client machine with the experience of force feedback, force feedback human/computer interfaces (hereafter “force feedback devices”)24and26can be provided as part of the client machines14and16, respectively. The client machines14and16are typically provided with computer video monitors28and30(which is one example of a “visual display”), respectively, which can display images I1and I2, respectively. Preferably, forces developed by force feedback devices24and26are correlated with the images I1and I2of the client machines14and16, respectively.

The machines14-18are considered, in the language of the Internet, to be “resources,” and each has its own unique Uniform Resource Locator or “URL.” In one embodiment of the present invention, a client machine, such as client machine14or16, sends a request for a “web page” residing on, for example, web server machine18. This is accomplished by the client machine sending a connection request and a URL which specifies the address of the web page to the web server machine18. The web server machine18then sends a web page32written in HTML format back to the requesting client machine where it is “cached” in the memory (typically the RAM, hard disk, or a combination of the two) of the client machine. In this embodiment of the invention, the image on the video display of the client machine is generated from the HTML web page file cached on the client machine, and force feedback is provided to a user through the force feedback device as he manipulates a user manipulable object of the force feedback device.

In a peer-to-peer aspect of the present invention, a first client machine, such as client machine14, and a second client machine, such as client machine16, directly communicate force feedback commands to each other in standard TCP/IP protocol over the Internet12. More particularly, client machine14can send force feedback and other information to the URL of the client machine16, and the client machine16can send force feedback and other information in standard TCP/IP packets to the URL of the client machine14. In this way, users of client machine14and client machine16can interact physically over the Internet12. Of course, a server machine18can likewise directly communicate force feedback commands to a client machine12or14, or all three machines can interact. The client machines can also communicate directly over other types of networks and/or using other communication protocols. Peer-to-peer (i.e. client-to-client) communication is described below with reference toFIG. 11.

InFIG. 2, a “personal” computer34architecture that can be used for client machine14or client machine16is shown in block diagram form. It should be noted that a variety of machine architectures can be used to access the Internet12, i.e. can be used as “network access computers.” The particular architecture shown for the computer34is a typical personal or “PC” computer architecture, such as that used with IBM compatible personal computers. Web server machines can also have similar architectures, but are often more powerful computers known as “workstations” that operate under some variant of the UNIX® operating system. The Internet service providers20aare likewise often UNIX-based computers or powerful personal computers running Windows NT®. The nodes20are most commonly routers built by Cisco Systems of San Jose, Calif. Client machine14or16can also take other forms, such as a television including or connected to a microprocessor for Internet access, or a video game console system such as those available from Nintendo, Sega, or Sony. Force feedback devices used with such client machines can be appropriate for the particular embodiment, e.g., a TV remote control used for internet browsing on the abovementioned television can include force feedback functionality.

The personal computer system34includes a microprocessor36clocked by a system clock CLK and which is coupled to a high speed or memory bus38and to a lower speed or I/O bus40. The system RAM42and ROM44are typically coupled to the high speed memory bus, while various peripherals, such as the video display, hard disk drive, Internet interface (often either a modem or an Ethernet connection), and force feedback device, are typically coupled to the slower I/O bus. The microprocessor executes programs stored in the various memories (RAM, ROM, hard disk, etc.) of the personal computer34to control, for example, the image display on the video display and the forces provided by the force feedback device. The manufacture and use of personal computers, such as personal computer34, are well-known to those skilled in the art.

InFIG. 3, a client machine46in accordance with the present invention includes a personal computer system48and a force feedback human/computer interface or “force feedback device”50. A user52can receive visual information54and auditory information56from the personal computer48and can manipulate the force feedback device50as indicated at58aand58bto provide input, e.g., to command a cursor location on a visual display or other provide other control information. In addition, the user52can receive force feedback60from the force feedback device50to represent physical “feel” sensations.

The personal computer system48includes the microprocessor36, the system clock62, a video monitor64(which is one type of “visual display”), and an audio device66. The system clock62, as explained previously, provides a system clock signal CLK to the microprocessor36and to other components of the personal computer system48. The display device64and the audio output device66are typically coupled to the I/O bus40(not shown in this figure).

In this preferred embodiment, the force feedback device50preferably includes a local microprocessor68, a local clock70, optional local memory71for the local microprocessor68, a sensor interface72, sensors74, a user manipulatable object76, “other” input interface78, an actuator interface80, a safety switch82, and actuators84which provide a force F to the object76, and an optional power supply86to provide power for the actuator interface80and actuator84.

The microprocessor36of the personal computer system48is coupled for communication with the local microprocessor68of the force feedback device50. This communication coupling can be through a serial port coupling88to the personal computer system, or through a game port coupling90to the personal computer system. Virtually all personal computer systems built to the IBM PC/AT standards will include a serial port and a game port. As noted, the serial port will permit two-way communication between microprocessor36and microprocessor38, and thus is preferable over the game port coupling which only permits one-way communication from the local processor68to the microprocessor36. In consequence, a serial port connection between the personal computer system48and the force feedback device50will permit force feedback commands to be sent from the microprocessor36to the local microprocessor68, while a game port connection alone will not be able to provide this function. However, some simpler forms of “reflex” type force feedback can still be provided by the force feedback device50under the control of the local microprocessor68even if only a slower interface is used. It should also be noted that the microprocessor36and a local microprocessor68may communicate over both the serial port and game port connection to provide a greater communication bandwidth. A preferred serial port is the Universal Serial Bus (USB) of a personal computer, although an RS-232 serial bus, or other serial busses, a parallel bus, an Ethernet bus, or other types of communication links can also be used.

In use, the user52of the client machine46grasps the user object76(or “manipulandum”) of the force feedback device50and manipulates (i.e. exerts a force to move or attempt to move) the user object to cause a “pointer” or other graphical object to move in the image displayed by the display device64. For example, a pointer typically takes the form of a small arrow, a pointing hand, or the like. The sensor75senses the movement of the user object76and communicates the movement to the local microprocessor68through the sensor interface72. The local microprocessor68then communicates through serial port88, game port90, or both to the microprocessor36to cause the microprocessor36to create a corresponding movement of the pointer on the image displayed upon the visual display64. In some embodiments, the sensors74can communicate directly to microprocessor36without the use of local microprocessor68. The user can also create other input, such as a “button click,” through the other input78which are communicated to the microprocessor36by the local microprocessor68or directly, e.g., using a game port. The user object76can take many forms, including a joystick, mouse, trackball, steering wheel, medical instrument, representation of a body part, gamepad controller, etc., as described in U.S. Pat. Nos. 5,734,373, 6,028,593, and 6,100,874, all incorporated by reference herein.

If the pointer on the display device64is at a position (or time) that correlates to a desired force feedback to the user52, or an event occurs that dictates that force feedback should be output, the microprocessor36sends a force feedback command to the local microprocessor68over the serial port connection88. The local microprocessor68parses this force feedback command and sends signals to the actuator interface80which causes the actuator84to create forces F on user object76, which are experienced by the user52as indicated at60. The safety switch82, sometimes referred to as a “deadman switch”, blocks the signal from the actuator interface80if, for example, the user52is no longer grasping the object76. In this way, the user52can interact with the client machine46in a visual, auditory, and tactile fashion.

For example, when using the local microprocessor68to offload computational burden from the host computer, the host can send high level commands to the local microprocessor68. The local microprocessor can parse or interpret the commands and implement a local force routine that is stored in local memory71. Such a force routine might instruct the microprocessor68to read sensor positions, determine a force based on the sensor positions, and command the actuators84to output the force, all in a local control loop independent from the host computer (the microprocessor68would also preferably relay the sensor positions to the host computer). Different force routines can be provided to command different types of force sensations (spring forces, damping forces, vibration forces, etc.). This local control loop can be helpful in increasing the response time for forces applied to the user object76, which is essential in creating realistic and accurate force feedback. The hardware architecture described above is also described in U.S. Pat. No. 5,739,811, and the high level command protocol between the computer and the force feedback device is also described in U.S. Pat. No. 5,734,373, the disclosures of which are incorporated herein by reference.

In addition to sending force feedback commands, it may be convenient for host computer48to send a “spatial representation” to microprocessor68, which is data describing the layout of all or some of the graphical objects displayed in the hosts' application program or graphical environment which are associated with forces and the types of these graphical objects (in the Web page embodiment, the layout/type of graphical objects can be downloaded from a remote computer providing the Web page).

The microprocessor68can store such a spatial representation in memory71, for example. In addition, the microprocessor68can be provided with the necessary instructions or data to correlate sensor readings with the position of the cursor on the display screen. The microprocessor would then be able to check sensor readings, determine cursor and target positions, and determine output forces independently of host computer48. The host can implement operating system functions (such as displaying images) when appropriate, and low-speed handshaking signals can be communicated between processor68and host48to correlate the microprocessor and host processes. Also, memory71can be a permanent form of memory such as ROM or EPROM which stores predetermined force sensations (force models, values, reflexes, etc.) for microprocessor68that are to be associated with particular types of graphical objects.

The host can also send the microprocessor a positional offset that may have occurred between the graphical object or user object controlled by the user and the graphical object or user object controlled by a remote user in a game or simulation. The microprocessor can use the positional offset in the determination of forces. For example, a spring force can be implemented between the user manipulatable objects of two networked host computers, where the magnitude of the spring force is proportional to the positional offset between the two user objects. The spring force thus biases the user objects to synchronized positions.

InFIG. 4a, a force feedback device50ais provided with a user manipulatable object76awhich, in this instance, includes a shaft90and a ball-grip (or joystick)92. The force feedback device50aalso includes a pair of linear voice coil actuators (“voice coils”)94and96that can serve both as sensors and actuators. Alternatively, the voice coils can be used only as actuators, and separate sensors (not shown) can be used. The voice coil94is coupled to the shaft90of object76aby a first link98and a second link100. Link98is coupled to link100with a pivot102, and a link100is coupled to the shaft90by a pivot104. Similarly, voice coil96is coupled to the shaft90of the object76aby a first link106and a second link108. The first link106is coupled to second link108by a pivot110, and the link108is coupled to the shaft90of the object76aby the pivot104.

The link98can move in and out of a housing112as indicated by arrow114, and link106can move in and out of a housing116of voice coil96as indicated by the arrow118. The pivots102,104, and110allow the object76ato move within the constraints of an x-y plane, but does not permit movement in a z direction orthogonal to the x-y plane. Therefore, the force feedback device is a two degree (2D) of freedom device. That is, the user manipulatable object76acan move with a first degree of freedom in a x direction, and in a second degree of freedom in the y direction. A 2D force feedback device50ais considered preferable in the present invention since it correlates well to the two-dimensional screen of a monitor of a client machine.

InFIG. 4b, a voice coil94is shown in a cross sectional view taken along line4b-4bofFIG. 4a. The housing112includes a central core120and a number of elongated magnets122. An armature124includes a hollow, cylindrical member having inner surface126which slidingly engages the core120. Wrapped around the armature124are coils128. The coils are electrically coupled to actuator and/or sensor interfaces. A plate130is attached to the end of the armature124and is coupled to the link98. The armature124and link98can move in a linear fashion as indicated at114. Other voice coil configurations can also be used, such as differently shaped cores, different coil layouts, etc.

The force feedback devices ofFIGS. 4aand4bare also described in U.S. Pat. No. 5,805,140, the disclosure of which is incorporated herein by reference. In particular, the operation of the voice coils as actuators and/or sensors is described therein.

InFIG. 5a, an alternative embodiment of a force feedback device50bis illustrated. The force feedback device50bhas many points of similarity with the force feedback device50a, with like reference numerals referring to like elements. The force feedback device50bincludes the user manipulatable object76a, the shaft90, the ball knob92, and the voice coils94and96. However, the links of the force feedback device50ahave been replaced by flexure members. More particularly, the links98and100of force feedback device50ahave been replaced by a rigid connector132and a flexible member134(collectively comprising a “flexure member”), and the links106and108of the force feedback device50ahave been replaced by a connector member136and a flexible member138(also collectively comprising a flexure member). The connector132is rigidly is attached to the plate130at the end of the armature of the voice coil94and is rigidly attached to an end of the flexible member134. The other end of the flexible member134is attached to a base140which, in turn, is rigidly attached to the shaft90of the object76a. Similarly, the connector136is attached to a plate of an armature of voice coil96at one of its ends, and is attached to the flexible member138at the other of its ends. The remaining end of flexible member138is rigidly attached to the base140.

The flexible members134and138serve the same functions as the links of the force feedback device50adescribed previously. As the object76ais moved back and forth along an x-y plane, the flexible member134can move in and out of the voice coil housings94and96, respectively, and can bend to accommodate angular movement with respect to the x and y axis. This permits the connectors132and136to move back and forth within the voice coils94and96, respectively. The force feedback device ofFIG. 5ais also described in U.S. Pat. No. 5,805,140, the disclosure of which has been incorporated herein by reference.

InFIG. 5b, an alternative user manipulatable object76atakes the form of a stylus142which can engage an aperture144in an alternative base140′. The alternative base140′ can be coupled to the flexible members134and138of the embodiment ofFIG. 5a.Alternatively, the tip of stylus142can be rigidly or rotatably attached to alternative base140′ with, for example, a ball joint or other joint or fastener.

InFIG. 5c, another alternative base140″ is provided with an enlarged aperture144′ which can be engaged by the tip of a finger146of the user. The base140″ then becomes the user manipulatable object76c. As before, the base140″ is coupled the flexible members134and138of the first feedback device50bofFIG. 5a. The structures ofFIGS. 5band5care also described in U.S. Pat. No. 5,721,566, the disclosure of which is incorporated herein by reference.

The embodiments ofFIGS. 5band5cillustrate two of a range of equivalent user manipulatable objects suitable for the present invention. It should be apparent to those skilled in the art that these alternative objects76bofFIGS. 5band76cofFIG. 5ccan equally well be used with other force feedback devices, such as the force feedback device50aillustrated inFIG. 4a.

As noted previously, a preferred embodiment of the present invention provides a user manipulatable object that has two degrees of freedom. Other user manipulatable objects having one degree of freedom or three or more degrees of freedom are also within the scope of the present invention. For example, one embodiment of the present invention provides only one degree of freedom. Other force feedback devices of the present invention include mice, joysticks, joypads, a steering wheel, and yolks having two or more degrees of freedom.

InFIG. 6, a conceptual representation of the network system10with force feedback includes a server machine18, a client machine14provided with a force feedback device24, and one or more additional client machines16, each of which may be provided with additional force feedback devices26. As noted in this figure, the server machine is a computer or “processor” running, for example, the TCP/IP server software and is which is connected to the Internet. The client machine14includes a computer or “processor” running Internet browser software and force feedback driver software. The processor of the client machine is connected to the Internet and to the force feedback device24. The force feedback device24has sensors and actuators so that it can track movement of the user manipulatable object, monitor for button presses and/or other ancillary input devices, and provide output force feedback sensations. The force feedback device24sends object tracking information to the client machine, and receives force feedback commands from the client machine14. The “additional client”, such as client machine16, also includes computers or “processors” running Internet browser software and force feedback driver software. The processors of these additional clients are also connected to the Internet and are connected to force feedback devices associated with that client.

As noted inFIG. 6, a client machine14can send a data request to the server machine18and, in return, receive an HTML web page file including a special file of the present invention known as an “IFF” file. As will be appreciated by those skilled in the art, the server must also have a modified configuration file which lets it know that .IFF is a valid MIME type. This modified file would be a SRM.CONF or other .CONF file. The client machine14then sends force feedback commands to the force feedback device24and receives tracking and button data from the force feedback device24. Client machine16can likewise send a data request to the server machine18and receive an HTML file with one or more IFF files. The client machine16can then interact with the force feedback device26by sending force feedback commands to the device26and by receiving tracking and button data from the force feedback device26.

In addition to communicating with the server machine, the client machines can communicate directly with each other over the Internet using an Internet communication protocol. For example, client machine14can communicate with client machine16through a TCP/IP connection. This is accomplished making the URL of the client machine16known to the client machine14, and vice versa. In this fashion, direct communication between client machines can be accomplished without involving the server machine18. These connections can send force feedback information and other information to the other client machine. For example, a process on the client machine16can send force feedback information over a TCP/IP Internet connection to the client machine14, which will then generate a force feedback command to the force feedback device24. When the user reacts to the force feedback at force feedback device24, this information can be sent from client machine14to client machine16to provide force feedback to the user on force feedback device26.

InFIG. 7a, a flow diagram illustrates an “acquire URL” process146running on a client machine, such as client machine14or client machine16. This process is used when a client downloads a web page and force information from a server machine. This process146can be implemented using a standard Internet browser with a “plug-in” extension which permit the handling of force feedback commands. A preferred browser software is Netscape Navigator® software available from Netscape Corporation of Mountain View, Calif. The plug-in software is a proprietary extension of the web browser software, where this proprietary extension was developed by the Applicant of the present application.

The process146begins at148and, in a step150, a connection request is sent to the “host” of the desired URL. The host, in this example, is a server machine18and the desired URL is the URL of the desired web page residing on the server machine18, the web page including force feedback commands. Alternatively, the desired web page can reside on another server or resource and be retrieved by server machine18. In response to the connection request of step150, the server machine18sends the HTML file representing the web page over the Internet to be received by the client machine. The HTML file includes a number of “components” which are typically commands, command fragments, instructions, and data which permit the display of the web page and other web browser functionality. In a step154, and an HTML component is obtained. If this component is the end of file (“eof”), a step156detects that fact and the process is completed at158. Otherwise, the HTML component is parsed and interpreted at a step160and process control is returned at step154. It should be noted that most web browser software will start parsing and interpreting (i.e. processing) the HTML components even before the entire HTML file is received at the client machine. Alternatively, the entire HTML file can be received before the processing begins.

InFIG. 7b, an example of an HTML web page32, sent from a web server machine18to a client machine (such as client machine14or16) over the Internet12, is shown. The HTML file32includes a number of “components” which are parsed and interpreted as previously described. An HTML file begins with a <HTML> command162to indicate the start of the HTML file, and a <BODY> command164to indicate that the body of the HTML file is beginning. Then, an arbitrary number of HTML commands166are provided to, for example, display images of the web page on the video display of the client machine. A <CENTER> command168will cause a centering of following objects with respect to the browser window on the video display of the client machine. Next, an <EMBED . . . > command170of the present invention defines a force button object that will be displayed on the client machine. Since the <CENTER> command168was given just prior to the <EMBED . . . > command, this “force button” will be centered in the displayed browser window. Other force objects besides button objects can also be defined and displayed, such as links, text, sliders, game objects (balls, paddles, etc.), avatars, windows, icons, menu bars, drop-down menus, or other objects.

In a first line172of the <EMBED . . . > command, the force button object is defined by a “IFF” extension file, namely “FORCEBUTTON.IFF.” Next, in a line174, the size of the button is indicated to be 100 pixels by 100 pixels. In a line176, the initial state of the button is indicated to be “up” (i.e., unselected), and a line178defines the force effect to be “vibration.” A number of parameters180defining the character and nature of the vibration are also provided (start time, length, frequency, magnitude, etc.). In a line182, the “trigger” for the force effect is given by the function “MOUSEWITHIN” with its associated parameters, and by the function “BUTTONSTATE.” The function MOUSEWITHIN determines whether the pointer, the position of which is controlled by the force feedback device, is within the specified boundaries defining a region of the force button. This region can be specified by the parameters and, for example, can be defined as the exact displayed area of the button, or can be defined as a sub-region within the button that is smaller than the displayed size of the button. The function BUTTONSTATE determines whether a button or switch of the force feedback device is in the desired state to trigger the force object event (e.g., a button event in this example). In a line184, the icon representing the force button is specified as “LOUIS.GIF,” and the text associated with the button is defined as “Hi, I′m Louis” in a line186. The font of the text is given as “Helvetica” in a line188. Other force effects, triggers and parameters can also be associated with the force object. For example, a force (such as a vibration) can be triggered if the pointing icon is moved a predetermined velocity or within a predefined range of velocities within the force object. Or, a trajectory of the pointing icon on a force object can trigger a force, like a circle gesture.

The <EMBED . . . > command is an existing functionality of HTML. It essentially embeds function calls which are handled by the web browser. If the suffix of the specified file is a known, standard suffix type, the call is executed directly by the web browser. If, however, the suffix (.IFF in this instance) is not a standard feature of the web browser, the browser will first look for a “plug-in” to implement this feature and, if a suitable plug-in is not found, it will look for application programs implementing this feature. In one embodiment, a plug-in including a reference to a Dynamically Linked Library (DLL) is provided to give functionality to the .IFF suffix. The DLL can be provided local to the client machine or on another linked resource.

With continuing reference toFIG. 7b, the centering command is terminated at line190with the </CENTER> command. Additional HTML commands192can then be provided, and the body of the HTML file is terminated by the </BODY> command194. The end of the HTML file is indicated at196with the </HTML> command, i.e. this command196is the “eof” command of the HTML file32.

The present invention also provides for programmability of the embedded force feedback object. An example of this programmability is shown at198. This optional programmable command can be inserted into the EMBED command170and can include, for example, an iterative loop. In line200, a “FOR” command initializes a counter i to 0, indicates that the counter I is incremented by one per each pass through the loop, and it indicates that the loop should be completed five times, i.e. while i<5. The body of the loop includes a command line202which indicates that a force feedback “vibrate” with associated parameters should be evoked, and a line204indicates that a 5 second wait should be provided after the vibration has occurred. This step will repeat five times, i.e. the command198will cause five vibration sequences separated by four 5 second pauses, and followed by a final 5 second pause. By providing programmability to the force feedback object, force feedback effects based upon past events and upon a complex interaction of factors can be provided.

InFIG. 8, the “Parse And Interpret HTML Component” or simply “Process HTML Component” step160ofFIG. 7ais illustrated in greater detail. InFIG. 8, process160begins at206and, in a step208, it is determined whether there is an embedded “tag” for a force object, e.g. a tag having an .IFF reference. An example of the embedded tag is shown at the EMBED command170ofFIG. 7b. If there is such a tag, step210uses the plug-in software of the present invention to interpret the .IFF file, and the process is completed at212. Otherwise, another type of HTML command has been encountered, and the standard web browser parser and interpreter processes this HTML component in a step214, after which the process is completed at212.

InFIG. 9, the step210“Plug-In Interprets .IFF File” ofFIG. 8is described in greater detail. Process210begins at216, and in a step218, a “framework” is created for the force object. The framework provides a particular set of generic features to implement the specified force object, and preferably includes no specific parameters or functions for the force object. Next, in a step220, the name/value pairs are parsed and, in a step222, the force object is built upon this framework based upon the name/value pairs. A name/value pair includes the name of a component and its associated parameters. For example, one name might be “BUTTONSTATE” and its value (or parameter) might be “UP” (or “UNSELECTED”). The process210is completed at224.

InFIG. 9a, an image226to be displayed on a screen of a video monitor or other visual display is illustrated. More specifically, image226can be generated by the popular Netscape Navigator® web browser. The image226includes a window228including a header portion230and a body portion232. The header portion230includes a number of navigation buttons234and special purpose buttons236for purposes well-known to those familiar with the Netscape Navigator web browser. In addition, the header portion230displays the URL of the currently displayed web page at238. In this instance, the URL is “http://www.immerse.com/demo.” The images displayed within the body portion232of the window228are created by the aforementioned processing of the HTML file by the web browser.

The area within the body portion232has been provided with a number of regions and buttons to illustrate some of the concepts of the present invention. The force feedback device controls the position of a pointer icon240which can be caused to interact with the various regions and buttons. As an example, when the force feedback device is manipulated by the user to cause the pointer icon240to move within a “texture” region242, force feedback commands can be created for the force feedback device to provide a desired “texture” to the force feedback device. For example, the texture can feel “rough” to the user by causing the force feedback device to place forces on the user manipulatable object that emulate a rough or bumpy surface. In a region244, a “viscosity” force feedback can be provided. With this form of force feedback, as the pointer icon is moved through field244, a viscous “drag” force is emulated on the user manipulatable object. In a region246, inertial forces can be felt. Therefore, a pointer icon being moved through an “inertia” region would require relatively little or no force to move in a straight line, but would require greater forces to accelerate in a new direction or to be stopped. The inertial force sensations can be applied to the user manipulatable object and felt by the user. In a “keep out” region248, the pointer image is prevented from entering the region. This is accomplished by creating a repulsive force on the user manipulatable object using a force feedback command to the force feedback device which prevents or inhibits the user from moving the user manipulatable object in a direction of the region248when the pointer icon240contacts the periphery of the region248. In contrast, a “snap-in” region250will pull a pointer icon240to a center252whenever the pointer icon engages the periphery of the snap-in region250and apply a corresponding attractive force on the user manipulatable object. A “spring” region243emulates a spring function such that a pointer icon moving into the spring region “compresses” a spring, which exerts a spring force on the user manipulatable object which opposes the movement of the pointer icon. A region256is a “Force To Left” region where the pointer icon within the region256is forced to the left side of the region and the user manipulatable object is forced in a corresponding direction as if influenced by some invisible magnetic force or gravitational force. A region258illustrates that regions can be of any size or shape and that within a region different force effects can be developed. In this example, within region258there is a texture core260surrounded by a vibration ring262. Therefore, as the pointer icon240moves into the region258, the user first experiences vibration from the ring262, and then experiences a texture as the pointer icon moves within the core260.

The exemplary force feedback web page ofFIG. 9ais also provided with several force feedback buttons. In a first button264, the placement of the pointer icon240over the button and the pressing of a button (i.e., a switch) on the force feedback device to create a “button click”, “button down”, or simply a “button event” input, will then cause a “buzz” command to be sent to the force feedback device. The buzz command would, for example, cause a vibration force on the user manipulatable object. Similarly, the selection of the “jolt” button266will cause a jolting force (e.g., a short-duration pulse of force) to be provided at the force feedback device, and the pressing of the “detent” button268will cause a “detent” to be created for the force feedback device. By “detent” it is meant that the user manipulatable object will be controlled by the force feedback actuators such that it feels as if a mechanical-type detent exists at the position that the user manipulatable object was in when the detent button268was activated.

These and other forces resulting from a pointing icon interacting with various objects displayed on a computer screen are also described in co-pending patent application Ser. No. 08/571,606 filed Dec. 13, 1995, the disclosure of which is incorporated herein by reference.

InFIG. 10, a process270of the plug-in software of the present invention is illustrated. The process270begins at272and, in a step274, the position and button state of the force feedback device is monitored. Next, in a step276, a force feedback command is created in response to the detected position and state. Finally, a command is sent to the Dynamically Linked Library (DLL) to place a force feedback command on the interface which can be parsed and interpreted by the force feedback device. The process is then completed as indicated at280.

It should be noted that the force feedback driver (e.g., browser plug-in or DLL) can have the ability to interact with JAVA code. In this embodiment, the plug-in reads and executes JAVA commands using the browser's run-time JAVA interpreter. JAVA can optionally be used to make “applets” which perform dynamic models, such as creating complex force feedback sensations.

It should also be noted that the force feedback device itself can have a JAVA interpreting chip on board, permitting the plug-in driver to download JAVA code to the force feedback device to be executed on the device. JAVA and JAVA interpreting chips are available under license from SUN Microcomputers of Mountain View, Calif.

Furthermore, the force feedback driver (e.g., browser plug-in or DLL) can have the ability to interact with instructions provided in other languages besides HTML. For example, virtual reality 3-D graphical environments are increasingly being created and implemented over the World Wide Web and Internet using languages such as the Virtual Reality Modeling Language (VRML) and software such as Active X available from Microsoft Corporation. In these 3-D graphical environments, users may interact with programmed 3-D objects and constructs using client computer14or16, and may also interact with 3-D graphical representations (or “avatars”) controlled by other users over the World Wide Web/Internet from other client computers. Force feedback commands and parameters can be provided in the instructions or files of these other protocols and languages and received by a client computer system in an equivalent manner to that described above so that force feedback can be experienced in simulated 3-D space. For example, embedded force feedback routines can be included in the VRML data for a virtual environment so that when the user moves into a virtual wall, an obstruction force is generated on the user-manipulatable object. Or, when the user carries a virtual object in a controlled virtual glove, the user might feel a simulated weight of the virtual object on the user manipulatable object. In such an embodiment, the force feedback device preferably provides the user with three or more degrees of freedom of movement so that input in three dimensions can be provided to the client computer.

FIG. 11is a schematic diagram of a multi-computer network system300which can be used in accordance with peer-to-peer (client-to-client) embodiments disclosed herein. Force feedback implementation over networks can be based on displayed interactions and client-to-client direct communication of force feedback information. Two or more host computer applications or graphical environments can be linked over a computer network to provide multi-user interactions involving two, three or more users. The same application programs can be running on each of the linked host computers, or different application programs can be linked. For example, different types of web browsers, each able to parse and communicate in TCP/IP protocols, can communicate with each other and display graphical objects based on position information received from the other computers. Forces can be output based on both information from a local force feedback device and application program, as well as information received from other host computers over the network. A bi-directional networked interface allows users at different connected host computers to interact in visual, auditory, and haptic ways.

In one embodiment, a first site310includes computer312that implements a graphical environment, such as a web browser, simulation, or game application, and a first user utilizes display device314and force feedback interface device316. Optionally, local microprocessor318is coupled to interface device316as described with reference toFIG. 3. At a second site320, computer322implements the graphical environment, display device324displays images to a second user, force feedback interface device326interacts with the second user, and local microprocessor328can optionally be included. The first site is a “remote” site with reference to the second site, and vice versa. Each computer312and322implements a local application program so that each display device314and324displays a local visual environment, such as a web page, a video game, or a simulation. Additional users and computers that implement the graphical environment can be included in the network system300similarly to the systems described. In some embodiments, a graphical environment need not be displayed or is not updated, and forces are output to a user based on motion of the user manipulatable objects of the force feedback devices of the connected computers. The computers312and322are connected by a computer network, which can be the Internet or other form of network that allows bi-directional transmission of information.

Each local computer312and322has direct access to its own interface device316and326, respectively, but does not have direct access to the remote interface device used by the other user. Thus, the information which describes the position, orientation, other motion or state characteristics, button data, and other information related to each local interface device (collectively considered “motion/state information” herein) is conveyed to the other remote computer. Each local computer312and322therefore has direct access to the local interface device and networked access to the motion/state information of the remote interface device, allowing a consistent interaction for both users.

The computers312and322need only exchange the information that is necessary to update the simulated graphical objects controlled by the remote users and other simulated characteristics that may have been affected by the input of a user. This minimal information exchange is often necessary when using networks having low or limited bandwidth and which have a slow rate of information transfer, such as many current connections to the Internet/World Wide Web, often implemented (for many home computer users) using low bandwidth telephone connections and relatively low-bandwidth modems or similar telecommunication devices. The computationally-intensive force feedback calculations to implement the interactions between a user-controlled object (e.g. cursor or paddle) and other objects (e.g., icons, GUI elements, other paddle) are preferably handled locally. The resulting outcome of the force feedback calculations/interactions are transmitted to remote users so as to minimize the information that is transmitted to other computer systems.

One type of information which is sent between the networked computers is motion/location/state information. For example, in a multi-user game interaction, when a local user controls one paddle and a remote user controls a different paddle, the position of the remote user's manipulandum is needed to determine paddle interaction and appropriate forces. Or, if a moving graphical object interacts with a paddle controlled by a local user, the local computer processes the interaction, generates the required local force feedback sensations, computes the new location and velocity of the moving graphical object as a result of the interaction, and conveys the new graphical information to the remote computer(s) so that all game applications can be re-coordinated after the object interaction. The remote computer then computes any force feedback sensations occurring at its own site resulting from the new object position, motion, etc.

When using a network having low- or limited-bandwidth, there may still be a substantial time delay from when a local graphical object, such as a cursor or paddle, changes its location/motion/state information and when the remote web browsers or application programs receive and are updated with that information. Thus, a user at a given site may be viewing a remote-user-controlled graphical object at a time delay while viewing his own cursor in real time without a time delay. For example, the user may witness a cursor-icon interaction a few seconds after the actual event happened on the remote user's local implementation of the interaction. Obviously, this can cause problems in the experience of networked interactions and game play. To compensate for this problem, a networked graphical environment may introduce a short time delay before events occur locally. For example, a short delay can be implemented on the local computer before a ball bounces off of a paddle to reduce the timing discontinuity between remote and local users.

In addition, force feedback or “feel sensation information” can be transferred from one host computer to another over the network. This type of information can be provided, for example, if a force should be output that is not based on position or motion of the user manipulatable objects or interacting graphical objects. Thus, if a button press on a joystick manipulandum of force feedback device316designates that a vibration is to be output on the other joystick manipulandum of force feedback device326, a force feedback command or other similar information can be sent from computer312to computer322, preferably including parameters describing the vibration feel sensation. Computer322parses and interprets the command and then commands the force feedback device326to output the vibration on the joystick of device326. Such commands and parameters can be implemented similarly to the HTML or VRML embodiments described above, or in a different format. The computer322thus receives the feel sensation information directly from the other computer312. Alternatively, the computer312can simply send the button press information, so that the computer322interprets the button press as a particular force sensation and outputs that sensation. However, with such an embodiment, the computer322would need mapping information that indicates which feel sensation corresponds to the received button press, and this mapping information has to be updated periodically so as to provide synchronization. If force feedback information is sent directly, there is no need for the computer322and/or force feedback device326to store data mapping a particular button press to a feel sensation, saving memory and synchronization steps. Such feel sensation information can also be useful to characterize graphical objects in a game or simulation which one computer generates or updates and needs to convey to any other linked computers to provide synchronization. For example, a wall graphical object can be characterized as having a hard or soft surface, having a smooth or frictional surface, and having other force characteristics.

The force feedback command or other information relayed from a host computer to its force feedback device can be determined based on the motion/state information and/or force feedback information received over the network. In many cases, the force feedback command or other information can be also based on input from the local force feedback device. For example, a force need not be commanded until a controlled graphical object impacts a different graphical object. To determine whether the user-controlled graphical object has impacted another object, position (or other motion) information is received from the local force feedback device which indicates the current position of the user object in its degrees of freedom. From this information, a new position of the user-controlled graphical object is determined, and any interactions of this object with other objects are realized.

Many different applications of force feedback implementation over networks in a client-to-client configuration can be implemented. For example, two graphical objects, each controlled by a different user, can interact and the users can experience forces based on the interaction. In one implementation, a first computer displays a first user controlled graphical object that is moved in conjunction with the first user's manipulation of a first force feedback device connected to the first computer. The first computer also displays a second graphical object. The second computer, connected to the first computer by a network, also displays the first and second graphical objects on a display screen of a second host computer. The second graphical object is moved in conjunction with the second user's manipulation of a second force feedback device connected to the second computer. Force feedback can be provided to both first and second computers based on the interaction of the first and second object.

One example of using client-to-client interaction in a game is shown inFIG. 12a. A 2-D implementation of displayed graphical objects on display device64is shown. Paddle360can be controlled by a first host computer system, such as client machine14, and paddle362can be controlled by a second host computer system, such as client machine16. Ball352can be moved on display screen64according to simulated physical parameters, such as velocity, acceleration, gravity, compliance of objects, and other parameters as discussed previously. When the ball352collides with paddle362, the paddle flexes, and the user feels the collision force. For example, if ball352is moving in direction364, then the user feels a force in the equivalent degrees of freedom of user object76. In some embodiments, both the paddle362and the ball364can be moved in direction364to simulate the paddle being pushed back by the ball.FIG. 12bshows a similar embodiment in which a perspective view (or simulated 3-D view) of the graphical objects is shown on display screen20.

The user can also move the user object so that the paddle moves in a direction366. The user will thus feel like he or she is “carrying” the weight of the ball, as in a sling. The ball will then be released from the paddle and move toward the other paddle360. As is well known, a goal in such a game might be to direct the ball into the opposing goal. Thus, the first user can try to direct the ball into goal368, and the second user can control paddle360to direct the ball into goal370. Paddles360and362are used to block the ball from moving into the defended goal and to direct the ball back at the desired goal. By moving the paddle in a combination of direction366and up and down movement, the user can influence the movement of the ball to a fine degree, thus allowing a player's skill to influence game results to a greater degree than in previous games without force feedback. In addition, other features can be included to further influence the ball's direction and the forces felt by the user. For example, the orientation of the paddle can be changed by rotating the paddle about a center point of the paddle, and force feedback can be appropriately applied in that degree of freedom. Other features can also be provided, such as allowing a ball to “stick” to a paddle when the two objects collide and/or when a button is pressed by the user. The user could then activate the button, for example, to release the ball at a desired time.

Each player can feel the forces on their respective paddle from the ball directed by the other player. In addition, if the two paddles360and362were brought into contact with one another, each player can feel the direct force of the other player on each player's user object. That is, the first user's force on his user object causes his paddle362to move into the other paddle360, which would cause both the first and second users to feel the collision force. If the first paddle362were allowed to push the other paddle360across the screen, then the second user would feel the first user's pushing force. The first user would feel similar forces from the second user.

In a “tug of war” game example, the first and second graphical objects (such as two paddles or other objects) can be visually connected. When the first user controls the first graphical object to move left, this position information is transferred to the second computer, and the second user controlling the second graphical object feels a force in a left direction resulting from the first player's manipulation. A similar result occurs for the first player when the second player manipulates the second graphical object. This creates the effect as if each player were pushing the other player directly. Furthermore, force information (“feel sensation information”) can also be transmitted between computers. For example, if a flexible “rope” is modelled connecting the first and second graphical objects, and the first user manipulates the first force feedback device so that the rope is made to oscillate or vibrate, then the first computer can send feel sensation information to the second computer that informs the second computer to command a vibration feel sensation on the second force feedback device, with appropriate parameters describing the vibration such as frequency, amplitude, and duration. The second user thus immediately feels appropriate forces caused by the first user. The winner of the tug-of-war can be the first user to move his or her graphical object to a specific goal or displayed location in opposition to forces from the other player and/or other obstacles. Alternatively, a user can be designated to win the tug-of-war or other game if that user can maintain a particular position of the user manipulatable object amid the forces output based on the interaction of the graphical objects and caused by both users.

A different example of a client-to-client communication of force feedback information can take the form of a “massage” interface. Two users, for example, can interact with each other by each feeling the presence of the other in an “intimate” way through the use of forces influenced by the device manipulation of the other user. The “input” of the user at one client computer is felt as “output” by the user at the other client computer, and vice-versa, much like the tug-of-war example above. Referring toFIG. 1, a first user can be interfaced to a network, such as the Internet, through client machine14using a force feedback massage interface. A second user can be interfaced to the network through client machine16, also using a force feedback massage interface. For example, the interface can include a user manipulatable object that is a representative body part such as a hand, foot, sexual organ, etc. (moveable in one or more degrees of freedom). The first massage interface can apply conditions, effects, or other force sensations to the first user, depending upon the feel sensation information sent from the second client machine. For example, the first user can press a button that causes the first client to send a vibration command to the second client and second user via the network connection. The first user or first client can specify the magnitude, frequency, wave shape, and/or the direction of the vibration sensation. In addition, the force feedback massage interface of the first user can receive information that is generated in part by the force feedback massage interface of the second user. For example, client machine14can automatically determine that feel sensation parameters (magnitude, direction, frequency, etc.) are sent by interpreting the positional input that the first user generates using the first force feedback device. Thus, transferring physical information back and forth allows the first and second users to interact with each other through the network. The physical sensations are exchanged by performing two steps: identifying a client (e.g., by URL) and sending feel sensation information that can be interpreted by that client and displayed/output on the force feedback interface device.

In a simple application of such an embodiment, the first user can massage the back of the second user by linking the first force feedback device connected to the first client machine with the second force feedback device connected to the second client machine. A user manipulatable object of the first force feedback device can be grasped or otherwise physically contacted by the hand of the first user, tracking the motion of the user's hand and outputting forces to the user's hand. The second force feedback device can have a user manipulatable object shaped like a hand that can engage the back of the second user. The motion of the user object of the first force feedback device can be linked to the motion of the hand object of the second force feedback device such that when the first user moves his or her hand, the hand object connected to the second client machine moves around and engages the back of the second user. Using this embodiment, the first user can massage the back of the second user, where the second user feels the hand object with a motion and pressure dependent on the first user's input. The first user also receives force feedback from the interaction of the hand object with the back of the second user, where the pressure and motion from the second user's back applied to the hand object is relayed to the user object held by the first user. Thus, if the second user leans back and applies force on the hand object, the first user feels that force.

In addition to the feel sensation information sent between the first client and the second client, other sensory information can be sent and displayed. For example, audio and video information can be transferred between the client computers. For example, both client computers can be connected to video cameras and microphones. The data from the video and microphone used by the first user can be sent to and displayed to the second user via a display device, such as a video screen, and via an audio output device, such as speakers; and the data from the second user can likewise be displayed to the first user. These other modalities can complete an environment that allows two or more users to interact through sight, sound, and touch.

In one embodiment of a client-to-client interaction, the force feedback device used by the first user can be linked to the force feedback device used by the second user such that the motion of the two user manipulatable objects are desired to be synchronized. If either user pushes his or her device such that it diverges from synchronization, a restoring force such as a spring force, for example, can be applied in the direction of the diverging device (or the non-diverging device, or both devices, as desired) needed to restore synchronization. The restoring force is applied as long as the two user manipulatable objects are out of synchronization. To determine if the user objects are in synchronization, the positions of the two user objects can be compared, where the position of each remote manipulandum is sent across the network to the other client to allow the comparison. For example, if the two positions maintain a constant relative distance between them within a predefined threshold distance, then no restoring force need be applied. If graphical objects are displayed based on the two user object positions, the graphical objects in some embodiments can be maintained in visual synchronization even though the user manipulatable objects are no longer in actual positional synchronization (if such visual synchronization is desired).

Many types of feel sensations can be sent across the network and combined in various ways. For example, a constant force or a spring force can be commanded to be applied to the force feedback interface device over the network, and other feel sensations/forces such as vibrations sensations can also be commanded over the network to be simultaneously overlaid on the constant or spring force. For example, the first user can press a button that causes the force feedback massage interface of the second user to output a vibration sensation over any forces already being experienced. A user can design a feel sensation using a feel sensation editor, such as shown in U.S. Pat. Nos. 6,147,674 and 6,169,540, both assigned to the assignee of the present application and incorporated herein by reference. This allows the users to design, for example, a massage vibration sensation—including magnitude, direction, envelope, waveform, and to send the created sensation to a different user's site to be experienced by the user or used in that user's own force sensations. In addition, it should be noted that a single client can be interfaced to multiple clients such that a force sensation sent from one client is received by many clients over the network.

The first and second client computers can also be directly connected though a phone line or other transmission medium. The client computers can be networked through a direct TCP/IP connection or other LAN connection, or can be connected through the Internet as described above. For example, both client computers can be connected to the same server that provides a web page or other information to the clients. Information can be provided from one client to the server, then from the server to the desired client computer (or, a server can perform processing on data before it is sent to the receiving client computer). Alternatively, the clients can be connected directly over the Internet with data provided directly between clients (or as directly as possible over the distributed Internet), which tends to reduce the time delay of transmission. The clients need not send visual page information or feel sensation information to each other unless the interaction of one user causes the visual display to change on the other user's visual display.

In yet another embodiment, the peer-to-peer embodiments described above can also include communications with a server machine18, such as shown inFIG. 1. For example, before sending feel sensation information from a first client to a second client, the first client can access at least part of the feel sensation information from the server machine18. If, for example, server machine18provides a web page for access, the first client can download the web page when the server is accessed and the user can select a particular feel sensation displayed on the web page to be downloaded to download the feel sensation to the first client, or a feel sensation can be automatically downloaded upon establishment of a client-server connection. Alternatively, feel sensation information such as the commands and parameters disclosed above can be sent to the first client embedded in the web page. When the user of the first client commands that the feel sensation be output (such as by pressing a button, etc.), then the first client can transfer the feel sensation information to the second client to be output by the force feedback device of the second client. Alternatively, the server computer can send the feel sensation information (e.g., which may have been selected by the first client) directly to the second client if such a connection has been established. In one embodiment, the feel sensation information can be embedded in an HTML file as described in above embodiments, or the feel sensation information can be provided on its own in a similar format to the embedded reference disclosed above (i.e. a force object can be created locally from commands, parameters, or other references received by a client). The feel sensation information can also be provided in other formats.

While this invention has been described in terms of several preferred embodiments, there are alterations, permutations, and equivalents which fall within the scope of this invention. It should also be noted that there are may alternative ways of implementing both the process and apparatus of the present invention. It is therefore intended that the following appended claims be interpreted as including all such alterations, permutations, and equivalents as fall within the true spirit and scope of the present invention.