void FixedUpdate()
    {
        // Retreive positions and velocity of handle and proxy
        Vector3 posHandle = this.sizeFactor * (socket.GetPosition());
        Vector3 velHandle = this.sizeFactor * (socket.GetSpeed());
        Vector3 posProxy  = this.rb.position;
        Vector3 velProxy  = this.rb.velocity;

        // Copy the position of the haptic interface to the proxy
        handle.transform.position = posHandle;

        // Compute force applied to proxy and haptic interface (spring-dampener equations)
        this.deltaPos = posHandle - posProxy;
        this.force    = this.k * deltaPos - this.b * (velProxy - velHandle);

        /*Vector3 magForce = getMagneticForce(posProxy);
         * print(magForce);*/
        // Applying forces to proxy
        this.rb.AddForce(force);

        if (this.handleScript.GetStatus())                      // Applies a force if handle is colliding with an object
        {
            this.socket.SetForce(-(force));
        }
    }
    //Vector3 B = new Vector3(1/8, 1/8, 1/8);

    // Use this for initialization
    void Start()
    {
        this.socket = ScriptableObject.CreateInstance <SocketImpedance>();
        this.force  = Vector3.zero;             // force vector to be sent to haptic interface

        // Getting proxy Rigidbody and its parameters
        this.rb = GetComponent <Rigidbody>();
        this.m  = this.rb.mass;

        // Computing dampening (stability)
        this.b = 2f * (float)Math.Pow(this.k * this.m, 0.5f);
        print("INIT:: Coefficients: k = " + this.k + ", b = " + this.b);

        // Getting Handle GameObject and its script
        handle       = GameObject.Find("Handle");
        handleScript = this.handle.GetComponent <HandleManager>();

        // Initialize position of handle and proxy to avoid huge forces
        // at the start of the game
        this.rb.position          = this.sizeFactor * (socket.GetPosition());
        handle.transform.position = this.sizeFactor * (socket.GetPosition());
        print("INIT:: Haptics Done");
    }