• Title/Summary/Keyword: 감각 피드백

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Force Control of Robotic Vacuum Sweeping Machine for Shipment (선박외벽용 작업을 위한 연마장비 힘제어)

  • Jin, Tae-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.509-512
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    • 2013
  • In this paper, force feedback control for industrial robots has been proposed as a system which is suitable to work utilizing pressure sensitive alternative to human. Conventionally, polished surface of the workpiece are recognized, chamfer ridge, machining processes such as deburring, and it is most difficult to automate because of its complexity, has been largely dependent on the human.

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불안정판을 이용한 자세균형 훈련시스템에 관한 연구

  • Kim, Gyeong;Park, Yong-Gun;Kim, Seong-Hyeon;Yu, Mi;Gwon, Dae-Gyu;Hong, Cheol-Un;Kim, Nam-Gyun
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.05a
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    • pp.294-294
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    • 2004
  • 최근 평균수명의 연장에 따른 사회 노년층의 증가로 낙상사고의 빈도가 높아지고 있으며, 또한 교통사고 발생이 빈번함에 따라 전정계 이상 및 체성감각계의 기능 손상에 의한 자세균형 환자가 점점 증가하고 있는 추세이며, 이러한 균형 제어력의 소실이 환자의 재활치료에 많은 어려움을 초래하고 있다. 자세균형제어에 관한 연구는 주로 힘판을 이용하여 특정 감각시스템으로부터의 입력을 제한하거나 외력에 의해 평형 유지를 방해했을 때, 신체 전이(displacement), 압력중심의 움직임(Center Of Pressure; COP), 자세 유지 시 작용하는 근육의 활동전위 등을 측정하는 연구와 더불어 균형에 어려움을 느끼는 환자를 위한 바이오피드백(Biofeedback)을 적용한 연구가 보고되고 있다.(중략)

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Appling of Force Control of the Robotic Sweeping Machine for Grinding (연마작업을 위한 로봇형 연마기의 힘제어 적용)

  • Jin, Taeseok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.2
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    • pp.276-281
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    • 2014
  • In this research, we describe a force feedback control for industrial robots has been proposed as a system which is suitable to work utilizing pressure sensitive alternative to human. Conventionally, polished surface of the workpiece are recognized, chamfer ridge, machining processes such as deburring, and it is most difficult to automate because of its complexity, has been largely dependent on the human. To aim to build automatic vacuum system robotic force control was gripping the grinding tool, the present study we examined the adaptability to the polishing process to understand the characteristics of the control system feedback signal obtained from the force sensor mainly. Furthermore, as a field, which holds the key to the commercialization, I went ahead with the application to robotic sweeping machine. As a result, the final sweeping utilizing a robot machine to obtain a very good grinded surface was revealed.

The Plays of Kang Yang Won and The Theatre Troupe Dong (강량원과 극단 동의 연극)

  • Shim, Jae-Min
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.139-155
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    • 2019
  • The Plays of Kang Yang Won and the Theatre Troupe Dong don't aim to use the body as a system of sign in order to express the mind. They want to show the physical presence of an actor which induces sensuous perception of audience, so the possibility of the aesthetics of performativity can be open. Therefore, the properties of body sound and space have important meaning. At the same moment the body of audience has to be open to the perception. It means that the audience has to be ready to perceive the energy breathing density and tension etc. which the body of actor causes. As a result, the audience experiences a simultaneous opening of consciousness and perception: simultaneous opening of consciousness and perception gives the chance of receiving the emergent meaning.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

Aesthetics of Theatre of Kang Yang Won and The Theatre Troupe Dong (강량원과 극단 동의 연극미학)

  • Shim, Jae-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.307-322
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    • 2020
  • The acting of physical action of the director Kang Yang Won's plays is mostly simple and repetitive. This acting induces the audience to sensuous perception and certain corporal emotions. In addition to semiotic meaning of dialogue a stimulus is given directly to sense of the audience. Therefore, the audience participate in creating a performative space with assistance of atmosphere. So, the feedback-loop of autopoiesis is made and the emergence of meaning is experienced due to felt perception. This emergent meaning springs unexpectedly by imagination, remembrance, and association etc. and is not produced on purpose. In addition, the audience participates in the performance together by the intersection of the perception for representation and perception for presence, and is especially affected by the presence of acting of physical action. In this paper, the study of four major performances of the theatre troupe Dong performed since the 2010s confirmed not only the individuality of each performance, but also the commonality that encompasses the entire performances. This led to discovering the discrimination power of the aesthetics of theater of the director Kang Yang Won and the theatre troupe Dong.

Dental Surgery Simulation Using Haptic Feedback Device (햅틱 피드백 장치를 이용한 치과 수술 시뮬레이션)

  • Yoon Sang Yeun;Sung Su Kyung;Shin Byeong Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.6
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    • pp.275-284
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    • 2023
  • Virtual reality simulations are used for education and training in various fields, and are especially widely used in the medical field recently. The education/training simulator consists of tactile/force feedback generation and image/sound output hardware that provides a sense similar to a doctor's treatment of a real patient using real surgical tools, and software that produces realistic images and tactile feedback. Existing simulators are complicated and expensive because they have to use various types of hardware to simulate various surgical instruments used during surgery. In this paper, we propose a dental surgical simulation system using a force feedback device and a morphable haptic controller. Haptic hardware determines whether the surgical tool collides with the surgical site and provides a sense of resistance and vibration. In particular, haptic controllers that can be deformed, such as length changes and bending, can express various senses felt depending on the shape of various surgical tools. When the user manipulates the haptic feedback device, events such as movement of the haptic feedback device or button clicks are delivered to the simulation system, resulting in interaction between dental surgical tools and oral internal models, and thus haptic feedback is delivered to the haptic feedback device. Using these basic techniques, we provide a realistic training experience of impacted wisdom tooth extraction surgery, a representative dental surgery technique, in a virtual environment represented by sophisticated three-dimensional models.

The Function and Quantitative Somatosensory Correlation Analysis of Temporomendibular Joint according to Forward Head Posture (전방머리자세에 변화에 따른 턱관절 기능 및 정량적 체성감각의 상관분석)

  • Lee, Eun Sang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.645-651
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    • 2019
  • This study examined the correlation between the forward head posture (FHP), temporomandibular joint disorder (TMD), and temporomandibular joint quantitative somatosensory sensation. This study examined the correlation between the temporomandibular joint function and somatosensory sensation according to the change in FHP after the intervention on the head posture in 62 subjects (22.15 ± 2.56 years) Biofeedback training was administered to the FHP, which was performed 12 times for a total of four weeks. To assess the FHP, the craneovertebral angle (CVA) was examined. The temporomandibular joint (TMJ) function was measured by the Therapeutic Range of Motion Scale and the left and right lateral deviation, and the sensation of vibration threshold was measured to confirm the change in somatic sensation. Multiple regression analysis was performed to confirm the influence of each variable and Pearson's correlation analysis was performed to assess the correlation. Changes in the temporal joint function (p<.001) and somatic sensation (p<.001) were correlated significantly with the changes in CVA. These results show that there is a significant correlation between the frontal head position, TMJ function, and somatosensory sensation. These results provide a new paradigm for the treatment of jaw joints for patients suffering from TMD and provide a basis for the future treatment of the temporomandibular joint.

A Case Study on Applications of Physical Interactive Systems in On-Line Games (온라인 게임에서의 체감시스템 적용 사례분석)

  • Choi, Sam-Ha;Kim, Kyung-Sik;Yoon, Sung-Jun
    • Journal of Korea Game Society
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    • v.4 no.2
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    • pp.21-28
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    • 2004
  • Experience of human is more impressive when it is combined with physical interaction which provides multi-dimensional information including touching on body sense systems as well as seeing and hearing. In the Held of games, concentrations and satisfactions obtained from playing games are more effective when feedbacks come totally on whole body sense systems. In this paper, we have studied physical interactive systems with analysis on traditional physical interactive systems in on-line game area which normally were depending on seeing and hearing senses.

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Digilog Book: Augmented Reality based Temple Bell Experience (디지로그 북: 증강현실 기반 범종 체험)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.456-460
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    • 2008
  • Digilog Book lets users feel analog book and digital contents by combining each advantage of analog sensibility and digital sensation. This paper mentions about technical details for implementing an example of Digilog book: a temple bell experience system. Our system includes providing multisensory feedback to users, substituting fiducial marker with figure marker, presenting visual effect when a temple bell appearing on a 2D plane, pushing augmented buttons using bare fingers for observation of the bell, and lastly pointing a specific part of the bell for obtaining description on that part. The implemented temple bell experience system can motivate users to experience cultural heritages of our country as educational contents.

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