• Title/Summary/Keyword: 시촉각

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Emotions and EEG Features Evoked by Tactile Stimulation (직물촉각자극에 의해 유발된 정서와 EEG 특성)

  • 김지은;박연숙;오애령;최상섭;손진훈
    • Science of Emotion and Sensibility
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    • v.1 no.1
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    • pp.153-160
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    • 1998
  • 본 연구는 피부에 가해지는 직물촉각 자극에 따라 나타나는 정서와 관련된 뇌파특징을 알아보려는 기초연구이다. 실험l에서는 촉각에 의한 정서가 생리적인 측정치를 통해 구분될 수 있는지를 알아보고자, 피험자에게 물리적 특성이 극단적으로 다른 자극을 선택하여 실험을 실시하였다. 20명의 대학생 치험자 (20-25세)에게 자극이 무선적으로 제시되었고, 각 자극제시후 피험자는 제시자극에 대한 느낌을 주관적 정서척도로 평정하였다. 뇌파는 양쪽 귓볼(A1, A2)을 기준전극으로 하여 F3, F4, C3, C4, T4, P3, P4, O1, O2에서 측정되었고, 측정된 뇌파는 FFT방법으로 분석되었다. 각 피험자의 주관적 평가 결과에 따라 가장 쾌한 자극과 가장 불쾌한 자극이 제시되었을 때 측정한 뇌파의 분석결과를 비교하였다. 전두엽, 두정엽, 후두엽 영역에서 쾌자극 제시시에 alpha파가 유의미하게 높은 값을 나타내었고, 후두엽 영역에서 불쾌자극 제시시 beta가가 유의미하게 높게 나타났다. 물리적 특성이 유사한 다섯 가지 직물자극을 가진 실험 ll에서와 유사한 절차에 다섯 가지 직물자극을 가진 실험 1에서와 유사한 절차에 의해 실험ll가 실시되었다. 실험l의 결과에 근거하여 측정 부위를 F3, F4, P3, P4, O1, O2로 축소되었다. 쾌자극 제시시의 뇌파는 불쾌자극 제시시보다 slow alpha(8-10Hz)파의 출현량이 많은 반면, slow beta(13-20Hz)파의 출현량은 적었다. 결론적으로 직물촉각자극에 의해 유발되는 심리적 반응에 특정적인 뇌파반응이 존재하며, 이는 촉각에 의해 유발되는 주관적인 쾌.불쾌정서를 객관적으로 측정하기 위한 지표로서 뇌파특징을 사용할 수 있음을 의미한다.

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터치 스크린에서의 촉각 기술 동향

  • Im, Jeong-Muk;Lee, Jong-Uk;Park, Jun-Seok
    • Information and Communications Magazine
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    • v.29 no.7
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    • pp.16-24
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    • 2012
  • Apple의 iPod Touch가 등장한 이래로, 다양한 모바일 디바이스에서 터치 인터페이스가 사용자 입력 수단으로서 사용되고 있다. 또한 최근 터치 인터페이스 기술은 터치할 때 사용자에게 실감나는 촉각 피드백을 제공하기 위한 다양한 방법을 시도하고 있다. 촉각 피드백의 유용성은 터치 입력에 대한 즉각적인 피드백, 오디오나 그래픽과 융합하여 사실적이고 직관적인 피드백 제공 등으로 요약할 수 있다. 이러한 장점은 터치 인터페이스 사용에 대한 사용자 경험 (User Experience)을 차별화 할 수 있기 때문에 제품 경쟁력에도 도움이 된다. 본 고에서는 촉각 피드백을 제공하는 햅틱 시스템에 대해 일반적인 내용을 알아보고, 특히 터치 인터페이스를 갖는 모바일 디바이스에서 사용될 수 있는 촉각 제 시 방법 및 촉각 액추에이터의 최근 기술동향에 대해 살펴본다.

Influence of the Sense of Sight & Touch, Sight, and Touch on the Evaluation of Subjective Fabric Hand (의류소재의 주관적인 태평가 실험방법 연구 -시촉각, 시각, 촉각 방법비교-)

  • 이미식;김의경
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.6
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    • pp.784-789
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    • 2004
  • The purpose of this research was to analyze how the evaluation method affects the subjective hand evaluation of fabrics and to suggest the efficient evaluation method. Three methods such as the sense of sight & touch, the sense of touch, and the sense of sight were respectively used when judges estimated the hand of fabrics using questionnaire. The result obtained by the method of touch was same as that by the method of sight & touch. The time required for the evaluation by these two methods was statistically same. Consequently, the method of touch has no attraction compared to that of touch & sight. In case of using the method of sight, 8 properties among 10 showed the same results as in the method of sight & touch. The properties of [moogupda/kabyupda] and [shinchuksung-e-itda/ shinchuksung-e-upda] evaluated with the sense of sight were different from the results obtained by the other methods. These properties seem to be difficult to evaluate only by seeing the fabric on the table. For the precise evaluation, it is necessary to show dynamic movement of the fabric. The time required for the evaluation by the sense of sight was shorter than that by the other two methods.

Manipulation of the Windows Interface Based on Haptic Feedback (촉각 기반 윈도우 인터페이스)

  • Lee, Jun-Young;Kyung, Ki-Uk;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.366-371
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    • 2008
  • In this paper, we suggest a haptic interface and a framework of interaction with haptic feedback based Windows graphical user interface (GUI) in a computing device with touch screen. The events that occur during a user interacts with Windows interfaces through a touch screen are filtered out by the Windows Interface Message Filter (WIMF) and converted into appropriate haptic feedback information by the Haptic Information Provider (HIP). The haptic information are conveyed to users through a stylus-like haptic interface interacting with a touch screen. Major Windows interaction schemes including button click, menu selection/pop-up, window selection/movement, icon selection/drag & drop and scroll have been implemented and user tests show the improved usability since the haptic feedback helps intuition and precise manipulation.

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Haptically Enhanced Movie System (몰입감 있는 촉감영화 시스템)

  • Kim, Yeong-Mi;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.6-11
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    • 2008
  • The more technologies of multimedia are developed and multimodal interactions are proposed, the more people expect immersive interactions. This paper presents a enhanced moyie system which provides viewers with passive haptic sensation synchronized with audiovisual media. Also, we discuss the potential haptic contents in a movie system and the characteristics of effective authoring tool generating various haptic contents for various scenes. Furthermore, an example of enhanced haptic movie system is discussed and the first version of our haptic authoring tool for creating haptic contents of a movie system is introduced.

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A Study on the Haptic Characteristics of Netflix Original Movie (넷플릭스 오리지널 영화 <레베카>의 촉각적 특성 연구)

  • Son, Jihyun;Moon, Jaecheol
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.116-125
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    • 2022
  • Netflix Original movies have distinctive characteristics in that it is screened online only and viewers have to watch movies using their personal devices. By analyzing the haptic characteristics of Netflix platform from remediation perspective, we examine how Netflix hypermediacy haptic characteristics associated with clicking or touching expand to immediacy haptic characteristics, and compare the differences between Netflix original movie (2020) and film movie (1940). Through this, it points out the connection between the sense of the hand that requires clicking or touching and the description of the hand in Netflix original movie . As the individual interface of the personal device has been adjusted to make it possible to watch movies, the position of the hand becomes important in watching movies, and the hand plays an essential role in the beginning, middle, and end of the movie. Therefore, this study, which focuses on the haptic characteristics of Netflix original movie , is meaningful in that it studied the characteristics of the OTT original movie that was not previously covered and that the haptic characteristic plays an important role in the way of watching OTT contents.

Emotion-related EEG features induced by tactile stimulation of textures (직물촉각자극에 의해 유발된 정서와 EEG 특성)

  • 김지은;이경화;이임갑;손진훈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.189-192
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    • 1997
  • 인간의 정서를 분류하려는 노력은 오래전부터 있어왔다. 시각 및 청각 자극을 사용한 심리생리적 정서연구는 최근에 들어 활발하게 이루어지고 있으나, 촉각 자극을 사용한 정서연구는 찾아보기 힘들다. 본 연구는 피부에 가해지는 다양한 자극에 따라 나타나는 정서와 관련된 뇌파특징을 측정하고자 하는 기초연구이다. 물리적 특성이 다른 다섯가지의 직물자극을 20명의 대학생 피험자(20-25세)에게 무선적으로 제시하였다. 각 자극의 제시시간은 1분이었으며, 자극간 간격은 3분이었다. 각 자극제시후 매자극후 피험자는 제시자극에 대한 느낌을 주관적 정서척도로 평정하였다. 뇌파는 양쪽 귓볼(A1, A2)을 기준전극으로 하여 좌.우반구의 전두엽(F3, F4), 두정엽(P3, P4), 후두엽 (O1, O2)에서 측정되었고, 측정된 뇌파는 FFT방법으로 분석되었다. 각 피험자의 주관적 평가의 결과에 따라 가장 쾌한 자극과 가장 불쾌한 자극이 제시되었을 때 측정한 뇌파의 분석결과를 비교하였다. 쾌자극 제시시의 뇌파는 불쾌자극 제시시보다 slow alpha(8-10Hz)파의 출현량은 적었다. 결론적으로 직물촉각자극에 의해 유발되는 심리적 반응에 특정적인 뇌파반응이 존재하며, 이는 촉각에 의해 유발되는 주관적인 쾌.불쾌정서를 객관적으로 측정하기 위한 지표로서 뇌파특징을 사용할수 있음을 의미한다.

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Texture mapping of 3D game graphics - characteristics of hand painted texture (3D게임그래픽의 텍스쳐 매핑-손맵의 특징)

  • Sohn, Jong-Nam;Han, Tae-Woo
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.331-336
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    • 2015
  • The texture mapping used for the low-polygon models is one of the important workflows in the graphical representation of the 3D game. Only one hand painted texture is mapped on the surface of the 3D model and represents the color of the material and visual sense of touching by itself in that process. In the 3D game graphics, it is very important to visualize the textile sensation such as protruding and denting. It can be interpreted by the Gestalt Law to recognize a plane as a 3D sense of volume. Moreover, the concept of Affordance is necessary to recognize and perceive the textile sensation. It means visual recognizing of that relationship in the learning process. In this paper, The questionnaire survey targeting 3D game graphic designers is carried out. By analyzing the survey results, we suggest the important characteristic in the process of making hand painted texture.

The delay effect on reality in visual and haptic presentation (시-촉각 지연이 실감도에 미치는 영향)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Kim, Young-Joo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.227-234
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    • 2008
  • Graphic and sounds are mainly used for presenting digital content as general. It has been reported that the reality of digital contents was improved by adding haptic factor to the contents of graphic and sounds. Therefore, various haptic system have recently been developed for implementing haptic sensation into digital contents. However, the delay of haptic display sometimes happens due to low hardware performance and causes to deteriorate reality of digital contents. The delay effect on reality has been important to be determined for presenting digital contents with haptic system. Therefore, this study is to find the effect on user's cognition of digital contents evoking both visual and haptic sensation. Eight university students performed 4 repetitive tasks of pushing cube under the two conditions of visual and haptic delay. The delay time of each condition were set 0.5, 1.0, 2.0 and 4.0 second. As the result, both haptic and visual delay were negatively influenced user's recognition while visual delay showed more dominant effect on user's recognition than haptic delay.

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Temporal and Spatial Characteristics of Visual and Somatosensory Integration in Normal Adult Brain (정상성인의 시각 및 촉각 통합 작용 시 뇌신경세포의 전기생리적활동의 시간 및 공간적 특성: 예비실험)

  • Ju, Yu-Mi;Kim, Ji-Hyun
    • The Journal of Korean Academy of Sensory Integration
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    • v.8 no.1
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    • pp.41-49
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    • 2010
  • Objective : Multisensory integration (MSI) is the essential process to use diverse sensory information for cognitive task or execution of motor action. Especially, visual and somatosensory integration is critical for motor behavior and coordination. This study was designed to explain spatial and temporal characteristics of visual and somatosensory integration by neurophysiological research method that identifies the time course and brain location of the SI process. Methods : Electroencephalography (EEG) and event-related potential (ERP) is used in this study in order to observe neural activities when integrating visual and tactile input. We calculate the linear summation (SUM) of visual-related potentials (VEPs) and somatosensory-related potentials (SEPs), and compared the SUM with simultaneously presented visual-tactile ERPs(SIM) Results : There were significant differences between the SIM and SUM in later time epochs (about 200-300ms) at contralateral somatosensory areas (C4) and occipital cortices (O1&O2). The amplitude of the SIM was mathematically larger than the summed signals, implying that the integration made some extra neural activities. Conclusion : This study provides some empirical neural evidence of that multisensory integration is more powerful than just combing two unisensory inputs in the brain and ERP data reveals neural signature relating to multisensory integrative process. Since this study is preliminary pilot study, larger population and criteria are needed for level of the significance. Further study is recommended to consider issues including effect of internally-driven attention and laterality of interaction to make the evidence by this study solid.

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