• Title/Summary/Keyword: 진동 감각 시스템

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Seamless 2D/3D Interaction System using a Tangible Object (감각형 객체를 이용한 이음매 없는 2D/3D 상호작용 시스템)

  • Na, Se-Won;Ha, Tae-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.264-269
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    • 2007
  • 본 논문에서는 감각형 객체(Tangible Object)를 이용한 테이블에서의 2D/3D 상호작용 시스템을 제안한다. 제안된 시스템은 기존의 ARTable[1]에 직육면체 형태의 감각형 객체와 카메라가 장착된 이동형 모니터를 추가하여 제작되었다. 감각형 객체는 모든 면에 ARToolkit[3]에서 쓰이는 마커가 부착되어 있으며, 내부에는 진동자와 불루투스 통신 모듈이 삽입되어 있다. 또한 카메라가 달린 모니터는 모니터 암에 연결되어 사용자가 이동하며 ARTable 상판을 관측할 수 있도록 부착되어 있다. 이 시스템를 이용하여 사용자는 디스플레이형 테이블인 ARTable 위에서 가상공간을 네비게이션(2D 상호작용)할 때 정확한 길을 찾아가기 위한 도움을 받을 수 있을 뿐만 아니라, 증강현실 환경에서 가상객체와 3D 상호작용을 할 수 있다. 또한 진동 모듈과 이를 제어하기 위한 블루투스 모듈이 내장 되어있어, 특정한 이벤트 발생시 진동자를 이용하여 사용자에게 촉각 감응 효과를 줄 수 있다. 제안된 시스템은 교육, 엔터테이먼트, 등 다양한 분야에서 사용될 수 있다.

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Nonlinearity in the Somatosensory Cortex Response to Vibrotactile Stimulator in fMRI (기능성 자기공명영상에서 진동자극에 대한 감각피질의 비선형성)

  • Lee, Hyun-Sook
    • Progress in Medical Physics
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    • v.17 no.3
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    • pp.159-166
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    • 2006
  • The nonlinearity of hemodynamic response in the somatosensory cortex was investigated with vibrotactile stimulation. The stimuli consisted of a train of 25 Hz, each tasting five different duration periods, 2 s, 4 s, 8 s 12 s, or 16 s with 20 sec periods of no vibration in a pseudo-random order. In order to understand the linearity on the change of stimulus duration for somatosensory cortex, two different tests- checking the linearity of system and finding the impulse response function from gamma-variate function were applied to analyze the hemodynamic response functions. They have produced nearly same results. The BOLD response in the somatosensory cortex Is nonlinear for stimuli of less than 8 seconds, but nearly linear for stimuli greater than 8 seconds. The amplitude, area, TTP, and FWHM as functions of the stimulus duration were calculated and showed a significant downward trend with Increasing stimulus duration for the amplitude and the area. It supports the ranges of nonlinearity are less than 8 seconds.

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Quantitative vibratory sense measurement systems of a diabetic neuropathy (당뇨병성 신경병증의 정량적 진동 감각 측정 시스템)

  • Ryu, Bong-Jo;Kim, Youngshik;Koo, Kyung-Wan
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.615-620
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    • 2018
  • Evaluation of clinical usefulness of current perception threshold test and vibration sense perception threshold test in diagnosing the diabetic poly-neuropathy patients is one of the diagnosis methods for diabetic poly-neuropathy. Up to the present, some diagnostic methods were used for diabetic poly neuropathy patients. For example, there are neuropathy impairment score test of lower limbs, nerve conduction test, cooling detection threshold test, heat-pain threshold test and so on. However, most of the above tests require very expensive cost and take a lot of time in test. In this paper, a new apparatus estimating vibration sense ability is introduced. For this purpose, the VCM(voice coil motor) stimulating patient's peripheral nerve and current amplifier were manufactured. Also, softwares sensing and driving the vibration detection threshold test in order to measure the quantitative vibration sensory levels in diabetic poly-neuropathy patients were developed.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.

Spatial and Directional Sensation Prosthesis for the Blind (시각장애인을 위한 공간 및 방향감각 보조시스템)

  • 노세현;박우찬;신현철;김상호;김영곤;김광년;정동근
    • Journal of Biomedical Engineering Research
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    • v.25 no.2
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    • pp.145-150
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    • 2004
  • In this study for the prosthesis of the spatial and directional sensation for the blind, an ultrasonic scale system and an electronic compass system were developed. The ultrasonic scale utilizes 40 ㎑ sound for the detection of distance to the barrier and the spatial information is transferred to the blind by various sound interval, which is proportional to the distance. The electronic compass utilizes a magnetoresistor bridge for the detection of the magnetic field strength of earth in horizontal plane. The information for the direction of the earth's north is transferred by tactile stimuli by a vibrating motor band around upper head. Detection distance of the ultrasonic scale is ranged from 0.065 to 3.26 meters, and the detection angle resolution of the electronic compass is about 22.5 degrees. The integrated system of the ultrasonic scale and the electronic compass was developed. Distance information is converted to the location of the tactile stimulation along the clockwise direction by a vibrating motor according to the distance installed around upper head of the blind. The intent of this article is to provide an practical prosthetic tool of spatial and directional sensation for the blind. Daily practice of this system will improve the usefulness of this system.

An Interactive Game with a Haptic Mouse (햅틱마우스를 이용한 인터랙티브 게임)

  • Cho, Seong-Man;Jung, Dong-June;Heo, Soo-Chul;Um, Yoo-Jin;Kim, Sang-Youn
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1-5
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    • 2009
  • In this paper, we develop a haptic mouse system for immersive human computer interaction. The proposed haptic mouse system can provide vibrotactile feedback as well as thermal feedback for realistic virtual experience. For vibrotactile and thermal feedback, we use eccentric motors, a solenoid, and a peltier actuator. In order to evaluate the proposed haptic mouse, we implement a racing game prototype system. The experimental result shows that our haptic mouse is expected to be useful in experiencing virtual world.

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A Haptic Mouse for an Immersive Interface (몰입형 인터페이스를 위한 햅틱 마우스)

  • Kim, Da-Hye;Cho, Seong-Man;Kim, Sang-Youn
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1210-1220
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    • 2011
  • In this paper, we suggest a haptic mouse system as an immersive interface between virtual environment and a human operator. The proposed haptic mouse creates vibrotacitle and thermal sensation to increase the immersion. The vibrotactile module is composed of eccentric motors and a solenoid actuator, and the thermal module consists of a thin-film resistance temperature detector and a Peltier thermoelectric heat pump. In order to evaluate the proposed haptic mouse system, we develop a simple racing game and conduct an experiment. The result of the experiment shows that the proposed haptic mouse system can improve the sense of reality in virtual environment and can be used as an effective interface between virtual environment and a human operator.

Immersive Live Sports Experience with Vibrotactile Sensation (스포츠 방송에서의 몰입감 증대를 위한 진동촉감 제시 시스템)

  • Lee, Beom-Chan;Lee, Jun-Hun;Seo, Chang-Hoon;Cha, Jong-En;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.230-237
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    • 2006
  • 본 논문은 스포츠 방송의 몰입감 증대를 위한 진동촉감 제시 시스템 및 장치를 제안하며, 촉감 정보를 효과적으로 전달하기 위한 촉감제시 방법론 및 제어 알고리즘을 제안한다. 최근 디지털 컨텐츠의 전달에 있어 오감을 통한 정보 전달의 관심이 증대됨에 따라, 대중을 대상으로 다양한 정보를 전달하는 디지털 매체에서의 시청각과 더불어 촉감 제시의 역할과 중요성이 증대되었다. 따라서 본 논문에서는 실시간으로 동적인 현장 상황을 실감 있게 전달하는 스포츠 방송에서의 햅틱 효과와 역할 그리고 가능한 시나리오를 정의하고, 진동촉감 제시 장비를 설계하여 촉감 정보 표현에 대한 기초 연구를 수행하였다. 또한 제안된 촉감을 이용한 스포츠 방송 시나리오 중 축구 방송을 기반으로 사용자 촉감 인지 실험을 수행하였으며, 실험 결과를 바탕으로 축구 방송 시스템을 구축하여 실감방송 전시회 시연을 통해 진동촉감 시스템 및 촉감 제시 방법론을 검증하였다. 촉감이 인간의 오감 중 시청각 다음으로 정보를 인지하는 중요한 감각 체계인 만큼 많은 양의 정보를 대중에게 전달하는 방송 시스템에서 시청각과 더불어 효과적인 정보 전달 체계로써 기여할 것이라고 여겨진다.

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Development of an Evaluation System for Ride Comfort and Vibration on Railway Vehicles (철도차량의 승차감-진동 평가 시스템 개발)

  • 이창환;유완석
    • Journal of the Korean Society for Railway
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    • v.6 no.2
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    • pp.114-121
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    • 2003
  • In this paper, a new evaluation system was developed for ride comfort test and vibration level test on railway vehicles. These tests are carried out by applying different equipments and test procedures before now. But this developed system is capable of ride comfort test and vibration test by a single integrated system. Also, the evaluation algorithm for the ride comfort was compared and verified by simulation results with VAMPIRE software. With this developed system, the comfort in a passenger coach and the vibration in a freight car were verified by the results in field test.

Development of a Haptic System for Grasp Force Control of Underactuated Prosthetics Hands (과소 구동 전동의수의 파지력 제어를 위한 햅틱 시스템 개발)

  • Lim, Hyun Sang;Kwon, Hyo Chan;Kim, Kwon Hee
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.41 no.5
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    • pp.415-420
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    • 2017
  • Underactuated prosthetic hands are relatively light and economical. In this work, an economical grasping force control system is proposed for underactuated prosthetic hands with adaptive grasp capability. The prosthetic hand is driven by a main cable based on a set of electromyography sensors on the forearm of a user. Part of the main cable tension related to grasping force is fed back to the user by a skin-mounted vibrator. The proper relationship between the grasping force and the vibrator drive voltage was established and prototype tests were performed on a group of users. Relatively accurate grasping force control was achieved with minimal training of users.