• Title/Summary/Keyword: 진동 촉각

Search Result 65, Processing Time 0.024 seconds

Behavior and Circadian Rhythm of Emergence, Copulation and Oviposition in the Oriental Tobacco Budworm, Heliothis assulta Guenee (담배나방의 우화, 교미 및 산란의 행동과 일일리듬)

  • 조점래;부경생
    • Korean journal of applied entomology
    • /
    • v.27 no.2
    • /
    • pp.103-110
    • /
    • 1988
  • The behavior and circadian rhythm of emergence, copulation and oviposition in the Oriental tobacco budworm (Heliothis assulta Guenee) were studied to obtain the following results. More than three quarters of adults emerged within 3 hours after the light-off. It took about 33 min for an adult to expand and tan its wings after emergence. Adult male showed a sequential pattern of mating behavior, such as antennal movement, wing elevation and vibration, exten¬sion of hairpencils, and tapping of female ovipositor leading to a copulation. However, adult female revealed a rather simple behavior, such as protraction and retraction of her terminal abdomen and vibration of wings. All of the mating took place during the early part of the scotophase, with the peak from 1 hr to 2 hrs after the light-off. But the mating peak in virgin females tended to advance with age. Adult females showed the highest rate of mating among 24 hr-olds and the rate declined with age. The rate of first matings in males gave a very similar pattern to that of females. The duration of copulation was $77\pm$14min. Oviposition occurred throughout the entire scotophase, with the peak during the first 2 hrs. The most nu¬mber of eggs deposited daily was seen on the 3rd day after the mating. Mating rate, number of eggs laid and longevity we~e compared under different sex ratio. Unmated adults lived longer than mated adults.

  • PDF

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
    • /
    • v.44 no.2 s.314
    • /
    • pp.37-46
    • /
    • 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.

Psychometric Analysis for Designing Elderly Customized Walking Assist Device (고령자 맞춤형 보행보조서비스 설계를 위한 심리측정 분석)

  • Kim, Junghwa;Jang, Jeong-ah;Choi, Keechoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.15 no.1
    • /
    • pp.39-51
    • /
    • 2016
  • In accordance to rapid aging of population, the accidents of elderly pedestrian and pedestrian safety are becoming very important issues. In terms of smartphone technologies, older people are increasingly looking for useful and friendly ICT services that which can add a value on their silver life. This paper introduced a new IT-based service for elderly walking assist using a smart-phone accompanied by a wearable watch. We describe the functional requirements and a systems architecture model with an interface between a smart-phone and wearable watch. Moreover, this study attempted to verify what services are needed and to estimate elderly pedestrians' WTP (willingness to pay) for IT-based walking assistance device. A total of 189 elderly pedestrians were randomly surveyed through face-to-face interviews. The questionnaire consisted of 3 categories: (1) questions pertaining to socio-economic status, (2) 12 questions regarding walking attitudes, and (3) a question to measure WTP. With this gathered data, factor analysis and path model estimating were conducted. The results identified the elderly user requirements and the use-value of new innovative products for IT-based walking assistance services by two groups(latent elderly and elderly). The modeling result shows that elderly's service preference would increase the possibilities for the commercialization of IT-based walking device with improving their walking safety.

The Study about Improvement of Neuro Energy Decreased by Energy Saving (에너지절감에 의해 감소되는 뉴로에너지의 증강에 관한 연구)

  • Kim, Myung-Ho;Kang, Dong-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.19 no.6
    • /
    • pp.715-721
    • /
    • 2018
  • This study examined energy saving and elevating the worker's neuro energy (comfort, concentration, physical, and psychological stability) by compensating for the unpleasant tactile sensation to stimulate auditory and olfactory senses and reduce energy consumption. The experiment was conducted in an environment test room under the test conditions of temperature $25[^{\circ}C]$, relative humidity 50[RH%], illumination 1,000[lux] and air current speed 0.02[m/sec] by stimulating the auditory senses with a 1/f change in rhythm and the olfactory senses with an aroma scent. The experiment utilized the method of EEG, which evaluates human body's psychological status via tactile means, and the method of the vibra image, which evaluates the learning abilities, HRV and human body's psychological status via non-tactile means. The subjects were selected as eight university students (four males and four females) in their 20s, the type that have high relative ${\alpha}$(8~13[Hz]) activation in occipital lobe, which brings the highest level of mind stability and concentration, who had no difficulty in physical activities. The subjects' posture and physical activity was fixed to 1met - when the subjects are seated and relaxing in a comfortable environment - and their clothes condition was standardized as 0.7clo. As a result, the sentimental and psychological stability and concentration were the highest in the multisensory stimulation of jasmine scent and change rhythm of an a=1.106 sound source. In addition, under this condition, the relative $M{\alpha}$ and relative $M{\beta}$ increased by 70.49[%] and 89.72[%], respectively; the HRT decreased by 39.09[%]; and the fatigue and tension/anxiety decreased by 36.85[%] and 15.54[%], respectively.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.85-106
    • /
    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.