• Title/Summary/Keyword: 촉각 제시

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Development of Walking Guide Robot for the Blind (시각장애인을 위한 보행안내로봇 개발)

  • Yu K.H.;Yoon M.J.;Kwon T.K.;Kim N.G.;Kang J.H.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.888-891
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    • 2005
  • In this paper, the prototype of a walking guide robot with tactile display is introduced, and the psychophysical experiment of the tactile recognition for a tactile display is carried out and analyzed. The objective of this research is the development of a walking guide robot for the blind to walk safely. A walking guide robot consists of a guide vehicle and a tactile display device. A guide vehicle, located in the front of the walking blind, detects the obstacle using ultrasonic sensors and offers the information of position and walking direction acquired from GPS module to the walking blind by voice. The tactile display device, located in the handle which is connected with the guide vehicle by cane, offers the processed obstacle information such as position, size, moving, shape of obstacle and safe path, etc. The psychophysical experiments for the threshold of perception and recognition ability of tactile stimulation are carried out by the estimation of the subject group. As a result the appropriate tactile stimulus intensity and frequency to recognize tactile stimulation effectively are discussed and derived.

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Vibrotactile Glove Mouse (진동촉각 글러브 마우스)

  • Park, Jun-Hyung;Jeong, Ju-Seok;Jang, Tae-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.741-744
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    • 2009
  • In this paper, We introduce the glove mouse using a Gyroscope, acceleration sensor, Pin-type Viboratctile Display Device and USB HID. The device recognize a user's wrist by Gyroscope and acceleration sensor in the glove and transmit the data to USB dongle which is recognized the manufactured mouse by Blutooth. Also, using a special application, We transmit the tactile information to user through the Pin-type Vibrotactile Display. We implement wearable system in the glove except USB device. If user want to use general spatial mouse, we recognize mouse USB dongle only without another application. If user want to feel the tactile sensationn, we can use by connecting PC serial communication port to USB dongle.

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A Study on Sensibility Evaluation of Ceramic Surface: Comparison between Tactility and Visual Tactility (세라믹 표면의 감성 평가 연구: 촉감과 시각적 촉감의 비교를 중심으로)

  • Kim, Jihyun;Song, Min Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.101-112
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    • 2016
  • Selecting appropriate materials can be significantly important to make different image in the product and also give distinguished express to the users. A material for the ceramic product surface consists of the combination between a glaze and a body, and each attribution of materials and the way of the combination creates different texture and color. This study analyzes the difference between visually and tactually sensibility of ceramic surface to through the simulating both visual and tactual stimulation by verbal evaluation method. Totally 13 adjectives are selected from homepage of local and global ceramic product brand. And totally 12 ceramic samples are created with the consideration of color, glossiness and roughness. These 12 samples are the combination between four ceramic bodies (White porcelain, Celadon_c, Sancheong and Black soil) and three glazes (Transparent, Celadon_g, Black glaze). The respondents of first survey were asked to rub, touch and hold before evaluating the sensibility of ceramic surface and other respondents of second survey were asked to evaluate visual images of 9 samples which showed meaningfully difference from first survey. The surface which scored the highest sensibility with the first survey was 'pure' on a surface of White porcelain body with Transparent glaze, and the lowest was also 'pure' on a surface of Black soil body with Transparent glaze. The highest score in the second survey was the same result as the first survey, but the lowest scored 'casual' and the surface was Black soil body with Celadon glaze. By the comparison with two survey results, not every sensibility is same result shown as the first survey and the second survey, but the tactile sensibilities such as 'artistic', 'luxurious', 'sensuous', 'romantic' and 'mysterious' can be experienced by via visual materials of ceramic surfaces.

The Effect of a Three Dimensional Concept of Intangibility on Consumer's Uncertainty, Perceived Risk and Emotion after Purchase : The Moderating effect of Needs for Touch (세 가지 차원의 무형적 속성이 소비자의 불확실성, 위험지각과 구매 후의 감정에 미치는 영향: 촉각욕구의 조절효과)

  • Ju, Seon-Hee;Koo, Dong-Mo;Lee, Sung-Yup
    • Journal of Consumption Culture
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    • v.15 no.2
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    • pp.143-169
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    • 2012
  • Consumption is the most important cultural keyword in the modern society. This study tried an exploratory comparison of consumer culture of Korea, USA and Sweden in response to the needs on cultural comparison research perspective. Triandis's cultural dimensions were adopted to explore each country's cultural characteristics. A qualitative in-depth interviews were conducted to consumers who lived both in Korea and USA, or in Korea and Sweden, which enabled them to get familiar with each country's consumer culture. The research found that the culture is projected to the consumer culture in a micro domain. The individualism allowed consumers in USA and Sweden to be unconscious of other's eyes. But collectivism in Korea made Korean consumers locked in other's judgement. In contrast, in a macro domain of consumer culture such as donation and pro-environmental consumption, consumption practices were in a dissonance with their cultural orientation, where includes interaction with society and environment. In addition, in a post-materialistic society, symbolism of consumption goods gets weakened and experiential consumption evolves with a transition from mass consumption society to plural culture society. Lastly, consumer culture functions as a creative mechanism of new culture by consumer's reflexive planning, which is one of the clues of an autonomous consumer culture. This study tried to explore the consumer culture of Korea, USA and Sweden as an exploratory trial for the comparison of consumer cultures. To increase empirical consumer culture study, refined questionnaire item pool is to be extracted through various exploratory researches, which can be utilized commonly in various cultures. Moreover, an additional research is in need about a consumer culture in a macro domain and experiential consumer culture in a post-materialism society.

Development of One PC-Based the Haptic Interface and Tactile Apparatus System (단일 PC기반의 역감 및 촉감 제시 시스템 개발)

  • 김동옥;류재민;김영동
    • Journal of the Korea Computer Industry Society
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    • v.5 no.2
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    • pp.217-226
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    • 2004
  • This paper proposes the electric stimulus tactile apparatus system(TESTAS) loaded on the haptic interface using ultrasonic motors (USMs) To touch the virtual object like wall in graphic, the 6 DOF haptic interface provides force feedback to users as if it is real. But the case of sharp virtual object like a puncture, it could not provided the sense of pain, but only the reaction-force. After the TESTAS had been loaded on this haptic interface, it could provide not only the force but also the pain to users. In this way, when users take the haptic and tactile informations at the same time, they easily have a correct understanding of virtual object.

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Consistency between Individuals of Affective Responses for Multiple Modalities based on Behavioral and Physiological Data (행동 및 생리측정기반 개인 간 다중 감각정서 반응일치성)

  • Junhyuk Jang;Jongwan Kim
    • Science of Emotion and Sensibility
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    • v.26 no.1
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    • pp.43-54
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    • 2023
  • In this study, we assessed how participants represent various sensory stimuli experiences through behavioral ratings and physiological measurements. Utilizing intersubject correlation (ISC) analysis, we evaluated whether individuals' affective responses of dominance, arousal, and valence differed when stimuli of three modality conditions (auditory, visual, and haptic) were presented. ISC analyses were used to measure the similarities between one participant's responses and those of the others. To calculate the intersubject correlation, we divided the entire dataset into one subject and all other subject datasets and then correlated the two for all possible stimulus pair combinations. The results revealed that for dominance, ISCs of the visual modality condition were greater than the auditory modality condition, whereas, for arousal, the auditory condition was greater than the visual modality. Last, negative valence conditions had the greater consistency of the participants' reactions than positive conditions in each of the sensory modalities. When comparing modalities, greater ISCs were observed in haptic modality conditions than in visual and auditory modality conditions, regardless of the affective categories. We discussed three core affective representations of multiple modalities and proposed ISC analysis as a tool for examining differences in individuals' affective representations.

Development of a Finger Tactile Stimulator Based on E-Prime Software (E-Prime에 기반한 손가락 촉각 자극기의 개발)

  • Kim, Hyung-Sik;Min, Yoon-Ki;Kim, Bo-Seong;Min, Byung-Chan;Yang, Jae-Woong;Lee, Su-Jeong;Choi, Mi-Hyun;Yi, Jeong-Han;Tack, Gye-Rae;Lee, Bong-Soo;Jun, Jae-Hoon;Chung, Soon-Cheol
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.703-710
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    • 2010
  • In this study, a tactile stimulator was developed to resolve some problems from the previous version of the system such as system configuration, inappropriate stimulation control and additional problems. The developed tactile stimulator consists of control unit, drive unit and vibrator unit. The control unit was controlled by E-Prime software to generate appropriate vibration pulses. The drive unit supplies enough energy to the vibrator to generate effective stimulation pulses. The vibrator unit consists of small coin type vibrator and velcro, and was made to be attached at the hand easily. The developed tactile stimulator was designed by small-size, light-weight, low-power, simple-fabrication, max 35 channels and little delay time from instruction signal of E-Prime software to vibrator. The duration and magnitude of stimulation was controlled by 10 grades and the problems concerning stimulation control were compensated by wideband frequency ranges. Additionally, the electrical safety was ensured by low voltage operation. Vibrator was made to be attached on finger as well as on any part of the subject. Since this tactile stimulator is developed based on E-Prime software which is widely used in cognitive science, it is believed that this stimulator be suitable for the wide application of cognitive science study.

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Effect of the Creating of Hotel Restaurant's Dinning Place on the Customers Emotional Response and Behavior Intension (호텔레스토랑의 식공간 연출이 고객감정반응과 행동의도에 미치는 영향에 관한 연구)

  • Ahn, Hyung-Sang;Cho, Yong-Bum
    • Culinary science and hospitality research
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    • v.21 no.1
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    • pp.116-128
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    • 2015
  • This study examined customers from restaurants in hotels in the Busan and Gyeongnam region, South Korea, to confirm if dinging area decoration has any indirect effect on behavioral intention via customer emotional response and the mediating effects of customer emotional response in order to provide the basic materials of marketing strategies for continued customer visit to the hotel restaurants. The implications of the study are summarized as follows: First, if restaurant space is designed in consideration of gustatory, visual, auditory, tactile, and olfactory aspects, it becomes a reason for customers to re-purchase and spread good words of mouth. Second, restaurant food space should be designed to make customers pleasant and exciting. Third, the design of food restaurant design that induces customer emotional responses elevates customer re-purchase and intention to deliver words of mouth.

Rhythm Game Design for Effective Music Education (리듬게임을 활용한 효과적인 음악교육 게임 제작)

  • Park, Seung-Ie;Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.33-42
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    • 2012
  • This study is intended to design a rhythm game improving the student's capacity to learn and appreciate music. This game was tested in the music classes of an elementary school. The note patterns reflecting melody affected the perception of pitch, duration, and loudness of the music. This study also presented that the factor influencing students' immersion in music and learning music was the multi-sense of sight, hearing, and touch.

Preliminary Framework of System and Authoring Tool for a 'Sil-Gam' Book (실감책을 위한 시스템 및 저작 도구 기본 프레임워크)

  • Park, Sun-Young;Lee, Jun-Hun;Kim, Hyun-Gon;Kim, Yeong-Mi;Choi, Kwon-Young;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.2073-2075
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    • 2009
  • 최근 멀티미디어 기술과 가상/증강현실 기술의 발전으로 사용자에게 몰입감 있는 콘텐츠를 제공하는 여러 시스템들이 제안되고 있다. 또한 기존의 시각과 음향효과만으로 이루어진 시스템의 한계를 넘어서 실제와 같은 느낌을 전달할 수 있는 햅틱기술을 적용하여 보다 몰입감있는 체험형 실감책들이 고안되고 있다. 본 연구에서는 과학교과서를 중심으로 과학적 이론을 보다 효과적으로 가르치고 배우기 위해 필요한 다양한 촉감(Haptic)을 분류하고, 이를 실감책에 적용하여 책이 담고 있는 주요 내용 또는 삽화와 관련된 다양한 멀티미디어 콘텐츠를 가상/증강환경에서 시청각정보와 함께 촉각콘텐츠를 독자에게 제공함으로써 보고, 듣고 만질 수 있는 적극적인 촉감 상호작용이 가능한 실감책 ('Sil-Gam' Book) 시스템의 기본 프레임워크를 제시한다.

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