• Title/Summary/Keyword: 촉각 제시

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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.99-104
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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 논문은 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. 제시된 실감책은 크게 세 부분으로 구성된다. 첫째, 실감책을 읽고 있는 사용자의 손가락의 위치, 시선과 같은 사용자의 움직임을 추적하고 책의 크기, 페이지 등을 인식하는 센서가 부착된 센싱 부; 둘째, 장비에 따라 적용 가능한 촉감 속성, 물체의 움직임에 따라 적용할 수 있는 촉감 속성등 다양한 촉감콘텐츠의 속성을 저작하고 편집하는 소프트웨어 부; 마지막으로 사용자에게 저작된 실감 콘텐츠를 사용자가 쉽고 직관적으로 체험하게 하기 위한 디스플레이부로 구성된다. 여기서 디스플레이 부는 세부적으로 시청각 콘텐츠를 전달하는 시청각 디스플레이 부와 역촉감 콘텐츠를 전달하는 역촉감 디스플레이부로 구성된다. 본 논문에서는 또한 실감책 촉감 저작도구를 사용하여 제시할 수 있는 다양한 촉감을 중고등학교 교육과정에서 배우는 과학 이론에 적용하여 과학 실험시 경험할 수 있는 다양한 역/촉감을 전달하는 몇 가지 시나리오를 예시하였다.

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Study of the Usability Factors of Remote Controllers for Multifunction A/V Appliances (다기능 A/V제품 리모컨의 사용성 결정 인자에 관한 연구)

  • Yi, Sang-Sun
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.201-210
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    • 2005
  • In order to develop a more useful and ergonomically attractive remote controller, I peformed experiments with various subjects to define factors that may obstruct the usability of remote controllers for multifunction A/V appliances. I also performed the experiments to evaluate other factors that were created to improve the usability of them, and showed that remote controllers with the improved factors are more efficient and more attractive to use. I analyzed about 40 types of remote controllers for various A/V appliances to understand impediment factors of usability. By this analysis I found the factors that affected the usability of them, and developed three types of improved remote controllers for the next version of $Play@TV^{TM}$ also set the subjects with the task of usability tests with an existing remote controller and the three newly chosen remote controllers, and those results were analyzed qualitatively and quantitatively. The results showed that the 'B type' remote controller took less time to perform the same tasks by 9.2% than the existing remote controller. I concluded that the usability factors of remote controllers - function receptivity, presentation of a tactile clue, reasonable size and weight, how to arrange the main buttons, grouping of related functions - will be useful and effective to improve the usability of A/V appliances.

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The Development of Strategy for Educational Program and Curriculum Based on Understanding New Design Paradigm of Future Knowledge-Information Age (미래 지식정보시대의 새로운 디자인 패러다임 구조파악과 교육프로그램 전략 및 커리큘럼 개발에 관한 연구)

  • 민경우;이순종;이건표
    • Archives of design research
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    • v.15 no.1
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    • pp.399-406
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    • 2002
  • There have been diverse discourses arguing that new design has been emerging in the 21 st century. However, there have been very few trials to identify systematically the characteristics_of new design paradigm and to develop new design educational program based on them. Thus, this paper aims at development of strategy of new design educational program according to the characteristics of new design paradigm. At first, design is viewed as part of 'culture'and the structure of culture is identified: 'Artifact', 'Value', and 'Basic Assumptions'. Similarly, design is found to comprise of three fundamental attributes: 'Function', 'Aesthetics','Symbolic'. These levels are shown to be in the relation of mutually recycling influences. These structural framework is used to understand the design methods and qualification of designers over the development of design paradigms: vernacular design, machine age, and information-knowledge age. The result leads the list of requirements of new educational design program: 'Human-Centered','Situation-Based','User-Participatory', and 'Intangible'. The model of strategy of new educational design program is developed and proposed.

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A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

A Study of Language on the Korean's Color-Image (한국인의 색채 이미지 언어에 관한 연구)

  • 박연선
    • Archives of design research
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    • v.11 no.3
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    • pp.17-23
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    • 1998
  • It is very necessary and important that color image language is given to each coloring to highten efficiency on applying color scheme. For that in this research, literature cited and survey are carried out to select languages on the Korean's color-image connected with color scheme at the same time, and I did my best to objectify the subjective color image through verifying related experts. As the result of research, I classified the color image into 14 categories; A. energy or dinamic, B. harmony, C. order, D. style and fashion, E. mystery, F. Practicalty, G. dignity, H. gorgeousness, I. the sense of sight, touch, taste, hearing, J. complexity, K. sexuality and growth, L. standard, M. static and lyricism, N. simplicity to promote user's usefulness. For the user's convenience on color plan, the work to propose color scheme concided with the selected color-image languages is deferred till the follow-up research.

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A Study of Walking Guide for the Blind by Tactile Display (촉각제시에 의한 시각장애인 보행안내에 관한 연구)

  • Yoon, Myoung-Jong;Kang, Jeong-Ho;Yu, Kee-Ho
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.8
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    • pp.783-789
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    • 2007
  • In this paper, firstly, we propose a generating method of the 3-D obstacle map using ultrasonic sensors. Secondly, we try to find the necessary stimulation conditions of compact tactile display device for effective transfer of obstacle information. The final goal of this research is the development of a walking guide system for the blind to walk safely. The walking guide system consists of a guide vehicle for the obstacle detection and a tactile display device for the transfer of the obstacle information. The guide vehicle, located in front of the walking blind, detects the obstacle using ultrasonic sensors. The processed information makes an obstacle map and transmits safe path and emergency situation to the blind by the tactile display. 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 concept of a walking guide system with tactile display is introduced, and experiments of 3-D obstacle detection and tactile perception are carried out and analyzed.

A Study of Language on the Korean's Color-Image (한국인의 색채 이미지 언어에 관한 연구)

  • 박연선
    • Archives of design research
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    • v.12 no.1
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    • pp.75-82
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    • 1999
  • It is very necessary and important that color image language is given to each coloring to highten efficiency on applying color scheme. For that in this research, literature cited and survey are carried out to select languages on the Korean's color-image connected with color scheme at the same time, and I did my best to objectify the subjective color image through verifying related experts. As the result of research, I classified the color image into 14 categories; A. energy or dinamic, B. harmony, C. order, D. style and fashion, E. mystery, F. Practically, G. dignity, H, gorgeousness, I. the sense of sight, touch, taste, hearing, J, complexity, K. sexuality and growth, L. standard, M. static and lyricism, N, simplicity to promote user's usefulness. For the user's convenience on color plan, the work to propose odor scheme concided with the selected color-image languages is deferred till the follow-up research.

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Wearable Tactile Display Based on Soft Actuator (유연한 구동기를 이용한 착용 가능한 촉각 제시 장치 개발)

  • Koo, Ig-Mo;Jung, Kwang-Mok;Park, Jong-Kil;Koo, Ja-Choon;Lee, Young-Kwan;Nam, Jae-Do;Choi, Hyouk-Ryeol
    • The Journal of Korea Robotics Society
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    • v.1 no.1
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    • pp.89-101
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    • 2006
  • Tactile sensation is one of the most important sensory functions for human perception of objects. Recently, there have been many technical challenges in the field of tactile display as well as tactile sensing. In this paper, we propose an innovative tactile display device based on soft actuator technology with ElectroActive Polymer(EAP). This device offers advantageous features over existing devices with respect to intrinsic flexibility, softness, ease of fabrication and miniaturization, high power density, and cost effectiveness. In particular, it can be adapted to various geometric configurations because it possesses structural flexibility, so it can be worn on any part of the human body such as finger, palm, and arm etc. It can be extensively applied as a wearable tactile display, a Braille device for the visually disabled, and a human interface in the future. A new design of the flexible actuator is proposed and its basic operational principles are discussed. In addition, a wearable tactile display device with $4{\times}5$ actuator array(20 actuator cells) is developed and its effectiveness is confirmed.

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Research on the Emotional Expression of Synesthesia through STEAM Education Program (융합인재교육(STEAM) 프로그램을 통해 배우는 공감각의 감성적 표현 연구)

  • Lee, Jin;Lee, Seungyon-Seny
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.448-454
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    • 2013
  • This paper proposes a methodology of expanding the mind in multi-disciplinary ways through STEAM education program based on science and art. The paper aims at analyzing both the analog- an digital-based emotional expressions experienced by students. Students use digital visualization technology using linguistic tool as well as sense of vision, hearing and touching. This is a STEAM education program designed for high school students and called "Kandinsky, Drawing the Sound". Kandinsky was a prominent proponent of synesthesia and through his artwork, students can learn how to express and develop synesthetic senses. Through this STEAM program, students are empowered to express diverse emotions reconstructed through plays, stories and synesthesia.

Devlopment of wearable and liked apps to improve chewing movement of children with developmental disabilities (발달장애 아동의 저작(씹는)운동 개선을 위한 웨어러블 및 연동 앱 개발)

  • Su-In Cha;Young-Min Go;Soo-Yong Choi;Jin-Young Kim;Jin-Young Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.988-989
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    • 2023
  • 본 논문에서는 발달장애 아동의 교육 및 치료에 있어서 감각, 인지훈련을 효과적으로 할 수 있는 웨어러블 기기 및 연동앱을 제시한다. 이를 위해 임베디드 하드웨어를 개발하고 이와 연동할 수 있는 앱, 앱 내 게이미피케이컨텐츠, 학습 내용 및 결과 리포트를 개발했다. 발달장애 아동의 특성을 고려한 하드웨어는 유아 친화적 디자인으로 설계해 아동이 쉽게 착용 가능하며, 주의집중을 위한 감각 훈련을 집중적으로 할 수 있도록 시각, 촉각 등의 자극 촉구 행동을 유도하며, 반복적 교육으로 인한 개선 효과를 제공한다. 개발한 기기 및 연동앱을 직접 교육현장에 적용해봄으로써 주의집중과 저작능력 향상을 위한 센터에서의 지속적인 실사용 가능성을 제고했다.