• Title/Summary/Keyword: CyberGlove

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A Usability Evaluation of VR Go-Game using CyberGlove (CyberGlove를 이용한 VR 바둑 게임의 사용성 평가)

  • Lee, Jae-Jin;Kim, Jeong-Sik;Choi, Soo-Mi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.819-822
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    • 2004
  • 본 논문에서는 가상환경에서의 바둑 게임을 위하여 CyberGlove와 트랙킹 장비를 이용한 사용자 인터페이스를 구축하고 이의 사용성을 평가하였다. 먼저 바둑 게임을 위한 3차원 객체들을 생성한 후, WorldTookit을 이용하여 가상환경을 구축하였다. 그리고 트래킹 리시버가 부착된 CyberGlove를 끼고 바둑함으로부터 "바둑알 집기"와 바둑판 위의 화점에 "바둑알 두기"를 통해 가상환경에 익숙치 않은 사용자들을 대상으로 인터페이스의 사용성을 평가하였다. 실험 결과 현실 세계와 같이 손과 손가락을 움직여 바둑을 두는데 매우 흥미로와 했고, 사용자의 2가지 뷰에 따라 실험한 결과 직교 top 뷰에서의 정확도가 대각 원근 뷰 보다 높게 나타났다. 또한 주변 화점에 바둑알을 둘때의 정확도가 현저히 저하됨을 알 수 있었다. 장기간 사용시 불편함 호소 등 해결해야할 문제가 있음에도 불구하고 가상현실 인터페이스는 보다 몰입적이고 현실감 있는 게임을 위해 필요한 요소임을 확인할 수 있었다.

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Manufacturing Micrometer Scale Structures by an Optical Tweezers System Controlled by CyberGlove (가상장갑으로 제어되는 광핀셋 시스템을 이용한 마이크로 구조물의 제작)

  • Park, I.Y.;Lee, J.H.;Lee, Y.G.
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.4
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    • pp.298-307
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    • 2007
  • In recent years, researchers are actively investigating new methods that are applicable for manufacturing micrometer to nanometer scale structures. Among them, optical tweezers that can manipulate microscopic objects using a laser is receiving one of the key attentions. Optical tweezers have been used actively in the field of science. For example, for measuring mechanical characteristics in the scale of piconewtons or for manipulating and sorting large numbers of particles, bacteria, cells. etc. However, little works have been reported for "manufacturing" objects. In this paper, we present a new method for manufacturing micrometer scale structures using micrometer scale biotin coated polystyrene particles. Particles will be controlled with a user interface that utilizes a CyberGlove and glued together by the bonding force between biotin and streptavidin.

Evaluation of manual workload in repetitive wrist and finger motion (반복적인 손목 및 손가락 작업에서의 수작업 부하 평가)

  • Gwon, O-Chae;Yun, Myeong-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.2
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    • pp.103-120
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    • 1999
  • The purpose of this study was to evaluate the manual workload in repetitive wrist and finger motion. To evaluate manual workload, angular displacement of the joint, EMG of the muscle and subjective rating were studied. Both wrist motion and finger motion were studied. A screw-driving task was used for the wrist motion experiment. A keyboard typing task was used for the finger motion experiment. All finger joint angles and wrist angles were measured by an angle-measuring glove($CyberGlove^{TM}$, Virtual Technologies, Inc.). Surface EMG was recorded from FCU muscle and FDS muscle simultaneously with the angle measurement. Subjective ratings of exertion were also recorded using the modified Borg's CR-10 scale. Repetition rates of 0.5, 1, 2 motions per second were used with each task. As a result, manual workload increased with increasing repetitiveness. Peak spectral magnitude and frequency components corresponded closely with joint angular displacement amplitudes and repetition rates. Results of the correlation analysis showed that there were significant correlation among EMG, frequency-weighted motion and subjective measurement. Both EMG and frequency-weighted filtering showed consistent workload estimation with increasing task frequency. Subjective ratings showed slight over-estimation of the workload as the task frequency is increased.

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Development of the Virtual Reality Main Control Room for Ulchin Unit 3,4 Nuclear Power Plant Simulator (울진 표준형원전 시뮬레이터를 위한 강의실용 가상주제어실 교육훈련 시스템 개발)

  • 홍진혁
    • Proceedings of the Korea Society for Energy Engineering kosee Conference
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    • 2003.05a
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    • pp.437-443
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    • 2003
  • 전범위 복제형 시뮬레이터에 의해 이루어진 원자력 및 화력발전소에서의 운전원교육은 훈련원에게 실제 발전소 주제어실에서 운전한다는 인식을 시켜 실제감을 느끼게 한다는 면에서 장점이 있으나, 막대한 하드웨어 개발비용과 또한 동일 장소에 훈련원들이 모여야 한다는 공간적인 제약성을 가지고 있다. 이에 전력연구원은 3차원 웹기술을 접목하여 가상으로 주제어실을 개발하여 네트워크를 통하여 하나의 사이버 공간에서 공동으로 하나의 작업을 수행케 하는 Collaboration 기능을 탑재한 강의실용 가상주제어실 교육훈련 시스템(VRMCR : Virtual Reality Main Control Room)을 개발하였다. VRMCR은 3차원 웹(Web) 기술을 적용하여 공간을 이동하면서 버튼, 계기판, 경보판 등의 형상을 파악할 수 있으며, 주요 계기들은 시뮬레이터와 연동되어 있어서 특정 스위치를 조작하면 경보판의 울림, 계기판의 변화 등을 감지할 수 있도록 개발하였다. 또한 교육생들이 하나의 팀을 구성하여 네트워크상의 자신의 컴퓨터에서 각종계기의 조작 및 문제 상황 대처 방법을 학습할 수 있을 뿐 아니라, Cyber Glove, HMD 둥의 가상현실 장비를 이용하여 사용자로 하여금 한층 더 몰입감을 느낄 수 있도록 하였다.

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Correlation analysis of finger movements in dynamic hand grasping (잡기 동작에서 손가락 동작의 상관관계 분석)

  • Ryu, Tae-Beom;Yun, Myeong-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.20 no.3
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    • pp.11-25
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    • 2001
  • AS human movements have the inherent property of anticipating target and can be coordinated to realize a given schedule, finger movements have stereotyped patterns during hand grasping. Finger movements have been studied in the past to find out the coordination pattern of hand joint angular movement. These studies analyzed only a few finger joints for a limited number of hand postures. This study investigated fourteen joint angles during eight hand-grasping motions to analyze the angular correlations between finger joints and to suggest motion factors which represent hand grasping. Hand grasping motions including forward arm motion were examined in ten healthy volunteers. Eight objects were used to represent real hand grasping tasks. $CyberGlove^{TM}$ and $Fasreack^{TM}$ measured hand joint angles and wrist origin. Joint angle correlations between PIJ(proximal interphalangeal joint) and MPJ(metacarpophalangeal joint) at one finger, between neighboring PIJs and MPJs were four factors related to the fast phase of hand grasping motions and eight factors related to the slow phase of hand grasping motions.

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Implementation of Real-time Recognition System for Continuous Korean Sign Language(KSL) mixed with Korean Manual Alphabet(KMA) (지문자를 포함한 연속된 한글 수화의 실시간 인식 시스템 구현)

  • Lee, Chan-Su;Kim, Jong-Sung;Park, Gyu-Tae;Jang, Won;Bien, Zeung-Nam
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.6
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    • pp.76-87
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    • 1998
  • This paper deals with a system which recognizes dynmic hand gestures, Korean Sign Language(KSL), mixed with static hand gesture, Korean Manual Alphabet(KMA), continuously. Recognition of continuous hand gestures is very difficult for lack of explicit tokens indicating beginning and ending of signs and for complexity of each gesture. In this paper, state automata is used for segmenting sequential signs into individual ones, and basic elements of KSL and KMA, which consist of 14 hand directions, 23 hand postures and 14 hand orientations are used for recognition of complex gestures under consideration of expandability. Using a pair of CyberGlove and Polhemus sensor, this system recognizes 131 Korean signs and 31 KMA's in real-time with recognition rate 94.3% for KSL excluding no recognition case and 96.7% for KMA.

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