• 제목/요약/키워드: Feel touch

검색결과 78건 처리시간 0.021초

가상환경에서 힘 반영 촉각장치를 이용한 소형 원격조정 시스템 (Mini-Teleoperation system with a Force-Feedback Haptic Interface within a Virtual Environment)

  • 김대현;김영동;이현의
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 1998년도 전력전자학술대회 논문집
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    • pp.116-122
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    • 1998
  • This Paper presents some of challenges of creating feedback force, through manipulation of master manipulator, allowing the user to feel objects within a virtual environment. A sense of touch for the virtual environment. A sense of touch for the virtual environments was generated by a virtual compliance control method. In theis system data communication between the master and slave, we used TCP protocol. In the experiments. A position error between the master and slave arm was about $13.56^{\circ}$ in case that the master and slave arm had not compliance properties of the virtual object, while they have the its properties the position error reduced by $2.43^{\circ}$.

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Sense Hardware Backup Algorism of 3D Game Engine

  • Aamisepp, Henrik;Nilsson, Daniel
    • 한국정보컨버전스학회:학술대회논문집
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    • 한국정보컨버전스학회 2008년도 International conference on information convergence
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    • pp.125-128
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    • 2008
  • The aim this master thesis is to find out if is possible to Integrate haptic hardware support in the source 3D game engine Crystal Space. Integrating haptic support would make it possible to get a haptic representation of 3D geometry in Crystal Space and therefore take advantage of all the benefits a 3D game engine provides, when building haptic applications, An implementation of the support should be as low-cost as Possible by taking advantage of available source haptic API alternatives. The thesis report presents an evaluation of available haptic APIs and comes up with a design and an implementation. The solution has been implemented as a Crystal Space plugin by using modified parts of the e-Touch open module API. The plugin makes it possible to utilize the Phantom haptic device to touch and feel the 3D environments in a Crystal Space application. Two demo applications have also been constructed to show the capabilities of the plugin.

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두개 천골치료(Cranio Sacral Therapy)에 대한 고찰 (Review of the Craniao Sacral Therapy)

  • 박경리
    • The Journal of Korean Physical Therapy
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    • 제15권4호
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    • pp.129-139
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    • 2003
  • Cranio sacral therapy is a refinend and subtle type of osteopathic treatment that encourages the realease of stresses and tentions throughout the body, including the head. Cranio sacral therapy is trained to feel a very subtle, rhythmical shape change that is present in all tissue. This is called Involuntary Motion or Cranial Rhythm. The movement is of very small amplitude therefore it takes practitioners with a very finely developed sense of touch to feel it. This Rhythm was first described in the early 1900's by Dr. William G. Sutherland and its existence was confirmed in laboratory tests in the 1960's and 1970's. Tension in the body disrupts the cranial rhythm. This shows them what stresses and strains your body is under a present and what tentions it may be carrying as a result of its past history.

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플라스틱 아이콘 형상의 손가락 촉지각률 향상을 위한 설계 가이드 (Design guides for enhancing finger tactile recognition of plastic icon shapes)

  • 김헌;이원영
    • Design & Manufacturing
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    • 제6권2호
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    • pp.59-63
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    • 2012
  • In various industries, tactile recognition has been one of the important ways in displaying information because peoples like to touch and feel. Especially, how much the tactile information is efficiently recognizable is crucial for visually impaired persons in their daily lifes. However, existing design guidelines are insufficient to lead good tactile recognition. In this study, an experiment was performed to investigate proper tactile shapes (relievo / intaglio vs. filled / unfilled), sizes and depths for efficient tactile recognition. Moreover, this study scrutinized whether the recognition speed or error was varied depending on the type of displayed symbols (open vs. closed types) in tactile. The experimental results revealed that the 'relieve-filled' shape type was more rapidly recognizable than the other shapes, and the 'closed' type symbols (e.g., ${\square }$. ${\bigcirc}$) were more robustly recognizable than the 'open' type symbols (e.g, +, ^). Several design guidelines were presented based on the results. These guidelines can be applied to the design of tactile buttons in the devices that users should control them without visual attention, such as car steering wheels or MP3 players.

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UV조사 처리한 PET의 역학적 특성변화와 감성평가 (The physiological properties and sensibility of PET irradiated by ultraviolet rays)

  • 최혜영;이정순
    • 한국생활과학회지
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    • 제15권2호
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    • pp.275-281
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    • 2006
  • The purpose of this study is to investigate hand and sensibility of PET treated by Ultra-Violet (UV). The 4-channel PET knit fabric was treated by a self-made UV instrument in 5cm distance with different time frames-0min, 30min, and 90min. For hand evaluation, mechanical properties were measured by the KES-FB system. The environmental condition was controlled at 29$^{\circ}C$, 75% (R.H.)-summer standard climate. Twenty female students evaluated 'roughness', 'smoothness', 'wetness', 'stiffness', 'coolness', 'touch', 'preference', and 'comfort'. The outcomes of the experiment are as follows: The surface roughness of mechanical properties showed significant differences and the value of PET irradiated by UV for 90min was highest. The order of primary hand value such as NUMERI and FUKURAMI was in a following order-Untreated > 30min treated > 90min treated. Total hand value showed that PET irradiated by UV for 90min was appropriate for using summer fabric. The results of subjective sensibility were that the untreated and 30min treated PET were recognized as similar and had a good evaluation on 'comfort', 'preference' and 'the sense of touch'. This consequence disagreed with total hand value, because it was considered that subjects' hand sensibility was dependent on the feel of smoothness.

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Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • 대한인간공학회지
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    • 제31권4호
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

사용자 감성과 설계변수 특성에 기반한 자동차 Crash Pad의 고급감 모형 개발 (Development of Luxuriousness Models for Automobile Crash Pad based onSubjective and Objective Material Characteristics)

  • 반상우;윤명환;이철;이주환
    • 대한인간공학회지
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    • 제25권2호
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    • pp.187-196
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    • 2006
  • This study aims to develop luxuriousness models based on both users' subjective feelings and objective material characteristics of automobile crash pad using Kansei engineering approach. Based on the results of literature survey and FGI, 12 Kansei variables describing look-and-feel and touch feel and crash pad design variables were extracted for systematically developing both a conceptual model of luxuriousness and a questionnaire for Kansei evaluation. A total of 41 various crash pad samples and 60 participants(customers: 30, designers: 30) were employed to evaluate the crash pad samples using the questionnaire with 9-point semantic differential scale and 100-point modified magnitude estimate scale. Based on the survey results, luxuriousness models were developed by using regression and quantification I method. In addition, they were compared and contrasted with respect to the relative importance of Kansei variables. Consequently, the developed luxurious model could suggest the preferred combination of material properties of crash pad.

몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발 (Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents)

  • 송은지
    • 한국정보통신학회논문지
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    • 제25권6호
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    • pp.807-812
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    • 2021
  • 가상현실 콘텐츠 개발은 현실 세계처럼 체험하는 것이 목적이다. 몰입감과 상호 작용은 콘텐츠를 실제처럼 경험하기 위해 매우 중요한 요소이다. 사용자와 상호 작용하여 실제처럼 체험할 수 있으려면 인간의 오감을 느낄 수 있도록 하는 입·출력 장치가 필요하다. 다양한 입·출력 디바이스 중에 가상현실에서는 시각과 청각을 자극하는 장치가 가장 대표적이다. 최근에 보다 실제와 같은 체험을 위해 촉각을 자극하는 슈트와 장갑이 출시되고 있지만, 기술적 한계로 실제 콘텐츠에 적용되는 사례는 많지 않다. 본 논문에서는 가상 세계에서 손의 움직임과 터치를 감지 할 수 있는 가상현실 장갑을 분석한다. 분석을 바탕으로 기존 가상현실 장갑에 사용 된 피드백 방식의 진동을 이용하여 UI/ UX를 개선하고 촉각으로 VR(Virtual Reality) 객체와의 충돌의 강도를 감지할 수 있는 알고리즘을 제안한다. 또한 알고리즘을 통해 구현 된 시스템을 실제 사례에 적용하고 검증한다.

2000년 이후 패션 디자인에 나타난 라틴 아메리카 문화 (The Latin American Culture in Fashion Designs in 2000's)

  • 최호정
    • 복식
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    • 제57권4호
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    • pp.159-172
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    • 2007
  • For the study on the Latin American culture reflected in fashion designs since 2000, the applications of Latin American culture shown in the four major collections from 2000 S/S to 2005 F/W (110 pieces) and some African designers' collections (157 pieces) have been analyzed and compared in three categories - forms, patterns and accessories. First, in the formal application of traditional clothes, the traditional elements of Indio culture are utilized in both the four major collections (76.8%) and the Latin American designers' collection (77.1%). Quechquemitl, the traditional Indio clothes are utilized in various forms in the four major collections, while the Latin American designers adopt various forms of traditional clothes, such as quechquemitl, camisa and pollera. Second, in the textile design, the patterns from Indio's traditional textile design are utilized in both the four major collections (68.7%) and the Latin American designers's collections (5.6%). The remarkable difference between the Latin American designers and the western designers is that the former like to mix the simple and primitive Indio culture with the colorful Iberian culture, and to utilize various patterns of feather, which is an important symbol in the traditional culture, expressing tradition in the modern touch. On the other hand, the western designers change the primitive and handcraft feel of Indio patterns into colorful ones, or mix the colorful Spanish-style flower patterns with primitive and passionate feel. Third, simple and handcraft feel of Indio accessories are utilized in modern fashion in both the four major collections and the Latin American designers' collections. The most remarkable difference between the two group of designers' collections is that various feather patterns are used in Latin American designers' collection, while the accessories reminding of relics of Maya and Inca are widely used in the four major collections.

국립공원내의 환경오염행위 관리를 위한 Communication정책의 효 과 -미국 Carlsbad Caverns 국립공원의 사례를 중심으로- (Effects of Communication Strategies for Managing Depreciative Behavior in Carlsbad Caverns National Park)

  • 김용근
    • 한국조경학회지
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    • 제19권2호
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    • pp.32-40
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    • 1991
  • Damage to natural resources from inappropriate visitor behavior is a problem faced by National Park management. Based on the data gathered by personal interview and mail questionnaire, this study examines the effects of communication strategies to reduce depreciative behavior in Carlsbad Caverns National Park. One-quarter of Carlsbad Caverns visitors indicates that they have noticed damage to cave formation during their tour. Almost 38% of visitors say that they have witnessed someone touch a formation inside the Caverns. This is a relatively high percentage compared with other depreciative behavior research to refrain from "tattling" on fellow visitors. Two-thirds of the respondents recalls touching formation replicas before entering the Cavern, while almost all visitors (97.9%) say that they have heard the ranger's talk about not touching formation or leaving the trail. Visitors feel that the ranger's talk is more effective in reducing depreciative behavior than the formation replicas, although at least three-fourths of all respondents believes both techniques are effective.

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