• Title/Summary/Keyword: Feel touch

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A Study on the Users' Awareness of Waterfront in Japan - Focusing on Yokohama Minatomirai21 area - (일본 워터프런트 공간에 있어서 수변공간의식에 대한 연구 ~요코하마 미나토미라이21지구를 대상으로~)

  • Kon, Masayuki;Lee, Myung-Kwon;Yang, Dong-Cheon
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2012.06a
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    • pp.7-8
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    • 2012
  • Using a questionnaire, this study examined the users' consciousness through the human five senses on the waterside space in the district of Minato Mirai 21, Yokohama located in the east of Kanagawa prefecture, which is well known for its waterfront in Japan. Among the users, the results of the questionnaire showed 52.2% of male, and 29.6% accounted for people in their twenties as the dominant groups. Out of the nineteen questions regarding the consciousness on the waterside space, 'feel the sea breeze' accounted for 237(78.7%) while 'the sea is visible' accounted for 217(72.1%). Then, the contents of the nineteen questions were re-classified into such seven items as the human five senses(sight, hearing, touch, taste, and smell), activities, and the existence of facilities, discovering the consciousness of the users. The results demonstrated that touch(22.9%) and sight(20.8%) respectively were the most influential items.

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Development of A Haptic Interactive Virtual Exhibition Space (햅틱 상호작용을 제공하는 가상 전시공간 개발)

  • You, Yong-Hee;Cho, Yun-Hye;Choi, Geon-Suk;Sung, Mee-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.412-416
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    • 2007
  • In this paper, we present a haptic virtual exhibition space that allows users to interact with 3D graphic objects not only through the sense of sight but also through the sense of touch. The haptic virtual exhibition space offers users in different places some efficient ways to experience the exhibitions of a virtual musical museum using the basic human senses of perception, such as vision, audition, and touch. Depending on 3D graphic objects, we apply different properties to let those feel realistic. We also provide haptic device based navigation which prevents users from rushing between various interfaces: keyboard and mouse. The haptic virtual museum is based on Client-Server architecture and clients are represented in the 3D space in the form of avatars. In this paper, we mainly discuss the design of the haptic virtual exhibition space in detail and in the end, we provide performance analysis in comparison to other similar applications such as QTVR and VRML).

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

A study on developing color braille system for the blind (시각장애인을 위한 컬러 인식 점자 시스템 개발 연구)

  • Ahn, Jun-Hwan;Lee, Soon-Jong
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.571-581
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    • 2007
  • This Braille System for color recognition was designed for those who have lost eye sight after birth. This system was based on the idea that these people had the understanding of colours before they went blind. So when they touch the braille, they can feel and recognize colours. This system adopted the Munsell's hue circle system which is used worldwide for its simple way of colour identification. It also used some texture to help people in need identify the brightness and saturation of colors. In spite of its simple structure, this system has a range of up to 153 different colours. For a friendly use, minimal changes were made by modifying location and height of dots of the braille system which blind people are already accustomed to. Because of it's simplicity, this colour braille system can be used easily and broadly. I believe that many acquired blind people can feel colour again through using this system and get benefits of social and cultural communication.

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Design Directions of the Housing Cultural Center Based on Experiential Marketing Elements (체험 마케팅 요소를 활용한 주택문화관의 디자인 방향)

  • Kim, Jung-Yoon;Lee, Hyun-Soo;Lee, Ju-Hyun
    • Journal of the Korean housing association
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    • v.18 no.5
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    • pp.113-120
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    • 2007
  • The purpose of this study is an analysis about space of housing cultural center with the marketing based on experience. By changing housing market, housing cultural center is a place to give an information, added value, image of housing. Consumers who experience a housing cultural center have an effect on purchase an apartment. The image of enterprise is important to select commodities to consumers. Today, company's brand image and concept include womanish, worthy and, sensual those. Under these views, housing cultural center should have continuous culture spaces that provide various experiential chance for consumers. The methods of this study are an analysis of brand image, analysis and application of experiential elements for housing cultural center. The results of this study have five parts. First, in Sense part, there are presented the sense of sight, smell and touch include material's color, finishing material, sound and etc. Second, in Feel part, consumers feel friendly and comfortable to brand through synesthesia. And they have a liberal mind about brand. Third, in Think part, consumers can experience a brand's image as a subject of event or space. Forth, in Act part, consumer is acted to scale of a space and aim of exhibition. Finally, in Relation part, consumers can have relation each other who visit Housing cultural center. And they can joint for interchange of information, culture enjoyment. In conclusion, this study has a great value of graft marketing view on the planning of Housing cultural center.

ECG Measurement Method during Sleep with Array of Capacitive Electrodes Attached to Bed (침대에 부착된 용량성 전극 배열을 이용한 수면 중의 심전도 측정)

  • Lim, Y.G.;Kim, K.K.;Park, K.S.;Jeong, D.U.
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.521-524
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    • 2005
  • In order to measure ECG in daily life, a new ECG measurement method on bed was developed. The provided method does not require any direct conductive contact between the instrument and bare skin, so that it does not cause the uncomfortable feel of touch and the possible skin trouble which are typical shortcomings of the conventional conductive contact ECG measurement. The provided method utilized an array of high-input-impedance active electrodes fixed on the mattress and an indirect-skin-contact ground made of a large conductive textile sheet and laid on lower area of the mattress. A thin cotton bedcover covered the mattress, the electrodes, and the conductive textile and subjects lay on the mattress over the bedcover. ECG was obtained successfully. However its signal quality is lower and the motion artifact is larger than direct-contact measurement. Careful measurement setup was needed to reduce the motion artifact originated from variation in static electricity. From the ECG obtained by the provided method, R-peak could be discriminated easily and the information about the position and the posture of the subject could be obtained.

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Soundscapes of Soswaewon Represented in Kim In-Hu's 48 Poems (김인후의 48영에 표상된 소쇄원의 소리풍경)

  • Han, Myung-Ho;Cheon, Deuk-Youm
    • Journal of architectural history
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    • v.24 no.6
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    • pp.21-33
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    • 2015
  • This study aims to rediscover the meaning and value of Soswaewon construction represented in Kim In-Hu's 48 poems on the basis of the concept and idea of soundscape. It classified the landscape resources through the various emotional elements such as the sense of sight, hearing, smell, touch, taste, and warmth described in the 48 poems of Soswaewon, and also interpreted the meaning and value of Soswaewon construction. Appreciating various sounds of Soswaewon, Kim In-Hu understood a sound as an important element of the landscape. Also, he abundantly wrote down the interesting changes of Soswaewon which vary depending on time or seasons. The 48 poems contain the scent and feel of Soswaewon as well as the soundscapes which can be heard with ears. A variety of sounds heard in Soswaewon are the whole senses which are combined with the chill of Soswaewon, the fragrance of trees and the mystery of the mountain, etc, and they mean the wider world much more than the value of physical sounds. Soundscapes of Soswaewon are becoming an emotional space which intactly conveys not only the musical inspiration but also the scent of life to us.

A study on the examples of rattan furniture's applications in Korean residence (국내 주거생활에 나타나는 라탄(Rattan)가구 활용사례 연구)

  • Cho, Sook-Kyung;Kim, Jong-Seo
    • Journal of the Korea Furniture Society
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    • v.18 no.1
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    • pp.70-83
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    • 2007
  • Rattan furniture is strips of cane around the frame that consists of wisteria, bamboo and wood. The materials are originally from Southeast Asia, and the material of domestic Rattan goods is Korean wisteria. Rattan, which is strong and elastic, is often used for craft materials, and it also retains the original feel of the material with great touch. It is beautiful and suitable for expressing curves. It is shiny, light in weight, easy for cleaning and ventilation. Rattan furniture is unique product made by human hands and nature and is an environment friendly well-being furniture. The use examples of these domestic rattan furnitures is condensed as below. First, the materials of rattan product is wisteria, rice straw, bush clover wood, reed and bamboo. Second, the use of rattan product which is made of domestic wisteria is limited to farming equipments and living wares. Third, the materials of rattan furniture differs in domestic made and foreign made product. As is the characteristics of timbers growing in warmer climates of Korea, it has many twist and strong and it is not straight in length so it is hard to manufacture into and use as furniture also it is hard to acquire right size for the material.

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The feature of Microcapsule Involving Ultraviolet Rays Absorbent

  • Ueda, Yuka;Segawa, Akihiro;Murakoshi, Noriyuki;Hayashi, Natsuko;Yoshioka, Masato
    • Proceedings of the SCSK Conference
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    • 2003.09a
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    • pp.417-430
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    • 2003
  • A new method was developed to prepare microcapsules involving hydrophobic components. A totally new "silicone-resin-polypeptide" was used as the wall materials. The polypeptide was made by hydrolysis of collagen and silk protein and so on, and that was combined with silicone. This microcapsule was easily prepared from silicone-resin-polypeptide in water solution. The ratio of encapsulation in the microcapsule was not only high level as 90%, which had never been reached, but also the particle size could be controlled to obtain very small size (average particle size: 2${\mu}{\textrm}{m}$). Moreover, these microcapsules were resistant to high shearing forces and were stable over a long time period. This stable microcapsule was not crushed in pressure with finger spreading, so the core materials hardly touch the skin directly. Application in cosmetics by using microcapsule involving UV absorbents (2-ethylhexy1-4-methoxycinnamate (OMC) and 4-tert-butyl-4' -methoxydibenzoyl-methane (BMDBM)) was examined. It was possible to apply organic UV absorbents in water-rich formulations without any surfactant by using this microcapsule. This formulation demonstrated a good moisturizing and soft skin feel. Therefore, the microcapsule was applied to hair care products. As a result, the sunscreen hair lotion with microcapsule was able to prevent from damaging and decoloring of hair color by UV rays. As just, it was suggested that this microcapsules were be widely applied in cosmetics.cosmetics.

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