• Title/Summary/Keyword: Glove

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Performance Enhancement of A Massive Scientific Data Visualization System on Virtual Reality Environment by Using Data Locality (Data Locality를 활용한 VR환경에서의 대용량 데이터 가시화 시스템의 성능 개선)

  • Lee, Se-Hoon;Kim, Min-Ah;Lee, Joong-Yeon;Hur, Young-Ju
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.284-287
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    • 2012
  • GLOVE(GLObal Virtual reality visualization Environment for scientific simulation)는 컴퓨팅 자원의 성능 향상으로 데이터 양이 급속히 증가한 응용 과학과 전산 시뮬레이션 분야의 대용량 과학 데이터를 효율적으로 가시화하여 분석하기 위한 도구이다. GLOVE의 데이터 관리자인 GDM(GLOVE Data Manager)은 대용량 데이터의 분산 병렬 가시화를 위해 분산 공유 메모리를 제공하는 GA(Global Array)를 이용해 테라 바이트 단위의 데이터를 실시간으로 처리한다. 그러나 대용량 과학 데이터를 가시화 하는 과정에서 기존의 Data Locality를 고려하지 않은 데이터 접근 방식으로 인한 성능 저하를 확인했다. 본 논문은 기존 GLOVE에서 발견한 성능 저하 현상을 밝히고, 이에 대한 해결 방법을 제시한다.

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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Study on Wireless Control of a Board Robot Using a Sensing Glove (장갑 센서를 이용한 보드로봇의 무선제어 연구)

  • Ryu, Jaemyung;Kim, Dong Hun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.4
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    • pp.341-347
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    • 2013
  • This study presents the remote control of a board robot using a Sensing glove based on Bluetooth communication. The board robot is a kind of riding robot controlled by an user. The user wears the proposed remote glove controller, and changes a direction of the robot by different kinds of finger actions. Bluetooth is used for wireless communication between the board robot and its user. CdS cell Sensors and a LED in the glove are used for recognition of a number of finger actions, which are measured as analog signals. The finger actions have five commands ('1'right '2'neutrality '3'left '4'operation '5'stop), which are transmitted from the user to the board robot through Bluetooth communication. Experimental results show that proposed a Sensing glove can effectively control the board robot.

The Motion Analysis of the limited Wrist Joint During Dart-Throwing Motion by Using Infrared Camera (적외선카메라를 이용한 다트던지기 운동에서의 제한된 손목관절 움직임 분석)

  • Park, Chan-Soo;Park, Jong-Il;Kim, Kwang Gi;Jang, Ik-Gyu;Kim, Tae-Yun;Lee, Sang lim;Baek, Goo Hyun
    • Journal of Biomedical Engineering Research
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    • v.34 no.2
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    • pp.55-62
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    • 2013
  • Wrist joints consist of irregularly shaped carpal bones and other complicated structures. Thus, evaluating the motion of a wrist joint is a challenging task. In this study, we used an infrared camera to perform a kinematic analysis of a dart-throwing motion. We measured the difference between the movement of a normal wrist and constrained wrist (wrist with a wrist glove) in the dart-throwing motion with thirty six healthy participants. We measured the ulna flexion - radial extension motion using the attached passive marker and analyzed it using Polygon software and SPSS. The pitch and yaw motions with a glove was bigger than the ones without a glove by 20 and 15 degrees, respectively. On the other hand, the roll motion without a glove was bigger than the one with a glove by 7 degree. Wilcoxon signed rank test (p<0.05) confirmed that there are significant differences between the motion with and without a glove. It was found that the magnitude of the pitch and yaw motion with a constrained wrist joint toward radial extension in dart-throwing motion is smaller than the one with a normal wrist joint. However, a normal wrist joint showed a bigger movement in the roll direction.

GLOVE: Distributed Shared Memory Based Parallel Visualization Tool for Massive Scientific Dataset (GLOVE: 대용량 과학 데이터를 위한 분산공유메모리 기반 병렬 가시화 도구)

  • Lee, Joong-Youn;Kim, Min Ah;Lee, Sehoon;Hur, Young Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.6
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    • pp.273-282
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    • 2016
  • Visualization tool can be divided by three components - data I/O, visual transformation and interactive rendering. In this paper, we present requirements of three major components on visualization tools for massive scientific dataset and propose strategies to develop the tool which satisfies those requirements. In particular, we present how to utilize open source softwares to efficiently realize our goal. Furthermore, we also study the way to combine several open source softwares which are separately made to produce a single visualization software and optimize it for realtime visualization of massiv espatio-temporal scientific dataset. Finally, we propose a distributed shared memory based scientific visualization tool which is called "GLOVE". We present a performance comparison among GLOVE and well known open source visualization tools such as ParaView and VisIt.

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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An instrumented Glove for Grasp specification in virtual reality based point-and-direct telerobotics

  • Yun, Myung-Hwan;Cannon, David;Freivalds, Andris
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.141-146
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    • 1996
  • Hand posture and force, which define aspects of the way an object is grasped, are features of robotics manipulation. A means for specifying these grasping "flavors" has been developed that uses an instrumented glove equipped with joint and force sensors. The new grasp specification system is being used at the Pennsylvania State University (Penn State) in a Virtual Reality based Point-and-Direct(VR-PAD) robotics implementation. In the Computer Integrated Manufacturing (CIM) Laboratory at Penn State, hand posture and force data were collected for manipulating bricks and other items that require varying amounts of force at multiple pressure points. The feasibility of measuring desired grasp characteristics was demonstrated for a modified Cyberglove impregnated with FSR (Force Sensitive Resistor) pressure sensors in the fingertips. A joint/force model relating the parameters of finger articulation and pressure to various lifting tasks was validated for the instrumented "wired" glove. Operators using such a modified glove may ultimately be able to configure robot grasping tasks in environments involving hazardous waste remediation, flexible manufacturing, space operations and other flexible robotics applications. In each case, the VR-PAD approach improved the computational and delay problems of real-time multiple-degree-of-freedom force feedback telemanipulation.ck telemanipulation.

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Electronic Music Glove Using Sound Card (사운드 카드를 이용한 전자 음악 장갑)

  • 정의필;이창원
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.2
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    • pp.128-133
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    • 2002
  • We developed a electronic music glove (BMG) system that plays musical scores in real time processing. The EMG system interfaces with the signal coming from the controller to the sound card in the computer, The computer, according to the status of the fingers and foot switches, generates the sound signals and sends them to the speaker systems through the application C++ program and MIDI message. The EMG systems control the velocity and duration of sound and several musical performance expressions such as chorus, reverberation, rhythm, and volume. Finally, we implemented the digital drum set using: the EMG system as example.

Automatic Hand Measurement System from 2D Hand Image for Customized Glove Production

  • Han, Hyun Sook;Park, Chang Kyu
    • Fashion & Textile Research Journal
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    • v.18 no.4
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    • pp.468-476
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    • 2016
  • Recent advancements in optics technology enable us to realize fast scans of hands using two-dimensional (2D) image scanners. In this paper, we propose an automatic hand measurement system using 2D image scanners for customized glove production. To develop the automatic hand measurement system, firstly hand scanning devices has been constructed. The devices are designed to block external lights and have user interface to guide hand posture during scanning. After hands are scanned, hand contour is extracted using binary image processing, noise elimination and outline tracing. And then, 19 hand landmarks are automatically detected using an automatic hand landmark detection algorithm based on geometric feature analysis. Then, automatic hand measurement program is executed based on the automatically extracted landmarks and measurement algorithms. The automatic hand measurement algorithms have been developed for 18 hand measurements required for custom-made glove pattern making. The program has been coded using the C++ programming language. We have implemented experiments to demonstrate the validity of the system using 11 subjects (8 males, 3 females) by comparing automatic 2D scan measurements with manual measurements. The result shows that the automatic 2D scan measurements are acceptable in the customized glove making industry. Our evaluation results confirm its effectiveness and robustness.

Effects of Immersive Virtual Reality Intervention on Upper Extremity Function in Post-Stroke Patients (몰입형 가상현실 프로그램 Rapael Smart Glove가 뇌졸중 환자의 상지기능에 미치는 영향)

  • Bae, Wonjin;Kam, Kyungyoon
    • Journal of The Korean Society of Integrative Medicine
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    • v.5 no.3
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    • pp.1-9
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    • 2017
  • Purpose: The purpose of this study was to investigate the effects of an immersive, virtual reality-based exercise program on range of motion and dexterity in the upper extremities of stroke patients. Methods: Fifteen patients with hemiparesis after stroke participated in this study. The participants participated in Rapael Semart GloveTM, an immersive, virtual reality-based exercise program, performed for 30 minutes-, 3 times per week for 4 weeks. The Rapael Smart GloveTM program and a Box and Block Test (BBT) were used to measure range of motion and to assess dexterity, respectively, pre-and post-intervention. Results: Range of motion in pronation and supination of the forearm and flexion, extension, and ulnar deviation of the wrist improved after the intervention. Dexterity measured by BBT also improved. However, range of motion in flexion and extension of the fingers and radial deviation of the wrist did not improve. Conclusion: This study presents the effects of an immersive, virtual reality-based exercise program on hand function. In the future, a study comparing an immersive, virtual reality- based exercise program to other upper-extremity interventions for stroke patients should be conducted. A study about the effects of an immersive virtual reality program on activities of daily living is also needed.