• Title/Summary/Keyword: Haptic

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A Haptic Pottery Modeling System Using GPU-Based Circular Sector Element Method (GPU 기반의 부채꼴 요소법을 이용한 햅틱 도자기 모델링 시스템)

  • Lee, Jae-Bong;Han, Gab-Jong;Choi, Seung-Moon
    • Journal of KIISE:Software and Applications
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    • v.37 no.8
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    • pp.611-619
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    • 2010
  • This paper presents an efficient modeling system of virtual pottery in which the user can deform a body of virtual clay with a haptic tool for E-learning. We propose a Circular Sector Element Method (CSEM) which represents the virtual pottery with a set of circular sector elements based on the cylindrical symmetry of pottery. Efficient algorithms for collision detection and response, interactions between adjacent elements, and GPU-based visual-haptic synchronization are designed and implemented for the CSEM. Empirical evaluation showed that the modeling system is computationally efficient with finer details and provides convincing model deformation and force feedback. The developed system, if combined with educational contents, is expected to be used as an effective E-learning platform for elementary school students.

Design and Implementation of a Real-time Education Assistive Technology System Based on Haptic Display to Improve Education Environment of Total Blindness People (전맹 시각장애인의 교육환경을 개선시키기 위한 햅틱 디스플레이 기반의 실시간 교육보조공학 시스템의 설계 및 구현)

  • Jung, Jung-Il;Kim, Heung-Gi;Cho, Jin-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.94-102
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    • 2011
  • In this paper, we proposed a real-time education assistive technology system based on haptic display to improve education environment of total blindness people. The proposed system consist of a lecture and writing S/W for educator and a previously developed haptic display H/W for total blindness people. The one has the major function which is quickly and easily writing to the education data, that will be provided to total blindness people, through familiar UI, the other has the major function which print out the tactile information about the education data. The result of implementing system not only provides a similar result using existing braille instrument and printer, but shows that it is effective performance and functionality because it can print out the education data in real time.

Gold functionalized-graphene oxide-reinforced acrylonitrile butadiene rubber nanocomposites for piezoresistive and piezoelectric applications

  • Mensah, Bismark;Kumar, Dinesh;Lee, Gi-Bbeum;Won, Joohye;Gupta, Kailash Chandra;Nah, Changwoon
    • Carbon letters
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    • v.25
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    • pp.1-13
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    • 2018
  • Gold functionalized graphene oxide (GOAu) nanoparticles were reinforced in acrylonitrile-butadiene rubbers (NBR) via solution and melt mixing methods. The synthesized NBR-GOAu nanocomposites have shown significant improvements in their rate of curing, mechanical strength, thermal stability and electrical properties. The homogeneous dispersion of GOAu nanoparticles in NBR has been considered responsible for the enhanced thermal conductivity, thermal stability, and mechanical properties of NBR nanocomposites. In addition, the NBR-GOAu nanocomposites were able to show a decreasing trend in their dielectric constant (${\varepsilon}^{\prime}$) and electrical resistance on straining within a range of 10-70%. The decreasing trend in ${\varepsilon}^{\prime}$ is attributed to the decrease in electrode and interfacial polarization on straining the nanocomposites. The decreasing trend in electrical resistance in the nanocomposites is likely due to the attachment of Au nanoparticles to the surface of GO sheets which act as electrical interconnects. The Au nanoparticles have been proposed to function as ball rollers in-between GO nanosheets to improve their sliding on each other and to improve contacts with neighboring GO nanosheets, especially on straining the nanocomposites. The NBR-GOAu nanocomposites have exhibited piezoelectric gauge factor (${GF_{\varepsilon}}^{\prime}$) of ~0.5, and piezo-resistive gauge factor ($GF_R$) of ~0.9 which clearly indicated that GOAu reinforced NBR nanocomposites are potentially useful in fabrication of structural, high temperature responsive, and stretchable strain-sensitive sensors.

Basic Experiment on Rehabilitation of Upper-Limb Motor Function Using Haptic-Device System (햅틱 장치를 이용한 상지 운동기능 장애인의 재활치료에 관한 기초 실험)

  • Lee, Ho-Kyoo;Kim, Young-Tark;Takahashi, Yoshiyuki;Miyoshi, Tasuku;Suzuki, Keisuke;Komeda, Takashi
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.5
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    • pp.459-467
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    • 2011
  • Rehabilitation exercises must maintain a patient's interest and permit a quantitative evaluation of the rehabilitation. We have developed a haptic-device system. When users move a grip, the haptic device provides a virtual force that either assists the movement of their arm or working against it. To investigate the functional effect of this system in a rehabilitation program, we used for five subjects with motor-function disorders and measured the grip position, velocity, force exerted on the grip, and EMG activities during a reaching task of one subject. The accuracy of the grip position, velocity and trajectories patterns were similar for all the subjects. The results suggested that the EMG activities were improved by applying the virtual force to the grip. These results can be used for the development of rehabilitation programs and evaluation methods.

Optimal Design of a Magnetorheological Haptic Gripper Reflecting Grasping Force and Rolling Moment from Telemanipulator (원격조작기의 악력과 회전모멘트를 고려한 MR 햅틱 그리퍼의 최적설계)

  • Nguyen, Quoc-Hung;Oh, Jong-Seok;Choi, Seung-Bok
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.22 no.5
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    • pp.459-467
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    • 2012
  • In this work, the configuration of a haptic gripper featuring magnetorheological(MR) brakes is proposed and an optimal design of the MR brakes for the haptic griper is performed considering the required braking torque, the uncontrollable torque(zero-field friction torque) and mass of the brakes. Several configurations of MR brake is proposed such as disc-type, serpentine-type and hybrid-type. After the configurations of the MR brakes are proposed, braking torque of the brakes is analyzed based on Bingham rheological model of the MR fluid. The zero-field friction torque of the MR brakes is also analyzed. An optimization procedure based on finite element analysis integrated with an optimization toolbox is developed for the MR brakes. The purpose of the optimal design is to find optimal geometric dimensions of the MR brake structure that can produce the required braking torque and minimize the mass of the MR brakes. In addition, the uncontrollable torque of the MR brakes is constrained to be much smaller than the required braking torque. Based on the developed optimization procedure, optimal solution of the proposed MR brakes are achieved and the best MR brake is determined. The working performance of the optimized MR brake is then investigated.

Interactive Shape Analysis of the Hippocampus in a Virtual Environment (가상 환경에서의 해마 모델에 대한 대화식 형상 분석☆)

  • Kim, Jeong-Sik;Choi, Soo-Mi
    • Journal of Internet Computing and Services
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    • v.10 no.5
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    • pp.165-181
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    • 2009
  • This paper presents an effective representation scheme for the shape analysis of the hippocampal structure and a stereoscopic-haptic environment to enhance sense of realism. The parametric model and the 3D skeleton represent various types of hippocampal shapes and they are stored in the Octree data structure. So they can be used for the interactive shape analysis. And the 3D skeleton-based pose normalization allows us to align a position and an orientation of the 3D hippocampal models constructed from multimodal medical imaging data. We also have trained Support Vector Machine (SVM) for classifying between the normal controls and epileptic patients. Results suggest that the presented representation scheme provides various level of shape representation and the SVM can be a useful classifier in analyzing the shape differences between two groups. A stereoscopic-haptic virtual environment combining an auto-stereoscopic display with a force-feedback (or haptic) device takes an advantage of 3D applications for medicine because it improves space and depth perception.

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Development of Remote Controlled Demolition Equipment and Its Demolition Method for High-Rise Buildings (고층건물을 위한 원격제어 해체전용 장비 및 공법 개발)

  • Park, Jong-Hyup;Hong, Dae-Hie;Seo, Young-Soo;Kim, Hyo-Jin;Hong, Seok-Hee
    • Proceedings of the Korea Concrete Institute Conference
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    • 2008.04a
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    • pp.957-960
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    • 2008
  • The purpose of this study is to explore a safe, advanced, and environment-friendly demolition equipments and their operation methods. As an initial achievement, the capacity of the existing equipments have been evaluated through technical discussions and demonstrations with some experts in the related industry. From these evaluations, it was concluded that a haptic based remote control with force feed-back mechanism and sensor fusion functions would be the most appropriate to the demolition equipments. Therefore, a novel haptic device that is adequately designed for the demolition equipments is proposed in this paper. Top-down demolition method is also proposed, which is very effective in the demolition of high-rise buildings.

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Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Study on Vehicle Haptic-Seat for the Information Transfer to Driver (운전자 정보전달을 위한 차량용 햅틱시트 연구)

  • Oh, S.Y.;Kim, K.T.;Yu, C.H.;Han, K.S.;Kwon, T.K.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.1
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    • pp.1-7
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    • 2014
  • In this study, the effect of the automotive haptic-seat technology which can transmit the driving information by the vibro-stimulus from the seat was investigated to overcome previous system's limitation relied on the visual and audial method and to help handicap driving. A prototype haptic seat covers with 30 coin-type motors and driver module were developed for this sake. A driving simulator on the 6-DOF motion-base was used for driving situation and we executed the seat vibro-stimulus test with 10 young participants who have normal tactile sense. The haptic recognition ratio by 30 locations was measured and analyzed in the result. The intensity of vibro-stimulus was adjusted by input voltage of motors (1.5V,2.5V,3.5V). All vibro-stimulus locations at 2.5V and 3.5V could be recognized by all participants and even in the lowest recognition ratio of 1.5V. The results showed that the seat vibration stimulus could be useful to transfer the drivers' information while driving.

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Development of high-power haptic vibration actuator module and interface based on bidirectional electrostatic force driving structure (양방향 정전기력 구동 구조에 기반한 고출력 햅틱 진동 액추에이터 모듈 및 인터페이스 개발)

  • Kim, Jae-Ik;Lee, Jae-Kyung;Park, Young-Hwan;Seo, Jeong-Tae;Yang, Tae-Heon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.662-667
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    • 2021
  • Vibrotactile feedback is a major function of the latest touch displays, which greatly improves the user's operability and immersion when interacting with the interface on the screen. In this study, we propose a vibrotactile actuator suitable for mounting on the back side of a mid- to large-sized display because it can generate a strong vibration output by applying an electrostatic force-based mechanism and can be manufactured in a thin flat panel type. The proposed actuator was developed in a structure capable of amplifying the vibration force by alternating up and down with electrostatic force by the upper and lower electrodes that are spaced apart from the electrically grounded mass suspended from a radial leaf spring. As a result of the performance evaluation, the developed bar-type module with two built-in actuators showed excellent vibration output of up to 3.3 g at 170 Hz, confirming the possibility of providing haptic feedback in medium and large touch displays.