• Title/Summary/Keyword: Haptic

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Multiple Vibration Signal Feedback for Mobile Devices (모바일 기기에서의 다중 진도 신호 피드백)

  • Yoo, Yongjae;Hwang, Inwook;Seo, Jongman;Choi, Seungmoon
    • Smart Media Journal
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    • v.1 no.4
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    • pp.8-17
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    • 2012
  • In this paper, we introduce the appoaches that aim to improve user experience in mobile device by the use of multiple vibration signal feedback, conducted by Haptics and Virtual Reality laboratory at POSTECH. We introduce current progresses of our 'Vibrotactile flow using multiple vibration actuators' and 'Real-time dual-channel haptic music player.' The 'Vibrotactile flow using multiple vibration actuators' produces vibrotactile flow sensations by using multiple actuators and that improves the information transfer on mobile devices. The 'Real-time dual-channel haptic music player' generates vibrotactile sensation by transforming auditory signal, which improves the user experience of mobile devices. These approaches can be good examples to fulfill the demands of better information transfer capability and user experience on mobile devices.

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Enhancing Immersiveness in Video see-through HMD based Immersive Model Realization (Video see-through HMD 기반 실감 모델 재현시의 몰입감 향상 방법론)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.685-686
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    • 2006
  • Recently, various AR-based product design methodologies have been introduced. In this paper, we propose technologies for enhancing robust augmentation and immersive realization of virtual objects. A robust augmentation technology is developed for various lighting conditions and a partial solution is proposed for the hand occlusion problem that occurs when the virtual objects overlay the user' hands. It provides more immersive or natural images to the users. Finally, vibratory haptic cues by page motors as well as button clicking force feedback by modulating pneumatic pressures are proposed while interacting with virtual widgets. Also our system reduces gabs between modeling spaces and user spaces. An immersive game-phone model is selected to demonstrate that the users can control the direction of the car in the racing game by tilting a tangible object with the proposed augmented haptic and robust non-occluded visual feedback. The proposed methodologies will be contributed to the immersive realization of the conventional AR system.

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A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

Virtual reality training simulator for tooth preparation techniques

  • Jung, HeeSuk;Kim, HyoJoon;Moon, SeongYong
    • Oral Biology Research
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    • v.42 no.4
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    • pp.235-240
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    • 2018
  • Standard oral and maxillofacial three-dimensional model was developed with patients' medical data while virtual reality (VR) simulator was developed in conjunction with head mount display (HMD) and Haptic device. The objective of this study was to evaluate the preclinical use of a VR training simulator in tooth preparation practice. Eighty-nine dental students were trained how to operate the simulator. The participants were then given sufficient time on the simulator to practice dental preparation. The students experience and opinion was then taken in through filling of questionnaires. On average content received 1.8 points, anatomy had 2.5 points, 2.6 points for the applicability, and 2.0 for the usability. As for the detailed items scores, queries about the possible development of the simulator and the interest of the learning process through the simulator were the highest at 3.1 and 3.0 points, respectively. Question about the benefit of the HMD and the haptic device during the practice had 1.5 and 1.6 points, respectively. The average total score was 2.2 points. VR tooth preparation simulator in the field of clinical dental education has powerful potential in regard to realistic models, environments, vision, posture, and economical efficiency.

3D Filmmaking for User-Selective UHD Stereoscopic Media System: A Case Study on the Film The Old, the New and the Other

  • Cha, Minchol;Hamacher, Alaric;Simon, Sebastien
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.277-284
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    • 2021
  • Despite skepticism about commercial potential, the stereoscopic 3D cinema is still a form that any filmmaker can choose to employ for its aesthetics and its immersive potential. Based on a haptic illusion, the stereoscopic media content requires a new perspective different from the principle of 2D media content in terms of creation and acceptance. This paper examines the technical and aesthetic issues of stereoscopic 3D film production from the perspective of today's emerging realistic and immersive media through a case study. One of the key factors for successful content creation and research and development in stereoscopic 3D cinema is the combination of artistic principles together with technical mastering of the new image technology. The purpose of this paper is to outline the principal challenges and research topics in stereoscopic 3D cinema through a case study of stereoscopic 3D pilot film production for the 'User-Selective UHD Stereoscopic Media Service Platform' of the ETRI (Electronics and Telecommunications Research Institute). This paper intends to examine stereoscopic 3D filmmaking workflow and production methodologies, as well as technical elements and aesthetic issues.

Rotational Stability of AcrySof Toric Intraocular Lens Over Time: Influence of Capsulorhexis Contraction

  • Kim, Joong Hee;Cho, Kyong Jin
    • Medical Lasers
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    • v.9 no.1
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    • pp.44-50
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    • 2020
  • Background and Objectives To evaluate the rotational stability of AcrySof toric intraocular lenses (IOL) by considering lapse of postoperative time and influence of capsulorhexis contraction. Materials and Methods A prospective, masked, single center study was conducted on 19 patients who had undergone microcoaxial cataract surgery and AcrySof toric IOL implantation. Slit-lamp retroillumination photographs of anterior segments were obtained from all patients after 1 week, 1 month and 3 months post-surgery. The degree of alteration of the postoperative IOL axis alignment and the amount of anterior capsular shrinkage were analyzed using Adobe Photoshop software. Results The mean degree of toric IOL axis misalignment was 2.18 (±20.2) degrees at 3 months follow-up. Quadrant analysis of the capsulorhexis aperture area at 1 week and 1 month post-operative, showed counterclockwise IOL rotation when the capsule contraction was dominant in the haptic part as well as clockwise rotation when dominant in the non-haptic part (p = 0.015). Conclusion The direction and degree of AcrySof toric IOL rotation differed throughout the follow-up period. Since most misalignments were found on the first post-operative day, physicians should try to minimize peri-operative risk factors that influence IOL rotation. There was also a correlation between the part of anterior capsule contraction and the direction of IOL rotation.

Stability Analysis of a Haptic System with a Human Impedance model using the Routh-Hurwitz Criterion (루드-후르비쯔 (Routh-Hurwitz) 안정성 판별법을 이용한 인간의 임피던스가 포함된 햅틱 시스템의 안정성 분석)

  • Lee, Kyungno
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.1813-1818
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    • 2014
  • This paper presents the stability analysis of the haptic system including a human impedance using the Routh-Hurwitz criterion. The reflective force is computed from a virtual spring model and is transferred to a human operator using the first-order-hold method. The stability boundary conditions are induced and the relation among a virtual spring ($K_w$), the mass ($M_h$), the damping ($B_h$) and the stiffness ($K_h$) of a human impedance is analyzed. Hence the stability boundary of the virtual spring ($K_w$) is proposed as $K_w{\leq}54413{\sqrt{(M_h+M_d)(B_h+B_d)}}-0.486K_h$ when the sampling time is 1 ms. The average relative error is about 0.5% when the mathematical analysis results are compared with the results of the stability boundary model.

Stability Analysis for a Virtual Spring Model with an Extrapolation and High-frequency ZOH (외삽법과 고주파 영차홀드 출력이 포함된 가상 스프링 모델의 안정성 영역 분석)

  • Lee, Kyungno
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.12-17
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    • 2018
  • In order to enhance the realism of a virtual environment, a method of maximizing the stiffness of the virtual environment model is needed, which maintains the stability of the haptic system. In our previous research, we proposed a haptic system with a first order hold, instead of a zero order hold, and showed that the maximum available stiffness of a virtual spring with the first-order hold is larger than that with the zero-order hold. However, in terms of real system implementation, the zero order hold is a more common and easy method. In this paper, we propose an extrapolation method and a high frequency zero-order-hold output method in order to obtain the stability region using a zero order hold, which is equivalent to the method using the first-order-hold. The simulation results shows that the stability range of the virtual spring becomes almost the same as that of the method using the first order hold when the sampling period of the high frequency zero-order-hold method is decreased. Moreover, the stability range of the proposed method is several times to several tens of times greater than that of the method using the zero order hold only. Therefore, it is expected that the proposed method can enhance the realism of rigid bodies in a virtual environment.

Usability Test on Haptic Interaction With Real Object in Virtual Reality (실제 사물을 이용한 VR 햅틱 인터랙션 사용성 테스트)

  • Yang, Han Ul;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.197-203
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    • 2018
  • As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.

A Study on the Development of Driving Simulator for Improvement of Unmanned Vehicle Remote Control (무인차량 원격주행제어 신뢰성 향상을 위한 통합 시뮬레이터 구축에 관한 연구)

  • Kang, Tae-Wan;Park, Ki-Hong;Kim, Joon-Won;Kim, Jae-Gwan;Park, Hyun-Chul;Kang, Chang-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.6
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    • pp.86-94
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    • 2019
  • This paper describes the development of unmanned vehicle remote control system which is configured with steering and accelerating/braking hardware to improve the sense of reality and safety of control. Generally, in these case of the remote control system, a joystick-type device is used for steering and accelerating/braking control of unmanned vehicle in most cases. Other systems have been developing using simple steering wheel, but there is no function of that feedback the feeling of driving situation to users and it mostly doesn't include the accelerating/braking control hardware. The technology of feedback means that a reproducing the feeling of current driving situation through steering and accelerating/braking hardware when driving a vehicle in person. In addition to studying feedback technologies that reduce unfamiliarity in remote control of unmanned vehicles, it is necessary to develop the remote control system with hardware that can improve sense of reality. Therefore, in this study, the reliable remote control system is developed and required system specification is defined for applying force-feedback haptic control technology developed through previous research. The system consists of a steering-wheel module similar to a normal vehicle and an accelerating/braking pedal module with actuators to operate by feedback commands. In addition, the software environment configured by CAN communication to send feedback commands to each modules. To verify the reliability of the remote control system, the force-feedback haptic control algorithms developed through previous research were applied, to assess the behavior of the algorithms in each situation.