• Title/Summary/Keyword: Haptic Experience

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Haptic Design of a Wearable Wrist Massage Device as a Capstone Design Project of Designeer Education Program (디자이니어 양성 커리큘럼 내 융합설계프로젝트 사례: 웨어러블 손목 마사지 기기의 햅틱 디자인)

  • Lim, Dokshin;Kwon, Kyunghyun
    • Journal of Engineering Education Research
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    • v.23 no.2
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    • pp.43-48
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    • 2020
  • This paper deals with a Capstone Design project which is a wearable haptic wrist massage device design carried out within the 'Designeer' education program. Following design thinking process is recommended throughout a year in order to ensure a desirable, feasible and viable product. Dealing with a real problem of the field requires open-minded and flexible attitudes both from students and professors. Integrating design in an engineering project does not mean always making better looking product. User experience design allows wider opportunity to engineers to deal with design. A case study of developing a wearable wrist massage device shown in this paper demonstrate haptic design and how haptic properties can be optimized to offer best user experience of hand massaging. This study identified that starting lateral pressure movements from the center in larger area using air tubes gives better feeling as self-massage using wrist wearing devices.

Haptic Collaboration System over High Resolution Tiled-display with QoE (QoE 지원 Tiled-display 기반 촉감 협업 시스템)

  • Son, Seok-Ho;Lee, Seok-Hee;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.65-71
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    • 2008
  • This paper proposes a structure of haptic collaboration system over high resolution tiled-display, and proposes a QoE (quality of experience) increase scheme in integrated system. Both haptic system and tiled-display system have requirements of computational power. A haptic device is unstable if haptic rendering rate is less than 1kHz, A requirement of tiled-display systeme is frame rate of display. It requires update of 30 frame fer sec. If we use these systems independently, we can satisfy each requirements. However, if we integrate two systems, performance of entire system significantly decreases because of lack of resources, and QoE of users also decrease. In this paper, therefore, we propose a QoE guaranty scheme which selectively allocates cpu resource between display update and haptic rendering. In order to increase QoE, we set a priority for visual and haptic in order to allocate more resource on visual or haptic. If a user sensitive about touch, then proposed scheme increases haptic rendering rate by allocating more resource. Otherwise a user more sensitive about visual than haptic, proposed scheme decreases haptic rendering rate and increases tiled-display update rate. Therefore, by selectively allocating limited cpu resource, proposed scheme guaranties QoE of both haptic and visual.

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An Interactive Game with a Haptic Mouse (햅틱마우스를 이용한 인터랙티브 게임)

  • Cho, Seong-Man;Jung, Dong-June;Heo, Soo-Chul;Um, Yoo-Jin;Kim, Sang-Youn
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1-5
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    • 2009
  • In this paper, we develop a haptic mouse system for immersive human computer interaction. The proposed haptic mouse system can provide vibrotactile feedback as well as thermal feedback for realistic virtual experience. For vibrotactile and thermal feedback, we use eccentric motors, a solenoid, and a peltier actuator. In order to evaluate the proposed haptic mouse, we implement a racing game prototype system. The experimental result shows that our haptic mouse is expected to be useful in experiencing virtual world.

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Haptic-Aided Design Using a Haptic Chair Capable of Adjustable Backrest (등판 조절이 가능한 햅틱의자를 이용한 햅틱 보조 설계)

  • Huh, Seok-Haeng;Lee, Sang-Duck;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.4 no.3
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    • pp.243-249
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    • 2009
  • In modern society, people spend most of their time on various types of chairs. However, it is not easy for a designer to design a comfortable chair because satisfaction with the chair depends not only on the quantitative elements such as size, but also on the qualitative element such as the user's feeling. To deal with these problems, there have been many studies on designing ergonomic chairs. This paper proposes the haptic-aided design (HAD) system to design an ergonomic chair. Based on the HAD system, the designer can experience whether the chair is comfortable or not through the haptic device, and also can modify the design parameters instantaneously. The haptic chair capable of controlling the design parameters in real time was proposed as a haptic simulator. The controllable parameters, such as seat height, reclining angle, stiffness of the backrest, and so on were selected based on the previous research related to ergonomic chairs. The proposed methodology will help reduce the development cost and time by replacing the process of making the real mock-ups and prototypes with the haptic chair.

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Design of Haptic Chair based on Haptic-Aided Design Capable of Design Parameter Adjustment (햅틱보조설계 기반의 설계변수 조절이 가능한 햅틱의자의 설계)

  • Huh, Seok-Haeng;Jin, Yong-Jie;Song, Jae-Bok
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.860-864
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    • 2008
  • In modern society, people tend to spend their time on various types of chairs. However, it is not easy for a designer to design a comfortable chair, because satisfaction with the chair depends not only on the quantitative elements such as size, but also on the qualitative element such as the user's feeling. To deal with these problems, there have been many studies on designing an ergonomics chair. In this paper, the hapticaided design (HAD) system was adopted to design the ergonomics chair. Based on the HAD system, the designer can experience whether the chair is comfortable or not through the haptic device, and also can modify the design parameters instantaneously. The haptic chair capable of controlling the design parameters in real time was proposed as a haptic simulator. The controllable parameters such as the seat height, reclining angle, stiffness of the backrest, and so on were selected based on the previous researches related to ergonomics chairs. It will reduce the development cost and time by replacing the process of making the real mock-up and prototype with the haptic chair.

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3D Virtual World and Haptic

  • Syamsuddin, Muhammad Rusdi;Lee, Chang-Hyeon;Kwon, Yong-Moo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1187-1188
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    • 2009
  • In this paper we interface Tangible Devices (i.e. Haptic Devices) for 3D Virtual World based on MPEG-RoSE syntax. We called it Virtual World and Real World Interface (VRI). The VRI Technology project intends to provide virtual world information to real world and tangible experience to user of virtual world through tangible devices.

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Low-Frequency Haptic Interface Developed for Electrical Safety Experience Education

  • Cho, Hyun-Seob
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.1
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    • pp.75-78
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    • 2015
  • Electric shock due to the increased use of power, equipment accidents, electrical accidents, such as electric fire and also continues to grow. To prevent electric shock accidents, an experience education is more effective than indoctrination education. But an electric shock experience education system required a proper physical stimulation on human body to experience electric shock. In this study, we conducted a study to take advantage of the realistic haptic interface using a low-frequency type experiential learning and prevention education. Results of this study could be applied to an electric shock experience education system.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.

A Study on the Sensibility Characteristics in Haptic Space (촉지적 공간에서의 감성적 특성에 관한 연구)

  • Seo, Bo-Ram;Oh, Young-Keun
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.162-170
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    • 2013
  • Although vision has been considered as a top sensory organ in the Western culture until modern times, the significance of space experience that communicates with a body via complex perceptions has recently garnered attention. This study criticizes the limitations of a vision-centered space and has the goal of empirically examining the sensibility characteristics in a haptic space through post-structuralism views leading up to Gilles Deleuze's philosophical ideas. This study will explore the flow of senses from the philosophical and artistic standpoint and the sensibility characteristics in a haptic space by examining the theories on haptic perceptions in connection with a space. In order to test the existing theories and identify the differences in sensibilities depending on perceptual method, the sensibilities of participants were compared using SD method (Semantic Differential scale method) and a validity test was conducted using a statistical program SPSS. The research has revealed that the average sensitivity scale of complex haptic perception was higher than single perception that only relies on vision. In addition, there was a correlation between perceptual method based on various sensory organs and human sensitivities. This study is meaningful in that it can serve a foundation for empirical research on sensibility, since it has reexamined the relationship between space and participants and demonstrated and analyzed their sensitivities through an experiment.

3D Surface Painting in VR using Force Feedback (포스 피드백을 이용한 가상현실에서의 3차원 표면 페인팅)

  • Kim, Minyoung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.2
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    • pp.1-9
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    • 2020
  • In this paper, we propose haptic interfaces based on force feedback to provide a physical painting experience to virtual reality users. Through this system, the user can create surface-based painting holding a haptic stylus, while utilizing both visual feedback from the worn HMD and haptic feedback during painting. In particular, the haptic interfaces simulate the physical interaction between painting brush and painting, which can help to improve the spatial perception of users and compensate for visual feedback. This can reduce laborious drawing works to repeatedly paint strokes and therefore yield a better painting performance. As a result, users can experience more effective and realistic VR painting with this system.