• Title/Summary/Keyword: Haptic broadcasting

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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.

Design Process Suggestion of Vibrotactile Interface applying Haptic Perception Factor Analysis (햅틱 인지 요인 분석을 적용한 진동 촉감 인터페이스 설계 프로세스 제안)

  • Heo, Yong-Hae;Kim, Seung-Hee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.5
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    • pp.79-87
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    • 2021
  • This study suggests a design process for vibrotactile interface that can apply haptic perception factors reflecting human tactile mechanisms. This process consists of 4 stages: the haptic sense requirement analysis stage, the haptic element analysis stage, the haptic perception factor analysis stage, the haptic requirement detailed design, and the prototype implementation stage. The advantage of this design process is that unnecessary tasks can be excluded in deriving and implementing user requirements, by applying haptic perception factor analysis, and the biggest feature is that research results on ergonomic mechanisms can be reflected in the haptic design, completes prototype development simultaneously while determining the haptic requirements statement by performing user evaluation, usability testing, and haptic feature optimization tasks simultaneously. This design process includes all stages from user requirements to haptic function detailed design and prototype implementation, so it is expected that general developers who lack expertise in haptic will also be able to design user-centered designs, enabling design and implementation of haptic functions at a certain level.

Haptic Rendering Algorithm for Collision Situation of Two Objects (두 객체가 충돌하는 상황에서의 햅틱 렌더링 알고리즘)

  • Kim, Seonkyu;Kim, Hyebin;Ryu, Chul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.35-41
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    • 2018
  • In this paper, we define a haptic rendering algorithm for a situation that has collision between static object and single object. We classified video scenes into four categories which can be easily seen in video sequence. The proposed algorithm can detect which frame is suitable for haptic rendering by detecting the change of direction using motion estimation and change of shape using object tracking. As a result, a total of 13 frames are extracted from the sample video and playing time of these frames were calculated. We confirmed that the haptic effect appears in expected playing time by adding the appropriate haptic generating waveform thtough the haptic editing program.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

A Study on the Implementation of Multi-touch model using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 멀티터치 모델 구현에 관한 연구)

  • Kang, Im-Chul;Kim, Beom-Seok;Hur, Gi-Taek;Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.83-90
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    • 2010
  • In this paper, we use VR technologies including touch processing technologies and haptic devices to offer touch of fish objects to users. The Omni, a kind of haptic device and made by Sensable Inc., is used to implement multi touch model in VR space. In addition, Matlab/Simulink and proSENSE Virtual Touch Toolbox of Handshake Inc., are used as programing tools. Functions needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of fish objects modeled with 3D. Such movements offer realistic physical interactions to two users controlling multi point respectively. In experiment, to perceive the appearance of 3D object by touch and to feel the respiration by touch are well conducted. We also verify that it is possible to develop games or contents through multi participation in VR Space by using multi point.

Development of the Fishbot Using Haptic Technology (햅틱기술을 이용한 피시봇 개발)

  • Lee, Young-Dae;Kang, Jeong-Jin;Moon, Chan-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.77-82
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    • 2010
  • In this paper, a haptic fishing robot, Fishbot, for a Virtual Fishing System is presented. Fishbot is 3DOF robot and it consists of a XY table and a wheel motor. To simulate the motion of fish, XY table is controlled by position servo drivers with variable torque constraint, and wheel axis is controlled by torque servo driver. Finally, Fishibot detects the end point of fishing pole with cameras to recognize the pose of user, and it can interface with a Virtual Reality System.

Towards Designing Human Interactions for Learning Support System using Virtual Reality Technology

  • Iwane, Noriyuki
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.11-14
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    • 2014
  • We have been designing human interactions for some learning support system or education system. The design is based on a symbol grounding model. The model is applicable to many learning domains using virtual reality technology. The design policy is simple and compact. In order to realize the policy we use/reuse some devices from the viewpoint of virtual reality. This paper introduces basic ideas and explains several example cases based on the idea.

Implementation of Electric Safety Education Software using the Haptic Technique (햅틱 기술을 이용한 전기안전교육용 소프트웨어의 구현)

  • Chung, Tae-Sub;Lee, Keun-Wang
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.201-204
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    • 2012
  • 본 논문에서는 가상현실과 증강현실에서 다양한 정보와 촉감을 통한 인지심리학 적인 측면의 햅틱이 사용된 에너지 안전교육을 위한 가상공간을 창출하고, 그 가상공간에서의 안전한 교육을 위한 햅틱기술을 적용한 교육 프로그램 개발을 논 하고자 함이다. 이를 위하여 가상현실 공간에 관하여 논하였으며, 가상공간을 제어할 수 있는 햅틱기술에 관하여 논하고자 한다. 이를 위하여 개발되고 있는 소프트웨어를 통해 안전에 관하여 연구함이 목적이다.

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A Survey of Haptic Technology in Imaging (영상에서 표현된 햅틱 기술 동향)

  • Chung, Tae-Sub;Cha, Si-Ho
    • Proceedings of the KAIS Fall Conference
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    • 2011.12a
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    • pp.54-57
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    • 2011
  • 본 논문은 가상현실과 증강현실에서 다양한 정보와 촉감을 통한 인지심리학 적인 측면의 햅틱이 사용된 영상에 관하여 알아보고자 한다. 미래를 그리는 공상과학영화에서 햅틱의 사용은 근간에 많이 이루어지고 있는 것 같지만 영상에서 표현되는 부분은 극히 드문 실정이다. 이에 헵틱의 기술의 발전과 영상에서 표현되고 있는 햅틱의 기술에 대해 알아보고, 현재 어떤 제품들이 사용되고 있는지 살펴보고자 한다. 본 논문은 먼저 연구동향을 통해 햅틱의 역사와 기술에 대하여 알아보고, 이를 통해 햅틱 기술의 전망을 조사하였다. 영상에서의 햅틱 구현은 어떤 모습을 통해 구현이 되었는지 조사하였으며, 이를 통해 현재 상용화 되고 있는 기술에 대하여 알아보았다. 또한 이를 통해 가상의 세계를 표현한 영상에서 햅틱의 기술이 어디까지 구현이 되고 있으며, 햅틱의 현재기술은 어디까지 전개되고 있는지에 대한 경향을 알아보고자 하였다. 이러한 연구를 바탕으로 햅틱 기술이 사용될 수 있는 부분은 어디까지 인지 예측하여 보았다.

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