• Title/Summary/Keyword: Haptic touch

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Development of K-$Touch^{TM}$ API for kinesthetic/tactile haptic interaction (역/촉감 햅틱 상호작용을 위한 "K-$Touch^{TM}$" API 개발 - 햅틱(Haptic) 개발자 및 응용분야를 위한 소프트웨어 인터페이스 -)

  • Lee, Beom-Chan;Kim, Jong-Phil;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.1-8
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    • 2006
  • This paper presents a development of new haptic API (Application Programming Interface) that is called K-$Touch^{TM}$ haptic API. It is designed in order to allow users to interact with objects by kinesthetic and tactile modalities through haptic interfaces. The K-$Touch^{TM}$ API would serve two different types of users: high level programmers who need an easy to use haptic API for creating haptic applications and researchers in the haptic filed who need to experiment or develop with new devices and new algorithms while not wanting to re-write all the required code from scratch. Since the graphic hardware based kinesthetic rendering algorithm implemented in the K-$Touch^{TM}$ API is different from any other conventional kinesthetic algorithms, this API can provide users with haptic interaction for various data representations such as 2D, 2.5D depth(height field), 3D polygon, and volume data. In addition, this API supports kinesthetic and tactile interaction simultaneously in order to allow users with realistic haptic interaction. With a wide range of applicative characteristics, therefore, it is expected that the proposed K-$Touch^{TM}$ haptic API will assists to have deeper recognition of the environments, and enhance a sense of immersion in environments. Moreover, it will be useful development toolkit to investigate new devices and algorithms in the haptic research field.

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The Effect of Additional Haptic Supplementation on Postural Control During Squat in Normal Adult (추가적인 햅틱적용이 정상 성인의 스쿼트 동안 자세조절에 미치는 영향)

  • Kim, Mi-Ju;Lee, Ho-Cheol;Park, Ji-Won
    • The Journal of Korean Physical Therapy
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    • v.24 no.2
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    • pp.134-142
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    • 2012
  • Purpose: This study examined the effect on postural control during the stimulation of haptic touch with fingertip on the stable surface at quiet standing posture, squat flexion stage, 60 degrees squat stage and squat extension stage. Methods: The postural sway was measured on the force platform, while 30 subjects were squatting, under three different haptic touch conditions (No Touch [NT], Light Touch [LT], Heavy Touch [HT]), above the touch pad in front of their body midline. Three different haptic touch conditions were divided into 1) NT condition; squatting as right index fingers held above the touch pad, 2) LT condition (<1N); squatting as the touch pad was in contact with right index fingers pulp with a pressure not exceeding 1N and 3) HT condition; squatting as subjects were allowed to use the touch pad for mechanical support by transmitting onto it with as much force, choosing with their index fingers. Results: There was significant decrease in LT, rather than that of NT (p<0.01), and in HT, rather than that of LT (p<0.01), as the results of the distance and velocity of center of pressure (COP) in mediolateral direction at quiet standing position. In anteroposterior direction, the distance and velocity of COP in LT and HT showed significant decrease, when compared to that of the data of NT (p<0.01). There was no significant difference between the 3 conditions (NT, LT, and HT), with respect to the distance and velocity of COP in mediolateral direction, during dynamic balance (squat flexion stage, squat extension stage) (p>0.05). In anteroposterior direction, the results of the distance and velocity of COP in HT showed significant decrease when compared to that of the data of NT (p<0.05). Conclusion: Light touch, during the task, decreased the postural sway at static balance. The results suggest that haptic touch should be applied, appropriately, because it varies the effects according to different conditions.

Manipulation of the Windows Interface Based on Haptic Feedback (촉각 기반 윈도우 인터페이스)

  • Lee, Jun-Young;Kyung, Ki-Uk;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.366-371
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    • 2008
  • In this paper, we suggest a haptic interface and a framework of interaction with haptic feedback based Windows graphical user interface (GUI) in a computing device with touch screen. The events that occur during a user interacts with Windows interfaces through a touch screen are filtered out by the Windows Interface Message Filter (WIMF) and converted into appropriate haptic feedback information by the Haptic Information Provider (HIP). The haptic information are conveyed to users through a stylus-like haptic interface interacting with a touch screen. Major Windows interaction schemes including button click, menu selection/pop-up, window selection/movement, icon selection/drag & drop and scroll have been implemented and user tests show the improved usability since the haptic feedback helps intuition and precise manipulation.

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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.

Sense Hardware Backup Algorism of 3D Game Engine

  • Aamisepp, Henrik;Nilsson, Daniel
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.125-128
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    • 2008
  • The aim this master thesis is to find out if is possible to Integrate haptic hardware support in the source 3D game engine Crystal Space. Integrating haptic support would make it possible to get a haptic representation of 3D geometry in Crystal Space and therefore take advantage of all the benefits a 3D game engine provides, when building haptic applications, An implementation of the support should be as low-cost as Possible by taking advantage of available source haptic API alternatives. The thesis report presents an evaluation of available haptic APIs and comes up with a design and an implementation. The solution has been implemented as a Crystal Space plugin by using modified parts of the e-Touch open module API. The plugin makes it possible to utilize the Phantom haptic device to touch and feel the 3D environments in a Crystal Space application. Two demo applications have also been constructed to show the capabilities of the plugin.

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A Review of Haptic Perception: Focused on Sensation and Application

  • Song, Joobong;Lim, Ji Hyoun;Yun, Myung Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.6
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    • pp.715-723
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    • 2012
  • Objective: The aim of this study is to investigate haptic perception related researches into three perspectives: cutaneous & proprioceptive sensations, active & passive touch, and cognition & emotion, then to identify issues for implementing haptic interactions. Background: Although haptic technologies had improved and become practical, more research on the method of application is still needed to actualize the multimodal interaction technology. Systematical approached to explore haptic perception is required to understand emotional experience and social message, as well as tactile feedback. Method: Content analysis were conducted to analyze trend in haptic related research. Changes in issues and topics were investigated using sensational dimensions and the different contents delivered via tactile perception. Result: The found research opportunities were haptic perception in various body segments and emotion related proprioceptive sensation. Conclusion: Once the mechanism of how users perceives haptic stimuli would help to develop effective haptic interactrion and this study provide insights of what to focus for the future of haptic interaction. Application: This research is expected to provide presence, and emotional response applied by haptic perception to fields such as human-robot, human-device, and telecommunication interaction.

Haptic Rendering Technology for Touchable Video (만질 수 있는 비디오를 위한 햅틱 렌더링 기술)

  • Lee, Hwan-Mun;Kim, Ki-Kwon;Sung, Mee-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.691-701
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    • 2010
  • We propose a haptic rendering technology for touchable video. Our touchable video technique allows users for feeling the sense of touch while probing directly on 2D objects in video scenes or manipulating 3D objects brought out from video scenes using haptic devices. In our technique, a server sends video and haptic data as well as the information of 3D model objects. The clients receive video and haptic data from the server and render 3D models. A video scene is divided into small grids, and each cell has its tactile information which corresponds to a specific combination of four attributes: stiffness, damping, static friction, and dynamic friction. Users can feel the sense of touch when they touch directly cells of a scene using a haptic device. Users can also examine objects by touching or manipulating them after bringing out the corresponding 3D objects from the screen. Our touchable video technique proposed in this paper can lead us to feel maximum satisfaction the haptic-audio-vidual effects directly on the video scenes of movies or home-shopping video contents.

Design of Ball-based Mobile Haptic Interface (볼 기반의 모바일 햅틱 인터페이스 디자인)

  • Choi, Min-Woo;Kim, Joung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.122-128
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    • 2009
  • In this paper, we present a design and an evaluation of a hand-held ball based haptic interface, named "TouchBall." Using a trackball mechanism, the device provides flexibility in terms of directional degrees of freedom. It also has an advantage of a direct transfer of force feedback through frictional touch (with high sensitivity), thus requiring only relatively small amount of inertia. This leads to a compact hand-held design appropriate for mobile and 3D interactive applications. The device is evaluated for the detection thresholds for directions of the force feedback and the perceived amount of directional force. The refined directionality information should combine with other modalities with less sensory conflict, enriching the user experience for a given application.

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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.