• Title/Summary/Keyword: Haptics

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Development of A Haptic Interactive Virtual Exhibition Space (햅틱 상호작용을 제공하는 가상 전시공간 개발)

  • You, Yong-Hee;Cho, Yun-Hye;Choi, Geon-Suk;Sung, Mee-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.412-416
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    • 2007
  • In this paper, we present a haptic virtual exhibition space that allows users to interact with 3D graphic objects not only through the sense of sight but also through the sense of touch. The haptic virtual exhibition space offers users in different places some efficient ways to experience the exhibitions of a virtual musical museum using the basic human senses of perception, such as vision, audition, and touch. Depending on 3D graphic objects, we apply different properties to let those feel realistic. We also provide haptic device based navigation which prevents users from rushing between various interfaces: keyboard and mouse. The haptic virtual museum is based on Client-Server architecture and clients are represented in the 3D space in the form of avatars. In this paper, we mainly discuss the design of the haptic virtual exhibition space in detail and in the end, we provide performance analysis in comparison to other similar applications such as QTVR and VRML).

Multi-Modal Instruction Recognition System using Speech and Gesture (음성 및 제스처를 이용한 멀티 모달 명령어 인식 시스템)

  • Kim, Jung-Hyun;Rho, Yong-Wan;Kwon, Hyung-Joon;Hong, Kwang-Seok
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2006.06a
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    • pp.57-62
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    • 2006
  • 휴대용 단말기의 소형화 및 지능화와 더불어 차세대 PC 기반의 유비쿼터스 컴퓨팅에 대한 관심이 높아짐에 따라 최근에는 펜이나 음성 입력 멀티미디어 등 여러 가지 대화 모드를 구비한 멀티 모달 상호작용 (Multi-Modal Interaction MMI)에 대한 연구가 활발히 진행되고 있다. 따라서, 본 논문에서는 잡음 환경에서의 명확한 의사 전달 및 휴대용 단말기에서의 음성-제스처 통합 인식을 위한 인터페이스의 연구를 목적으로 Voice-XML과 Wearable Personal Station(WPS) 기반의 음성 및 내장형 수화 인식기를 통합한 멀티 모달 명령어 인식 시스템 (Multi-Modal Instruction Recognition System : MMIRS)을 제안하고 구현한다. 제안되어진 MMIRS는 한국 표준 수화 (The Korean Standard Sign Language : KSSL)에 상응하는 문장 및 단어 단위의 명령어 인식 모델에 대하여 음성뿐만 아니라 화자의 수화제스처 명령어를 함께 인식하고 사용함에 따라 잡음 환경에서도 규정된 명령어 모델에 대한 인식 성능의 향상을 기대할 수 있다. MMIRS의 인식 성능을 평가하기 위하여, 15인의 피험자가 62개의 문장형 인식 모델과 104개의 단어인식 모델에 대하여 음성과 수화 제스처를 연속적으로 표현하고, 이를 인식함에 있어 개별 명령어 인식기 및 MMIRS의 평균 인식율을 비교하고 분석하였으며 MMIRS는 문장형 명령어 인식모델에 대하여 잡음환경에서는 93.45%, 비잡음환경에서는 95.26%의 평균 인식율을 나타내었다.

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Study on Vehicle Haptic-Seat for the Driving Information Transfer to Driver for the Elderly (고령운전자 운전정보전달을 위한 차량용 햅틱시트 연구)

  • Oh, S.Y.;Kim, K.T.;Yu, C.H.;Kwon, T.K.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.3
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    • pp.151-160
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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 cover with 30 coin-type motors and driver module were developed for this sake. In an experiment of seat vibration stimulation being performed under virtual driving situation by targeting the elderly aged over 65 years old, average score of test subjects for total vibration recognition was 3.5/4 points and recognition rate of 87.5% was represented. In addition, a result that all the test subjects totally recognized overspeed warning signal of 4 times was represented. As a result of statistical analysis for vibration recognition score by each group depending on TMT score, a significant difference was not found and a result that tactile function of which vibration is recognized even by the aged whose visual, perceptional function is declined showed an equal ability was obtained.. In this study it was shown that the seat vibration stimulus could be used to transfer the old drivers' information while driving.

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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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Intelligent Control of a Virtual Walking Machine for Virtual Reality Interface (가상현실 대화용 가상걸음 장치의 지능제어)

  • Yoon, Jung-Won;Park, Jang-Woo;Ryu, Je-Ha
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.9
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    • pp.926-934
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    • 2006
  • This paper proposes intelligent control of a virtual walking machine that can generate infinite floor for various surfaces and can provide proprioceptive feedback of walking to a user. This machine allows users to participate in a life-like walking experience in virtual environments with various terrains. The controller of the machine is implemented hierarchically, at low-level for robust actuator control, at mid-level fur platform control to compensate the external forces by foot contact, and at high-level control for generating walking trajectory. The high level controller is suggested to generate continuous walking on an infinite floor for various terrains. For the high level control, each independent platform follows a man foot during the swing phase, while the other platform moves back during single stance phase. During double limb support, two platforms manipulate neutral positions to compensate the offset errors generated by velocity changes. This control can, therefore, satisfy natural walking conditions in any direction. Transition phase between the swing and the stance phases is detected by using simple switch sensor system, while human foot motions are sensed by careful calibration with a magnetic motion tracker attached to the shoe. Experimental results of walking simulations at level ground, slope, and stairs, show that with the proposed machine, a general person can walk naturally on various terrains with safety and without any considerable disturbances. This interface can be applied to various areas such as VR navigations, rehabilitation, and gait analysis.

Needle Insertion Force of Biological Soft Tissue for Haptic based Intravenous Injection Simulator (햅틱 기반 정맥주사 시뮬레이터를 위한 생체조직 바늘 삽입력)

  • Ahn, Bum-Mo;Jung, Eun-Young;Lee, Young-Ho;Lim, Yong-Soo;Park, Rae-Woong;Kim, Jung;Park, Dong-Kyun
    • Journal of the Korean Society for Precision Engineering
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    • v.29 no.2
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    • pp.222-228
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    • 2012
  • Haptics and virtual reality are rapidly growing technologies in medical fields. Physicians and nurses can benefit from medical simulation via training and acquire surgical and clinical techniques. In this paper, the research on needle insertion force of biological tissue for haptic based intravenous injection simulator was carried out. We built the setup for needle insertion (intravenous injection) experiments and performed the experiments on live pigs. The force responses against needle insertion were measured using the experimental setup. In addition, the modeling of needle insertion force was carried out with the experimental results and numerical models via nonlinear least-squares method. The results presented in this paper indicate that the developed models can be applied not only to estimate the force feedback during intravenous injection procedure but also to improve the overall training quality of the medical simulator.

A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.682-691
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    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.111-116
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    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

User Evaluation of Encountered Type Haptic System with Visual-Haptic Co-location (시각 - 촉각 일치된 마중형 햅틱 제시 시스템의 사용자 평가)

  • Cha, Baekdong;Bae, Yoosung;Choi, Wonil;Ryu, Jeha
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.13-20
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    • 2019
  • For encountered haptic display systems among the virtual training systems for industrial safety, visual-haptic co-location is required for natural interaction between virtual and real objects. In this paper, we performed the user evaluation of the immersive VR haptic system which implement some level of visual-haptic co-location through a careful and accurate calibration method. The goal of the evaluation is to show that user performance (reaction time and distance accuracy) for both environments is not significantly different for certain tasks performed. The user evaluation results show statistically significant differences in reaction time but the absolute difference is less than 1 second. In the meantime, the distance accuracy shows no difference between the virtual and the actual environments. Therefore, it can be concluded that the developed haptic virtual training system can provide inexpensive industrial safety training in place of costly actual environment.

Haptic recognition of the palm using ultrasound radiation force and its application (초음파 방사힘을 이용한 손바닥의 촉각 인식과 응용)

  • Kim, Sun Ae;Kim, Tae Yang;Lee, Yeol Eum;Lee, Soo Yeon;Jeong, Mok Kun;Kwon, Sung Jae
    • The Journal of the Acoustical Society of Korea
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    • v.38 no.4
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    • pp.467-475
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    • 2019
  • A high-intensity ultrasound wave generates acoustic streaming and acoustic radiation forces when propagating through a medium. An acoustic radiation force generated in a three-dimensional space can produce a solid tactile sensation, delivering spatial information directly to the human skin. We placed 154 ultrasound transmit elements with a frequency of 40 kHz on a concave circular dish, and generated an acoustic radiation force at the focal point by transmitting the ultrasound wave. To feel the tactile sensation better, the transmit elements were excited by sine waves whose amplitude was modulated by a 60 Hz square wave. As an application of ultrasonic tactile sensing, a region where tactile sense is formed in the air is used as an indicator for the position of the hand. We confirmed the utility of ultrasonic tactile feedback by implementing a system that provides the number of fingers to a machine by receiving the shape of the hand at the focal point where the tactile sense is detected.