• Title/Summary/Keyword: Kinesthetic information

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On the Development of a Testbed for Force-Teflecting Teleoperation (힘 반향 원격제어 모의시험기 개발에 관한 연구)

  • 김상범;최용제;김승호
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.1708-1713
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    • 1997
  • In teleoperation of a manipulator, kinesthetic feedback can take an essential role in the sense that it provides an operator with more realistic information. In this paper, in order to implement the concept of kinesthetic feedback, force mapping algorithms based on screw theory have been presented. In the development of such algorithms, the virtual environment has been modeled usign a spring and dampers, and the forces caused by hitting the joint limits of a conrtolled manipulator were considered. Finally, some experimental results of force mapping algorithm have been presented.

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Development of a New Miniature Actuator providing both Kinesthetic and Vibrotactile Feedback for Haptic Interface (근감과 진동촉감 피드백을 제공하는 햅틱 인터페이스용 새로운 소형 액추에이터의 개발)

  • Pyo, Dongbum;Ryu, Semin;Han, Byung-Kil;Kwon, Dong-Soo
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.143-149
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    • 2013
  • This paper presents a new miniature haptic display to convey ample haptic information to a user of a handheld interface. There are buttons on interfaces or general electronic devices, but existing buttons provide haptic feedback of only one passive pattern to a user. Because humans perceive tactile and kinesthetic information simultaneously when they handle objects the proposed actuator provides both sensations at once. It is able to generate various levels of kinesthetic sensations when pressing a button under diverse situations. Also, vibrotactile feedback can be delivered for exciting haptic effects with numerous patterns. Its performance was evaluated in accordance with the resistive force by changing the intensity of the input current. Experiments show that the proposed actuator has the ability to provide numerous haptic sensations for more realistic and complex haptic experiences.

Path Analysis of Bodily-Kinesthetic Intelligence, Linguistic Intelligence, Flow and Learning Outcomes in Motion-Capture Game-Based Learning (동작인식게임 활용학습에서의 신체운동지능, 언어지능, 몰입, 학습성과 간 경로분석)

  • Ryoo, EunJin;Kang, Myunghee
    • Journal of The Korean Association of Information Education
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    • v.21 no.6
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    • pp.607-618
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    • 2017
  • Recently, there is a growing interest in learning to use games as a teaching method for digital native learners. In this study, we conducted a path analysis between bodily-kinesthetic intelligence, linguistic intelligence, flow, learning outcomes(academic achievement, persistence intention) in motion-capture game-based learning(the used game developed for elementary school history class). As a result, bodily-kinesthetic intelligence directly influenced flow and indirectly influenced learning outcomes. Linguistic intelligence did not have direct influence on flow and indirect effects on learning outcomes. Through this result, we expected that the motion-capture game-based learning facilitate learning motivation and performance of learners for higher bodily-kinesthetic intelligence.

Considerations on an Oriental Medical Doctor like Indentation System (한의사 맥진 가압력 재현에 대한 고찰)

  • Lee, Jeon;Woo, Young-Jae;Jeon, Young-Ju;Lee, Yu-Jung;Ryu, Hyun-Hee;Kim, Jong-Yeol
    • Korean Journal of Oriental Medicine
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    • v.14 no.3
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    • pp.113-119
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    • 2008
  • In pulse diagnosis, the indentation pressure is one of the most important factors as well as the change of pulse shape and the distribution of pressure via time. But, on the oriental medical doctor's indentation pressure control, the understandings of the neurophysiological meanings and mechanisms have been lacked. So, in this paper, we considered on these issues and then proposed a proper system which can imitate the OMD's indentation pressure control mechanisms. As a result, both tactile information and kinesthetic information were found to be essential to the indentation pressure control so that a system, which can measure both the physical indent pressure and the displacement of an indentation arm, has been proposed. With this proposed system, while the indentation was being controlled through the moving step number of the step motor, the physical indentation pres sure and displacement of the indentation arm were measured. From these measured data, the relationships between the moving step number and both physical indentation pressure and displacement were revealed to have linear characteristics in early phase and to have nonlinear characteristics in latter phase. Additionally, three types of graph were generated whose X axis means the moving step number, the physical indentation pressure and the displacement respectively and Y axis means the pulse pressure. By comparing these graphs, we come to conclude that different concepts on indentation pressure control cause different diagnostic results on floating/sinking degrees for the same subject. Consequently, an indentation system for the pulse diagnosis should be able to provide both the tactile information and kinesthetic information, that is, the physical indentation pressure and the displacement of the indentation arm. In future, the proposed system should be optimized to the pulse diagnosis environment and how to combine the both information for more reliable diagnosis should be studied.

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Design of a 6-DOF force reflecting hand controller (힘 반향 6자유도 수동조작기의 설계연구)

  • 변현희;김한성;김승호
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1513-1518
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    • 1996
  • A force reflecting hand controller can be used to provide more realistic information to the operator of a teleoperation system such as kinesthetic feedback from a slave robot. In this paper, a new design concept of a force reflecting 6-DOF hand controller utilizing the kinematic structure of a Stewart Platform is presented. Based on the optimal design technique of a Stewart Platform, a force reflecting hand controller has been designed and constructed to verify the technical feasibility of proposed design concept. In order to provide an operator with kinesthetic feedback information, a force mapping algorithm based on a reciprocal product of screws has been introduced. Finally, the technical feasibility of the design concept has been demonstrated through some of experimental results of the device under virtual environment on a real-time graphic system.

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Brain laterality and whole brain EEG on the learning senses (학습감각에 대한 뇌의 분화성과 통합성 뇌파연구)

  • Kwon, Hyungkyu
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.1
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    • pp.55-64
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    • 2015
  • The present study identified the brain based learning activities on the individual learning senses by using the brain laterality and the whole brain index. Students receive the information through the visual, auditory, and kinesthetic senses by Politano and Paquin's (2000) classification. These learning senses are reflected on brain by the various combinations of senses for learning. Measuring the types of the learning senses involving in brain laterality and whole brain is required to figure out the related learning styles. Self-directed learning involved in the learning senses shows the problem-based learning associated to the brain function by emphasizing the balanced brain utilization which is known as whole brain. These research results showed the successful whole brain learning is closely associated with elevated auditory learning and elevated visual learning in sensorimotor brainwave rhythm (SMR) while it shows the close association with elevated kinesthetic and elevated visual learning in beta brainwave rhythm.

The Effects of the Talent Types on Purchasing Behavior of Beauty-Service products

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.16 no.3
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    • pp.45-62
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    • 2012
  • This study aims to examine the effect of talent types on the purchasing behaviour of beauty-service products in 367 adults(female and male). The present study is the first to consider both talent types and the purchasing behaviour of beauty-service products correlates to appearance management behaviour. Frequency analysis showed that the mean of 8 talent types of 367 participants was 3.324. The highest talent type of 367 participants was interpersonal talent, the lowest talent type was logical-mathematical talent among 8 talent types. There were statistically significant relationships between the talent types(specially, bodily-kinesthetic talent and interpersonal talent) and the purchasing criteria of beauty-service products on the correlation analysis. And the effects of 8 talent types on the purchasing frequency of 4 beauty-service products were significant on the regression analysis, specifically, the results showed that the most significant among 8 talent factors was the interpersonal talent, next, the bodily-kinesthetic was. Thus, the more purchasing frequency of beauty-services products, the higher interpersonal talent were, and the better affinity with others were. As a results, the interpersonal talent factor and bodily-kinesthetic talent factor among 8 talent factors were ultimately affecting the appearance management behaviour. The higher the score, it was concluded that the subject was more active in beauty-related behavior. Conclusively, the appearance is a form of personal asset for one's self-fulfillment, and strong and beautiful appearance is a medium to improve self-esteem and dominance. It is possessing a significant influence in personal satisfaction, self-identity, and social success.

The Change of High School Students' Mechanics Conceptions by the Types of Cognitive Conflict Situations (인지갈등 상황 제시유형에 따른 고등학생들의 역학 개념 변화)

  • Lee, Chae-Eun;Lee, Gyoung-Ho;Kim, Ji-Na;Kwon, Jae-Sool
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.697-709
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    • 2001
  • Researchers on conceptual change have been proposed that confronting a cognitive conflict situation would be important for a student to change his/her preexisting conception. There have been reported that there are three different methods of producing a cognitive conflict situation; the first is logical argument(LC), the second is demonstration of an actual phenomenon(DC), and the third is kinesthetic conflict which is a kind of physical experience(EC). In this study, the researcher tried to find out the differences in the conceptual changes by the three different conflict situations. Seventy two high school students were chosen in a high school in Kyungkido, Korea. The students were tested four times; pretest, posttest, one week delayed posttest, and one month delayed posttest. Six different test situations on mechanics were developed for this study. Test item for each situation was developed. Each item consisted of a multiple choice question and explanation of the choice. The result showed a clear differences among the three conflict groups. In general, kinesthetic conflict which is a kind of physical experience(EC) was proved to be the most efficient strategy for the conceptual change; however, logical argument(LC) seemed to be the least efficient. However, the effectiveness was not uniform from situation to situation. Results of some items showed that even the LC was quite good for the conceptual change. Therefore, it seems to be important to develope appropriate method for the target concept.

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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.

Performance Evaluation of Vehicle Gear-shifting Supportive Device Utilizing MR Haptic Cue (MR 햅틱 큐를 이용한 차량 기어변속 보조장치의 성능평가)

  • Han, Young-Min;Min, Chul-Gi
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.23 no.2
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    • pp.160-166
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    • 2013
  • This paper proposes a driver supportive device with haptic cue function which can be applicable for vehicles adopting manual transmission system to transmit gear-shifting information to a driver by kinesthetic forces. This haptic cue function is implemented on accelerator pedal by utilizing magnetorheological(MR) fluid and clutch mechanism. In order to achieve this goal, an MR clutch mechanism is devised to be capable of rotary motion of accelerator pedal. The proposed MR clutch is then optimally designed and manufactured under consideration of spatial limitation of vehicles. After transmission torque is experimentally evaluated according to field intensity. The manufactured MR clutch is integrated with accelerator pedal and electric motor to establish the haptic cue device. Control performances are experimentally evaluated via a simple feed-forward control algorithm.