• 제목/요약/키워드: Tactile Device

검색결과 90건 처리시간 0.019초

모바일 마케팅의 유형화와 패션 어플리케이션 이용 동기 (Typology of mobile marketing and fashion application usage motives)

  • 신현주;이규혜
    • 복식문화연구
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    • 제24권4호
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    • pp.483-497
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    • 2016
  • The importance of marketing on mobile platforms as well as mobile commerce is increasing dramatically in fashion industry. The purpose of this study was to categorize mobile fashion marketing strategies and to examine application usage motivations that influence brand attitude, purchase decisions, and post-purchase evaluation. Qualitative research methods, in particular focus-groups and in-depth interviews, were conducted to examine the typology of mobile marketing and fashion application usage motivations. Then, a modified survey was used to quantitatively examine what content consumers expect from fashion applications. Results of the qualitative study indicated that consumers perceive sensory (visual, tactile, auditory), relationship, information and practical marketing strategies through motives. Survey result from 229 consumers revealed four fashion application usage motives: sensory, relationship, information and practical. Based on these motives consumers were segmented into three groups: the experience/relationship-conscious, the product information-conscious, and the lifestyle information-conscious. The product information-conscious group showed higher level of monthly income and clothing expenses but lower level of mobile device usages. Lifestyle information-conscious group and experience/relationship-conscious group had higher level of attitude, and post-purchase evaluation. It was experience-relationship conscious consumers who spent more time in mobile use. This study shows a better understanding of mobile marketing environment of fashion applications.

감각치환 기술 동향 (Technological Trends in Sensory Substitution)

  • 문경덕;김무섭;정치윤;박윤경;신승용;오창목;박준석;신형철
    • 전자통신동향분석
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    • 제34권4호
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    • pp.65-75
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    • 2019
  • Sensory substitution involves mapping the characteristics of one sensory modality to the stimuli of another sensory modality. In general, when a person is visually impaired or deaf, they do not actually lose their ability to see or hear completely; however, they only lose their ability to transmit sensory signals from the periphery to the brain. It has been experimentally proven that a person who has lost the ability to retrieve data from the retina can still visualize subjective images by using data transferred from other sensory modalities such as tactile or auditory modalities. This is because vision processing pathways are still intact in most cases. Therefore, sensory substitution uses human perception and the plasticity of the human brain to transmit sensory signals through pathways that have not been lost. In this study, we analyze the characteristics and problems of various devices used for sensory substitution and summarize the recent technological trends in these devices.

Highly Sensitive Stretchable Electronic Skin with Isotropic Wrinkled Conductive Network

  • Seung Hwan Jeon;Hyeongho Min;Jihun Son;Tae Kon Ahn;Changhyun Pang
    • 센서학회지
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    • 제33권1호
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    • pp.7-11
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    • 2024
  • Soft-pressure sensors have numerous applications in soft robotics, biomedical devices, and wearable smart devices. Herein, we present a highly sensitive electronic skin device with an isotropic wrinkled pressure sensor. A conductive ink for soft pressure sensors is produced by a solution process using polydimethylsiloxane (PDMS), poly 3-hexylthiophene (P3HT), carbon black, and chloroform as the solvents. P3HT provides high reproducibility and conductivity by improving the ink dispersibility. The conductivity of the ink is optimized by adjusting the composition of the carbon black and PDMS. Soft lithography is used to fabricate a conductive elastic structure with an isotropic wrinkled structure. Two conductive elastic structures with an isotropic wrinkle structure is stacked to develop a pressure sensor, and it is confirmed that the isotropic wrinkle structure is more sensitive to pressure than when two elastic structures with an anisotropic wrinkle structure are overlapped. Specifically, the pressure sensor fabricated with an isotropic wrinkled structure can detect extremely low pressures (1.25 Pa). Additionally, the sensor has a high sensitivity of 15.547 kpa-1 from 1.25 to 2500 Pa and a linear sensitivity of 5.15 kPa-1 from 2500 Pa to 25 kPa.

VR 기기와 게임 시스템의 정보보증을 위한 VR 위협 분석 (VR Threat Analysis for Information Assurance of VR Device and Game System)

  • 강태운;김휘강
    • 정보보호학회논문지
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    • 제28권2호
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    • pp.437-447
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    • 2018
  • 가상현실(Virtual Reality, VR)은 게임 업계의 새로운 표준이 되고 있다. PokeMon GO는 가상현실 기술을 적용한 대표적인 사례이다. PokeMon GO는 출시 후 다음날 미국에서 가장 많은 iOS App Store 다운로드 수를 기록하였다. 이는 가상현실의 위력을 보여주는 사례이다. 가상현실은 자이로스코프, 가속도, 촉감 센서 등으로 구성되며 사용자가 게임을 깊이 몰입할 수 있게 한다. 새로운 기술이 등장함에 따라 새롭고 다양한 위협요소가 생긴다. 그래서 우리는 가상현실 기술과 게임 시스템에 대한 보안 연구가 필요하다. 본 논문에서 가상현실 기기(Oculus Rift)와 게임 시스템(Quake)의 정보보증을 위해 위협 분석을 진행한다. STRIDE, attack library, attack tree 순서로 체계적으로 분석한다. DREAD를 통해 보안 대책을 제안한다. 또한 VCG(Visual Code Grepper) 도구를 사용하여 소스 코드의 논리 오류 및 취약한 함수를 파악하고 해결 방법을 제안한다.

웨어러블 스마트 액추에이터의 특성과 제품동향 분석 (Analysis on the Characteristics and Product Trend of Wearable Smart Actuator)

  • 이혜원;서성은;노정심
    • 한국의류학회지
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    • 제41권6호
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    • pp.1022-1038
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    • 2017
  • Wearable smart products contributed to expand the concept of modern clothing in terms of closer communication between wearers and the surrounding environment. This study investigated the concept of wearable smart actuators and characteristics of actuating feedback. The representative product development trends over the past 10 years are examined based on the method of actuating feedback. A first keyword search from Naver and Google reused to select the final 58 products based on the second key keyword actuating feedback. The wearable smart actuator system works in a similar way to a human body system such as those of the information processing process. Actuating feedback is delivered directly to the user as the last signal of the system, which has visual, auditory and tactile feedback. It works in complex at the device to be delivered to the user. Actuator feedback is divided into three types of active and passive, depending on the user situation, the overall purpose of the product, the collected information, and the device dependency. Active actuating feedback determines and actuates the situation on behalf of the user when the user is in an emergency or a disability situation. Passive actuating feedback plays a role in environmental monitoring to help in a healthy daily life.

Effect of Tactile Feedback on Trunk Posture and EMG Activity in People With Postural Kyphosis During VDT Work

  • Park, Joo-hee;Kang, Sun-young;Cynn, Heon-seock;Jeon, Hye-seon
    • 한국전문물리치료학회지
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    • 제23권3호
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    • pp.48-56
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    • 2016
  • Background: Recently, there has been an emphasis on the use of interventions with biofeedback information for the maintenance or correction of posture. Objects: This study assessed the change of trunk posture and trunk muscle activation when people exhibiting postural kyphosis performed visual display terminal work with or without a contact feedback device (CFD). Methods: Eighteen right-handed individuals were recruited. Thoracic angle and right thoracic erector spinae (TES) muscle amplitude were analyzed. There were two sessions in these experiments. The control session involved 16 minutes of typing without a CFD, and the CFD session involved 16 minutes of typing with a CFD. The visual analog scale score was analyzed with a paired t-test, and the kinematic and electromyography data were analyzed through two-way repeated analysis of variance. Results: The paired t-tests revealed that subjects had significantly less pain after the CFD sessions than after the control sessions (p<.05). Significant main effects by session and by time were observed in the thoracic kyphosis angle (p<.05). There was a significant session${\times}$time interaction for TES amplitude (p<.05), along with significant main effects by session and by time (p<.05). Conclusion: The CFD caused people with postural kyphosis to straighten and to activate their TES continuously, even though they were habituated to bend their bodies forward. Therefore, the CFD was a beneficial treatment tool.

높은 파지력을 가지며 촉감을 전달할 수 있는 유연한 글러브 (A Tactilely Transparent Soft Glove with High Grasping Force)

  • 정용준;김종인;전형석;이덕원;김용재
    • 제어로봇시스템학회논문지
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    • 제22권12호
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    • pp.1011-1020
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    • 2016
  • This paper introduces a tactilely transparent soft glove composed of soft materials and flexible structures. Although it is hard to achieve a high grasping force with conventional grip-assist gloves made from soft material, the proposed glove can exert a high force by using a novel structure. This structure has a triangular shape composed of flexible structural frames, soft fabric, and belts. It can produce grip-assist moment compliantly without harmful force or misalignment with the human fingers. The whole finger part that comes into contact with objects is made of thin and soft fabric in order to facilitate sensation transference. The proposed tactilely transparent soft glove enables the user to manipulate various objects owing to both the softness and high grasping force; it helps lifting heavy weight objects as well as permitting delicate tactile feeling on the palm and fingers. The proposed concept was applied to a two-finger grip-assist device for validation. In addition, the experimental results regarding grasping objects, fingertip force, and grasping force are presented.

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

  • 고영혁
    • 한국인터넷방송통신학회논문지
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    • 제11권4호
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    • pp.125-130
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    • 2011
  • 본 논문은 난타 음악과 상호작용하는 햅틱 포스 피드백기술의 활용 가능성을 조사했다. 촉감처리기술을 포함하는 VR기술과 사용자에게 원기둥 객체들과 컵 객체의 터치를 제공하는 햅틱 디바이스를 사용했다. 햅틱 디바이스는 VR 공간에서 터치 모델을 이용하는데 활용되었다. 실험을 위한 Matlab/Simulink와 Handshake의 proSENCE Virtual Touch Toolbox는 프로그램 툴로 사용되었다. 각각 x, y, z축의 움직임을 나타내는데 필요한 함수는 3D로 모델화한 컵속에 물의 자연스런 움직임을 묘사하도록 적용했다. 컵속의 정해진 물의 양은 다른 소리를 갖는다. 실험에서 3D 객체의 외형을 인지하는 것과 터치에 의해서 촉감을 느끼는 것은 Haptic의 인지와 함께 난타음악과 연결하여 표현되었다. 또한, 포인터를 활용해서 VR공간에서 게임이나 콘텐츠 개발이 가능함을 확인하였다.

골반교정 및 자세균형능력 증진을 위한 균형의자 개발 (Development of the Balance Chair for Improving Postural Control Ability & Pelvic Correction)

  • 오승용;신선혜;강승록;홍철운;권대규
    • 재활복지공학회논문지
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    • 제11권3호
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    • pp.271-277
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    • 2017
  • 본 연구에서는 사용자의 자세에 따라 실시간으로 제공되는 진동모터에 의해서 촉각 피드백이 구현되는 골반교정 및 자세균형능력 증진을 위한 균형의자(balance chair)를 개발하고 그 유효성을 평가하고자 하였다. 이를 위해 MC Nylon을 이용하여 몸체을 제작하고 사용자 인터페이스를 위한 터치 TFT와 아두이노를 사용한 주 제어모듈, 사용자 자세판별을 위한 9축 가속센서, 촉각피드백을 위한 진동모듈을 내장하고 사용자의 편안한 착석감을 위한 쿠션으로 외부를 둘러싼 균형의자 시제품을 제작하였다. 제작된 시제품을 이용한 자세균형 훈련시스템의 유효성을 확인하기 위해 여성 피험자 10명을 대상으로 척추움직임의 주요근육인 좌우 요장늑근에 대한 근활성도(%MVIC)를 측정하였고 자세균형능력 평가장비인 Spine Balance 3D를 이용하여 훈련 전후의 균형능력을 측정하였다. 균형의자를 통한 운동 및 자세균형 유지 시 진동을 통한 피드백 방법에 의해 사용자의 좌우 요장늑근이 균형적으로 활성화되고 또한 이를 통한 훈련 전후 균형능력이 증진되는 결과를 얻었다. 향후 본 연구는 다양한 자세균형 제품 개발에 기초 연구로 활용 가능하다고 사료된다.

An Optimized Mass-spring Model with Shape Restoration Ability Based on Volume Conservation

  • Zhang, Xiaorui;Wu, Hailun;Sun, Wei;Yuan, Chengsheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권4호
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    • pp.1738-1756
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    • 2020
  • To improve the accuracy and realism of the virtual surgical simulation system, this paper proposes an optimized mass-spring model with shape restoration ability based on volume conservation to simulate soft tissue deformation. The proposed method constructs a soft tissue surface model that adopts a new flexion spring for resisting bending and incorporates it into the mass-spring model (MSM) to restore the original shape. Then, we employ the particle swarm optimization algorithm to achieve the optimal solution of the model parameters. Besides, the volume conservation constraint is applied to the position-based dynamics (PBD) approach to maintain the volume of the deformable object for constructing the soft tissue volumetric model base on tetrahedrons. Finally, we built a simulation system on the PHANTOM OMNI force tactile interaction device to realize the deformation simulation of the virtual liver. Experimental results show that the proposed model has a good shape restoration ability and incompressibility, which can enhance the deformation accuracy and interactive realism.