• Title/Summary/Keyword: Touch

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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.

A Study on the Development of Dance Sportswear with Cool-touch Function (냉감 기능성 댄스스포츠 웨어 개발에 관한 연구)

  • Jun, Mi-Hwa;Jang, Jeong-Ah;Koo, Young-Seok
    • Fashion & Textile Research Journal
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    • v.22 no.1
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    • pp.66-75
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    • 2020
  • This study helps develop cool-touch functional dance sportswear. We suggest a draft design for dance sportswear that chooses appropriate cool-touch functional materials based on an investigation of the changes of body surface temperature before and after exercise, the physical properties of cool-touch materials on the market, and the preference for cooling tools. The results are as follows. First, cool-touch functional sportswear products on the market utilize materials such as PCM, Delta fabric, high gauge fabric, and ice chips as well as incorporate functions such as UV block and eyelets for enhanced breathability. Polyester and polyurethane fibers are mainly used for cool-touch functional sportswear. Second, the neck area showed the highest surface temperatures (32.7℃ and 32.1℃) before and after exercise. Body surface temperatures measured after exercise were also lower than temperatures measured before exercise when wearing dance sportswear. Third, as for the physical properties of cool-touch materials, material 1 showed amaximum drying speed (130 min), material 3 the best moisture absorption speed (122 × 132 min), and material 4 the best thermal conductivity (0.013 7 w/m·K). Fourth, a draft design for a cool-touch functional dance sportswear was suggested, including a neckband made of removable soft PVC material on the neck area and applying material 4 in F1, B4, S2 and lower arm areas and material 1 in the armpit area. Deodorant tape was also attached to the armpit area for added comfort and antibacterial deodorant effect.

Automatic Generation Technique of Touch-Screen Interface for Mobile Game Contents (모바일 게임 콘텐츠의 터치스크린 인터페이스 자동 생성 기법)

  • Ko, Seok-Hoon;Son, Yun-Sik;Park, Ji-Woo;Oh, Se-Man
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.866-870
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    • 2009
  • As touch-screen mobile phones pour into the market, demands for reusing existing mobile game contents by adding a touch-screen interface are increasing. But, the contents which are developed in existing does not have touch-screen interface and in order not to be automatic is difficult with touch- screen contents to convert. From the present paper uses keyboard interface information about the mobile game contents which does not have touch-screen interface and creates touch-screen interface with automatic the method which proposes. This method analyzes the type of key events which are used from the contents the screen keyboard layout of optimum and construct. And, key event where is confronted with automatic occurs about touch screen event and creates the screen interface which executes the keyboard event handler. In the end, experiment leads and the screen interface which has become optimum anger to the contents creating, confirms.

Touch Recognition based on SIFT Algorithm (SIFT 알고리즘 기반 터치인식)

  • Jung, Sung Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.69-75
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    • 2013
  • This paper introduces a touch recognition method for touch screen systems based on the SIFT(Scale Invariant Feature Transform) algorithm for stable touch recognition under strong noises. This method provides strong robustness against the noises and makes it possible to effectively extract the various size of touches due to the SIFT algorithm. In order to verify our algorithm we simulate it on the Matlab with the channel data obtained from a real touch screen. It was found from the simulations that our method could stably recognize the touches without regard to the size and direction of the touches. But, our algorithm implemented on a real touch screen system does not support the realtime feature because the DoG(Difference of Gaussian) of the SIFT algorithm needs too many computations. We solved the problem using the DoM(Difference of Mean) which is a fast approximation method of DoG.

A Method for Forecasting Demand of High Touch Product Using Matrix Analysis of Target Populations and Product Functions (Target Population과 Product Function의 Matrix 분석을 이용한 High Touch 신제품의 판매예측 방법)

  • Park, Won-Hui;Kim, Dae-Gap;Kim, Ki-Sun;Lee, Sang-Won;Lee, Myun-Woo
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.1
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    • pp.79-85
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    • 2007
  • Demand forecasting methods for a consumer product such as TV or refrigerator are widely known. However, sales forecast for a brand new product cannot be estimated using conventional forecasting methods. This study proposes a five-step procedure in forecasting a newly developed product. Step one defines functions in a High Touch product in order to estimate relative attraction of the product to consumer group. In step two, for a comparison purpose, a compatible product that is successfully penetrated into market is selected. Step three breaks a target population into many segments based on demography. Step four calculates relative attraction between the High Touch product and the compatible product. Finally, market penetration rate of the High Touch product is estimated using a bell-shaped diffusion curve of the compatible product. The process offers a method to estimate potential demand and growth pattern of the new High Touch product.

Development of Triacetate-containing Functional Coolness Fabrics with Cool-Touch and Cool-Absorbent (접촉 냉감 및 흡수 냉감을 갖는 트리아세테이트 함유 기능성 냉감 직물 개발)

  • Kim, Myoung Ok;Lee, Jung-Soon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.5
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    • pp.799-808
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    • 2018
  • This study develops triacetate-containing functional fabrics with a cool-touch and cool-absorbent. For this purpose we used composite yarns made using triacetate filament and PET High absorbance quick dry filament as well as the composite fabric woven. The fineness of the yarn and structure of fabric varied the cover factor varied. The blend ratio of triacetate was differently set. When the triacetate content was the same, the cool touch of the fabric having a large cover factor and small SMD increased. The surface became smooth and the contact area became large; in addition, both the Qmax value and the cool-touch became large. In the case of similar density, the cool-touch of the fabric having a large content of triacetate increased. The cool-absorbent of the fabric containing triacetate showed a similar level of the PET High absorbance quick dry filament fabric treated with and endothermic cooling agent. It was possible to develop a functional coolness fabric with a cool-touch and a cool-absorbent when the content of triacetate and cover factor were well combined.

The Effects of Human Touch on Turnover Intention of Airport Ground Handling Employees (휴먼터치가 지상조업 종사자의 이직의도에 미치는 영향)

  • Lee, Min-Hoo;Lee, Yung-Kil;Kim, Ki-Woong;Choi, Youn-Chul;Park, Sung-Sik
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.24 no.2
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    • pp.31-46
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    • 2016
  • The purpose of this study is to examine the effects of human touch on turnover intention of ground handling employees at airport. Additionally, this study examines a comprehensive mediating effect of the work schedule and workload between human touch and turnover intention. To examine them, over 700 ground handling employees from six international airports of South Korea were surveyed using the simple random sampling method. The instrument for data collection was a questionnaire, and it was developed based on previous research results. The methodology adopted in this study is the structural equation modeling (SEM). According to SEM analysis, it was proven that both psychological and physical human touch have a significant effect on turnover intention of the employees. Work schedule played a mediating role among all three factors of human touch and turnover intention. However, workload has a mediating effect only between communication human touch and turnover intention. Based on the above findings, theoretical and practical implications are also discussed.

A Study on Touch Recognition Improvement using Contrast Detection Method (대비검출방식을 이용한 터치 인식 개선방법에 관한 연구)

  • Park, jae-wan;Song, dae-hyeon;Kim, jong-gu;Kim, dong-min;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.169-172
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    • 2009
  • In this paper, we propose the method to improving touch recognition using edge mask on a touched object at vision-based touchscreen. Because vision-based touchscreen recognizes touch using threshold simply, noise occur in fist or wrist in case of touch directly with hand, correct touch recognition was difficult. However, in this paper, we execute morphology and extract surrounding mask in object that approximate to touchscreen, use change of contrast for the mask. When we touch screen to use these dynamic information, prevent noise. The goal of this paper is when hand was touched on screen it can recognize to touch.

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Effect of Fabric Sound and Touch on Human Subjective Sensation

  • Cho, Gilsoo;Casali, John G.;Yi, Eunjou
    • Fibers and Polymers
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    • v.2 no.4
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    • pp.196-202
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    • 2001
  • In order to investigate the relationship between subjective sensation for fabric sound and touch and the objective measurements, eight different apparel fabrics were selected as specimens. Sound parameters of fabrics including level pressure of total sound (LPT), level range (ΔL), and frequency differences (Δf) and mechanical properties by Kawabata Evaluation System (KES) were obtained. For subjective evaluation, seven aspects of the sound (softness, loudness, pleasantness, sharpness, clearness, roughness, and highness) and eight of the tough (hardness, smoothness, fineness, coolness, pliability, crispness, heaviness, and thickness) were rated using semantic differential scale. Polyester ultrasuede was evaluated to sound softer and more pleasant while polyester taffeta to sound louder and rougher than any other fabrics. Wool fabric such as worsted and woolen showed similar sensation for sound but differed in some touch sensation in that woolen was coarseast, heaviest, and thickest in touch. In the prediction model for sound sensation, LPT affected positively subjective roughness and highness as well as loudness, while ΔL was found as a parameter related positively with softness and pleasantness. Touch sensation was explained by some of mechanical properties such as surface, compressional, shear, and bending properties implying that a touch sensation could be expressed by a variety of properties.

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A Research on Emotion Assessment by Touch Sensibility Flicking on Mobile Phone (터치폰 인터랙션의 Flicking에 대한 감성 터치감에 대한 연구)

  • Kim, Ji-Hye;Whang, Min-Cheol;Kim, Chi-Jung;Park, Jea-Un;Moon, Sung-Cheol
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.533-540
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    • 2010
  • This study was to suggest the proper level of touch sensibility for twenties while flicking touch phones. A rapid prototype of $480{\times}800$ pixel size was developed for the experiment. Participants were 20 undergraduates, not visually and physically handicapped in using touch phones. 15 different modes, with each mode changing in velocity when flicking the prototype were randomly presented to each subject. The subjects were asked to score what they felt in each mode on a 1-to-6 Likert scale. The data was analyzed by the one-way ANOVA procedure. Each mode showed significant differences in 8 representative emotions except for exclusivity feeling and fresh feeling. Each velocity mode was scaled by the multidimensional scaling technique. Then, vector coordinates in each emotion were obtained by simple regression analysis. 15 velocity modes and each emotion were joint-plotted by the MDS, PROXSCAL. The findings in this study could be basic data for studying affective touch sensibilities in multiple ways.