• Title/Summary/Keyword: haptic

Search Result 585, Processing Time 0.024 seconds

Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.8
    • /
    • pp.45-50
    • /
    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

A Study on the Shift Register-Based Multi Channel Ultrasonic Focusing Delay Control Method using a CPLD for Ultrasonic Tactile Implementation (초음파 촉각 구현을 위한 CPLD를 사용한 Shift Register기반 다채널 초음파 집속 지연 제어 방법에 대한 연구)

  • Shin, Duck-Shick;Park, Jun-Heon;Lim, Young-Cheol;Choi, Joon-Ho
    • Journal of Sensor Science and Technology
    • /
    • v.31 no.5
    • /
    • pp.324-329
    • /
    • 2022
  • This paper proposes a shift-register-based multichannel ultrasonic focusing delay control method using a complex programmable logic device (CPLD) for a high resolution of ultrasonic focusing system. The proposed method can achieve the ultrasonic focusing through the delay control of driving signals of each ultrasonic transducer of an ultrasonic array. The delay of the driving signals of all ultrasonic channels can be controlled by setting the shift register in the CPLD. The experiment verified that the frequency of the clock used for the delay control increased, the error of the focusing point decreased, and the diameter of the focusing point decreased as the length of the shift register in the proposed method. The proposed method used only one CPLD for ultrasonic focusing and did not require to use complex hardware circuits. Therefore, the resources required for the design of an ultrasonic focusing system could be reduced. The proposed method can be applied to the fields of human computer interaction (HCI), virtual reality (VR) and augmented reality (AR).

Reconstruction of the Lost Hair Depth for 3D Human Actor Modeling (3차원 배우 모델링을 위한 깊이 영상의 손실된 머리카락 영역 복원)

  • Cho, Ji-Ho;Chang, In-Yeop;Lee, Kwan-H.
    • Journal of the HCI Society of Korea
    • /
    • v.2 no.2
    • /
    • pp.1-9
    • /
    • 2007
  • In this paper, we propose a reconstruction technique of the lost hair region for 3D human actor modeling. An active depth sensor system can simultaneously capture both color and geometry information of any objects in real-time. However, it cannot acquire some regions whose surfaces are shiny and dark. Therefore, to get a natural 3D human model, the lost region in depth image should be recovered, especially human hair region. The recovery is performed using both color and depth images. We find out the hair region using color image first. After the boundary of hair region is estimated, the inside of hair region is estimated using an interpolation technique and closing operation. A 3D mesh model is generated after performing a series of operations including adaptive sampling, triangulation, mesh smoothing, and texture mapping. The proposed method can generate recovered 3D mesh stream automatically. The final 3D human model allows the user view interaction or haptic interaction in realistic broadcasting system.

  • PDF

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.4
    • /
    • pp.48-56
    • /
    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

  • PDF

Spatial Characteristics Shown in Landscape Design -Focusing on Five Winning Design Proposals for the Seoul City Hall Plaza Design Competition (조경설계에 나타난 공간의 특성 -시청 앞 광장 현상공모 입상작을 중심으로-)

  • 김정호
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.31 no.2
    • /
    • pp.1-11
    • /
    • 2003
  • The purpose of this study is to investigate how five winning design proposals for the Seoul City Hall Plaza Design Competition have shown the spatial characteristics by comparing and reviewing them. Each design proposal shown different approaches that reveal the spatial characteristics. Through scrutinizing these design proposals, some similar and different aspects among them were identified. In order to examine these aspects, the winning design proposals were analysed and compared based on five categories such as design concepts, main facilities, representation of historical images, spatial connection, and event programs. Gilles Deleuze explained the spatial characteristics as striated space and smooth space. Striated space could be defined as sedentary space. It is distant vision-optical space that has dimensional, metric, and centered characteristics, whereas smooth space is defined as nomadic, close vision-haptic space that has directional and acentered characteristics. This study focused on the analysis of spatial characteristics according to smooth space and striated space. Based on the analysis of the spatial characteristics according to the smooth and striated space, some design proposals shown more characteristics of striated space while other proposals shown more characteristics of smooth space. Those design proposals that shown more characteristics of smooth space reveal flexible or changeable shape and void space, whereas the others that shown more characteristics of striated space try to suggest apparent guidelines for the future use by retaining the idea of a plaza through the concrete shape. This study, which analyzed the winning design proposals based on the spatial characteristics according to the smooth and striated space, can be used to analyze the designs and could help to develop a new methodology with a different perspective. furthermore, it could provide practical and creative design strategies for landscape design.

A System Prototype for Remote Haptic Communication (원격 촉감 커뮤니케이션을 위한 시스템 프로토타입)

  • Cha, Jong-Eun;Lee, Jun-Hun;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.238-243
    • /
    • 2006
  • 최근에는 통신기술과 인터넷의 발달로 원격의 사람과 전화, 이메일, 메신저 또는 화상회의 시스템 등을 통해서 쉽게 의사소통 할 수 있다. 이 시스템들은 주로 음성, 그림, 동영상 또는 문자 기반의 시청각 정보를 서로 주고 받으며 자신의 의사 및 감정을 전달하는 통로를 제공한다. 그러나 일상 생활에서 시청각 정보 외에 촉감 정보도 서로 의사소통 하는데 중요한 역할을 한다. 악수, 포옹 등의 촉감 상호작용은 사람 사이에서 친근감을 표시하는데 가장 직접적인 방법으로 자신의 감정을 전달하거나 느낌을 표현하는데 사용된다. 그럼에도 불구하고 촉감 상호작용을 가능케 하는 의사소통 시스템의 연구는 아직 폭넓게 진행되고 있지 않다. 본 논문에서는 일상에서와 같이 원격에서도 상대를 바라 볼 수 있고 자연스럽게 접촉할 수 있는 원격 촉감 커뮤니케이션 시스템을 제안한다. 이 시스템에서는 로컬 사용자가 손가락으로 상대의 몸 특정 부위를 만질 수 있고 서로 그 촉감을 실시간으로 느낄 수 있다. 이 시스템은 크게 AR 시스템, 그래픽 시스템, 햅틱 시스템, 택타일 시스템의 부시스템들로 나눌 수 있다. AR 시스템에서는 몸의 한 부위에 사각형의 AR 마커를 부착한 원격 사용자를 웹카메라로 촬영하고 ARToolKit 을 사용하여 마커의 위치를 측정한다. AR 마커의 바로 밑에는 택타일 장치가 장착되어 있으며 이 부위를 통하여 원격의 사용자는 로컬사용자가 자신의 팔을 만지는 느낌을 받게된다. 그래픽 시스템은 로컬사용자에게 촬영된 원격 사용자와 측정된 마커의 위치가 대표하는 원격 사용자의 가상 피부, 그리고 자신의 가상 손가락을 보여준다. 햅틱 시스템에서는 촉감 장치를 사용하여 로컬 사용자의 손가락 위치를 구하여 원격 사용자의 가상 피부와 접촉했을 때 그 충돌을 감지하고 접촉력을 계산하여 촉감 장치에 반영함으로써 그 접촉력을 느낄 수 있도록 한다. 택타일 시스템에서는 원격 사용자의 AR 마커 밑에 장착된 배열 타입의 진동 촉감 장치에 접촉 정보를 주어 로컬 사용자와 접촉 했을 때 접촉 부위에 진동을 줌으로써 촉감을 느끼도록 한다.

  • PDF

Dielectric and Piezoelectric Properties of (K0.5Na0.5) (Nb0.97Sb0.03)O3 Ceramics Doped with K4CuNb8O23

  • Lee, Sang-Ho;Lee, Kab-Soo;Yoo, Ju-Hyun;Jeong, Yeong-Ho;Yoon, Hyun-Sang
    • Transactions on Electrical and Electronic Materials
    • /
    • v.12 no.2
    • /
    • pp.72-75
    • /
    • 2011
  • In this study, $(K_{0.5}Na_{0.5})(Nb_{0.97}Sb_{0.03})O_3+0.9$ mol% $K_{5.4}Cu_{1.3}Ta_{10}O_{29}+x$ mol% $K_4CuNb_8O_{23}$ (x = 0, 0.2, 0.6, 0.8) ceramics were prepared by a conventional mixed oxide method. Their microstructure and electric properties were investigated. The secondary phase was made by virtue of $K_4CuNb_8O_{23}$ (KCN) addition in the $(K_{0.5}Na_{0.5})(Nb_{0.97}Sb_{0.03})O_3$ system ceramics. However, the sinterability of the ceramics increased with increasing $K_4CuNb_8O_{23}$ content. At the 0.6 mol% $K_4CuNb_8O_{23}$ added composition ceramics sintered at $1,060^{\circ}C$, kp and $d_{33}$ showed the optimum values of 0.39 and 145 pC/N, respectively, suitable for piezoelectric actuator application.

Virtual Environments for Medical Training: Soft tissue modeling (의료용 훈련을 위한 가상현실에 대한 연구)

  • Kim, Jung
    • Proceedings of the KSME Conference
    • /
    • 2007.05a
    • /
    • pp.372-377
    • /
    • 2007
  • For more than 2,500 years, surgical teaching has been based on the so called "see one, do one, teach one" paradigm, in which the surgical trainee learns by operating on patients under close supervision of peers and superiors. However, higher demands on the quality of patient care and rising malpractice costs have made it increasingly risky to train on patients. Minimally invasive surgery, in particular, has made it more difficult for an instructor to demonstrate the required manual skills. It has been recognized that, similar to flight simulators for pilots, virtual reality (VR) based surgical simulators promise a safer and more comprehensive way to train manual skills of medical personnel in general and surgeons in particular. One of the major challenges in the development of VR-based surgical trainers is the real-time and realistic simulation of interactions between surgical instruments and biological tissues. It involves multi-disciplinary research areas including soft tissue mechanical behavior, tool-tissue contact mechanics, computer haptics, computer graphics and robotics integrated into VR-based training systems. The research described in this paper addresses the problem of characterizing soft tissue properties for medical virtual environments. A system to measure in vivo mechanical properties of soft tissues was designed, and eleven sets of animal experiments were performed to measure in vivo and in vitro biomechanical properties of porcine intra-abdominal organs. Viscoelastic tissue parameters were then extracted by matching finite element model predictions with the empirical data. Finally, the tissue parameters were combined with geometric organ models segmented from the Visible Human Dataset and integrated into a minimally invasive surgical simulation system consisting of haptic interface devices and a graphic display.

  • PDF

Survey on Obstacle Detection Features of Smart Technologies to Help Visually Impaired People Walk (시각장애인을 위한 이동보조시스템의 장애물 감지 특징 조사)

  • Min, Seonghee;Oh, Yoosoo
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.25 no.3
    • /
    • pp.31-38
    • /
    • 2020
  • In this paper, we compare and analyze smart technologies and present six obstacle detection features to help visually impaired people walk. Traditionally, visually impaired people walk with the white cane or a guide dog. With the development of IoT technology, various smart walking aids systems have been developed. Those intelligent walking aids systems have obstacle-detecting systems and route-guidance systems. Many researchers are developing the walking aids system, which detects an obstacle and provides the obstacle information by haptic feedback. Also, they are designing the database server system to share the obstacle information. Particularly the composed system can quickly give an obstacle-avoidance route using shared obstacle information. Smart walking aids systems for visually impaired people will advance more rapidly by applying machine learning and intelligent systems.

Design of leaf spring with high fatigue life applied to horizontal linear vibrating actuator (수평 선형 진동 모터에 적용 가능한 높은 피로 수명을 가진 판 스프링 설계)

  • Lee, Ki-Bum;Kim, Jin-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.12
    • /
    • pp.5684-5688
    • /
    • 2012
  • This paper aims to design the leaf spring of high fatigue life which guides the moving part of the horizontal linear vibrating actuator. The vertical linear vibrating actuator has been used as the vibration device for haptic and alarm function on smart phone. However, the vibrating actuator has a major cause on the limitation to make smart phone slim because of its own characteristic of vertical direction vibration. The horizontally linear vibrating actuator for smart phone slimness has been developed in recent years. One of the most significant parts of horizontal vibrating linear actuator is the guide spring which supports moving part of actuator and enables actuator to vibrate elastically. Various types of leaf springs were designed and analyzed to get the required stiffness with high fatigue life through the stress analysis using commercial structural analysis program, ANSYS. The experiments were performed with prototypes to measure vibration acceleration and life time of leaf spring.