• Title/Summary/Keyword: haptic

Search Result 587, Processing Time 0.023 seconds

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
    • /
    • v.38 no.4
    • /
    • pp.467-475
    • /
    • 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.

A New Arm Swing Walking Pattern-based Walking Safety System (새로운 팔 스윙 보행 패턴 기반 보행 안전 시스템)

  • Lee, Kyung-Min;Lin, Chi-Ho
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.19 no.6
    • /
    • pp.88-95
    • /
    • 2020
  • In this paper, we propose a new arm swing walking pattern-based walking safety system for safe walking of elderly pedestrians. The proposed system is a walking safety system for elderly pedestrians using haptic-based devices such as smart bands and smart watches, and arm swing-based walking patterns to solve the problem that it is difficult to recognize the fall situation of pedestrians with the existing walking patterns of lower limb movements. Use. The arm swing-based walking pattern recognizes the number of steps and the fall situation of pedestrians through the swing of the arm using the acceleration sensor of the device, and creates a database of the location of the fall situation to warn elderly pedestrians when walking near the expected fall location. It delivers a message to provide pedestrian safety to the elderly. This system is expected to improve the safe walking rights and environment of the elderly.

Implementing Tactile Display via Electromagnetic Actuator (전자석 액추에이터를 통한 촉각 디스플레이 구현)

  • Kim, Ju Yoon;Sung, Ki Kwang;Kim, Ji Ho;Park, Hyeon Cheol;Choi, Ah Rum
    • Journal of Appropriate Technology
    • /
    • v.6 no.2
    • /
    • pp.146-150
    • /
    • 2020
  • Assistive technologies for people with disabilities are often marginalized in the Fourth Industrial Revolution. In this paper, we intend to present the possibility of acquiring tactile information through the tactile display adapting an electromagnetic actuator. The multi-layered display designed for tactile communication has innovatively narrowed the size and spacing of cells in order to express pictures, maps, and graphics. This display has enabled the visually impaired to touch two-dimensional information combining with other assistive technologies so that. It would also provide a technical source of access to STEM education (Science, Technology, Engineering, and Mathematics) so that students will perform better and be better prepared for advanced education. Moreover, it can be applied to public infrastructure and transportation in smart-city projects on the globe. Hence, this paper introduces the principle of Electromagnetic-actuator and how it can be utilized in many diverse areas.

A Study on the Establishment of Metaverse-based Police Education and Training Model (메타버스 기반 경찰 교육훈련모델 구축 방안에 관한 연구)

  • Oh, Seiyouen
    • Journal of the Society of Disaster Information
    • /
    • v.18 no.3
    • /
    • pp.487-494
    • /
    • 2022
  • Purpose: This study proposes a Metaverse-based police education and training model that can efficiently improve the performance of various police activities according to changes in the environment of the times. Method: The structure of this system can generate Avatar Controller expressed using HMD and haptic technology, access the Network Interface, and educate and train individually or on a team basis through the command control module, education and training content module, and analysis module. Result: In the proposed model of this study, the command and control module was incorporated into individual or team-based education and training, enabling organic collaborative training among team members by monitoring the overall situation of terrorism or crime in real time. Conclusion: Metaverses-based individual or team-based police education and training can provide a more efficient and safe education and training environment based on immersion, interaction, and rapid judgment in various situations.

Discussion on the Route of Lung Meridian: Focus on LU3 and LU4 (수태음폐경 노선에 대한 고찰: 천부·협백을 중심으로)

  • Seok Mo, Song
    • Korean Journal of Acupuncture
    • /
    • v.39 no.4
    • /
    • pp.172-183
    • /
    • 2022
  • Objectives : An error was found in the recent standard by the World Health Organization (WHO) on the locations of the Upper arm Route of Lung Meridian (URLM) and its acupoints LU3 and LU4. This possible incorrect information is being taught throughout Korean medicine colleges nationwide, which follow WHO standards. Therefore, an investigation is required to sort out this discrepancy based on the evidence in historical documents. Methods : The location of WHO's URLM and LU3 and LU4 were compared with corresponding information in the classical literature. The anatomical structure mentioned in these classical documents was examined. Finally, an assessment was conducted on whether this structure is reflected in the WHO standards. Results : Classical literature prior to the early 20th century records the locations of the Lung Meridian and LU3 and LU4 of the upper arm to be in the artery on the medial aspect. This artery corresponds to the brachial artery. The location established by the WHO is on the anterolateral side of the upper arm, where no large arteries exist that can be found by haptic search or angiographically. The anterolateral side of the upper arm belongs to the Yang aspect, which does not coincide with the Yin aspect of Lung Meridian. Conclusions : The WHO's URLM and LU3-4 standards do not agree with the classical literature. The correct route must coincide with the brachial artery passing through the medial side of the humerus. The actual location of LU3-4 is on the medial aspect of the arm, just medial to the border of the biceps brachii muscle, on the brachial artery, 3-4 B-cun inferior to the anterior axillary fold.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.10
    • /
    • pp.37-43
    • /
    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
    • /
    • v.2 no.4
    • /
    • pp.490-508
    • /
    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

  • PDF

A Study on the Spatial Characteristics of Golf Courses (골프코스의 공간적 특성에 관한 연구)

  • Kim, Chung-Ho
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.36 no.4
    • /
    • pp.15-26
    • /
    • 2008
  • The purpose of this study is to attempt to interpret golf courses as event-generating spaces with consideration given to the time factor. Through a golf game, a variety of events such as the tee shot, second shot, putt, and hole out are generated. These events have been connected to a series of events after hole out such as birdie, par, bogey and so on. The series of events do not always occur in the same way. They reveal unexpected changes over time. These unexpected changes cause changes in the spatial characteristics and offer unforgettable memories for golfers. Gilles Deleuze mentioned the spatial characteristics as striated space and smooth space. Striated space can 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 striated space and smooth space. Golf courses generally show the characteristics of striated space before beginning the game. As soon as the game begins, however, the golf courses are converted into an event-generating space. The characteristics of striated space are transformed into smooth space, a nomadic space that amplifies the dynamic, changeable, de-scaled and non-metric system. Through the whole game, this transformation is dramatically repeated. On the other hand, the golfer, the subject of the game, senses the phenomenological experience in the process of orientation, center, definition, and domestication.

Design of the control Algorithm for Improvement of the Convenience the Active-type Walking Aid (전동 보행보조기의 편의성 향상을 위한 제어기 설계)

  • Lee, D.K.;Kong, J.S.;Goh, M.S.;Kang, S.J.;Lee, S.M.;Lee, E.H.
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.5 no.1
    • /
    • pp.17-25
    • /
    • 2011
  • This paper aims to find the optimal control gain for enhancing the convenience of electric walking frames and design a control algorithm. With the recent advances in medical technology, there has been a rapid increase in the aging population and a variety of mobile walking frames have been developed for improvement of the quality of life. However, the manual walking frames of such mobile aids don't have any electric motor which helps facilitate elderly users' walking and thus are not efficient enough for the old people of weak strength to use especially when moving on uneven surfaces such as slopes or thresholds. The types of electric walking frames have been developed to overcome such inefficiency. Electric walking frames require users' control operations for motor driving unlike manual frames. Therefore, when they are not properly handled, it causes considerable inconvenience to their users. The present study compared the electric walking frames with manual ones in terms of operational convenience and attempted to improve the user convenience of walking frames varying the control value for user convenience based on certain standards. This paper presented a haptic sensor designed to recognize the will to walk and measure the degree of convenience and proposed a control algorithm for improvement of convenience. For user convenience, this paper evaluated the relative convenience of walking frames in view of changing differences between the center of vehicle (COV) and the center of position (COP). With the employment of an electric walking frame and a new measuring method, all the processes were experimentally tested and validated.

Desigining a Feedback for Exercises Using a Wearable Device (웨어러블 디바이스를 활용한 운동 중 피드백 방식 연구 - 근력 운동에 대한 멀티 모달 피드백 적용을 중심으로 -)

  • Yoo, Hyunjin;Maeng, Wookjae;Lee, Joongseek
    • Journal of the HCI Society of Korea
    • /
    • v.11 no.3
    • /
    • pp.23-30
    • /
    • 2016
  • The landscape of the current fitness trackers is not only limited to the aerobic exercises but also the weight training is comparatively excluded. Recently, a few weight training fitness tracker was released, human-computer interaction was not well designed due to the lack of considering the context. Because body movement would be intense while doing exercises, having exercise performers hold or operate a device makes a negative experience. As the wearable device is always inseparable to body, it could provide effective feedback because holding or operating a device is not necessary. Therefore, this study aims to make the exercise performers feel a natural feedback through the wearable device to do effective exercises. As a result, this study identified three findings. First, the information which exercise performers most needed was 'during exercise.' and the most necessary information for exercise performers through wearable device's sensory feedback was about 'pace control' with counting and motivation. Second, the order of the most preferred presentation type of sensory feedback was auditory feedback, haptic feedback and visual feedback. Third, the satisfaction, utility, usefulness score of sensory feedback as same as the personal trainer's feedback. In conclusion, this study illustrated the feedback design implications using a wearable device while doing weight training and the possibilities that wearable device could be substitute for personal trainer.