• Title/Summary/Keyword: haptic media

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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.

Tangible Cooperation in Shared Virtual Environment

  • Irawati, Sylvia;Kim, Jong-Phil;Kim, Jin-Wook;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.214-220
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    • 2009
  • Recent advanced technologies enable multiple users to share the virtual environment and work together as they are collocated. Additional sensory information such as haptic could improve the cooperation. In this paper, we propose a server-client architecture with multi-rate haptic control to support a tangible cooperation. Using our approach, the system is able to maintain a consistent simulation state across multiple users as well as to provide a highfidelity stable haptic interaction. To verify our approach, we have developed an experimental application and tested the cooperation among multiple users. The results confirm that our system is able to provide coherency among clients as well as haptic transparency.

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3D Virtual World and Haptic

  • Syamsuddin, Muhammad Rusdi;Lee, Chang-Hyeon;Kwon, Yong-Moo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1187-1188
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    • 2009
  • In this paper we interface Tangible Devices (i.e. Haptic Devices) for 3D Virtual World based on MPEG-RoSE syntax. We called it Virtual World and Real World Interface (VRI). The VRI Technology project intends to provide virtual world information to real world and tangible experience to user of virtual world through tangible devices.

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Research on presentation of subjective tactile sensation by stiffness model of haptic system (주관적 촉감 재현을 위한 Haptic System의 Stiffness Model에 관한 연구)

  • Lee, Yoon-Joung;Whang, Min-Cheol;Hyun, Hye-Jung;Kim, Young-Joo;Kim, Jong-Hwa;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.863-868
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    • 2007
  • 본 연구는 Haptic System의 물리적 stiffness(N/mm)와 사용자의 주관적 촉감정보(단단하다, 무르다)의 상관성에 관한 것이다. tangible media와 같은 컨텐츠의 촉감을 실감나게 표현하기 위해서는 사용자가 주관적으로 느끼는 힘의 강도가 haptic system에 매핑이 되어야 한다. 따라서 사용자의 주관적인 힘의 강도와 haptic system의 물리적 stiffness간에 상관성 연구가 필요하다. 본 연구에서는 물리적 특성을 결정하고 하드웨어와 소프트웨어를 연동시켜 촉감을 모델링하는 haptic 렌더링을 통해 정량화된 외부의 자극(변화)에 대해 사람이 심리적으로 느끼고 있는 감각을 정량화하여 입력 자극과의 관계를 밝히고자 팬텀을 이용해 두 번의 실험을 실시하였다. 먼저 haptic system에서 사용자가 힘의 차이를 느낄 수 있는 stiffness의 해상도를 측정하고, 그에 따라 나뉘어진 해상도 별로 촉감에 대한 주관적인 평가를 하였다. ANOVA결과에 따르면 haptic system의 물리적 stiffness와 사용자의 주관적 촉감정보간에 유의한 상관관계가 분석되었으며 회귀분석을 실시하여 유의한 정도를 회귀 방정식으로 도출하였다. 따라서tangible media를 이용한 실감적인 촉감 컨텐츠를 재현하는 기술에 본 연구결과가 유용하게 사용되리라 기대된다.

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The delay effect on reality in visual and haptic presentation (시-촉각 지연이 실감도에 미치는 영향)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Kim, Young-Joo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.227-234
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    • 2008
  • Graphic and sounds are mainly used for presenting digital content as general. It has been reported that the reality of digital contents was improved by adding haptic factor to the contents of graphic and sounds. Therefore, various haptic system have recently been developed for implementing haptic sensation into digital contents. However, the delay of haptic display sometimes happens due to low hardware performance and causes to deteriorate reality of digital contents. The delay effect on reality has been important to be determined for presenting digital contents with haptic system. Therefore, this study is to find the effect on user's cognition of digital contents evoking both visual and haptic sensation. Eight university students performed 4 repetitive tasks of pushing cube under the two conditions of visual and haptic delay. The delay time of each condition were set 0.5, 1.0, 2.0 and 4.0 second. As the result, both haptic and visual delay were negatively influenced user's recognition while visual delay showed more dominant effect on user's recognition than haptic delay.

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Haptic Communication for Cooperative Object Manipulation

  • Noma, Haruo;Miyasato, Tsutomu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.83-88
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    • 1997
  • In this study, we focus on precise and natural cooperative object manipulation in a virtual space. We introduce two virtually expanded physical laws-virtual mechanical equilibrium on a rigid object and exclusive object arrangement-to create realistic cooperative manipulation. We have built a trial system according to our proposed design. The method is expected to allow users to exchange intended manipulation by haptic and visual channels.

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Haptically Enhanced Movie System (몰입감 있는 촉감영화 시스템)

  • Kim, Yeong-Mi;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.6-11
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    • 2008
  • The more technologies of multimedia are developed and multimodal interactions are proposed, the more people expect immersive interactions. This paper presents a enhanced moyie system which provides viewers with passive haptic sensation synchronized with audiovisual media. Also, we discuss the potential haptic contents in a movie system and the characteristics of effective authoring tool generating various haptic contents for various scenes. Furthermore, an example of enhanced haptic movie system is discussed and the first version of our haptic authoring tool for creating haptic contents of a movie system is introduced.

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Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

The Influence of Additional Haptic Feedback on Interactivity and Body Ownership in Virtual Reality (가상현실 햅틱 피드백 개체의 증가가 상호작용성과 신체소유감에 미치는 영향)

  • Lee, Sanguk;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.31-40
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    • 2020
  • The effects of two different types of haptic feedback(one-hand versus two-hand haptic feedback) on interactivity and body ownership were investigated in the virtual reality setting through an experiment. Using within-subject design, participants performed the task of hitting and destroying a ball-shaped object in virtual reality for both, one-hand and two-hand haptic feedback conditions. The results showed that participants tended to report a higher level of interactivity when using two-hand haptic feedback, whereas there was no difference between the two conditions in a sense of body ownership.