• Title/Summary/Keyword: haptic sensation

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The Virtual Environment Control using Real-time Graphic Deformation Algorithm (실시간 그래픽 디포메이션 알고리즘을 이용한 가상환경젱어)

  • 강원찬;김남오;최창주
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.53 no.5
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    • pp.309-314
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    • 2004
  • In the established virtual-reality system, although it is possible to transact a faculty of sensation and graphic in a single PC, virtual object forcibly treated with rigid body for the reason of the huge amount of calculation, and the number of polygon is restricted. Furthermore, there is some difficulty in the financial aspect and a program field, because the existing virtual-reality system needs at least two workstations or super computers. In this study, the new force-reflecting algorithm called as "Proxy" and a finite element method of Hyperion are applied to this system in order to transact in real-time. Consequently, though the number of polygon, which brings about an obstacle is increased in the real-time graphic transaction, this system makes it possible to transact in the real-time, not being influenced by the size of the virtual object.

Vibration Tactile Foreign Language Learning: The Possibility of Embodied Instructional Media

  • JEONG, Yoon Cheol
    • Educational Technology International
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    • v.14 no.1
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    • pp.41-53
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    • 2013
  • On the basis of two premises and embodied cognition theory, the vibration tactile learning is proposed as an effective method for foreign language learning. The premises are: the real nature of language is sound and the source of sound is vibration. According to embodied cognition theory, cognition is inherently connected to bodily sensation rather than metaphysical and independent. As a result, the vibration tactile learning is: people are able to learn foreign language better by listening to sound and experiencing its vibration through touch rather than solely listening to sound. The effectiveness of vibration tactile learning is tested with two instructional media theories: media comparison and media attribute. For the comparison, an experiment is conducted with control and experimental groups. The attributes of vibration tactile media are investigated in points of relationships with the learning process. The experiment results indicate a small effect on the increased mean score. Three kinds of relationships are found between the media attribute and learning process: enforced stimulus, facilitated pronunciation, and assimilation of resonance to sound patterns through touch. Finally, this paper proposes a new theoretical development for instructional media research: an embodied cognition based media research and development.

Gender Differences in the Sensitivity and Displeasure Caused by the Vibration Stimuli Applied to the Forearm in Upper Limb Amputees

  • Kim, Sol Bi;Ko, Chang-Yong;Chang, Yun Hee;Kim, Gyoo Suk;Kim, Sin Ki
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.4
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    • pp.355-361
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    • 2013
  • Objective: The aim of this study is to investigate the gender-differences in vibrotactile responses(sensitivity and displeasure) of residual forearm simulated by vibration stimulation in upper limb(trans-radial) amputees. Background: Several studies have reported that vibration stimulation using the haptic vibrator is one the most effective methods for delivering sensation to an amputees. However, few studies have reported the perception to haptic vibratory stimulus, particularly sensitivity and displeasure. Method: We set up a custom-made vibration stimulation system that included 6 actuators(3 medial parts and 3 lateral parts) and a graphical user interface(GUI)-based acquisition system to investigate changes in residual somatosensory sensibility and displeasure in the forearm of upper limb(trans-radial) amputees. Vibration actuators were attached at the 25%-point on the proximal forearm. Stimulation with 32Hz, 64Hz, or 149Hz of frequency was used for the sensitivity tests and with 32~257Hz of frequency was used for the discomfort experiments. The subjective responses were evaluated on a 10 point scale. Results: The results showed that vibrotactile sensory perception in male amputees were higher than that in female amputees. In male amputees, the response at lateral area of forearm was the most sensitive than medial area; but, female amputees showed similar sensitive areas. Subjects did not experience any discomfort during vibrotactile stimuli. Conclusion: Vibrotactile response in the amputees was dependent on gender as well as area stimulated by vibration. Application: The results might contribute to develop the vibrotactile feedback system for the amputees.

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

Study on Pulse Simulator of Oriental Medicine for Objective Structured Clinical Examination (OSCE) (한의학 객관구조화진료시험(OSCE)을 위한 진맥 시뮬레이터 개념 연구)

  • Kim, Kyoung-Shin;Kim, Kyoung-Ho;Choi, Chan-Hun;Lee, Soo-Jin;Kim, Byoung-Soo
    • The Journal of Korean Medicine
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    • v.32 no.1
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    • pp.1-11
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    • 2011
  • Objectives: The aim of this study was to examine the controversial issues about objective structured clinical examination (OSCE) of pulse diagnosis and investigate the objectification of traditional Korean medicine and technical feasibility of pulse simulation through the suggestion of a pulse simulator. Methods: The concept, validity and reliability of OSCE and the current situation of medical simulation was described. The actual level and problems on the simulator development was presented through haptics and tactile technology in order to compose a pulse simulator for OSCE. Results: The pulse wave system of a pulse simulator should materialize through haptic technology and the classification of the differences between tactile sensation and tactile quality is essential for the development of the relevant pulse simulator for OSCE in traditional Korean medicine. Conclusions: The introduction and controversial issues of OSCE and methodology of pulse wave reappearance system are proposed for the objectification of Traditional Korean Medicine and the development of clinical technology.

Development of an Integrated Mouse Type Tactile Display System (마우스형 통합 질감 제시 시스템 개발)

  • Kyung Ki-Uk;Son Seung-Woo;Yang Gi-Hun;Kim Munsang;Kwon Dong-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.5
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    • pp.445-450
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    • 2005
  • In this paper, we suggest an integrated tactile display system that provides kinesthetic force, pressure distribution, vibration and slip/stretch. The system consists of two parts: a 2 DOF force feedback device for kinesthetic display and a tactile feedback device for displaying the normal stimulation to the skin and the skin slip/stretch. Psychophysical experiments measure the effects of fingerpad selection, the direction of finger movements and the texture width on tactile sensitivity. We also investigate the characteristics of lateral finger movement while subjects perceive different textures. From the experimental results, the principal parameters for designing a tactile display are suggested. A tactile display device, using eight piezoelectric bimorphs and a linear actuator, Is implemented and attached to a 2 DOF translational force feedback device to simultaneously simulate the texture and stiffness of the object. As a result, we find out that the capability of the suggested device is sufficient to display physical quantities to display the texture.

Approximate Friction and Gravity Compensation in Haptic Laparoscopic Surgery Simulator (햅틱 복강경 수술 시뮬레이터의 마찰력 및 중력 보상)

  • Kim, Sang-Hyun;Lee, Chang-Gyu;Kim, Ji-Suk;Ryu, Je-Ha
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.8
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    • pp.883-888
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    • 2011
  • Laparoscopic surgery is being used in various surgical fields because it minimizes scarring. Laparoscopic operations require practical hand skills, so surgeons train on animals and via surgery training tool sets. However, these tool sets do not give the surgeon the sensation of touching real organs. A recently developed laparoscope simulator has a high friction force along the translational axis and a high gravity force along the pitch axis, and therefore it does not permit the operator to control his or her hands delecately. In the paper, the friction force along the axes is auumed to depend on the veolcity, and the gravity force on the angle and distance. We develop a compensation model that combines the gravity and friction force models.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 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.