• Title/Summary/Keyword: navigating device

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Z-Clutching: Interaction Technique for Navigating 3D Virtual Environment Using a Generic Haptic Device

  • Song, Deok-Jae;Kim, Seokyeol;Park, Jinah
    • Journal of Computing Science and Engineering
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    • v.10 no.1
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    • pp.32-38
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    • 2016
  • Navigating a large 3D virtual environment using a generic haptic device can be challenging since the haptic device is usually bounded by its own physical workspace. On the other hand, mouse interaction easily handles the situation with a clutching mechanism-simply lifting the mouse and repositioning its location in the physical space. Since the haptic device is used for both input and output at the same time, in many cases, its freedom needs to be limited in order to accommodate such a situation. In this paper, we propose a new mechanism called Z-Clutching for 3D navigation of a virtual environment by using only the haptic device without any interruption or sacrifice in the given degrees of freedom of the device's handle. We define the clutching state which is set by pulling the haptic handle back into space. It acts similarly to lifting the mouse off the desk. In this way, the user naturally feels the haptic feedback based on the depth (z-direction), while manipulating the haptic device and moving the view as desired. We conducted a user study to evaluate the proposed interaction technique, and the results are promising in terms of the usefulness of the proposed mechanism.

Control and VR Navigation of a Gait Rehabilitation Robot with Upper and Lower Limbs Connections (상하지가 연동된 보행재활 로봇의 제어 및 VR 네비게이션)

  • Novandy, Bondhan;Yoon, Jung-Won
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.3
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    • pp.315-322
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    • 2009
  • This paper explains a control and navigation algorithm of a 6-DOF gait rehabilitation robot, which can allow a patient to navigate in virtual reality (VR) by upper and lower limbs interactions. In gait rehabilitation robots, one of the important concerns is not only to follow the robot motions passively, but also to allow the patient to walk by his/her intention. Thus, this robot allows automatic walking velocity update by estimating interaction torques between the human and the upper limb device, and synchronizing the upper limb device to the lower limb device. In addition, the upper limb device acts as a user-friendly input device for navigating in virtual reality. By pushing the switches located at the right and left handles of the upper limb device, a patient is able to do turning motions during navigation in virtual reality. Through experimental results of a healthy subject, we showed that rehabilitation training can be more effectively combined to virtual environments with upper and lower limb connections. The suggested navigation scheme for gait rehabilitation robot will allow various and effective rehabilitation training modes.

The Effect of Spatial Dimension Shifts in Rotated Target Position Search (차원 변환이 회전하는 목표 자극의 위치 탐색에 미치는 영향)

  • Park, Woon-Ju;Jung, Il-Yung;Park, Jeong-Ho;Bae, Sang-Won;Chong, Sang-Chul
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.103-121
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    • 2011
  • This study investigated how spatial dimension information and dimensional consistency between learning and testing phase would influence the target search performance. The participants learned spatial layouts of Lego blocks shown in either two- (2D) or three-dimension (3D) and were tested with the rotated stimuli ($0^{\circ}$, $90^{\circ}$, $180^{\circ}$, or $270^{\circ}$ from the initial view) in consistent or inconsistent dimension. Significantly better performance was observed when initial learning display appeared in 2D than in 3D. Particularly, the participants showed difficulties in flexible usage of spatial information presented in 3D especially if the dimensional information in the testing phase also was 3D and required mental rotation. The present study indicates that spatial map presented in 2D may be more useful than 3D in driving situations in which acquired spatial information from navigating device, such as GPS, and location of driver continuously changes.

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The Development of HeadZmouse for Computer Access Using Gyroscopic Technology and Macro-Interface for Computer Access (컴퓨터접근을 위한 매크로 인터페이스 및 자이로센서기술을 사용한 헤드마우스의 개발)

  • Rhee, K.M.;Woo, J.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.1 no.1
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    • pp.1-6
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    • 2007
  • Applying the gyroscopic technology, HeadZmouse has been developed to simulate left and right mouse click, double click, drag and drop, and even a wheel function for navigating web. This device was designed to work on both PC and Macintosh environments using a USB cable. The first time you use this device, you'll find out how much freedom it offers to someone who can't use his or her hands freely. Rather than being tied to your computer, simple manipulation such as blowing an air (breathing) into a sonic sensor can simulate all the functions which standard mouse has, even including a wheel function. Also, a macro-interface device has been developed. By storing repetitive tasks into a memory, you can carry out repetitive tasks just by clicking a button once.

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A Study on the Peripheral Devices Search Algorithm Design of IoT Environment (IOT 환경의 주변 디바이스 탐색 알고리즘 설계)

  • Hwang, Jong-sun;Kim, Wung-Jun;Jeong, In-Yong;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.606-608
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    • 2015
  • In order to bear a relationship between the devices in the IoT environment whereby the task of navigating the device and relationship should be preceded before. The new device transmits a search signal in order to find a device and a peripheral device that receives this will determine the distance information of the device and determines the intensity of the transmitted signal. M2M (Machine to Machine) method has been used in conventional sends the search signal to all of the peripheral devices in a single device, a peripheral device that is greater the search time becomes long, a problem that a loss of information, the more devices that are far there is. In this paper, a method to compensate for problems of existing methods of M2M devices and new shortening of the search time when the search for the peripheral device, an algorithm to reduce the information loss of time to send and receive signals from the navigation device and away proposals were discussed and used in the field.

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The Design of an Integrated ECU and Navigation Information based IoT Head-Up Display System for Vehicles (ECU와 내비게이션 정보를 융합한 IoT Head Up Display(HUD) 시스템 설계)

  • Kook, Joongjin
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.172-177
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    • 2021
  • The HUD (Head-up Display) device for vehicles has gradually been advanced in connection with ADAS (Advanced Driver Assistant System) for the safety and the convenience of driving. In this paper, the major features (e.g. speed, RPM, etc.) of vehicles is received through the ECU and the route information is received through the navigating API, configurating the integrated GUI. And, the optical system is configured based on DLP (Digital Light Processing) to evaluate the visibility depending on the resolution change of the GUI. The IoT HUD system proposed in this paper has the scalability to flexibly add not only the ECU but also various cloud-based driving-related information.

Robotic Agent Design and Application in the Ubiquitous Intelligent Space (유비쿼터스 지능형 공간에서의 로봇 에이전트 설계 및 응용)

  • Yoon Han-Ul;Hwang Se-Hee;Kim Dae-Wook;Lee Doong-Hoon;Sim Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.1039-1044
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    • 2005
  • This paper presents a robotic agent design and application in the ubiquitous intelligent space. We set up an experimental environment with Bluetooth host, Bluetooth client, furniture and home appliance, and robotic agents. First, the agents basically performed patrol guard to detect unexpected penetration, and to keep home safely from gas-leakage, electric leakage, and so on. They were out to patrol fur a robbery while navigating in a living room and a private room. In this task, we used an area-based action making and a hexagon-based Q-learning to control the agents. Second, the agents communicate with Bluetooth host device to access and control a home appliance. The Bluetooth host offers a manual control to person by inquiring a client robot when one would like to check some place especially. In this exercise, we organize asynchronous connection less (ACL) between the host and the client robots and control the robot maneuver by Bluetooth host controller interface (HCI).

Augmented Reality based Museum Guidance System Selective Viewing (증강현실을 이용한 선택적 가이드 시스템 -관람자의 관심에 따라 박물관 관람을 안내 하는 가이드 시스템)

  • Park, Joon-Suk;Lee, Dong-Hyun;Park, Jun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.45-48
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    • 2008
  • Using these systems, additional information on the paintings and exhibits may be provided in the forms of text, image, speech, and video However, at museums and exhibitions, many tourists are often interested in exhibits of some particular style, authors, or coteries. The proposed Augmented Reality based guidance system may guide the users to exhibits of their interest for selective viewing. Location of the next exhibit of interest may be informed to the users as well as additional multimedia information on the exhibits of interest Such information is shown on the Augmented Reality views of the user's display device. The proposed system is composed an Ultra-Mobile PC (UMPC), an inertia tracker, and a camera. In the beginning, the user may select his/her preference on the exhibits from the menu, and then the system starts guiding by showing the relative orientation, distance, and visual cue to find a next exhibit. When the user finds and locates the matching visual cue within a matching box of the display screen, the system provides multimedia information on the exhibit. According to the preliminary user test, the proposed system is convenient and useful for navigating through large-scale exhibition.

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An Experimental Evaluation on Human Error Hazards of Task using Digital Device (디지털 기기 기반 직무 수행 시 인적오류위험성에 대한 실험적 평가)

  • Oh, Yeon Ju;Jang, Tong Il;Lee, Yong Hee
    • Journal of the Korean Society of Safety
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    • v.29 no.1
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    • pp.47-53
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    • 2014
  • The application of advanced Main Control Room(MCR) is accompanied with lots of changes and different forms and features through the virtue of new digital technologies. The characteristics of these digital technologies and devices give many opportunities to the interface management, and can be integrated into a compact single workstation in advanced MCR so that workers can operate the plant with minimum physical burden under any operation conditions. However, these devices may introduce new types of human errors and thus a means to evaluate and prevent such errors is needed, especially those related to characteristics of digital devices. This paper reviewed the new type of human error hazards of tasks based on digital devices and surveyed researches on physiological assessment related to human error. An experiment was performed to verify human error hazards by physiological responses such as EEG which was measured to evaluate the cognitive workload of operators. And also, the performances of four tasks which are representative in human error hazard tasks based on digital devices were compared. Response time, ${\beta}$ power spectrum rate of each task by EEG, and mental workload by NASA-TLX were evaluated. In the results of the experiment, the rate of the ${\beta}$ power was increased in the task 1 and task 4 which are searching and navigating task and memory task of hierarchical information, respectively. In case of the mental workload, in most of evaluation items, task 1 and 4 were highly rated comparatively. In this paper, human error hazards might be identified by highly cognitive workload. Conclusively, it was concluded that the predictive method which is utilized in this paper and an experimental verification can be used to ensure the safety when applying the digital devices in Nuclear Power Plants (NPPs).

Application of Navigating System based on Bluetooth Smart (블루투스 스마트 기반의 내비게이팅 시스템)

  • Lee, YoungDoo;Jan, Sana Ullah;Koo, Insoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.1
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    • pp.69-76
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    • 2017
  • Bluetooth Low Energy (BLE), also known as Bluetooth Smart, has ultra-low power consumption; in fact, BLE-enabled devices can run on a single coin cell battery for several years. In addition, BLE can estimate the approximate distance between two devices using the Received Signal Strength Indication (RSSI) feature, enabling relatively precise navigation in indoor and small outdoor areas where GPS is not an option. In this paper, an experimental setup is presented in which BLE is used for navigation within a small outdoor area. BLE-based beacons are installed in fixed positions, which periodically transmit a universally unique identifier (UUID). A smart device receives the UUID and sends it to a database server using cellular or Wi-Fi technology. The server returns fixed position information corresponding to the received UUID codes, and the smart device uses that information to compute its current position based on relative signal strengths, and display it on a map. These results demonstrate the successful application of BLE technology for navigation in small outdoor areas. This system can be implemented for indoor navigation as well.