• Title/Summary/Keyword: tactile

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A Survey on 5G Enabled Multi-Access Edge Computing for Smart Cities: Issues and Future Prospects

  • Tufail, Ali;Namoun, Abdallah;Alrehaili, Ahmed;Ali, Arshad
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.107-118
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    • 2021
  • The deployment of 5G is in full swing, with a significant yearly growth in the data traffic expected to reach 26% by the year and data consumption to reach 122 EB per month by 2022 [10]. In parallel, the idea of smart cities has been implemented by various governments and private organizations. One of the main objectives of 5G deployment is to help develop and realize smart cities. 5G can support the enhanced data delivery requirements and the mass connection requirements of a smart city environment. However, for specific high-demanding applications like tactile Internet, transportation, and augmented reality, the cloud-based 5G infrastructure cannot deliver the required quality of services. We suggest using multi-access edge computing (MEC) technology for smart cities' environments to provide the necessary support. In cloud computing, the dependency on a central server for computation and storage adds extra cost in terms of higher latency. We present a few scenarios to demonstrate how the MEC, with its distributed architecture and closer proximity to the end nodes can significantly improve the quality of services by reducing the latency. This paper has surveyed the existing work in MEC for 5G and highlights various challenges and opportunities. Moreover, we propose a unique framework based on the use of MEC for 5G in a smart city environment. This framework works at multiple levels, where each level has its own defined functionalities. The proposed framework uses the MEC and introduces edge-sub levels to keep the computing infrastructure much closer to the end nodes.

Analysis of Auditory Information Types in Vehicle based on User Experience of Hearing Impaired Drivers (청각장애 운전자의 사용자경험에 기반한 자동차 내 청각정보 유형 분석)

  • Byun, Jae Hyung
    • Smart Media Journal
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    • v.10 no.1
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    • pp.70-78
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    • 2021
  • The auditory information is used for urgent notification or warning in vehicle because it is not restricted by the direction compared to the visual. However, since the hearing impaired drivers cannot recognize sound signal, various methods of visualizing the auditory information have been attempted to replace it. When visualizing auditory information, only important information should be selected and provided to prevent cognitive overload concentrated on the vision. For this purpose, analysis of the type of auditory information in vehicle should be given in advance. In this study, the types of auditory information in vehicle were analyzed based on the user experience of hearing impaired drivers. Through the observation of the driving behavior of hearing impaired drivers, 33 auditory informations experienced in vehicle were collected. The collected auditory informations were classified into 12 groups through open card sorting by an expert group, and the types of auditory information in vehicle consisting of four levels were presented through a relative comparison of importance between groups. The presented type of auditory information in vehicle can be used as a guideline for selecting important information when the auditory information is converted into visual or tactile. This study is meaningful in that the user experience analysis was conducted by observing actual driving in daily life of hearing impaired drivers.

Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.

The Effect of Environmental Enrichment Therapy Program for Developmental Delayed Children on Task Performance, Sensory Processing (환경 강화 치료(Environmental Enrichment Therapy) 프로그램이 발달지연 아동의 과제 수행 및 감각처리에 미치는 효과)

  • Jo, Eun-Ji;Park, Kyoung-Young;Choi, Jeong-Sil;Sin, Su-Jung
    • The Journal of Korean Academy of Sensory Integration
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    • v.19 no.3
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    • pp.1-12
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    • 2021
  • Objective : The purpose of this study was to investigate the effect of the environmental enrichment therapy (EET) program on the task performance and sensory processing of children with delayed development. Methods : This study was conducted with a single-subject ABA research design for two children with developmental delay findings, and intervention was conducted 7 times a week for 4 weeks. Both children confirmed changes in task performance and sensory processing after intervention. Results : After intervention, task performance improved from an average of 200% to a maximum of 354% compared to the baseline period, and the score in the sensory processing area, which affects tactile processing, emotional response, and activity level, was improved to the normal category. Conclusion : Through this study, it was confirmed that the EET program was effective in performing tasks and sensory processing for children with developmental delays, and its usefulness was confirmed as a program that can be implemented at home.

Development of a Backpack-Based Wearable Proximity Detection System

  • Shin, Hyungsub;Chang, Seokhee;Yu, Namgyenong;Jeong, Chaeeun;Xi, Wen;Bae, Jihyun
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.647-654
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    • 2022
  • Wearable devices come in a variety of shapes and sizes in numerous fields in numerous fields and are available in various forms. They can be integrated into clothing, gloves, hats, glasses, and bags and used in healthcare, the medical field, and machine interfaces. These devices keep track individuals' biological and behavioral data to help with health communication and are often used for injury prevention. Those with hearing loss or impaired vision find it more difficult to recognize an approaching person or object; these sensing devices are particularly useful for such individuals, as they assist them with injury prevention by alerting them to the presence of people or objects in their immediate vicinity. Despite these obvious preventive benefits to developing Internet of Things based devices for the disabled, the development of these devices has been sluggish thus far. In particular, when compared with people without disabilities, people with hearing impairment have a much higher probability of averting danger when they are able to notice it in advance. However, research and development remain severely underfunded. In this study, we incorporated a wearable detection system, which uses an infrared proximity sensor, into a backpack. This system helps its users recognize when someone is approaching from behind through visual and tactile notification, even if they have difficulty hearing or seeing the objects in their surroundings. Furthermore, this backpack could help prevent accidents for all users, particularly those with visual or hearing impairments.

A Study on the Wrist Pulse Six Positions Correlation in the Maiyaojingweilun Chapter of the Huangdineijing (『소문(素問)·맥요정미론(脈要精微論)』의 촌구(寸口) 육부정위(六部定位)에 대한 고찰)

  • Jang, Woochang;Nan, Jie
    • Journal of Korean Medical classics
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    • v.34 no.3
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    • pp.101-123
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    • 2021
  • Objectives : To examine the six positions correlation[六部定位] principle that is the basis of the wrist pulse diagnosis in the Neijing. Methods : The basis for argument was established by correcting an interpretation error of the theory of chi (尺) skin diagnosis. In order to accomplish this, the annotations of Yang Shangshan and Wangbing were investigated first, after which the specific meaning and methodology of the chi diagnostic method as written in many chapters of the Neijing were examined. The evidence and reasoning for the six positions correlation[六部定位] was looked into, in relation to Wangbing's annotation of the chapter, Maiyaojingweilun. The theoretical basis of the six positions correlation was searched throughout the entire Neijing, based on the correlation between Liuhe and the six positions, the five elements inter-supporting theory embedded in the six positions correlation as a diagnosis model that integrates zhangfu and meridians/channels, and the meaning of the spacial concepts used when describing the tactile technique within the chapter. Lastly, contents related to the five zhang channels within the Neijing were reviewed, to determine whether the six positions correlation was applied in wrist pulse taking Results & Conclusions : Some interpretations of the verse on matching the positions in the Maiyaojingweilun chapter of the Neijing are erroneous, while the argument that the three positions[cun-guan-chi] cannot be found in the Neijing is false as well. The wrist pulse taking in the Neijing is precisely based on the three positions correlation that divides the cun-guan-chi positions into three, and the correlation verse in the Maiyaojingweilun chapter clearly suggests the principle of matching the zhangfu and meridian/channels to the six positions of the cun-guan-chi of both left and right.

A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.185-201
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    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.

Development of a Breath Control Training System for Breath-Hold Techniques and Respiratory-Gated Radiation Therapy

  • Hyung Jin Choun;Jung-in Kim;Jong Min Park;Jaeman Son
    • Progress in Medical Physics
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    • v.33 no.4
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    • pp.136-141
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    • 2022
  • Purpose: This study aimed to develop a breath control training system for breath-hold technique and respiratory-gated radiation therapy wherein the patients can learn breath-hold techniques in their convenient environment. Methods: The breath control training system comprises a sensor device and software. The sensor device uses a loadcell sensor and an adjustable strap around the chest to acquire respiratory signals. The device connects via Bluetooth to a computer where the software is installed. The software visualizes the respiratory signal in near real-time with a graph. The developed system can signal patients through visual (software), auditory (buzzer), and tactile (vibrator) stimulation when breath-holding starts. A motion phantom was used to test the basic functions of the developed breath control training system. The relative standard deviation of the maxima of the emulated free breathing data was calculated. Moreover, a relative standard deviation of a breath-holding region was calculated for the simulated breath-holding data. Results: The average force of the maxima was 487.71 N, and the relative standard deviation was 4.8%, while the average force of the breath hold region was 398.5 N, and the relative standard deviation was 1.8%. The data acquired through the sensor was consistent with the motion created by the motion phantom. Conclusions: We have developed a breath control training system comprising a sensor device and software that allow patients to learn breath-hold techniques in their convenient environment.

Digital Technology Facilitating the Fusion of Video Games and Films (디지털 기술의 발전 아래 전자 게임과 영화의 융합 연구)

  • Li, Juan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.71-82
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    • 2019
  • Today's media environment is becoming very complicated and the trend of media convergence is getting clearer. The convergence of media is the supreme hot issue. In this wave of convergence, there has also been a huge change between movies and electronic games. The remake boom between them showed a tremendous economic effect that can be achieved by exchanging two media of essentially different characteristics. As computer virtual reality technologies evolve, electronic games will provide a virtual world that can satisfy the demands of the visual, auditory, and tactile aspects very real to the public with the Internet. At that time, movies and other media will be thoroughly melted into the virtual world created by electronic games, and they will become an element of the virtual world as those media that exist in the truth world.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.