• 제목/요약/키워드: tactile

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시각장애인을 위한 실시간 햅틱 디스플레이 시스템 설계 및 구현 (Design and Implementation of Real-time Haptic Display System)

  • 정정일;조진수
    • 전자공학회논문지CI
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    • 제48권2호
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    • pp.1-8
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    • 2011
  • 본 논문에서는 시각장애인에게 점자 및 촉도(점자 그림)를 거의 실시간으로 촉각정보(촉각으로 인지할 수 있는 정보)로 변환하여 제공할 수 있는 햅틱 디스플레이 시스템을 제안한다. 제안한 시스템은 시각장애인에게 촉각정보를 전달하는 햅틱 디스플레이 장치와 점자 및 촉도 정보를 촉각신호로 변환하여 장치에 전달하는 장치 제어 소프트웨어 프로그램으로 구성된다. 제안한 시스템의 성능평가는 10인의 시각장애인들을 통해 진행하였다. 실험결과 제안한 시스템은 기존 점자정보단말기들과 유사한 점자 인지율 및 인지속도를 제공하였다. 또한 촉도 정보를 최대 1.1초 이내에 촉각정보로 변환하여 출력함으로써 기존 점자프린터에서는 불가능한 실시간 그래픽 정보 전달이 가능하였다.

손끝 움직임 인식과 질감 표현이 가능한 촉각정보 입출력장치 (Tactile Transceiver for Fingertip Motion Recognition and Texture Generation)

  • 윤세찬;조영호
    • 대한기계학회논문집B
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    • 제37권6호
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    • pp.545-550
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    • 2013
  • 본 논문은 정전기력을 이용한 마찰력 변조를 이용하여 손끝을 통한 촉각정보의 입출력을 동시 구현하는 소자를 제안하였다. 기존의 촉각소자들이 촉각정보의 입력 및 출력을 개별적으로 구현한 것에 비해 본 연구는 손끝의 수직/수평 방향 동작 인식과 질감 구현을 동시에 구현하였다는 점에서 차별성을 가진다. 실험분석을 통해 검증한 손끝 동작 인식기능은 수직방향의 클릭의 경우 0.146nF/$40{\mu}m$, 수평방향의 경우 0.09nF/$750{\mu}m$의 정전용량 변화를 통해 인식 가능하였으며, 질감 구현의 경우 정전기적 인력을 통해 마찰력을 32~152mN의 범위에서 제어할 수 있음을 확인하였다. 교류전압을 이용한 수평적 진동은 60V, 3Hz에서 최대 128.1mN의 마찰력 변조를 구현하였으며, 이는 기존 연구 대비 32% 향상을 보여준다. 본 연구는 손끝에서 정보의 입출력을 동시 구현하여 정보기기의 촉각인터페이스에 적용 가능하다.

인터넷 쇼핑몰 이용자의 촉각단서 윽구가 의류상품 구매행동에 미치는 영향에 관한 연구 - 구매경험, 지각된 위험의 조절효과 - (The Effect of Consumer Need for Tactile Cues on Purchase Intention in Internet Shopping Mall - An Moderating Effect of Perceived Risk, Purchased Experience -)

  • 권소영;이진영;오희선;서용한
    • 한국의류산업학회지
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    • 제6권5호
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    • pp.618-624
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    • 2004
  • This study is to explore how consumers' needs for tactile cues affect their purchasing behaviors in the internet shopping mall. Since previous studies about internet shopping malls are mainly performed on the primary factors of perceived risk, there are insufficient studies of tactile cues for apparel products. Emphasis of this study is placed on verifying the following hypothesis; it is expected that consumers' needs for tactile cues affect apparel purchasing behaviors in internet shopping. The questionnaire was administered to 20 to 30 year old male and female respondents who are either students or businessmen living in the Busan area. 150 questionnaires were completed and collected for data analysis. The data were, using SPSS 10. 0 for Window, statistically analyzed by frequency and factor analysis for VARIMAX, Cronbach's coefficient and Linear regression analysis. Data were, using SPSS 10. 0 for Window, statistically analyzed by frequency and factor analysis for VARIMAX, Cronbach's coefficient, and ANOVA. The results of data analysis are as follows: First, the tactile cues negatively affect purchase intentions of consumers. This shows that apparel internet shoppers who have high desire for tactical cues tend to avoid purchasing products through the internet. Second, the factor analysis of the moderating effect on perceived risks shows that the perceived risks significantly moderate both the tactile cues and purchase intention of consumers. Third, analysis of purchased experience also shows that purchased experiences significantly moderate both the tactile cues and purchase intention.

스펙트럼 변조를 이용한 청각정보의 촉감재현 가능성 연구 (Feasibility Study on Audio-Tactile Display via Spectral Modulation)

  • 곽현구;김희국;정주노;강대임;박연규;구민모
    • 한국정밀공학회지
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    • 제28권5호
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    • pp.638-647
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    • 2011
  • Various approaches directly using vibrations of speakers have been suggested to effectively display the aural information such as the music to the hearing-impaired or the deaf. However, in these approaches, the human can't sense the frequency information over the maximum perceivable vibro-tactile frequency (around 1kHz). Therefore, in this study, an approach via spectral modulation of compressing the high frequency audio information into perceivable vibro-tactile frequency domain and outputting the modulated signals through the designated speakers is proposed. Then it is shown, through simulations of using Short-Time Fourier Transform (STFT) with Hanning windows and through preliminary experiments of using the vibro-tactile display testbed which is built and interfaced with a notebook PC, that the modulated signal of a natural sound composing sounds of a frog, a bird, and a water stream could produce the noise-free signal suitable enough for vibro-tactile speakers without causing Significant interfering disturbances, Lastly, for three different combinations of information provided to the subject, that is, i) with only video image, ii) with video image along with the modulated vibro-tactile stimuli as proposed in this study to the forearm of the subject, and iii) with video image along with full audio information, the effects to the human sense of reality and his emotion to given audio-video clips including various sounds and images are investigated and compared. It is shown from results of those experiments that the proposed method of providing modulated vibro-tactile stimuli along with the video images to the human has very high feasibility to transmit pseudo-aural sense to the human.

시각장애인 인지특성을 기반으로 한 영상자료의 촉각지도 자동 변환 방법 (Automatic Method for Transforming Image into Tactile Map Based on Cognitive Characteristics of Visually Impaired Persons)

  • 김혜영;조진수
    • 한국콘텐츠학회논문지
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    • 제13권4호
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    • pp.452-458
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    • 2013
  • 본 논문에서는 시각장애인에게 다양한 영상정보를 보다 손쉽게 제공하기 위하여 시각장애인의 인지특성을 기반으로 기존 영상자료를 촉각지도 정보로 자동 변환하는 방법을 제안한다. 제안하는 방법에서는 일반 교과서에 수록된 컬러영상의 밝기값 히스토그램을 분석하여 저복잡도 및 고복잡도 영상으로 분류하고, 이를 각 영상 종류에 적합한 서로 다른 변환과정을 적용하여 시각장애인이 인지할 수 있는 촉각지도 정보로 자동 변환한다. 실험 평가에서는 제안한 자동 변환 방법으로 생성된 촉각지도와 수동으로 생성된 기존 점자교과서의 촉각지도들을 가지고 전맹 시각장애인 5인을 대상으로 인지율과 만족도를 평가하는 실험을 수행하였다. 실험결과 제안한 방법으로 생성된 촉각지도에 대한 인지율과 만족도가 기존 점자교과서의 촉각지도에 대한 것들과 매우 유사하였다. 따라서 시각장애인을 위한 교육자료 제작의 시간과 비용을 획기적으로 절감할 수 있으며, 또한 교육자료 내에 영상자료를 보다 손쉽게 많이 추가하여 교육효과를 크게 향상시킬 수 있다.

Development of a haptic communication system for fashion image experience in a virtual environment

  • Kim, Jongsun;Choi, Dongsoo;Kim, Sangyoun;Ha, Jisoo
    • 복식문화연구
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    • 제28권5호
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    • pp.705-718
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    • 2020
  • The goal of this study was to develop a haptic communication system that can convey the tactile sensation of fashion materials in a virtual environment. In addition, the effectiveness and how realistically the virtual fabric image of this system delivers the tactile sensation of actual fabric was verified. First, a literature review was conducted through which the tactile attributes of fashion materials were defined that would be implemented in the haptic communication system. Then, a questionnaire for evaluating the tactile attributes of fashion materials was developed. Next, a haptic communication system was designed to convey fashion image experiences in a virtual environment, from which a haptic rendering model was suggested. The effectiveness of the haptic communication system was evaluated by verifying user experiences with questions developed through a user evaluation experiment. The validity of the evaluation questions pertaining to the tactile attributes and the effects of the haptic communication system were verified. Factor analysis was conducted to verify the evaluation of the tactile sense attributes of the fashion material, which identified density, thickness, and elasticity of the material as key factors. As a result of comparisons between the tactile sense through haptic characteristics and through touching, it was observed that regarding density and thickness, tactile sense experience led to greater perceived reality, while this was not the case for elasticity.

건강한 성인의 전거근의 선택적인 활성화를 향상시키는 효과적인 큐잉 방법 (Effective Cueing Method That Increases Selective Muscle Activation of the Serratus Anterior in Healthy Adults)

  • 최종재;송창호
    • PNF and Movement
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    • 제19권2호
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    • pp.269-278
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    • 2021
  • Purpose: This study aimed to investigate effective cueing methods for selective muscle activation of the serratus anterior. Methods: Based on the inclusion criteria, 26 healthy adults, both males and females, were recruited for the measurement of muscle activation of the upper trapezius and serratus anterior muscles while performing basic movements in knee push-up plus (KPP) and dynamic hug (DH) positions using five different cueing methods. An electromyogram was used to measure muscle activation, and both muscle activation and muscle ratio (serratus anterior/upper trapezius) were compared during the basic movements and different cueing methods. The cueing methods were trapezius verbal cueing, trapezius verbal cueing + trapezius tactile cueing, emphasis verbal cueing, serratus anterior tactile cueing, and trapezius verbal cueing + trapezius tactile cueing + serratus anterior tactile cueing. Results: The results of the study showed that there was a significant difference in the muscles for the two exercises (p < 0.05). There was also a significant difference between the cueing methods (p < 0.05). The correlative effect between the muscles and cueing methods was also significant (p < 0.05). The muscle ratio in trapezius verbal cueing + trapezius tactile cueing + serratus anterior tactile cueing during KPP and DH was higher than in basic movements and other cueing methods. This confirms that trapezius verbal cueing + trapezius tactile cueing + serratus anterior tactile cueing is an effective cueing method for selective activation of the serratus anterior during KPP and DH. This study also demonstrated that cueing by a therapist may both increase and decrease selective muscle activation. Conclusion: Through this study, an effective cueing method to selectively activate the serratus anterior may be suggested, and the results of this study may provide basic information regarding future studies and clinical practice.

Consideration on tactile virtual reality technology for telerobot

  • Kang, Hyo-Sik;Lee, Joo-Yeon;Park, Jong-Oh
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1993년도 한국자동제어학술회의논문집(국제학술편); Seoul National University, Seoul; 20-22 Oct. 1993
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    • pp.164-167
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    • 1993
  • Telemanipulator became one of refocused fields with the help of various technology integration concerned. As one of key technologies much simpler opeartion of manipulator by operators and feedback method to operator can be counted. For such purpose virtual reality techniques are being implemented and in this paper tactile feeling among human 5 feelings will be discussed. Movement manipulation in free space and gripper manipulation methods are discussed in combination with operator's organs. Tactile signal of telemanipulator's gripper is also integrated into tactile VR control system. Such tactile VR technology is regarded as one of important roles for advanced robot technology.

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신경 회로망을 이용한 가상물체의 질감학습 (Realization of Tactile Sense of Virtual Objects Using Neural-Networks)

  • 김수호;장태정
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2003년도 학술회의 논문집 정보 및 제어부문 A
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    • pp.263-266
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    • 2003
  • In this paper, we have proposed a realization method of tactile sense of virtual objects using multi-layer Neural Networks(NN). Inputs of the NN are position data of non-rigid objects and outputs of the NN are forces at that time and point. First, the position and forte data are measured from non-rigid objects (a sponge and a balloon) using two PHANToMS, one as a master and the other as a slave manipulator, then the data are used to train a multi-layer Neural Networks whose inputs and outputs are designed to represent tactile information. The trained Neural Networks is used to regenerate the tactile sense on the virtual objects graphically made by a computer, and one can feel a quite similar sense of touch by using the system while touching the virtual objects.

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A Study on Optimal Quality Fabrication for the Tactile Sensation of Low Visibility Using 3D Printing

  • Han, Hyeonsu;Ko, Junghyuk
    • 방송공학회논문지
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    • 제24권7호
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    • pp.1237-1245
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    • 2019
  • Most of the blind are low vision blinds due to injury or disease. As their vision decreases, they are experiencing inconvenience in their normal life and forgetting their memories with their family. The purpose of this study is to use Lithophane printing technology to help their normal life and to remember their family. Also, the manufactured 3D plates are to study the conditions that can be optimal understood through the tactile sense of low vision blind. When the low vision blind person understood the 3D plates, they chose three parameters that affect their tactile sense. And by comparing their tactile sense, the optimal condition results were found. This paper was concluded with (1) the round form that perceived as 3D objects, (2) the thin thickness similar to Braille, and (3) the high resolution that can be expressed in detail.