• 제목/요약/키워드: tactile research

검색결과 222건 처리시간 0.025초

시청자의 후각정보 수용 특성에 따른 영상분류와 실감증대를 위한 제안 (Video Classification Based on Viewer Acceptability of Olfactory Information and Suggestion for Reality Improvement)

  • 이국희;최지훈;안충현;이형철;김신우
    • 감성과학
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    • 제16권2호
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    • pp.207-220
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    • 2013
  • 영상실감증대를 위한 시각, 청각, 촉각정보의 제시방식에 대해서는 많은 진보가 이루어 졌다. 반면 후각은 정의하기 어렵고 다루기 까다롭기 때문에 관련연구를 찾아보기 어렵다. 본 연구에서는 후각정보를 통한 영상실감증대 연구의 첫걸음으로 후각정보에 대한 사용자 수용도를 조사한 후 이에 근거하여 다양한 영상을 분류하였다. 이를 위해 먼저 영상에 냄새가 존재하는지 (냄새존재여부), 그 냄새가 실감을 증대시키는지 (실감증대효과), 영상과 함께 해당 냄새를 경험하고 싶은지 (냄새제시선호)라는 세가지 질문을 선정하였다. 각 질문들에 높은 혹은 낮은 점수를 받을 만한 다양한 장르의 영상 (51)개를 수집한 후, 참가자들에게 하나씩 영상을 시청하게 한 후 위의 세가지 질문에 대해 7점 척도로 평정하게 하였다. 영상분류를 위해 두 질문씩 쌍으로 묶어 각 질문의 척도를 2차원 평면의 X, Y축으로 설정한 후 평정값을 이용하여 영상분류를 위한 산포도를 구성하였다. 2차원 평면의 서로 다른 사분면에 위치한 영상군집들은 영상실감증대를 위한 후각정보 제시에 중요한 시사점을 줄 것으로 기대한다.

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과학데이터에 관한 입법례와 관리정책 그리고 대응방안 -호주, 미국, 중국을 중심으로- (Legislation Cases, Management Policies and Countermeasures on Scientific Data -Focusing Australia, the United States and China-)

  • 윤종민;김규빈
    • 기술혁신학회지
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    • 제16권1호
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    • pp.63-100
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    • 2013
  • 과학데이터는 사실, 관찰, 이미지, 컴퓨터프로그램결과, 기록, 측량 또는 경험(논거, 이론, 테스트 또는 가설 또는 기타 연구물에 기초한)의 형태에서 생성되는 데이터를 의미한다. 연구패러다임이 데이터 중심의 연계 융합연구로 전환되면서 이러한 과학데이터에 대한 중요성과 그 가치는 매우 높아지고 있다. 과학데이터가 창의적인 연구개발을 위해 효율적으로 재사용될 수 있기 위해서는 공유와 활용을 위한 관리체계의 구축이 필수적이다. 과학데이터의 공유와 활용을 위한 관리체제의 구축은 국가적 차원에서 이루어져야 하지만, 우리나라의 경우 관리체제의 수준은 호주, 미국, 중국 또는 유럽에 비해서 연계성으로나 효율성으로나 내실을 기하지 못하고 있다. 호주, 미국, 중국 등은 국가차원에서 관련 기관을 통해 과학데이터를 수집, 관리 및 유지하는 등 데이터 활용을 적극적으로 추진하기 위하여 중장기적인 정책수립, 법제도 정비, 기반시설에 대한 투자를 지속적으로 확대하고 있다. 본 연구는 효율적이고 공정한 과학데이터의 공유 및 활용을 위한 국가적인 관리체계구축 및 이를 뒷받침할 수 있는 법제도를 정비함에 있어서 해외 관련 입법례 및 정책동향에 관하여 살펴보고, 향후 우리나라의 대응방안을 제시하였다.

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플럭서스 관점에서 본 캐롤 크리스찬 포엘(Carol Christian Poell)의 작품세계 -백남준의 퍼포먼스와의 비교를 중심으로- (Carol Christian Poell's Art Works from a Fluxus Perspective -Focused on the Comparison with Nam June Paik's Performance-)

  • 홍준영;전재훈
    • 한국의류산업학회지
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    • 제22권3호
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    • pp.296-309
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    • 2020
  • Carol Christian Poell is a designer famous for experimental designs and presentations. Poell's actions in the fashion-world resemble Fluxus, an anti-art group that started working in the 1950s. This study analyzed the works of Poell based on the characteristics of Fluxus and then compared the works of Poell with the performance of Nam June Paik, a Fluxus artist. We conducted literature studies and case studies. We examined the works of Poell and Paik based on the four characteristics of Fluxus: iconoclasm, unity of art and life, playfulness and chance. The results were as follows. First, they were engaged in anti-aesthetic works. While Paik concentrated on the content aspect of works, Poell was more focused on formal aspects. Second, neither of them distinguished between art and life. Paik achieved it by including audiences in his works; however, Poell attained it by adopting daily spaces as a place to display presentations and use ready-made forms. Third, they showed playfulness with a satirical nuance. Paik expressed it in an erotic way; however, Poell implied it through the irrational settings of circumstance. Finally, they created works by utilizing chance. Paik focused on auditory elements and the content aspects of works; however, Poell used the coincidence of visual and tactile elements when creating his works. This study compared the works of Poell with Paik and has its significance in its usefulness to understand designers with Fluxus characteristics in the fashion industry.

패션 브랜드 CuteCircuit에 나타난 패션 공학의 적용 유형과 의미 (Application Types and Meanings of Fashion Engineering in Fashion Brand CuteCircuit)

  • 김장현;김영삼
    • 한국의류산업학회지
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    • 제20권3호
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    • pp.245-256
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    • 2018
  • This study considers application types and meanings of fashion engineering by analyzing CuteCircuit. The conclusions of this study are as follows. The application type of fashion engineering shown in CuteCircuit is first, electronic fashion, which attaches LED or WL on the surface of clothes to express the decorative function in clothes as optical light change, ultimately performing one-dimensional function. Second, interactive fashion is a medium in which clothing connects human beings with other human beings with sensors that can recognize the changes in tactile or movement with the wearer or with a light source that can visualize the emotional changes of the wearer. Third, scientific fashion has emerged as a new type of fashion in which new materials introduced in the field of engineering are fused with clothing to expand functionality and aesthetics. The meanings of fashion engineering in CuteCircuit is first, trying to conceptualize a new beauty as an open fashion that can freely change with the creation of a dual beauty by combining analog and digital sensibility. Second is the external representation of human psychological change or emotional exchange, which helps to form a consensus by understanding and exchanging emotions of different people. Third, reorganization of apparel pursuing integrated value appeared. Clothing, as a connection body in which the human body and the mechanical environment are combined with each other, is reestablished as a product of variable body that can embody an integrated value that includes various characteristics and can be diversified appropriately in any circumstance.

An Ergonomic Shape Design for Automotive Push-Return Switches

  • Choi, Daewon;Ban, Kimin;Choe, Jaeho;Jung, Eui S.
    • 대한인간공학회지
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    • 제36권1호
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    • pp.9-21
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    • 2017
  • Objective: The objective of this study is to understand the effect of angle and curvature of push-return switches, which are external factors in the operation environment inside the cars, on the feel of operation and to propose optimum alternatives. Background: Customers' needs for products are changing from functional and performance aspects to customer-led type where customers can reflect on their needs on the products. The operation inside cars is executed by HMI. The push-return switch is utilized as the most intuitive mode of HMI; therefore, this push-return switch, which is widely used, has to be developed by assessing the preference and satisfaction of the customer. Method: The angle and curvatures, which are external factors that affect the feel of operation, are drawn through surveying the preceding research literatures. The stages to construct alternatives in experiments are as follows: (1) the tactile switch is replaced after dismantling the switch assembly to evaluate the internal characteristics proposed by preceding researches, (2) a drawing is prepared by using a design software, is printed using 3D printer, and then it is attached on the switch assembly, and (3) evaluation for satisfaction of operation is carried out by using a driving simulator. Results: Both the angle and curvature that are external factors of switch significantly affect the feel of operation. However, interaction between the two factors is found insignificant. Therefore, an optimum alternative is proposed considering the experimental outcomes. Conclusion: This study evaluates the satisfaction in operation that affects the feel of operation environment inside the cars. Based on the study results, a guideline for switch design in the center fascia is proposed. Application: This study is expected to be used as basic data for designing automotive switches, as well as switches in the industries similar with the operation environments of cars.

의류소재의 구조와 감각특성에 따른 온라인에서의 질감이미지와 선호도 (The Effects of the Structure and Sensible Characteristics of Fabrics on the Texture Image and Preference On-line)

  • 김희숙;조신현
    • 한국생활과학회지
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    • 제19권1호
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    • pp.137-147
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    • 2010
  • This research was designed to compare the subjective evaluation of texture image and preference by structure and sensible characteristics of women's suits fabrics between on- and off-line. 78 subjects who majored in fashion design evaluated the sensibility image and preference of 15 various kinds of specimens on- and off-line. Factor analysis, t-test, Pearson correlation and regression were used for a statistical analysis by SPSS WIN 13.0. The results of this study were as follows: 1. Women's suits fabrics were classified according to five sensibility image factors: 'classic', 'sophisticated', 'natural', 'characteristic', and 'practical'. 2. The results of the t-test showed that there were no differences between the on- and off-line evaluation of sensibility images. 3. The analysis of correlation indicated that the 'classic'-'sophisticated' and 'natural'- 'practical' sensibility images show a significant correlation between the two kinds of evaluation. 4. The results of regression revealed that 'sophisticated', 'characteristic' and 'practical' sensibility images had an effect on the purchase preference of women's suits fabrics. 5. 'Sophisticated', 'characteristic' and 'classic' sensibility images had an effect on the tactile preference of women's suits fabrics. 6. The structural characteristics of fabrics: thickness, weave and weight had an effect on the 'classic' sensibility image. Thickness had an effect on the 'sophisticated' sensibility image and fabric count had an effect on the 'characteristic' sensibility image.

VR 기기와 게임 시스템의 정보보증을 위한 VR 위협 분석 (VR Threat Analysis for Information Assurance of VR Device and Game System)

  • 강태운;김휘강
    • 정보보호학회논문지
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    • 제28권2호
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    • pp.437-447
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    • 2018
  • 가상현실(Virtual Reality, VR)은 게임 업계의 새로운 표준이 되고 있다. PokeMon GO는 가상현실 기술을 적용한 대표적인 사례이다. PokeMon GO는 출시 후 다음날 미국에서 가장 많은 iOS App Store 다운로드 수를 기록하였다. 이는 가상현실의 위력을 보여주는 사례이다. 가상현실은 자이로스코프, 가속도, 촉감 센서 등으로 구성되며 사용자가 게임을 깊이 몰입할 수 있게 한다. 새로운 기술이 등장함에 따라 새롭고 다양한 위협요소가 생긴다. 그래서 우리는 가상현실 기술과 게임 시스템에 대한 보안 연구가 필요하다. 본 논문에서 가상현실 기기(Oculus Rift)와 게임 시스템(Quake)의 정보보증을 위해 위협 분석을 진행한다. STRIDE, attack library, attack tree 순서로 체계적으로 분석한다. DREAD를 통해 보안 대책을 제안한다. 또한 VCG(Visual Code Grepper) 도구를 사용하여 소스 코드의 논리 오류 및 취약한 함수를 파악하고 해결 방법을 제안한다.

Current status of simulation training in plastic surgery residency programs: A review

  • Thomson, Jennifer E.;Poudrier, Grace;Stranix, John T.;Motosko, Catherine C.;Hazen, Alexes
    • Archives of Plastic Surgery
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    • 제45권5호
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    • pp.395-402
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    • 2018
  • Increased emphasis on competency-based learning modules and widespread departure from traditional models of Halstedian apprenticeship have made surgical simulation an increasingly appealing component of medical education. Surgical simulators are available in numerous modalities, including virtual, synthetic, animal, and non-living models. The ideal surgical simulator would facilitate the acquisition and refinement of surgical skills prior to clinical application, by mimicking the size, color, texture, recoil, and environment of the operating room. Simulation training has proven helpful for advancing specific surgical skills and techniques, aiding in early and late resident learning curves. In this review, the current applications and potential benefits of incorporating simulation-based surgical training into residency curriculum are explored in depth, specifically in the context of plastic surgery. Despite the prevalence of simulation-based training models, there is a paucity of research on integration into resident programs. Current curriculums emphasize the ability to identify anatomical landmarks and procedural steps through virtual simulation. Although transfer of these skills to the operating room is promising, careful attention must be paid to mastery versus memorization. In the authors' opinions, curriculums should involve step-wise employment of diverse models in different stages of training to assess milestones. To date, the simulation of tactile experience that is reminiscent of real-time clinical scenarios remains challenging, and a sophisticated model has yet to be established.

고감성 의류용 PTT/울/모달 에어 볼텍스 복합사의 물성 (Physical Property of PTT/Wool/Modal Air Vortex Yarns for High Emotional Garment)

  • 김현아
    • 한국의류학회지
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    • 제39권6호
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    • pp.877-884
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    • 2015
  • Polytrimethylene Terephthalate (PTT) is an eco-fiber with good elastic properties; however, it requires more detailed studies related to spinnability according to blending of various kinds of fibers. The evolution of spinning technology was focused on improved productivity with good quality; in addition, air vortex spinning was recently invented and applied on the spinning factory as the facility with good productivity and quality. More detail spinning technology according to the blending of various kinds of fibers on the air vortex spinning system is required to obtain good quality yarns for high emotional fabrics. In this paper, the physical properties of air vortex, compact and ring staple yarns using PTT/wool/modal blend fibers were investigated with yarn structure to promote high functional PTT that includes fabrics for high emotional garments. Unevenness of air vortex yarns was higher than those of compact and ring yarns; in addition, imperfections were greater than those of compact and ring yarns, which was attributed to a fascinated vortex yarn structure. Tenacity and breaking strain of air vortex yarns were lower than those of compact and ring yarns, caused by higher unevenness and more imperfections of air vortex yarns compared to compact and ring yarns. Vortex yarns showed the highest initial modulus and ring yarns showed the lowest ones which results in a stiff tactile feeling of air vortex yarns in regards to the initial modulus of yarns. Dry and wet thermal shrinkages of air vortex yarns were lower than ring yarns. Good shape retention of vortex yarns was estimated due to low thermal shrinkage.

다기능 A/V제품 리모컨의 사용성 결정 인자에 관한 연구 (Study of the Usability Factors of Remote Controllers for Multifunction A/V Appliances)

  • 이상선
    • 디자인학연구
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    • 제18권2호
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    • pp.201-210
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    • 2005
  • 본 연구에서는 복잡한 기능을 가진 A/V기기 리모컨의 사용성을 저해하는 요인은 무엇인가 파악하고, 이를 개선하기 위한 사용성 결정 인자를 설정하여 사용성 비교 실험을 수행하고, 개선안을 제시, 이 개선안이 기존의 안에 비하여 우월하다는 점을 증명하고자 한다. 리모컨의 사용성 저해 요인을 파악하기 위하여 40여종의 각종 A/V관련 제품의 리모컨을 조사 분석하였다. 이를 통하여 사용성에 영향을 미치는 인자를 추출해 내고, 차기 버전의 플레이앳티비$(Play@TV^{TM})$용 리모컨을 선정하는데 이 인자를 만족하는 3개의 안을 도출해냈다. 기존의 리모컨과 새롭게 제시하는 3개의 리모컨 안에 대하여 사용성 테스트를 수행하여, 정성적, 정량적 분석을 하였다. 분석 결과 개선안 B가, 동일한 과제를 수행하는데 기존 리모컨에 비하여 9.2% 시간이 덜 걸리는 것을 확인 할 수 있었다. 이와 같은 결과는 본 연구에서 제시하는 리모컨 사용성의 결정인자, 즉, 기능수용성, 촉각적 단서의 제공, 적절한 크기와 무게, 주요 키의 배치 방법, 관련 기능의 그룹핑 등이 제품의 사용성을 개선하는데 유효함을 보이는 것이라 하겠다.

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