• Title/Summary/Keyword: tactile sensibility

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Heat Generation Characteristics of Emotional and Intelligent ZrC Imbedded Garment through Thermal Manikin Measurement (탄화지르코늄 함유 감성 인텔리전트 의류의 써멀 마네킹 측정에 의한 발열 특성)

  • Kim, Hyunah;Kim, Seungjin
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.17-24
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    • 2015
  • This study investigated heat generation characteristics of knitted and woven intelligent garments made of ZrC imbedded yarns through thermal manikin measurement. These emotional and intelligent thermal characteristics by thermal manikin measurement were analysed and compared with light/thermal radiation experimental results. Surface temperature of ZrC imbedded woven and knitted fabrics by light/thermal radiation measurement was $4^{\circ}C$ and $2^{\circ}C$ higher than that of regular PET control fabrics, respectively. Clo value as heat generation characteristics of ZrC imbedded woven and knitted garments with light exposure was 0.14 and 0.08 higher than that of regular PET control garments, respectively. These results were attributed to the far-infrared thermal radiation from ZrC imbedded in the core part of the intelligent bi-component filament, which was verified by far-infrared emissive power ranged between $6{\mu}m$ and $20{\mu}m$ through FT-IR experiment and by inclusion of Zr through EDS ingredient analysis. However, compressibility of ZrC imbedded woven fabric was lower than that of regular PET one, and bending rigidity was higher than that of regular one, which resulted in a little stiff tactile hand property of ZrC imbedded fabric. We found that ZrC imbedded intelligent woven and knitted fabrics were applicable to the intelligent garment as a heat generation textile material by thermal manikin measurement.

Design and Evaluation of Multisensory Interactions to Improve Artwork Appreciation Accessibility for the Visually Impaired People (시각장애인의 미술 작품 감상 접근성을 높이는 다중감각 인터랙션의 설계 및 평가)

  • Park, Gyeongbin;Jo, Sunggi;Jung, Chanho;Choi, Hyojin;Hong, Taelim;Jung, Jaeho;Yang, Changjun;Wang, Chao;Cho, Jundong;Lee, Sangwon
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.41-56
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    • 2020
  • This study suggests multisensory interaction techniques to help visually impaired people appreciate and understand artworks through non-visual senses such as tactile, auditory, and olfactory senses. A user study was conducted on the basis of a qualitative interview about the experience of appreciating artwork through the multisensory interaction system to visually impaired people so as to verify the development of the interaction techniques. The user test shows that the multisensory interactions in artwork generally not only help them appreciate and understand it but also give them satisfaction through artwork appreciation. However, it also indicates that some multisensory interactions caused the visually impaired people confusion and could not be perceived during the appreciation. On the basis of these outcomes, implications in this study are as follows. This study has contributed to providing specific development guidelines and indicators of non-visual multisensory interactions as a technical alternative to improve accessibility to cultural and artistic activities for the visually impaired. Furthermore, this study is expected to contribute to building a technical background, which can provide comprehensive sensory experiences with not only blind people but also non-blind people such as children and the elderly through universal interaction techniques beyond existing visual-oriented fragmentary experience.

Evaluation of Car Prototype using CAVE-like Systems (케이브 기반 자동차 시제품 평가)

  • 고희동;안희갑;김진욱;김종국;송재복;어홍준;윤명환;우인수;박연동
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.77-84
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    • 2002
  • In this paper, we propose the NAVER, a general framework for multipurpose virtual environments, and introduce the case study of evaluating car prototypes using cave-like systems. As a framework to implement variant applications in virtual environment, NAVER is extensible, reconfigurable and scalable. NAVER consists of several external modules (Render Server, Control Server and Device Server), which communicate each other to share states and user-provided data and to perform their own functions. NAVER supports its own scripting language based on XML which allows a user to define variant interactions between objects in virtual environments as well as describe the scenario of an application. We used NAVER to implement the system for evaluating car prototyes in a CAVE-like virtual environment system. The CAVE-like virtual environment system at KIST consists three side screens and a floor screen (each of them is a square with side of 2.2m), four CRT projectors displays stereoscopic images to the screens, a haptic armmaster, and a 5.1 channel sound system. The system can provide a sense of reality by displaying auditory and tactile senses as well as visual images at the same time. We evaluate car prototypes in a CAVE-like system in which a user can observe, touch and manipulate the virtual installation of car interior.

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Cross-Cultural Comparison of Touch Sensation for Korean Traditional Silk fabrics (한국 전통 견직물에 대한 한$\cdot$미 주관적 촉감의 비교)

  • Yi Eun-Jou;Cho Gil-Soo
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.393-402
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    • 2005
  • Subjective touch sensation for Korean traditional silk fabrics was evaluated, in order to compare tactile sensory aspects of Korean and American subjects and to determine mechanical properties of the fabrics affecting the sensation psychophysically. Eight aspects of touch sensation including hardness, smoothness, coarseness, coolness, pliability, crispness, heaviness, and thickness were rated by semantic deferential scale. The mechanical properties of fabrics were measured by Kawabata Evaluation System (KES). Both of Koreans and Americans showed fairly similarities to each other in subjective smoothness, coarseness, and crispness. On the contrary, as for coolness and pliability, Koreans were found as feeling the silk fabrics more sensitively than Americans were in that they rated some of modified leno fabrics as very cool and stiff in touch. Coolness and pliability by Koreans were affected mainly by surface and bending properties while those by Americans were determined mostly by compressional and tensile characteristics as well as sulfate properties

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

  • Kim, Jang-Hyeon;Kim, Young-Sam
    • Fashion & Textile Research Journal
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    • v.20 no.3
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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.

A Study on Interior Flooring Materials for Safe Elderly Nursing Home Environment (안전한 노인요양시설 환경을 위한 실내 바닥마감재에 관한 연구)

  • Chung, Miryum
    • Journal of the Korean housing association
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    • v.25 no.2
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    • pp.19-26
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    • 2014
  • The number of elderly who wants to access to Nursing Homes (NH) will increase due to the rapid aging society and domestic changes. Those who move into NH expect 24/7 care service in safe environment. Providing space free from danger, especially from fall, for the frail elderly is essential. The purpose of this study is to categorize performance needs of flooring materials in the aspect of safety, and analyze materials so that adequate ones for each space in NH can be suggested. Performance needs are as follows; slip resistance (dry/wet), fire resistance, resilience, water resistance, soil retardant, anti-bacterial, gloss, sound absorbtion. maintenance, durability, ease replacement, color and pattern variety, visual and tactual texture, tactile warmth, IAQ, sustainable material (before use), impact to nature (after use). They are categorized under function, economy, sensibility and sustainability. It was found that there are better materials than common ones that has been used repeatedly in NHs, such as vinyl sheets and VCT. In overall, Cork flooring and nylon carpet met all four categories, followed by wool carpet, rubber and linoleum. For bedroom, wood flooring, Cork, rubber, wool carpet, nylon carpets were suggested. In bathroom with shower, rubber, vinyl sheet and porcelain tiles were safe materials. As living/dining room and corridor floors, wool carpet, nylon carpet, cork flooring would be excellent as they are resilient and durable. The result of this paper can be used by both NH managers and material companies, resulting better quality of life of the elderly by providing safe environment.

Expansion of Sensibility Area and Industrial Application in the Convergence Era - With Special Reference to Analysis of the Internet Arts of Sommerer and Mignonneau - (컨버전스시대 감성영역의 확장과 산업활용 -Sommerer와 Mignonneau의 인터넷 아트 분석을 중심으로-)

  • Kim, Hee-Young;Lee, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.146-154
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    • 2010
  • Recently 'convergence' and 'communication' have been keywords in many areas. Artists and engineers have begun to communicate each other through collaboration based on new technologies. One of the exemplary technologies of this era of convergence is a technology of fusing five senses used by both Internet Art and industrial technologies such as car navigation systems and the iPhone. Sommerer and Mignonneau's Internet Art $\ll$Riding the Net$\gg$,$\ll$The Living Room$\gg$, and $\ll$The Living Web$\gg$ implement the Internet and the five-sense fusion technology to translate not only sound into visual images but also tactile senses into tempo-spatial representations. Likewise, industrial technologies such as car navigation systems and the iPhone employ the five-sense fusion technology of speech recognition, which leads to the expansion of the realm of senses in technology as seen in Internet Art. As examined in this study, the development of art and technology through their convergence will open up a new dimension of digital art and culture technology industry.

Nonverbal Expressions in New Media Art -Case Studies about Facial Expressions and Sound (뉴미디어 아트에 나타난 비언어적 표현 -표정과 소리의 사례연구를 중심으로)

  • Yoo, Mi;An, KyoungHee
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.146-156
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    • 2019
  • New media art moves out of place and time constraints, sublimates the benefits of technology into art, and presents a new way of communication with the audience. This paper analyses the tendency of nonverbal communication methods by analysing examples of facial expressions and sound used in new media art from early times. As a result, it can be seen that the digital paradigm in the new media art has a nonlinear thinking, which makes a perceptual reduction of immersion and dispersion. The facial expression in new media art made it possible not only to overcome the limit of space and time of various expressions through 'visual distortions, enlargement, and virtualisation', but also to enable new ways of communication to display facial parts combined or separated in the digital environment. The sound in new media art does not stay in auditory sense, but pursues multi-sensory and synesthesia by cooperating with visual and tactile, evolves by revealing characteristics of space expansion and sensibility and interaction of audience.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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