• Title/Summary/Keyword: the sense of touch

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The physiological properties and sensibility of PET irradiated by ultraviolet rays (UV조사 처리한 PET의 역학적 특성변화와 감성평가)

  • Choi, Hae-Young;Lee, Jung-Soon
    • Korean Journal of Human Ecology
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    • v.15 no.2
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    • pp.275-281
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    • 2006
  • The purpose of this study is to investigate hand and sensibility of PET treated by Ultra-Violet (UV). The 4-channel PET knit fabric was treated by a self-made UV instrument in 5cm distance with different time frames-0min, 30min, and 90min. For hand evaluation, mechanical properties were measured by the KES-FB system. The environmental condition was controlled at 29$^{\circ}C$, 75% (R.H.)-summer standard climate. Twenty female students evaluated 'roughness', 'smoothness', 'wetness', 'stiffness', 'coolness', 'touch', 'preference', and 'comfort'. The outcomes of the experiment are as follows: The surface roughness of mechanical properties showed significant differences and the value of PET irradiated by UV for 90min was highest. The order of primary hand value such as NUMERI and FUKURAMI was in a following order-Untreated > 30min treated > 90min treated. Total hand value showed that PET irradiated by UV for 90min was appropriate for using summer fabric. The results of subjective sensibility were that the untreated and 30min treated PET were recognized as similar and had a good evaluation on 'comfort', 'preference' and 'the sense of touch'. This consequence disagreed with total hand value, because it was considered that subjects' hand sensibility was dependent on the feel of smoothness.

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Design guides for enhancing finger tactile recognition of plastic icon shapes (플라스틱 아이콘 형상의 손가락 촉지각률 향상을 위한 설계 가이드)

  • Kim, Huhn;Lee, Won Y.
    • Design & Manufacturing
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    • v.6 no.2
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    • pp.59-63
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    • 2012
  • In various industries, tactile recognition has been one of the important ways in displaying information because peoples like to touch and feel. Especially, how much the tactile information is efficiently recognizable is crucial for visually impaired persons in their daily lifes. However, existing design guidelines are insufficient to lead good tactile recognition. In this study, an experiment was performed to investigate proper tactile shapes (relievo / intaglio vs. filled / unfilled), sizes and depths for efficient tactile recognition. Moreover, this study scrutinized whether the recognition speed or error was varied depending on the type of displayed symbols (open vs. closed types) in tactile. The experimental results revealed that the 'relieve-filled' shape type was more rapidly recognizable than the other shapes, and the 'closed' type symbols (e.g., ${\square }$. ${\bigcirc}$) were more robustly recognizable than the 'open' type symbols (e.g, +, ^). Several design guidelines were presented based on the results. These guidelines can be applied to the design of tactile buttons in the devices that users should control them without visual attention, such as car steering wheels or MP3 players.

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A Study on the Wear Fitness of Brassiere (Brassiere의 적합성에 관한 연구)

  • Yoon Hae Gyung;Choi Suk Chul
    • Journal of the Korean Society of Clothing and Textiles
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    • v.14 no.2
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    • pp.117-128
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    • 1990
  • The purpose of this study is to find fitness of brassiere by means of body measuring value, its variation volume, the evaluation of perceptive image, and the evaluation of the sense of wearing. The results were as follows; 1) According to comparison for body measuring value before and after wearing brassiere, bust point (B.P.) height, lower bust height, upper chest circumference, chest circumference, and bust depth are increased, and lower chest circumference, bust point breadth, shoulder middle point - B.P., B.P. -under bust, and cup horizontal girth are decreased. 2) The difference of variation volume by material is not accepted. The part above $20\%$ at variation rate is under the region of the armpit, that is, the region connected arm from the back. 3) The subjects replied that they wore the brassiere in order to compensate the breast and needed to wear it regardless of thiness and obesity. They wore the brassiere in order to dress themselves in good shape, and felt that it put pressure upon the body, while it had nothing to do with adjusting bodily temperature and gave the sense of security. 4) The estimate of the sense of wearing by material is recognized as the difference of the attention at attentive level $1\%$. The multiple factor analysis of each item in the sense of wearing showed that the items which are explained over $90\%$ by common factors are '1. Unpreasant in touch', '2. The part of edge is haggard', '15. Not to be fit'.

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A Case Study on Applications of Physical Interactive Systems in On-Line Games (온라인 게임에서의 체감시스템 적용 사례분석)

  • Choi, Sam-Ha;Kim, Kyung-Sik;Yoon, Sung-Jun
    • Journal of Korea Game Society
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    • v.4 no.2
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    • pp.21-28
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    • 2004
  • Experience of human is more impressive when it is combined with physical interaction which provides multi-dimensional information including touching on body sense systems as well as seeing and hearing. In the Held of games, concentrations and satisfactions obtained from playing games are more effective when feedbacks come totally on whole body sense systems. In this paper, we have studied physical interactive systems with analysis on traditional physical interactive systems in on-line game area which normally were depending on seeing and hearing senses.

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A Gesture Interface based on Hologram and Haptics Environments for Interactive and Immersive Experiences (상호작용과 몰입 향상을 위한 홀로그램과 햅틱 환경 기반의 동작 인터페이스)

  • Pyun, Hae-Gul;An, Haeng-A;Yuk, Seongmin;Park, Jinho
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.27-34
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    • 2015
  • This paper proposes a user interface for enhancing immersiveness and usability by combining hologram and haptic device with common Leap Motion. While Leap Motion delivers physical motion of user hand to control virtual environment, it is limited to handle virtual hands on screen and interact with virtual environment in one way. In our system, hologram is coupled with Leap Motion to improve user immersiveness by arranging real and virtual hands in the same place. Moreover, we provide a interaction prototype of sense by designing a haptic device to convey touch sense in virtual environment to user's hand.

The Effect of Food Color on the Association of Flavor - with the Association of flavor by Chocolate's Colors (식품색이 맛의 연상에 미치는 영향에 관한 연구 - 초콜릿 색채에 의한 맛 연상을 중심으로)

  • 김유진;권은숙
    • Science of Emotion and Sensibility
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    • v.4 no.2
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    • pp.25-32
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    • 2001
  • The flavor of food is not decided by only the sense of taste. Flavor is a complex ,ionization involving taste and aroma. It is also affected by the appearance, color and shape and touch or texture of food. Although our all senses are crucial factors in recognizing the sense of food, the sense of vision, especially colors, is a more crucial aspect. Because when consumers contact food, first of all, they see and recognize the color of the food and associate the flavor of the food as the colors of the food. This study focuses on the ways for applying colors to food so that consumers can associate the flavor of food efficiently. This study conducts a case study using web survey about the association of flavor by chocolate's colors. The result of the case study shows crucial factors influencing the association of food and color palettes according to sorts and degrees of chocolate's taste.

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A Study on the T-Panty Formativeness of the Contemporary Women - Focused on the U.S.A., France, England and Japanese Market - (현대 여성의 T-팬티 조형성 연구 - 미국, 프랑스, 영국, 일본 시장을 중심으로 -)

  • Yang, A-Rang;Lee, Hyo-Jin
    • The Research Journal of the Costume Culture
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    • v.17 no.6
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    • pp.947-959
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    • 2009
  • This study aims to analyze contemporary women's sense of fashion aesthetic by looking into the design and trend of T-panties, which have now carved out a new niche in the world's 21st century female underwear markets. By this, I'd like to reassure readers of the importance of T-panties, which has only been recently recognized, and more generally suggests the future direction of prominent T-panty design development. First, western urban chic, Japanese minimalism and domestic modern feminine images all have common modern urban sense and simple designs. However, each image is not a simple image in itself. For example, in the case of western style they often seek to convey a sophisticated and stylish street sense, while Koreans add a more cute, lovely, and feminine touch. Second, western restrained eroticism, Japanese fetishism and domestic mono-bosom images all have a common interest in sex. They is something, however, which they all express this differently. In Japan, they prefer a stimulating image. In the West, however, this is restrained by controlling and limiting overt sexual elements, while in Korea, we seek to capture a more simple sensual beauty. Third, western couture luxury, Japanese orientalism and Korean utopia narcissism have classy images in common including splendid materials and decorations with embroidery. They all differ depending on their nationality. This study is baseds on the documents study. This study is baseds on the documents study.

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A Study on Changing SNS Platform Using the Augmented Reality and Pairing (증강현실과 페어링을 이용한 SNS 플랫폼의 변화에 대한 연구)

  • Roh, Chang-Bae;Na, Wonshik
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.587-594
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    • 2014
  • Owing to supply of smart phones and the diffusion of SNS, the number of peoples who are living, linked with us, is incomparably more than in the past. The continuous communication is essential in maintaining good relationship, so peoples have no choice but to seek for most efficient communication method in order to maintain good relationship. This thesis intended to advise how to construct next generation immersive multi-media system, using augmented reality and MPEG-V that have come to the fore recently. In addition, the SNS platform service of new type was suggested in this thesis, in connection with the pairing service. Now, we can create a town in a specific space like the real world, if we utilize the augmented reality that became possible by SNS service and we can talk and exchange informations in that space. This system would provide various services peoples wish to have, interlocking experiences through five senses like sense of vision, sense of hearing, sense of touch and etc..

A Haptic Interface Using a Force-Feedback Joystick (힘 반향 조이스틱을 이용한 햅틱 인터페이스)

  • Ko, Ae-Kyoung;Kim, Hong-Chul;Lee, Jang-Myung;Choi, Joon-Young
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.12
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    • pp.1207-1212
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    • 2007
  • We propose a haptic interface algorithm for joystick operators working in remote control systems of unmanned vehicles. The haptic interface algorithm is implemented using a force-feedback joystick, which is equipped with low price DC motors without encoders. Generating specific amounts of forces on the joystick pole according to the distance between a remote controlled vehicle and obstacles, the haptic interface enables the operator to perceive the distance information by the sense of touch. For the case of no joystick operation or no obstacles in the working area, we propose an origin control algorithm, which positions the joystick pole at the origin. The origin control algorithm prevents the false movement of the remote vehicles and provides the operator with a realistic force resisting the joystick pole's movement. The experiment results obtained under various scenarios exemplify the validity of the proposed haptic interface algorithm and the origin control algorithm.

Haptic Technology for the Mobile Device: Future Research and Opportunity in Business

  • Park, Joo-Won;Jo, Soo-Ran;Jeon, Se-Bom;Moon, Jung-Hoon
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.79-84
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    • 2008
  • Haptics, the science and physiology of the sense of touch, has been investigated in the field of engineering and HCI to provide better computing environments for users. Previous haptic technology being focused was mainly on the PC environments; however, beginning with the i-Phone of Apple recent haptic technology has entered our daily lives. Despite its popularization, the business opportunities the technology will bring have not yet been investigated thoroughly. This research forecasts the application of haptic technology on mobile devices and the consequential business opportunity. Also, the direction of future research in the field of MIS will be proposed.

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