• Title/Summary/Keyword: the sense of touch

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Frequency Division Concurrent Sensing Method for High-Speed Detection of Large Touch Screens (대형 터치스크린의 고속감지를 위한 주파수분할 동시센싱 기법)

  • Jang, Un-Yong;Kim, HyungWon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.4
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    • pp.895-902
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    • 2015
  • This paper presents a high-speed sensing and noise cancellation technique for large touch screens, which is called FDCS (Frequency Division Concurrent Sensing). Most conventional touch screen detection methods apply excitation pulses sequentially and analyze the sensing signals sequentially, and so are often unacceptably slow for large touch screens. The proposed technique applies sinusoidal signals of orthogonal frequencies simultaneously to all drive lines, and analyzes the signals from each sense line in frequency domain. Its parallel driving allows high speed detection even for a very large touch screens. It enhances the sensing SNR (Signal to Noise Ratio) by introducing a frequency domain noise filtering scheme. We also propose a pre-distortion equalizer, which compensates the drive signals using the inverse transfer function of touch screen panel to further enhance the sensing SNR. Experimental results with a 23" large touch screen show that the proposed technique enhances the frame scan rate by 273% and an SNR by 43dB compared with a conventional scheme.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.69-76
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    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.

Structural Equation Model(SEM) for Constituent Characteristics, Texture, Sensibility and Preference of Fabric (Part 1) - Weight of F/W Women's Jacket Fabrics - (구조방정식을 이용한 소재의 구성특성, 질감 및 감성과 선호도간의 관계모형 (제1보) - 추동 여성 자켓용 소재의 무게 중심으로 -)

  • Roh, Eui-Kyung;Ryu, Hyo-Seon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.8
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    • pp.1240-1251
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    • 2007
  • The purpose of this study was to examine the relationship between weight of fabrics and texture and sensibility and preference of consumers for F/W women's jacket fabrics. Structural Equation Model(SEM) using AMOS program was conducted to analyze the relationships. Then, this study aimed to provide useful information in planning designing fabrics through predicting the subjective characteristics analyzed. The main survey was developed the 7-point semantic differential scale of subjective texture, sensibility and preference. Fifty trained female panelists of 20-30 years old were participated and questionnaire method was used with 20 kind of fabric. The evaluation methods such as by the sense of sight & touch were used when fabrics were estimated subjectively. When evaluated by the sense of sight & touch, fabric's weight did not have effect directly on preference, but had effect indirectly on preference through the texture and the sensibility..

Towel Experience and Consumer Satisfaction (소비자 체험조사를 통한 타월 만족도 분석 연구)

  • Song, Kyung-Hun;Heo, Mee-Ok
    • Korean Journal of Human Ecology
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    • v.19 no.6
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    • pp.1063-1070
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    • 2010
  • This study examined 12 types of towels with differing fabric material, function, quality, printing, pile length, twist, etc. from a towel company which manufactures and distributes products domestically. After 3 months of use by consumers, a consumer satisfaction survey was administered and results analyzed. Four types of towels were assigned to each group and the towels were used every day for 3 months. Participant feelings after using the towel for the first time and after using it for three months were investigated. The questionnaire consisted of 26 questions on a 5-point Licket-type scale. The first 13 questions measured perceptions of absorption, touch, fine fiber loss, contamination, deformation, drying speed, and design. Other questions compared differences between the two towel types in terms of their material, function, quality, printing, pile length, and degree of twisting. Results showed that, with regards to weight, consumers preferred towels between 130~150g and a thickness of around 1.7~1.8mm. The bamboo towel was considered superior to the cotton towel in terms of sense of touch and did not happen linter after washing. The antibacterial towel was considered better than the cotton towel in terms of absorption but in terms of contamination, participants felt the antibacterial towel became dirty more easily than the cotton towel. We thought that it might be influence of the color of towel. Low-quality towels became stiffer and misshapen more easily than higher-quality towels. But the study showed that the consumers did not perceive significant differences in the towels' quality. Printed towels became thinner and their color changed more with washing. The consumers preferred the design of jacquard towels to printed towels. Towels with short piles was happened more linter than the towel with long pile after washing. Non-twisted towel were better than the highly-twisted towel in terms of sense of touch and absorption but the non-twisted towel happened more linter after washing and became dirty more easily.

Development of K-$Touch^{TM}$ API for kinesthetic/tactile haptic interaction (역/촉감 햅틱 상호작용을 위한 "K-$Touch^{TM}$" API 개발 - 햅틱(Haptic) 개발자 및 응용분야를 위한 소프트웨어 인터페이스 -)

  • Lee, Beom-Chan;Kim, Jong-Phil;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.1-8
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    • 2006
  • This paper presents a development of new haptic API (Application Programming Interface) that is called K-$Touch^{TM}$ haptic API. It is designed in order to allow users to interact with objects by kinesthetic and tactile modalities through haptic interfaces. The K-$Touch^{TM}$ API would serve two different types of users: high level programmers who need an easy to use haptic API for creating haptic applications and researchers in the haptic filed who need to experiment or develop with new devices and new algorithms while not wanting to re-write all the required code from scratch. Since the graphic hardware based kinesthetic rendering algorithm implemented in the K-$Touch^{TM}$ API is different from any other conventional kinesthetic algorithms, this API can provide users with haptic interaction for various data representations such as 2D, 2.5D depth(height field), 3D polygon, and volume data. In addition, this API supports kinesthetic and tactile interaction simultaneously in order to allow users with realistic haptic interaction. With a wide range of applicative characteristics, therefore, it is expected that the proposed K-$Touch^{TM}$ haptic API will assists to have deeper recognition of the environments, and enhance a sense of immersion in environments. Moreover, it will be useful development toolkit to investigate new devices and algorithms in the haptic research field.

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A Study on Tactile Sensation Application for Computer Game and Virtual Reality (컴퓨터게임과 가상현실을 위한 촉각 응용에 관한 연구)

  • 이영재
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.646-654
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    • 2002
  • The human sense of touch provides us with an important source of information about our surroundings. Because of its unique position at interface between our bodies and the out world, touch sensation supplies sensory data which helps us manipulate and recognize objects and warn of harmful situation. But tactile sensation was recognized less important than visual sense and auditory sense but it plays an important immersing role in virtual reality and computer game. Tactile sensation can be used to influence to objects according to power and supplied sensory feedback to the player in a virtual environment. This paper investigated the characteristics of tactile sensation of human being and proposed method of sturdy using force sensing sensor, simple force modeling and data structure form for virtual reality and computer game. As a result, force distribution, depth, center point can be calculated using sensor output and this information is very effective to specific position for actions and reactions. This study can used as basic information for tactile sensation and it's application in computer game and virtual realty.

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Sense Hardware Backup Algorism of 3D Game Engine

  • Aamisepp, Henrik;Nilsson, Daniel
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.125-128
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    • 2008
  • The aim this master thesis is to find out if is possible to Integrate haptic hardware support in the source 3D game engine Crystal Space. Integrating haptic support would make it possible to get a haptic representation of 3D geometry in Crystal Space and therefore take advantage of all the benefits a 3D game engine provides, when building haptic applications, An implementation of the support should be as low-cost as Possible by taking advantage of available source haptic API alternatives. The thesis report presents an evaluation of available haptic APIs and comes up with a design and an implementation. The solution has been implemented as a Crystal Space plugin by using modified parts of the e-Touch open module API. The plugin makes it possible to utilize the Phantom haptic device to touch and feel the 3D environments in a Crystal Space application. Two demo applications have also been constructed to show the capabilities of the plugin.

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Plan for Medical Space of High Touch Concept (하이 터치 개념의 의료 공간 제안)

  • Lee, Ju-Hye;Lee, Do-Hee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.279-280
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    • 2005
  • Recently, the Korean medical system changed with diversification & specialization and the field of medical service is also specialized in these days. The medical space settings are usually designed for staff needs rather than for patient needs. but The purpose of this project was to identify the design elements for the patient-focused. Main keyword of this project is 'high touch' and basic design concept is 'a sense of stability/velocity'. This medical space is located in Sanbon, and it has an area of 171m$^2$. The material scheme in the interior design of medical space is an important factor for the hospital users. Painting, stainless steel, wood veneer, fabric and p-tile were used as interior finishing material.

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Touchpad for Force and Location Sensing

  • Kim, Dong-Ki;Kim, Jong-Ho;Kwon, Hyun-Joon;Kwon, Young-Ha
    • ETRI Journal
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    • v.32 no.5
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    • pp.722-728
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    • 2010
  • This paper presents the design and fabrication model of a touchpad based on a contact-resistance-type force sensor. The touchpad works as a touch input device, which can sense contact location and contact force simultaneously. The touchpad is 40 mm wide and 40 mm long. The touchpad is fabricated by using a simple screen printing technique. The contact location is evaluated by the calibration setup, which has a load cell and three-axis stages. The location error is approximately 4 mm with respect to x-axis and y-axis directions. The force response of the fabricated touchpad is obtained at three points by loading and unloading of the probe. The touchpad can detect loads from 0 N to 2 N. The touchpad shows a hysteresis error rate of about 11% and uniformity error rate of about 3%.

T-TIME: A Password Scheme Based on Touch Signal Generation Time Difference

  • Yang, Gi-Chul
    • Journal of Advanced Information Technology and Convergence
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    • v.8 no.2
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    • pp.41-46
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    • 2018
  • As evidenced through rapidly growing digital devices and information, digital authentication is becoming ever more critical, especially considering the complex and prevalent digital accounts we are using every day. Also, digital authentication is apt to consistent digital security application. In this sense, digital security quality and usability can be enhanced by developing a mechanism for efficient digital authentication. In this paper, a mechanism of efficient digital authentication called T-TIME is introduced in order to alleviate issues dealing with secure and user friendly authentication across ever- growing digital devices and information. Touch Signal generation time difference is utilized for T-TIME as a mediation mechanism that enhances the security quality by confusing others unlike other graphical password mechanisms which are using spatial information. Hence, digital authentication by using T-TIME can be a good way of enhancing security quality and usability.