• 제목/요약/키워드: toggle button

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Exploring Low-Cost Grid-based Tactile Instruments for Understanding and Reproducing Shapes for People with Visual Impairments

  • Yeojin Kim;Jiyeon Han;Uran Oh
    • International journal of advanced smart convergence
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    • 제12권3호
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    • pp.127-140
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    • 2023
  • While tools exist for blind people to understand shapes, these are not commercially available nor affordable and often require the assistance of sighted people. Thus, we designed two low-cost grid-based tactile tools using toggle buttons (TogGrid) and cotton balls (CottonGrid). To assess the potential of these as an educational tool, we conducted a user study with 12 people with visual impairments where they were asked to understand and reproduce shapes under different conditions. Although CottonGrid is relatively cheap and easy to make, findings show that TogGrid was perceived to be better in terms of perceived easiness, task completion time, accuracy, and preference in general. Particularly, participants valued TogGrid for enabling them to identify and correct errors. Based on the findings, we provide implications for utilizing toggle buttons for designing educational instruments for learning and expressing shapes for blind people.

코트의 유형분류와 디자인 특성에 관한 연구 (Study on Type Classification and Design Characteristics of Coats)

  • 이혜숙;김재임
    • 복식문화연구
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    • 제12권3호
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    • pp.339-353
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    • 2004
  • Purposes of this study were to analyzed coat types and characteristics of coat of young persons, and search whether fashion trend is reflected on coat. Data collected pictures that they are wearing dress in street of Daejeon city 3 places that there are much the rising generations at November, 1999. This study target was from teens latter half to 20 opening part, 154 women. Data analyzed content analysis, frequency analysis, crossing and the result is as following. First, classification standard of coat was textile fabric, form of detail and ornament. Second, coat could classify in three types, type 1 was traditional duffle coat style that is distinguished by form of detail and ornament(hood and button). Type 2 was classified property of textile fabric that used leather, padding, fur etc., and type 3 was classified by collar detail of woolen fabric coat. Specially, ornamental fur of woolen coat perceived visually strong. And design detail of coat showed significant difference in coat type. That is, duffle coat type was designed patch pocket and toggle, woolen fabric coat type was hidden button and seam pocket. Third, fashion tendency of coat was proved that is reflecting part of predicted fashion trend.

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발공중인 기공자 경혈주위의 미소자기장 관찰 (Change of Biomagnetic Field around Acupoints of Kigong Master during Qi radiation)

  • 장경선;최찬헌;정찬원;이윤호;윤유식;소철호
    • 동의생리병리학회지
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    • 제16권3호
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    • pp.537-541
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    • 2002
  • When a Kigong master concentrates the Qi at Yintang, Laogong(P8), Qihai(CV6) meridian points during Kigong state, the change of magnetic field around acupoints Yintang, Laogong points has been measured using DROS-SQUID apparatus. After smoothing process of the continuously measured magnetic signal around acupoints for a few minutes, we could observe that a series of peaks, magnitude of 1~2 pT and period of 5 sec, appeared and find that these peaks were clearly changed as if switch on and off according to Qi concentration state. Before Qi radiation, a series of the peaks measured on Yintang or Laogong point of a Kigong master shows one of either SW-ON state or SW-OFF state as initial state. During Qi radiation, its state becomes inverse of initial state. After Qi radiation, it returns to the initial state for some cases (called P type ; push button switch type) or it remains inversion state for other cases (called T type; toggle switch type). From the data of peaks measured at different position from the Qi concentration acupoint, we found that the Qi radiation on an acupoint makes the switching effect even not at the acupoint that Qi is concentrated but at the other acupoints that Qi is not concentrated.

Unity 3D를 이용한 가상현실 프로토타입 크레인 훈련 시스템 설계 및 구현 (Design and Implementation of Virtual Reality Prototype Crane Training System using Unity 3D)

  • 허석렬;김근영;최정빈;박지우;전민지;이완직
    • 문화기술의 융합
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    • 제8권5호
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    • pp.569-575
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    • 2022
  • 크레인 훈련 프로그램은 실제 항만과 동일한 환경의 훈련 시스템을 구축하고 이를 활용하는 것이 가장 바람직하지만 시공간의 제약과 비용 등의 문제를 가지고 있다. 이런 제약점을 극복하고자 AR/VR을 기반으로 한 차세대 훈련 프로그램이 많은 주목을 받고 있다. 본 논문에서는 가상현실을 기반으로 하는 항만 크레인 훈련 시스템의 프로토타입을 설계하고 구현하였다. 본 논문에서 구현한 시스템은 아두이노를 기반으로 한 IoT 조작 단말기와 유니티 응용프로그램을 탑재한 HMD 2가지 요소로 구성된다. IoT 조작 단말기는 2개의 컨트롤러와 2개의 토클 스위치 및 8개의버튼 스위치로 이루어져 사용자의 조작에 따라 발생하는 데이터를 처리한다. HMD는 Oculus Quest2를 사용하며IoT 단말기와 무선통신으로 연결되어 사용자의 편의성을 제공한다. 본 논문에서 구현한 훈련 시스템은 가상현실을 통해 훈련자에게 시간과 장소에 구애받지 않는 훈련 환경을 제공하고 시간과 비용을 절감할 수 있을 것으로 기대된다.