• Title/Summary/Keyword: virtual force

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Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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Comparison of simulation racing reality using simulation racing data based on racing equipment (레이싱 장비 기반의 시뮬레이션 레이싱 데이터를 활용한 시뮬레이션 레이싱 현실성 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.393-398
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    • 2022
  • In order to experience and compete in car racing in reality, the barrier to entry is very high. It takes a lot of money and time to recruit or participate in a license, expensive vehicle, and stadium where the game can be played. Because of this problem, various equipment is used to create a feeling similar to real racing in their own space through sim racing equipment. Equipment similar to this reality is called sim racing equipment. The sim racing equipment can be divided into three categories. The first is a racing game device that can run virtual racing, the second is a steering wheel, seat, and cradle that are linked to the racing game device, and the third is a racing motion device that allows the body to experience the direction of movement in the racing game. In this thesis, the feeling of real car racing is based on game racing, and how similar reality to real racing is through the steering wheel and cradle equipment, which are equipment that can control game racing, and motion equipment that allows you to experience the direction of game racing. Let's check how the difference between real racing and data value changes through the G-Force direction and speed change values.

ICT Trend Analysis Based on Research Papers and Patents (논문 및 특허 기반의 ICT 동향 분석 연구)

  • Son, Yeonbin;Kim, Solha;Choi, Yerim
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.1-18
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    • 2021
  • ICT is the main driving force of Korea's economic growth. Korea has the world's best ICT competitiveness, and several policies are being implemented to maintain it. However, for successful policy implementation, it is crucial to understand ICT trends accurately. Therefore, this study analyzes the trends of 18 core technologies in the ICT field. In particular, the degree of scientific development and commercialization by technology are investigated through research paper analysis and patent analysis, respectively. Then, the trends shown by document type are compared based on the two analysis results. As a result, artificial intelligence and virtual reality are at the stage where commercialization is actively taking place after scientific development, and at the same time, since research is being conducted, it is expected to develop continuously. On the other hand, quantum computer and implantable device are in the basic research stage. It is necessary to understand the current research status and determine the direction of future support. The results of the ICT trend analysis conducted in this study can be used as a criterion for determining the future direction of Korean policy.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.

A Study on the Method of Constructive Simulation Operation Analysis for Warfighting Experiment Supplied with the Validation Evaluation (타당성 평가가 보완된 모델 운용상의 전투실험 모의분석 절차 연구)

  • Park, Jin-Woo;Kim, Nung-Jin;Kang, Sung-Jin;Soo, Hyuk
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.77-87
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    • 2010
  • Currently, our society has been changed from the industrial society to the information society. As the war progresses to Information Warfare, Network-Centric Warfare, Long-Range Precision Engagement and Robot Warfare, the military should advance to High-tech Scientific force. For this creation of the war potential, it is regarded as the warfighting experiment is a critical method. Surely it is rational that LVC(Live Virtual Constructive simulation) is desirable to make the warfighting experiment. But because it is limited by the cost, the time, the place and the resource, the constructive simulation(M&S : Modeling&Simulation) is a good tool to solve those problems. There are some studies about the evaluation process for developing the model, but it is unsatisfying in the process of the constructive simulations' operation. This study focuses on the way of constructive simulation operation, which is supplied with the evaluation process(VV&A : Verification Validation & Accreditation). We introduce the example of the rear area operation simulation for "appropriateness evaluation to the organization of logistic corps" by the AWAM(Army Weapon Analysis Model). This study presents the effective methods of the constructive simulations, which is based on the reliable evaluation process, so it will contribute to the warfighting experiments.

Study of a Mixed Finite Element Model for the Analysis of a Geometrically Nonlinear Plate (기하학적 비선형 판재 해석을 위한 혼합형 FE Model 연구)

  • Kim, Woo-Ram;Choi, Youn-Dae
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.10
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    • pp.1427-1435
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    • 2010
  • A mixed finite element model was developed using the classical plate theory to analyze the nonlinear bending of a plate. The appropriate weight functions for the constraints integrated over the domain were determined by the Lagrange multiplier method by using the principle of minimum virtual energy; which provides the constitutive relations between force-like variables and strains. All of detail terms of element wise coefficient matrices and associate tangent matrices to be used in the Newton iterative method are presented. Then, the linear solutions of the current model and those of the traditional displacement model under the SS (simple support) boundary conditions were compared with the existing analytical solution. The post-processed images of the nonlinear results of the force-like variables are presented to show the continuity of the solutions at the joint of the element boundaries. Finally, the converged nonlinear finite element solutions of the current model are compared with those of existing traditional displacement model.

A Scheme for Load Distribution and Macro Mobility in Hierarchical Mobile IPv6 (HMIPv6에서 부하분산 및 매크로 이동성 지원 방안)

  • Seo, Jae-Kwon;Lee, Kyung-Geun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.4
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    • pp.49-58
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    • 2007
  • Hierarchical Mobile IPv6 (HMIPv6) has been proposed by Internet Engineering Task Force (IETF) to compensate for such problems as handover latency and signaling overhead in employing Mobile IPv6 (MIPv6). HMIPv6 supports micro-mobility within a domain and introduces a new entity, namely mobility anchor point (MAP) as a local home agent. However, HMIPv6 causes load concentration at a particular MAP and longer handover latency when inter-domain handover occurs. In order to solve such problems, this paper establishes a virtual domain (VD) of a higher layer MAP and proposes a MAP changing algorithm in which the routing path changes between mobile node (MN) and correspondent node(CN) according to the mobile position and the direction of the MN before inter-domain handover occurs. The proposed algorithm not only enables complete handover binding-update of the on-link care of address (LCoA) only when inter-domain handover occurs, but concentrated load of a particular MAP is distributed as well. This is because the MNs registered with higher layer MAP and lower layer MAP coexist in the VD. We simulate the performance of the proposed algorithm and compare with HMIPv6.

A study of incidence of palatal side abfractions in maxillary posterior teeth (상악 구치에서의 구개측 굴곡파절 발현 비율 연구)

  • Song, Joo-Hun;Heo, Yuri;Lee, Gyeong-Je
    • Journal of Dental Rehabilitation and Applied Science
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    • v.35 no.4
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    • pp.206-213
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    • 2019
  • Purpose: Most of studies dealing with abfractions are limited to the buccal surfaces of the teeth. In this study, we analyzed the cause for abfraction by investigating the incidence of palatal side abfractions in maxillary posterior teeth. Materials and Methods: We investigated a total of 3193 maxillary posterior teeth by an intraoral examination, model observation, and observation of virtual model fabricated using model scanning. We recorded the results and classified them depending on the type of teeth, age, gender, and side of arches. We also performed Chi-square test to evaluate the statistical significance among the groups (α = 0.05). Results: The incidence of palatal side abfraction of the maxillary molars (10.8%) was higher than the premolars (6.8%), and among them, the incidence of the 1st molars (39.1%) were the highest. The incidence of palatal side abfraction increased with age and was statistically significant (P < 0.05). There was no statistical significance in the difference by gender (P > 0.05); in the case of arches, left arch showed higher incidence and it was statistically significant (P < 0.05). Conclusion: Palatal side abfraction in maxillary posterior teeth was frequently observed in the maxillary 1st molars, and the incidence increased with age. This result suggests that the main reason for abfraction is due to occlusal force.

Fracture and Hygrothermal Effects in Composite Materials (복합재의 파괴와 hygrothermal 효과에 관한 연구)

  • Kook-Chan Ahn;Nam-Kyung Kim
    • Journal of the Korean Society of Safety
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    • v.11 no.4
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    • pp.143-150
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    • 1996
  • This is an explicit-Implicit, finite element analysis for linear as well as nonlinear hygrothermal stress problems. Additional features, such as moisture diffusion equation, crack element and virtual crack extension(VCE ) method for evaluating J-integral are implemented in this program. The Linear Elastic Fracture Mechanics(LEFM) Theory is employed to estimate the crack driving force under the transient condition for and existing crack. Pores in materials are assumed to be saturated with moisture in the liquid form at the room temperature, which may vaporize as the temperature increases. The vaporization effects on the crack driving force are also studied. The Ideal gas equation is employed to estimate the thermodynamic pressure due to vaporization at each time step after solving basic nodal values. A set of field equations governing the time dependent response of porous media are derived from balance laws based on the mixture theory Darcy's law Is assumed for the fluid flow through the porous media. Perzyna's viscoplastic model incorporating the Von-Mises yield criterion are implemented. The Green-Naghdi stress rate is used for the invariant of stress tensor under superposed rigid body motion. Isotropic elements are used for the spatial discretization and an iterative scheme based on the full newton-Raphson method is used for solving the nonlinear governing equations.

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Simulating tentacle Creature with External Magnetism for Animatronics (외부 자력을 이용한 촉수 생명체 애니매트로닉스 시뮬레이션)

  • Ye Yeong Kim;Do Hee Kim;Ju Ran Kim;Na Hyun Oh;Myung Geol Choi
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.5
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    • pp.1-9
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    • 2023
  • The control technology of animatronics is an interesting topic explored in various fields, including engineering, medicine, and art, with ongoing research efforts. The conventional method for controlling the movement of animatronics is to use electric motors installed inside the body. However, this method is difficult to apply when expressing a narrow space inside the body. In this study, a method of using external forces instead of installing mechanical devices inside the body was proposed to control the movement of a thin and long tentacle organism. Specifically, in this study, the joint body of animatronics was made of magnetic metal material so that it could be affected by the force of an externally installed electromagnet. The strength of the electromagnet was controlled by a PID controller to enable real-time control of the position of the animatronics body. In addition, the magnet was made to rotate, and the speed of rotation was changed to create various movements. Through virtual environment simulations, our experiments demonstrate the superiority of the proposed method, showcasing real-time control by users and the creation of animations in various styles.