• Title/Summary/Keyword: Haptic System

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Enhancing Immersiveness in Video see-through HMD based Immersive Model Realization (Video see-through HMD 기반 실감 모델 재현시의 몰입감 향상 방법론)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.685-686
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    • 2006
  • Recently, various AR-based product design methodologies have been introduced. In this paper, we propose technologies for enhancing robust augmentation and immersive realization of virtual objects. A robust augmentation technology is developed for various lighting conditions and a partial solution is proposed for the hand occlusion problem that occurs when the virtual objects overlay the user' hands. It provides more immersive or natural images to the users. Finally, vibratory haptic cues by page motors as well as button clicking force feedback by modulating pneumatic pressures are proposed while interacting with virtual widgets. Also our system reduces gabs between modeling spaces and user spaces. An immersive game-phone model is selected to demonstrate that the users can control the direction of the car in the racing game by tilting a tangible object with the proposed augmented haptic and robust non-occluded visual feedback. The proposed methodologies will be contributed to the immersive realization of the conventional AR system.

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3D Filmmaking for User-Selective UHD Stereoscopic Media System: A Case Study on the Film The Old, the New and the Other

  • Cha, Minchol;Hamacher, Alaric;Simon, Sebastien
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.277-284
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    • 2021
  • Despite skepticism about commercial potential, the stereoscopic 3D cinema is still a form that any filmmaker can choose to employ for its aesthetics and its immersive potential. Based on a haptic illusion, the stereoscopic media content requires a new perspective different from the principle of 2D media content in terms of creation and acceptance. This paper examines the technical and aesthetic issues of stereoscopic 3D film production from the perspective of today's emerging realistic and immersive media through a case study. One of the key factors for successful content creation and research and development in stereoscopic 3D cinema is the combination of artistic principles together with technical mastering of the new image technology. The purpose of this paper is to outline the principal challenges and research topics in stereoscopic 3D cinema through a case study of stereoscopic 3D pilot film production for the 'User-Selective UHD Stereoscopic Media Service Platform' of the ETRI (Electronics and Telecommunications Research Institute). This paper intends to examine stereoscopic 3D filmmaking workflow and production methodologies, as well as technical elements and aesthetic issues.

Towards Designing Human Interactions for Learning Support System using Virtual Reality Technology

  • Iwane, Noriyuki
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.11-14
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    • 2014
  • We have been designing human interactions for some learning support system or education system. The design is based on a symbol grounding model. The model is applicable to many learning domains using virtual reality technology. The design policy is simple and compact. In order to realize the policy we use/reuse some devices from the viewpoint of virtual reality. This paper introduces basic ideas and explains several example cases based on the idea.

Designing a Framework of Multimodal Contents Creation and Playback System for Immersive Textbook (실감형 교과서를 위한 멀티모달 콘텐츠 저작 및 재생 프레임워크 설계)

  • Kim, Seok-Yeol;Park, Jin-Ah
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.1-10
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    • 2010
  • For virtual education, the multimodal learning environment with haptic feedback, termed 'immersive textbook', is necessary to enhance the learning effectiveness. However, the learning contents for immersive textbook are not widely available due to the constraints in creation and playback environments. To address this problem, we propose a framework for producing and displaying the multimodal contents for immersive textbook. Our framework provides an XML-based meta-language to produce the multimodal learning contents in the form of intuitive script. Thus it can help the user, without any prior knowledge of multimodal interactions, produce his or her own learning contents. The contents are then interpreted by script engine and delivered to the user by visual and haptic rendering loops. Also we implemented a prototype based on the aforementioned proposals and performed user evaluation to verify the validity of our framework.

Study on Vehicle Haptic-Seat for the Driving Information Transfer to Driver for the Elderly (고령운전자 운전정보전달을 위한 차량용 햅틱시트 연구)

  • Oh, S.Y.;Kim, K.T.;Yu, C.H.;Kwon, T.K.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.3
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    • pp.151-160
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    • 2014
  • In this study, the effect of the automotive haptic-seat technology which can transmit the driving information by the vibro-stimulus from the seat was investigated to overcome previous system's limitation relied on the visual and audial method and to help handicap driving. A prototype haptic seat cover with 30 coin-type motors and driver module were developed for this sake. In an experiment of seat vibration stimulation being performed under virtual driving situation by targeting the elderly aged over 65 years old, average score of test subjects for total vibration recognition was 3.5/4 points and recognition rate of 87.5% was represented. In addition, a result that all the test subjects totally recognized overspeed warning signal of 4 times was represented. As a result of statistical analysis for vibration recognition score by each group depending on TMT score, a significant difference was not found and a result that tactile function of which vibration is recognized even by the aged whose visual, perceptional function is declined showed an equal ability was obtained.. In this study it was shown that the seat vibration stimulus could be used to transfer the old drivers' information while driving.

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A study on 3D Pottery Modeling based on Web (웹기반 3D 도자기 모델링에 관한 연구)

  • Park, Gyoung Bae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.209-217
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    • 2012
  • In this paper, I proposed new system that a user makes modeling 3D symmetric pottery using mouse and can confirm the result immediately in internet browser. The main advantage of proposed system is that users who have no specialized knowledge about 3D graphic can easily create 3D objects. And a user can use it that has only PC connected network and mouse without additional devices as like expensive haptic and camera device. For developing proposed system, VRML/X3D that is International Standard language for virtual reality and 3D graphics was used. Because it was born based on internet that is different from other 3D graphic languages, it was able to interact and navigate with users. With those features and high completeness of 3D pottery realization using mouse considered, the system may be useful and is superior in performance to other pottery modeling system.

Stability Analysis of a Haptic System with a Human Impedance model using the Routh-Hurwitz Criterion (루드-후르비쯔 (Routh-Hurwitz) 안정성 판별법을 이용한 인간의 임피던스가 포함된 햅틱 시스템의 안정성 분석)

  • Lee, Kyungno
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.1813-1818
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    • 2014
  • This paper presents the stability analysis of the haptic system including a human impedance using the Routh-Hurwitz criterion. The reflective force is computed from a virtual spring model and is transferred to a human operator using the first-order-hold method. The stability boundary conditions are induced and the relation among a virtual spring ($K_w$), the mass ($M_h$), the damping ($B_h$) and the stiffness ($K_h$) of a human impedance is analyzed. Hence the stability boundary of the virtual spring ($K_w$) is proposed as $K_w{\leq}54413{\sqrt{(M_h+M_d)(B_h+B_d)}}-0.486K_h$ when the sampling time is 1 ms. The average relative error is about 0.5% when the mathematical analysis results are compared with the results of the stability boundary model.

A Study of the Vibration Characteristics of a Haptic Vibrator for Horizontal and Vertical Magnetization (수평 및 수직 착자에 대한 햅틱 진동자의 진동특성에 관한 연구)

  • Ko, Dong Shin;Hur, Deog Jae;Park, Tae Won;Lee, Jai Hyuk;Lee, Sung Su
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.39 no.4
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    • pp.415-421
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    • 2015
  • This paper describes the study of the design procedure for the step-by-step setup parameters and of the magnetizing method for performance and size reduction in the development of a haptic vibrator. The study of magnetization was accomplished by comparing the electromagnetic force in accordance with the horizontal and the vertical magnetization. The theoretical results indicated that the horizontal magnetization resulted in a better performance. The systematic design of a step-by-step procedure for establishing the design parameters was verified by testing the characteristics of the fabricated prototype product. The vibration response function analysis and electric field analysis were processed by decoupling of the analytical method, and these were determined to be in good agreement with the test results. The design parameters to contributing to the product reliability included the spring height, the welding position, and the coil position. The sensitivity of the electromagnetic field and the performance change were analyzed based on the design parameters. As a result, we proposed a design method to implement a reliability-based, high performance haptic vibrator.

A Study on Technique of Navigation with Power-Reflected of the Walker in the Indoor Environment

  • Kim, Min-Sik;Kwon, Hyouk-Gil;Ryu, Je-Goon;Shim, Hyeon-Min;Lee, Eung-Hyuk;Shim, Jea-Hong;Lee, Sang-Moo
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.957-962
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    • 2005
  • Today, the elderly is increasing gradually in the Republic of Korea society and this problem will be more serious in the near future. Therefore, engineering support for aged people is required. We are establishing a new field of healthcare engineering for elderly people and aiming to support for aged people and disabled people using adaptive control and instrument technology. In this paper, the goal is to implement the shared control of a robot mobility aid for the elderly. As using this type of assistive technology to be useful by its intended user community, it supports elderly people and handicapped people to live independently in their private homes. The interface transforms the force applied by the user into the robot's motion. Devices like buttons, joysticks, and levers already exist for relaying user input; however, they require hand displacement that would loosen or otherwise release the user's hold. Such interfaces make operation very difficult and potentially unsafe. Therefore, we propose a shared control system. It's safe more than joysticks and buttons. The shared control is a means of registering the user's intention through physical interaction. It's an important component in the development of robotic elderly assistant. The concept of shared control describes a system which is two or more independent control systems. We are using that the three component blocks consist of pressure sensor (flexible force sensor), circuit of measurement and transfer function. Experimental trials of this paper have been tested at the indoor environment. The robot is able to know the user intended direction through haptic device were logged along with the robot's force sensor.

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Design and fabrication of a 2D haptic interface apparatus and the realization of a virtual air-hockey system using it (2D 햅틱 인터페이스 장치 설계/제작 및 이를 이용한 가상 에어하키 시스템 구현)

  • Back, Jong-Won;Kang, Ji-Min;Choi, Dai-Sung;Yong, Ho-Joong;Jang, Tae-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.225-229
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    • 2006
  • 햅틱 인터페이스 장치는 가상공간 상에서 얻어지는 시각적 효과와 더불어 힘(촉각)을 전달하여 사용자에게 현실감을 줄 수 있는 장치이다. 본 논문에서는 다양한 용도로 사용할 수 있는 2 차원 햅틱 인터페이스 장치를 설계 및 제작하고, 입체영상 시스템과 연동하여 오락실에서 흔히 볼 수 있는 에어하키 시스템을 가상현실 기술로 구현하였다. 이때 적절한 모델링과 햅틱 렌더링을 통하여 가상 에어하키 공을 칠 때 사용자가 핸들을 잡은 손으로 느끼는 충격과 반력을 2 차원 햅틱 인터페이스 장치를 통하여 느낄 수 있도록 하였다. 구현된 시스템의 시연을 통하여 공과 핸들의 충돌 시 공이 튕겨 나가는 방향과 속도가 실제와 유사하고 공과 핸들에서 충돌이 일어날 때 실제와 상당히 유사한 느낌은 얻을 수 있음을 확인하였다.

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