• Title/Summary/Keyword: Haptic System

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Vibration Pattern Design Method for Improving Tactile Sensibility (촉감향상을 위한 진동모터의 진동패턴 설계방법론 구축에 대한 연구)

  • Kim, Sungmin;Lee, Soo-Hong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.3
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    • pp.413-418
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    • 2013
  • As haptic devices become increasingly important in various product fields, it becomes essential to design effective vibration patterns for better tactile sensitivities. Despite this trend, standardization in the design of vibration patterns has not been well established, which causes developers to neglect the effects of haptics while programming or developing products. To provide better tactile sensitivity, the present study introduces a vibration pattern design system and proposes guidelines for designing vibration patterns. This system consists of two modules: (1) a graphical pattern design and evaluation program and (2) a vibro-tactile display device for prototyping the designed vibration patterns.

Teleoperatoin System Control using a Robust State Estimation in Networked Environment (네트웍 환경에서의 강건상태추정을 이용한 원격조작시스템 제어)

  • Jin, Tae-Seok;Kim, Hyun-Sik
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.6
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    • pp.746-753
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    • 2008
  • In this paper, we introduce the improved control method are communicated between a master and a slave robot in the teleoperation systems. When the master and slave robots are located in different places, time delay is unavoidable under the network environment and it is well known that the system can become unstable when even a small time delay exists in the communication channel. The time delay may cause instability in teleoperation systems especially if those systems include haptic feedback. This paper presents a control scheme based on the estimator with virtual master model in teleoperation systems over the network. As the behavior of virtual model is tracking the one of master model, the operator can control real master robot by manipulating the virtual robot. And LQG/LTR scheme was adopted for the compensation of un-modeled dynamics. The approach is based on virtual master model, which has been implemented on a robot over the network. Its performance is verified by the computer simulation and the experiment.

Robotic Surgery in the Orthopedic Field (정형외과 영역에서 로봇수술)

  • Lee, Woo-Suk;Jung, Woo-Suk
    • Journal of the Korean Orthopaedic Association
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    • v.53 no.6
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    • pp.459-465
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    • 2018
  • Of the many factors that affect the clinical outcomes of orthopedic surgery, the surgical procedure is the most important. Robotics have been developed to perform the surgical procedures more accurately and consistently. Robotic surgical procedures in the orthopedic field were developed 20 years ago. Some designs of surgical robots have disappeared due to practical problems and complications, and an another design of surgical robots is emerging. To date, the use of robot surgery in arthroplasty is still controversial in terms of the clinical outcomes, practicality, and cost-effectiveness, even though it has been reported to be effective in the alignment and positioning of components in the field of artificial joints. Early robotic surgery was based mainly on active robot surgery according to the scheduled operation without the intervention of the operator. Recently the semi-active system of robotic surgery has been introduced. In a semi-active system, the robot constrains the surgeon to a haptic boundary defined by the computer based on the 3-dimensional imaging preoperative plan, and the operator can change the preoperative plan through real-time feedback during operation.

A System Prototype for Remote Haptic Communication (원격 촉감 커뮤니케이션을 위한 시스템 프로토타입)

  • Cha, Jong-Eun;Lee, Jun-Hun;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.238-243
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    • 2006
  • 최근에는 통신기술과 인터넷의 발달로 원격의 사람과 전화, 이메일, 메신저 또는 화상회의 시스템 등을 통해서 쉽게 의사소통 할 수 있다. 이 시스템들은 주로 음성, 그림, 동영상 또는 문자 기반의 시청각 정보를 서로 주고 받으며 자신의 의사 및 감정을 전달하는 통로를 제공한다. 그러나 일상 생활에서 시청각 정보 외에 촉감 정보도 서로 의사소통 하는데 중요한 역할을 한다. 악수, 포옹 등의 촉감 상호작용은 사람 사이에서 친근감을 표시하는데 가장 직접적인 방법으로 자신의 감정을 전달하거나 느낌을 표현하는데 사용된다. 그럼에도 불구하고 촉감 상호작용을 가능케 하는 의사소통 시스템의 연구는 아직 폭넓게 진행되고 있지 않다. 본 논문에서는 일상에서와 같이 원격에서도 상대를 바라 볼 수 있고 자연스럽게 접촉할 수 있는 원격 촉감 커뮤니케이션 시스템을 제안한다. 이 시스템에서는 로컬 사용자가 손가락으로 상대의 몸 특정 부위를 만질 수 있고 서로 그 촉감을 실시간으로 느낄 수 있다. 이 시스템은 크게 AR 시스템, 그래픽 시스템, 햅틱 시스템, 택타일 시스템의 부시스템들로 나눌 수 있다. AR 시스템에서는 몸의 한 부위에 사각형의 AR 마커를 부착한 원격 사용자를 웹카메라로 촬영하고 ARToolKit 을 사용하여 마커의 위치를 측정한다. AR 마커의 바로 밑에는 택타일 장치가 장착되어 있으며 이 부위를 통하여 원격의 사용자는 로컬사용자가 자신의 팔을 만지는 느낌을 받게된다. 그래픽 시스템은 로컬사용자에게 촬영된 원격 사용자와 측정된 마커의 위치가 대표하는 원격 사용자의 가상 피부, 그리고 자신의 가상 손가락을 보여준다. 햅틱 시스템에서는 촉감 장치를 사용하여 로컬 사용자의 손가락 위치를 구하여 원격 사용자의 가상 피부와 접촉했을 때 그 충돌을 감지하고 접촉력을 계산하여 촉감 장치에 반영함으로써 그 접촉력을 느낄 수 있도록 한다. 택타일 시스템에서는 원격 사용자의 AR 마커 밑에 장착된 배열 타입의 진동 촉감 장치에 접촉 정보를 주어 로컬 사용자와 접촉 했을 때 접촉 부위에 진동을 줌으로써 촉감을 느끼도록 한다.

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Dielectric and Piezoelectric Properties of (K0.5Na0.5) (Nb0.97Sb0.03)O3 Ceramics Doped with K4CuNb8O23

  • Lee, Sang-Ho;Lee, Kab-Soo;Yoo, Ju-Hyun;Jeong, Yeong-Ho;Yoon, Hyun-Sang
    • Transactions on Electrical and Electronic Materials
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    • v.12 no.2
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    • pp.72-75
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    • 2011
  • In this study, $(K_{0.5}Na_{0.5})(Nb_{0.97}Sb_{0.03})O_3+0.9$ mol% $K_{5.4}Cu_{1.3}Ta_{10}O_{29}+x$ mol% $K_4CuNb_8O_{23}$ (x = 0, 0.2, 0.6, 0.8) ceramics were prepared by a conventional mixed oxide method. Their microstructure and electric properties were investigated. The secondary phase was made by virtue of $K_4CuNb_8O_{23}$ (KCN) addition in the $(K_{0.5}Na_{0.5})(Nb_{0.97}Sb_{0.03})O_3$ system ceramics. However, the sinterability of the ceramics increased with increasing $K_4CuNb_8O_{23}$ content. At the 0.6 mol% $K_4CuNb_8O_{23}$ added composition ceramics sintered at $1,060^{\circ}C$, kp and $d_{33}$ showed the optimum values of 0.39 and 145 pC/N, respectively, suitable for piezoelectric actuator application.

Using Neural Network Algorithm for Bead Visualization (뉴럴 네트워크 알고리즘을 이용한 비드 가시화)

  • Koo, Chang-Dae;Yang, Hyeong-Seok;Kim, Jung-Yeong;Shin, Sang-Ho
    • Journal of Welding and Joining
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    • v.31 no.5
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    • pp.35-40
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    • 2013
  • In this paper, we propose the Tangible Virtual Reality Representation Method to using haptic device and feature to morphology of created bead from Flux Cored Arc Welding. The virtual reality was started to rising for reduce to consumable materials and welding training risk. And, we will expected maximize virtual reality from virtual welding training. In this paper proposed method is get the database to changing the input factor such as work angle, travelling angle, speed, CTWD. And, it is visualization to bead from extract to optimal morphological feature information to using the Neural Network algorithm. The database was building without error to extract data from automatic robot welder. Also, the Neural Network algorithm was set a dataset of the highest accuracy from verification process in many times. The bead was created in virtual reality from extract to morphological feature information. We were implementation to final shape of bead and overlapped in process by time to using bead generation algorithm and calibration algorithm for generate to same bead shape to real database in process of generating bead. The best advantage of virtual welding training, it can be get the many data to training evaluation. In this paper, we were representation bead to similar shape from generated bead to Flux Cored Arc Welding. Therefore, we were reduce the gap to virtual welding training and real welding training. In addition, we were confirmed be able to maximize the performance of education from more effective evaluation system.

Reliability of Modified Ashworth Scale Using a Haptic Robot Finger Simulating Finger Spasticity (손가락 경직을 모사하는 로봇 시뮬레이터를 이용한 경직도 검진의 신뢰도 평가)

  • Ha, Dokyeong;Park, Hyung-Soon
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.41 no.2
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    • pp.125-133
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    • 2017
  • This paper presents the inter-rater reliability of finger spasticity assessment tested realized by using finger simulator that mimics finger spasticity of patients after a stroke. For controlling the simulator torque, finger spasticity was modeled, and the model parameters were obtained by measuring quantitative data while grading based on Modified Ashworth Scale (MAS). A robotic finger simulator was designed for mimicking finger spasticity. Evaluation of this simulator with the help of seven rehabilitation doctors showed that the simulator had a Cohen's kappa value of 0.619 for Metacarpophalangeal Joint and 0.514 for Proximal Interphalangeal Joint. Fleiss' kappa between raters is 0.513 for Metacarpophalangeal Joint and 0.486 for Proximal Interphalangeal Joint. Therefore, the spasticity assessment made by MAS grade system is not reliable owing to the subjectivity of the assessment. The proposed robotic simulator can be used as a training tool for improving the reliability of the spasticity assessment.

Haptic recognition of the palm using ultrasound radiation force and its application (초음파 방사힘을 이용한 손바닥의 촉각 인식과 응용)

  • Kim, Sun Ae;Kim, Tae Yang;Lee, Yeol Eum;Lee, Soo Yeon;Jeong, Mok Kun;Kwon, Sung Jae
    • The Journal of the Acoustical Society of Korea
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    • v.38 no.4
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    • pp.467-475
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    • 2019
  • A high-intensity ultrasound wave generates acoustic streaming and acoustic radiation forces when propagating through a medium. An acoustic radiation force generated in a three-dimensional space can produce a solid tactile sensation, delivering spatial information directly to the human skin. We placed 154 ultrasound transmit elements with a frequency of 40 kHz on a concave circular dish, and generated an acoustic radiation force at the focal point by transmitting the ultrasound wave. To feel the tactile sensation better, the transmit elements were excited by sine waves whose amplitude was modulated by a 60 Hz square wave. As an application of ultrasonic tactile sensing, a region where tactile sense is formed in the air is used as an indicator for the position of the hand. We confirmed the utility of ultrasonic tactile feedback by implementing a system that provides the number of fingers to a machine by receiving the shape of the hand at the focal point where the tactile sense is detected.

A Study on the Establishment of Metaverse-based Police Education and Training Model (메타버스 기반 경찰 교육훈련모델 구축 방안에 관한 연구)

  • Oh, Seiyouen
    • Journal of the Society of Disaster Information
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    • v.18 no.3
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    • pp.487-494
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    • 2022
  • Purpose: This study proposes a Metaverse-based police education and training model that can efficiently improve the performance of various police activities according to changes in the environment of the times. Method: The structure of this system can generate Avatar Controller expressed using HMD and haptic technology, access the Network Interface, and educate and train individually or on a team basis through the command control module, education and training content module, and analysis module. Result: In the proposed model of this study, the command and control module was incorporated into individual or team-based education and training, enabling organic collaborative training among team members by monitoring the overall situation of terrorism or crime in real time. Conclusion: Metaverses-based individual or team-based police education and training can provide a more efficient and safe education and training environment based on immersion, interaction, and rapid judgment in various situations.

A Study on the Spatial Characteristics of Golf Courses (골프코스의 공간적 특성에 관한 연구)

  • Kim, Chung-Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.4
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    • pp.15-26
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    • 2008
  • The purpose of this study is to attempt to interpret golf courses as event-generating spaces with consideration given to the time factor. Through a golf game, a variety of events such as the tee shot, second shot, putt, and hole out are generated. These events have been connected to a series of events after hole out such as birdie, par, bogey and so on. The series of events do not always occur in the same way. They reveal unexpected changes over time. These unexpected changes cause changes in the spatial characteristics and offer unforgettable memories for golfers. Gilles Deleuze mentioned the spatial characteristics as striated space and smooth space. Striated space can be defined as sedentary space. It is distant vision-optical space that has dimensional, metric and centered characteristics, whereas smooth space is defined as nomadic, close vision-haptic space that has directional and acentered characteristics. This study focused on the analysis of spatial characteristics according to striated space and smooth space. Golf courses generally show the characteristics of striated space before beginning the game. As soon as the game begins, however, the golf courses are converted into an event-generating space. The characteristics of striated space are transformed into smooth space, a nomadic space that amplifies the dynamic, changeable, de-scaled and non-metric system. Through the whole game, this transformation is dramatically repeated. On the other hand, the golfer, the subject of the game, senses the phenomenological experience in the process of orientation, center, definition, and domestication.