• Title/Summary/Keyword: Immersion sensors

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Uncertainty assessment of industrial platinum resistance thermometers for different lead-wire connection methods (산업용 백금저항온도센서의 결선방식에 따른 측정불확도 평가방법)

  • Kim, Yong-Gyoo;Gam, Kee-Sool;Yang, In-Seok
    • Journal of Sensor Science and Technology
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    • v.18 no.4
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    • pp.322-326
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    • 2009
  • To estimate the measurement uncertainty for industrial platinum resistance thermometers(IPRTs) made with 3-wire connection, the immersion temperature profile was investigated using a liquid bath. Two types of IPRTs having lead wires made of silver and nickel were constructed and the immersion profiles were measured at temperatures from -50 $^{\circ}C$ to 250 $^{\circ}C$ using 3-wire and 4-wire method. As immersion depth and temperature increased, the resistances measured by 3-wire method increased linearly but not for 4-wire method. To calibrate a 3-wire IPRT, the immersion effect must be accounted for. We propose a linear equation to assess correctly the measurement uncertainty.

Analysis of Game Immersion using EEG signal for Computer Smart Interface (스마트 인터페이스를 위한 뇌파의 게임몰입 분석)

  • Ga, Yunhan;Choi, Taejin;Yoon, Gilwon
    • Journal of Sensor Science and Technology
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    • v.24 no.6
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    • pp.392-397
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    • 2015
  • Recently computer games have been widely spread. For the purpose of studying brain activities, EEG was measured during the computer game and analyzed in terms of channels and frequency bands. EEG data were obtained during the resting state and game immersion. Then the power spectra of alpha, beta and theta bands were computed. During game immersion, the ratio between theta / alpha could effectively differentiate between rest and game immersion. Changes in brain activity (26~53%) were observed in the parietal and occipital lobes. Interestingly, immersion shows different features compared to concentration. The state of game immersion could be detected. Therefore, it is possible to utilize the state of immersion as one of the game parameters or to generate a control signal that may be used to provide a warning message or abort the game when the situation of the excessive indulgence in the game reaches. EEG can be applied as smart interface for computer game.

Development of optical dual-sensors for submersion monitoring using zigbee-based wireless sensor networks (지그비 기반 센서 네트워크를 이용한 침수감지용 광 이중센서 개발)

  • Key, Kwang-Hyun;Kim, Hyung-Pyo;Sohn, Kyung-Rak
    • Journal of Sensor Science and Technology
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    • v.19 no.3
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    • pp.184-190
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    • 2010
  • In this paper, a remote submersion warning system based on multi-mode optical fiber(MMF) sensors and a wireless sensor network(WSN) are proposed. To improve the reliability and stability of the sensors, the dual optical fiber sensors combined to the optical coupler are demonstrated. A slave zigbee as a wireless sensor module was used as a platform to monitor and record the signal from the MMF sensors and then transmits these information to a master zigbee wirelessly. The monitoring system running the $LabVIEW^{(R)}$ software was connected to the internet to support the short message service(SMS) through extensible markup language(XML) web service. No matter where the managers are, they can always receive the real-time remote-monitoring data for safety check.

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

SWNT Sensors for Monitoring the Oxidation of Edible Oils

  • Lee, Keunsoo;Lee, Kyongsoo;Lau, Vincent;Shin, Kyeong;Ju, Byeong-Kwon
    • Journal of Sensor Science and Technology
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    • v.22 no.4
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    • pp.239-243
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    • 2013
  • Several methods are available to measure the oxidation of edible oils, such as their acid, peroxide, and anisidine values. However, these methods require large quantities of reagents and are time-consuming tasks. Therefore, a more convenient and time-saving way to measure the oxidation of edible oils is required. In this study, an edible oil-condition sensor was fabricated using single-walled nanotubes (SWNTs) made using the spray deposition method. SWNTs were dispersed in a dimethylformamide solution. The suspension was then sprayed using a spray gun onto a prefabricated Au/Ti electrode. To test the sensor, oxidized edible oils, each with a different acid value, were prepared. The SWNT sensors were immersed into these oxidized oils, and the resistance changes in the sensors were measured. We found that the conductivity of the sensors decreased as the oxidation level of the oil increased. In the case of the virgin oil, the resistance change ratio in the SWNT sensor S(%) = {[(Rf - Ri)]/Ri}(%) was more than 40% after immersion for 1 min. However, in the case of the oxidized oil, the resistance change ratio decreased to less than that of the response of the virgin oil. This result suggests that the change in the oil components induced by the oxidation process in edible oils is related to the conductivity change in the SWNT sensor.

A Study on the Liquid-level Sensors Using Splitting Ratio of Fiber-optic Directional Couplers (광섬유형 방향성 결합기의 광 분배비를 이용한 수위 센서 연구)

  • Sohn, Kyung-Rak;Key, Kwang-Hyun
    • Journal of Advanced Marine Engineering and Technology
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    • v.34 no.6
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    • pp.846-851
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    • 2010
  • A liquid-air interface sensing system using the flat end surfaces of a fused-silica fiber coupler has been demonstrated. The principle is based on the additional optical loss caused by changing the refractive index of the external material at the boundary of the end face made of a fiber. The immersion characteristics of this system with respect to the different splitting ratios of the couplers were investigated to determine the sensitivity when it responses to water and air. These experimental data are very useful for selecting the coupling ratio of a coupler in order to develop a multiple sensing probe system. In the proposed sensor structure, it can be emphasize that the sensing probe can be appropriately arrayed on the basis of splitting ratio of the coupler. As a result, it is expected that the proposed liquid-air interface sensors can also be applied to monitor flooding that occurs in multiple areas at the same time.

A Study on the Development of Multi-User Virtual Reality Moving Platform Based on Hybrid Sensing (하이브리드 센싱 기반 다중참여형 가상현실 이동 플랫폼 개발에 관한 연구)

  • Jang, Yong Hun;Chang, Min Hyuk;Jung, Ha Hyoung
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.355-372
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    • 2021
  • Recently, high-performance HMDs (Head-Mounted Display) are becoming wireless due to the growth of virtual reality technology. Accordingly, environmental constraints on the hardware usage are reduced, enabling multiple users to experience virtual reality within a single space simultaneously. Existing multi-user virtual reality platforms use the user's location tracking and motion sensing technology based on vision sensors and active markers. However, there is a decrease in immersion due to the problem of overlapping markers or frequent matching errors due to the reflected light. Goal of this study is to develop a multi-user virtual reality moving platform in a single space that can resolve sensing errors and user immersion decrease. In order to achieve this goal hybrid sensing technology was developed, which is the convergence of vision sensor technology for position tracking, IMU (Inertial Measurement Unit) sensor motion capture technology and gesture recognition technology based on smart gloves. In addition, integrated safety operation system was developed which does not decrease the immersion but ensures the safety of the users and supports multimodal feedback. A 6 m×6 m×2.4 m test bed was configured to verify the effectiveness of the multi-user virtual reality moving platform for four users.

Interoperability between Virtual Reality and Scent Display (가상현실과 향 디스플레이 연동)

  • Lim, Seung-Ju;Lee, Hae-Lyong;Park, Jun-Seok;Kim, Jeong-Do
    • Journal of Sensor Science and Technology
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    • v.25 no.6
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    • pp.406-411
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    • 2016
  • The application of visual and auditory senses into virtual reality is easily taken for granted, but the sense of smell has been largely ignored. But many researches have shown that olfactory stimulation in virtual environments can increase the immersion and reality. In practical virtual reality, the use of scents is not always able to increase the immersion and reality. An ill-matched scent can decrease the reality. To solve this problem, we developed scent devices that can adjustable scents and scent intensity in order to display a well-matched scents in virtual reality. And we propose simple and practical way to program specific location to display scents and developed API function to control a developed scent device at virtual reality software.

Paddling Posture Correction System Using IMU Sensors

  • Kim, Kyungjin;Park, Chan Won
    • Journal of Sensor Science and Technology
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    • v.27 no.2
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    • pp.86-92
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    • 2018
  • In recent times, motion capture technology using inertial measurement unit (IMU) sensors has been actively used in sports. In this study, we developed a canoe paddle, installed with an IMU and a water level sensor, as a system tool for training and calibration purposes in water sports. The hardware was fabricated to control an attitude heading reference system (AHRS) module, a water level sensor, a communication module, and a wireless charging circuit. We also developed an application program for the mobile device that processes paddling motion data from the paddling operation and also visualizes it. An AHRS module with acceleration, gyro, and geomagnetic sensors each having three axes, and a resistive water level sensor that senses the immersion depth in the water of the paddle represented the paddle motion. The motion data transmitted from the paddle device is internally decoded and classified by the application program in the mobile device to perform visualization and to operate functions of the mobile training/correction system. To conclude, we tried to provide mobile knowledge service through paddle sport data using this technique. The developed system works reasonably well to be used as a basic training and posture correction tool for paddle sports; the transmission delay time of the sensor system is measured within 90 ms, and it shows that there is no complication in its practical usage.

Prediction of Head Movements Using Neck EMG for VR (근전도 신호를 이용한 헤드-트래킹 지연율 감소 방안 연구)

  • Jung, Jun-Young;Na, Jung-Seok;Lee, Chae-Woo;Lee, Gihyeon;Kim, Jinhyun
    • Journal of Sensor Science and Technology
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    • v.25 no.5
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    • pp.365-370
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    • 2016
  • The study about VR (Virtual Reality) has been done from the 1960s, but technical limits and high cost made VR hard to commercialize. However, in recent, high resolution display, computing power and 3D sensing have developed and hardware has become affordable. Therefore, normal users can get high quality of immersion and interaction. However, HMD devices which offer VR environment have high latency, so it disrupts the VR environment. People are usually sensitive to relative latency over 20ms. In this paper, as adding the Electromyogram (EMG) sensors to typical IMU sensor only system, the latency reduction method is proposed. By changing software and hardware components, some cases the latency was reduced significantly. Hence, this study covers the possibility and the experimental verification about EMG sensors for reducing the latency.