• 제목/요약/키워드: Multi-sensations

검색결과 8건 처리시간 0.023초

User experience and multi-purposing of stereoscopic content

  • Kawai, Takashi
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 한국정보디스플레이학회 2009년도 9th International Meeting on Information Display
    • /
    • pp.1095-1098
    • /
    • 2009
  • Stereoscopic (3D) content must be viewable in a variety of visual environments, from 3D theaters to 3D mobile displays. However, the depth sensations provided by 3D media are affected by the viewing conditions, such as screen size, viewing distance, and other factors. This user experience (UX) aspect makes it difficult to create multi-purpose 3D content. This paper describes two study cases in which the authors have focused on the UX and the multi-purposing of 3D content. The first case is an evaluation of 3D image quality on a mobile display. The second case is a trial development of a scalable 3D conversion process.

  • PDF

Incorporating "Kansei Engineering" Approach on Traditional Textiles - A Proposed Method for Identifying Multi-Sensorial Experiences on the Kansei Attributes of Traditional Textiles -

  • Syarief, Achmad
    • 복식문화연구
    • /
    • 제20권1호
    • /
    • pp.121-127
    • /
    • 2012
  • When people are asked to described certain textiles, they frequently refer to the expressions of its properties such as attractiveness, uniqueness, shininess, robustness, comfortability, and so on. It shows how senses play important role in it. Human employs their senses when interacting with textiles, most notably visual and tactile/ haptic to absorb its expressive properties. Yet, our sensorial experiences may amplify when interacting with those of traditional textiles, such as batik, as we can entice sensations when seeing its motifs and patterns, smelling its materials, and touching its surfaces. The multi-sensorial importance of seeing, smelling, and touching in the interaction with and experience of textiles suggests that one should address senses in a systematic way when evaluating users' perception on traditional textiles. To address this issue, the paper proposes the incorporation of Kansei Engineering (KE) approach for identifying multi-sensorial experiences on the expressive properties of traditional textiles, using batik as a case of study. KE approach address person's psychological understanding when observing things in order to analyze and study the inherent relationship between person's perceptual knowledge and objects evaluated. This paper outlines the use of KE approach in correlating sensorial perceptions when experience with traditional textiles and ultimately expose users' preferences toward them. Background of KE approach on textiles will be explored and its application for the multi-sensorial investigation of traditional textiles will be discussed.

옥외여가공간의 다중감각 선호 및 이미지 영향력 연구 (A Study on the Multi-sensory Preferences and Image Influences of Outdoor Leisure Spaces)

  • 윤희정;임승빈
    • 한국조경학회지
    • /
    • 제34권3호
    • /
    • pp.23-31
    • /
    • 2006
  • Multi-sensory design results from sensory design paradigm and image centricism, which stimulates 5 sensation; visual, auditory, haptic, smell and taste sensation when we experience environment. This is helpful for designing outdoor space considering integrated sensation not only visual and auditory sensation as well as for improving visitor's satisfaction. Therefore, this study mainly intended to analyse the multi-sensory preference and the image influence of outdoor leisure space. For these purpose, this study selected 3 leisure spaces around Seoul city; Gwan-ak mountain(the type oriented natural resource), Insa-dong(the type oriented cultural resource) and Seoul land as theme park(the type oriented facility) and a survey was performed with a total of 204 visitors at the above spaces in winter and summer. The results of this study indicate that visual sensation was evaluated most high at 3 outdoor leisure spaces in both winter and summer. Visitors at Gwan-ak mountain and Seoul land prefer visual and haptic sensation, but visitors at Insa-dong prefer visual and haptic sensation in summer, visual and taste sensation in winter. Above all, this study led the designer to consider diverse sensation to access leisure space, especially haptic sense, which can be an effective design strategy to satisfy visitors.

전기자극 변조방식이 체성감각에 미치는 영향 (Effects of Modulation Type on Electrically-Elicited Tactile Sensation)

  • 황선희;아라 조샨;송동진;배태수;박상혁;강곤
    • 한국정밀공학회지
    • /
    • 제29권7호
    • /
    • pp.711-716
    • /
    • 2012
  • The purpose of this study was to investigate how the modulation method affects the effectiveness of eliciting tactile sensations by electrical stimulation. Two methods were employed and the results were compared and analyzed; pulse amplitude modulation (PAM) and pulse width modulation (PWM). Thirty-five healthy subjects participated in the experiments to measure the stimulation intensity that began to elicit a tactile sensation - activation threshold (AT). Constant-current monophasic rectangular pulse trains were employed, and the stimulation intensity was varied from zero until the subject felt any uncomfortable sensation. The step size of the stimulation intensity was 100nC/pulse. After each experiment, the subject described the sensation both quantitatively and qualitatively. The two modulation methods did not make a significant difference as far as the AT values were concerned, but most of the subjects showed 'intra-individual' consistency. Also, it was confirmed that our range of the stimulation parameters enabled us to obtain three major tactile sensations; tickling, pressure and vibration. The results suggested that the stimulation parameters and the modulation type should be selected for each individual and that selective electrical stimulation of the mechanoreceptors needs more diversified researches on the electrode design, multi-channel stimulation protocol, waveforms of the pulse train, etc.

여름철 냉감성 의류소재 개발을 위한 비스코스 레이온 중심의 직물 제조 및 PCM 가공 (Preparation of Rayon Filament based Woven Fabric and PCM Treatment for Developing Cool Touch Summer Clothing Material)

  • 홍경화
    • 한국의류산업학회지
    • /
    • 제16권2호
    • /
    • pp.326-332
    • /
    • 2014
  • To develop cool touch feeling fabrics for summer clothing material, it was manufactured several compositions of woven fabrics, having rayon multi-filament yarn (non-twisted) as warp and various kinds of yarn, such as viscose rayon multi-filament yarn (twisted), tencel$^{(R)}$ spun yarn, PET high absorbance quick dry filament yarn, and PET based rayon-like yarn, as weft. After preparing the fabrics, basic properties of the fabrics were investigated, such as air-permeability, tensile strength, absorption rate, drying rate, etc. Also, surface warm / cool sensations of the woven fabrics were assessed by Qmax Warm / Cool Touch Tester. It was observed that the fabrics composed of viscose rayon multi-filament yarn (warp) and PET high absorbance quick dry filament yarn (weft) showed excellent surface cool touch sensation-the highest Qmax value. This is because the fabric having flat shaped PET high absorbance quick dry filament shows the largest contact area with Qmax measuring plate. And, the fabric also showed superior high absorbance and quick dry property as expected. In addition, we treated phase change material (PCM) on the surface of the fabric composed of viscose rayon multi-filament yarn (warp) and PET high absorbance quick dry filament yarn(weft) to improve the cool touch feeling. However, the surface cool touch feeling was impaired by resin treated with PCM during the finishing process.

새로운 경사 변환과 복귀 성분을 고려한 차량 운전 시뮬레이터 워시아웃 알고리즘 개발 (Development of a Washout Algorithm for a Vehicle Driving Simulator Using New Tilt Coordination and Return Mode)

  • 강유진;유기성;이민철
    • 제어로봇시스템학회논문지
    • /
    • 제10권7호
    • /
    • pp.634-642
    • /
    • 2004
  • Unlike actual vehicles, a vehicle driving simulator is limited in kinematic workspace and bounded on dynamic characteristics. So it is difficult to simulate dynamic motions of a multi-body vehicle model. In order to overcome these problems, a washout algorithm which controls the workspace of the simulator within the kinematic limitation is needed. However, a classical washout algorithm contains several problems such as generation of wrong sensation of motions by filters in tilt coordination, requirement of trial and error method in selecting the proper cut-off frequencies, difficulty in returning the simulator to its origin using only high pass filters and etc. This paper proposes a new tilt coordination method as an algorithm which gives more accurate sensations to drivers. In order to reduce time for returning the simulator to its origin, a new washout algorithm that the proposed algorithm selectively onset mode from high pass filters and return mode from error functions is proposed. As a result of this study, the results of the proposed algorithm are compared with the results of classical washout algorithm through the human perception models. Also, the performance of the suggested algorithm is evaluated by using human perception and sensibility of some drivers through experiments.

Development of a Washout Algorithm for a Vehicle Driving Simulator Using New Tilt Coordination and Return Mode

  • You Ki Sung;Lee Min Cheol;Kang Eugene;Yoo Wan Suk
    • Journal of Mechanical Science and Technology
    • /
    • 제19권spc1호
    • /
    • pp.272-282
    • /
    • 2005
  • A vehicle driving simulator is a virtual reality device which makes a man feel as if he drove an actual vehicle. Unlike actual vehicles, the simulator has limited kinematical workspace and bounded dynamic characteristics. So it is difficult to simulate dynamic motions of a multi-body vehicle model. In order to overcome these problems, a washout algorithm which controls the workspace of the simulator within the kinematical limitation is needed. However, a classical washout algorithm contains several problems such as generation of wrong sensation of motions by filters in tilt coordination, requirement of trial and error method in selecting the proper cut-off frequencies and difficulty in returning the simulator to its origin using only high pass filters. This paper proposes a washout algorithm with new tilt coordination method which gives more accurate sensations to drivers. To reduce the time in returning the simulator to its origin, an algorithm that applies selectively onset mode from high pass filters and return mode from error functions is proposed. As a result of this study, the results of the proposed algorithm are compared with the results of classical washout algorithm through the human perception models. Also, the performance of the suggested algorithm is evaluated by using human perception and sensibility of some drivers through experiments.

다감각환경중재에 관한 국외 연구의 경향: 체계적 고찰 (The Trend of Overseas Studies on the Intervention of Multisensory Environment: Systemic Review)

  • 조은희;송현은;유두한
    • 대한감각통합치료학회지
    • /
    • 제17권1호
    • /
    • pp.54-64
    • /
    • 2019
  • 목적 : 다감각환경 중재에 관한 효과를 연구한 국외 논문들을 체계적으로 분석하여 임상적용 시 정보를 제공하고, 국내 다감각환경 연구에 도움이 되고자 한다. 연구방법 : 전자 데이터 베이스인 Pubmed, Cochrane, Google scholar을 이용하여 2008년부터 2018년까지의 논문을 검색하였다. 주요 검색어는 'multi-sensory environment', 'snoezelen'을 사용하였다. 최종적으로 10편의 국외논문을 선정하였으며, PICO(Patient, Intervention, Comparison, Outcome)에 따라 정리하였다. 연구결과 : 선정된 10편의 논문 중 치매환자를 대상으로 한 연구가 6편으로 가장 많았고, 그 외에 지적장애, 정신분열증, 임산부를 대상자로 하였다. 연구기간은 3주에서 10개월로, 주 2~3회기의 중재가 대부분이였고, 회기별 중재시간은 30~60분으로 나타났다. 종속변인으로는 불안과 우울과 같은 심리적인 요인과 삶의 질과 같은 사회적 요인, 인지적, 신체적인 영역에서 효과를 알아보고자 하였다. 연구에서 중재로 사용된 다감각환경은 시각, 청각, 촉각으로 구성되었으며, 그 외의 후각과 미각, 전정감각 등이 추가적으로 제공되었다. 결론 : 앞으로 국내에서는 다감각환경 중재에 대해 관심을 가지고, 다양한 대상군 특히, 아동에게 적용해 보는 연구가 이루어져야 할 것이다.