• Title/Summary/Keyword: Tactile Feedback

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Ultrasound Phantoms to Protect Patients from Novices

  • Kim, Young Hoon
    • The Korean Journal of Pain
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    • v.29 no.2
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    • pp.73-77
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    • 2016
  • With the growing use of ultrasound for pain management, we are interested in how to teach and practice ultrasound-guided procedures. Ethically, we should not insert a needle in a patient until after much practice on a phantom. Several types of phantoms have been introduced for ultrasound training, including water, agar/gelatin, elastomeric rubber, and meat phantoms and cadavers. The ideal phantom is similar to human tissue, is readily available and inexpensive, can be used repeatedly, provides tactile feedback, will hold a needle in place, does not generate needle tracks, and is not a health hazard. Several studies have shown the effectiveness of phantoms for improving the proficiency of novices. We hope that the application of phantoms in education leads to improved proficiency and increased patient safety.

Effect of Tactile Feedback on Trunk Posture and EMG Activity in People With Postural Kyphosis During VDT Work

  • Park, Joo-hee;Kang, Sun-young;Cynn, Heon-seock;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.23 no.3
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    • pp.48-56
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    • 2016
  • Background: Recently, there has been an emphasis on the use of interventions with biofeedback information for the maintenance or correction of posture. Objects: This study assessed the change of trunk posture and trunk muscle activation when people exhibiting postural kyphosis performed visual display terminal work with or without a contact feedback device (CFD). Methods: Eighteen right-handed individuals were recruited. Thoracic angle and right thoracic erector spinae (TES) muscle amplitude were analyzed. There were two sessions in these experiments. The control session involved 16 minutes of typing without a CFD, and the CFD session involved 16 minutes of typing with a CFD. The visual analog scale score was analyzed with a paired t-test, and the kinematic and electromyography data were analyzed through two-way repeated analysis of variance. Results: The paired t-tests revealed that subjects had significantly less pain after the CFD sessions than after the control sessions (p<.05). Significant main effects by session and by time were observed in the thoracic kyphosis angle (p<.05). There was a significant session${\times}$time interaction for TES amplitude (p<.05), along with significant main effects by session and by time (p<.05). Conclusion: The CFD caused people with postural kyphosis to straighten and to activate their TES continuously, even though they were habituated to bend their bodies forward. Therefore, the CFD was a beneficial treatment tool.

Virtual Object Weight Information with Multi-modal Sensory Feedback during Remote Manipulation (다중 감각 피드백을 통한 원격 가상객체 조작 시 무게 정보 전달)

  • Changhyeon Park;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.9-15
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    • 2024
  • As virtual reality technology became popular, a high demand emerged for natural and efficient interaction with the virtual environment. Mid-air manipulation is one of the solutions to such needs, letting a user manipulate a virtual object in a 3D virtual space. In this paper, we focus on manipulating a remote virtual object while visually displaying the object and providing tactile information on the object's weight. We developed two types of wearable interfaces that can provide cutaneous or vibrotactile feedback on the virtual object weight to the user's fingertips. Human perception of the remote virtual object weight during manipulation was evaluated by conducting a psychophysics experiment. The results indicate a significant effect of haptic feedback on the perceived weight of the virtual object during manipulation.

Adaptive Mass-Spring Method for the Synchronization of Dual Deformable Model (듀얼 가변형 모델 동기화를 위한 적응성 질량-스프링 기법)

  • Cho, Jae-Hwan;Park, Jin-Ah
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.1-9
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    • 2009
  • Traditional computer simulation uses only traditional input and output devices. With the recent emergence of haptic techniques, which can give users kinetic and tactile feedback, the field of computer simulation is diversifying. In particular, as the virtual-reality-based surgical simulation has been recognized as an effective training tool in medical education, the practical virtual simulation of surgery becomes a stimulating new research area. The surgical simulation framework should represent the realistic properties of human organ for the high immersion of a user interaction with a virtual object. The framework should make proper both haptic and visual feedback for high immersed virtual environment. However, one model may not be suitable to simulate both haptic and visual feedback because the perceptive channels of two feedbacks are different from each other and the system requirements are also different. Therefore, we separated two models to simulate haptic and visual feedback independently but at the same time. We propose an adaptive mass-spring method as a multi-modal simulation technique to synchronize those two separated models and present a framework for a dual model of simulation that can realistically simulate the behavior of the soft, pliable human body, along with haptic feedback from the user's interaction.

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Immersive Smart Balance Board with Multiple Feedback (다중 피드백을 지원하는 몰입형 스마트 밸런스 보드)

  • Seung-Yong Lee;Seonho Lee;Junesung Park;Min-Chul Shin;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.171-178
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    • 2024
  • Exercises using a Balance Board (BB) are effective in developing balance, strengthening core muscles, and improving physical fitness and concentration. In particular, the Smart Balance Board (SBB), which integrates with various digital content, provides appropriate feedback compared to traditional balance boards, maximizing the effectiveness of the exercise. However, most systems only offer visual and auditory feedback, failing to evaluate the impact on user engagement, interest, and the accuracy of exercise postures. This study proposes an Immersive Smart Balance Board (I-SBB) that utilizes multiple sensors to enable training with various feedback mechanisms and precise postures. The proposed system, based on Arduino, consists of a gyro sensor for measuring the board's posture, a communication module for wired/wireless communication, an infrared sensor to guide the user's foot placement, and a vibration motor for tactile feedback. The board's posture measurements are smoothly corrected using a Kalman Filter, and the multi-sensor data is processed in real-time using FreeRTOS. The proposed I-SBB is shown to be effective in enhancing user concentration and engagement, as well as generating interest, by integrating with diverse content.

A Haptic Rendering Technique for 3D Objects with Vector Field (벡터 필드를 가진 3차원 오브젝트의 햅틱 렌더링 기법)

  • Kim, Lae-Hyun;Park, Se-Hyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.4
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    • pp.216-222
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    • 2006
  • Vector field has been commonly used to visualize the data set which is invisible or is hard to explain. For instance, it could be used to visualize scientific data such as the direction and amount of wind and water field, transfer of heat through thermally conductive materials, and electromagnetic field. In this paper, we present a technique to enable intuitive recognition of the data though haptic feedback along with visual feedback. To add tactile information to graphical vector field, we model a haptic vector field and then apply it to the haptic map to guide a user to destination and haptic simulation of water field on 2D images whish can be used ill everyday life. These systems allow one to recognize vector information intuitively through haptic interface. We expect that the haptic rendering technique of vector field can be applied to various applications such as education, training, and entertainment.

Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.

Estimation Method for Kinematic Constraint of Unknown Object by Active Sensing (미지 물체의 구속상태에 관한 실시간 추정방법)

  • Hwang Chang-Soon
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.29 no.2 s.233
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    • pp.188-200
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    • 2005
  • Control of a multi-fingered robotic hand is usually based on the theoretical analysis for kinematics and dynamics of fingers and of object. However, the implementation of such analyses to robotic hands is difficult because of errors and uncertainties in the real situations. This article presents the control method for estimating the kinematic constraint of an unknown object by active sensing. The experimental system has a two-fingered robotic hand suspended vertically for manipulation in the vertical plane. The fingers with three degrees-of-freedom are driven by wires directly connected to voice-coil motors without reduction gears. The fingers are equipped with three-axis force sensors and with dynamic tactile sensors that detect slippage between the fingertip surfaces and the object. In order to make an accurate estimation for the kinematic constraint of the unknown object, i.e. the constraint direction and the constraint center, four kinds of the active sensing and feedback control algorithm were developed: two position-based algorithms and two force-based algorithms. Furthermore, the compound and effective algorithm was also developed by combining two algorithms. Force sensors are mainly used to adapt errors and uncertainties encountered during the constraint estimation. Several experimental results involving the motion of lifting a finger off an unknown object are presented.

Investigating Ten-Finger Text Entry on Tablet PCs

  • Choi, Seungho;Park, Kyeongjin;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.355-372
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    • 2017
  • Objective: The aim of this study is to investigate the performance and usability of ten-finger text entry on Tablet PCs. Background: Generally a soft keyboard is used on Tablet PCs. However, the soft keyboard's performance is usually worse than physical keyboard's performance. In this study, we proposed a modified keyboard for tablet PCs to improve the performance of ten-finger text entry and evaluated the performance and subjective ratings of the keyboard. Method: The modified soft keyboard that is suggested in this study was compared with current Google and Samsung soft keyboards on Tablet PCs. Results: The three keyboards were not significantly different in terms of typing speed, error rate, and mental workload and showed bad performance. Also, the subjective ratings were not shown positively. Conclusion: Based on our results, ten-finger text entry using soft keyboards on Tablet PCs seems to be very difficult. However, we need to research the possibility continuously since ten-finger text entry can improve typing speed. Application: Our study can be a starting point of research that explores ten-finger text entry on Tablet PCs. The new soft keyboard design can be one of the soft keyboard alternatives. However, the key factors to improve the performance and usability of the soft keyboard will not be 'key size' or 'convenience to typing special characters or numbers', but other factors (e.g., 'tactile feedback').

Force holding control of a finger using piezoelectric actuators

  • Jiang, Z.W.;Chonan, S.;Koseki, M;Chung, T.J.
    • 제어로봇시스템학회:학술대회논문집
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    • 1993.10b
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    • pp.202-207
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    • 1993
  • A theoretical and experimental study is presented for the force holding control of a miniature robotic ringer which is driven by a pair of piezoelectric unimorph cells. In the theoretical analysis, one finger is modeled as a flexible cantilever with a tactile force sensor at the tip and the mate of the finger is a solid beam supposed with sufficient stiffness. Further, the force sensor is modeled by a one-degree-of-freedom, mass-spring system and the output of sensor is then described by the sensor stiffness multiplied by the relative displacement. The problem investigated in this paper is that two typical holding tasks of the human finger are picked up and applied to the robotic finger. One is the work holding a stationary object with a prescribed, time-varying force and the other one is to keep the contacted force constant even if the object is in motion. The simple PID feedback control scheme is used to control the minute gripping force of order 0.01 Newton. It is shown both experimentally and theoretically that the artificial finger with the piezoelectric actuator works well in the minute force holding of the tiny object.

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