• Title/Summary/Keyword: Touch device

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Estrous Behavior Suppression in a Thoroughbred Mare

  • Lee, Sang Kyu;Lee, Inhyung
    • Journal of Veterinary Clinics
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    • v.38 no.4
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    • pp.199-203
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    • 2021
  • A 4-year-old Thoroughbred mare was brought to the Korea Racing Authority Equine Hospital with heightened sensitivity to touch of the hindquarter, reluctance to step forward, frequent urination even during training, clitoral winking, tail swinging, tail lifting, and training difficulties due to being in constant heat. The trainer claimed that she was in heat and exhibited reduced performance. Physical and lameness examinations revealed no abnormality. Rectal palpation and transrectal ultrasonography revealed normal reproductive organs and estrus. As she exhibited typical estrous behavior without any other physical conditions, the mare was considered to express undesirable estrous behavior. An intrauterine glass ball was inserted into the mare on ovulation day. However, the estrous behaviors were reduced unsatisfactorily. Additionally, 1 mL of peanut oil was administered on the 10th day after the intrauterine device insertion. The mare returned to training and expressed no undesirable estrous behavior over 30 days after the peanut oil treatment. However, further follow-ups were not conduct as the mare was retired to a farm after a limb injury occurred during training. This is the first report of undesirable estrous behavior in a Thoroughbred mare under the rules of racing in Korea. It is recommended that equine clinicians in Korea consider peanut oil as a therapeutic agent to control mares' estrous behavior-related problems.

Vibration Measurements in the Mining Industry Applying the Software Install Application to the Kosovo Energy Corporation

  • Luzha, Ibush;Baftiu, Naim;Maloku, Betim;Qarkaxhija, Jusuf
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.362-370
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    • 2022
  • The assessment of specific impacts on the environment is a preventive measure for environmental protection which is based on the definition and proposal of measures that can prevent harmful effects, reduce or eliminate them. In the physical sense, vibration is the oscillating motion of an object with the effect of internal or external forces applied to it. People who touch a vibrating surface or object will feel these vibrations. In general, there are two types of vibration exposure. The first are the vibrations of the hands and arms transmitted by the held parts of tools or machinery. The second are whole-body vibrations transmitted from a seat or surface to a motorized car. The risk of injury to workers exposed to vibration varies depending on the size, frequency, type, duration of exposure, and organ affected. The purpose of this paper is to review the measurements of vibrations in the Kosovo Energy Corporation in the mine Sibovc Southwest, where coal with a rotary excavator is exploited and the evaluation of vibrations for working conditions for workers working in that environment and improving working conditions for the measurement of vibrations we have used the device Minimate DS 078, the purpose of such environmental impact assessment is to collect data and predict the harmful impacts on the environment, namely the impact on water, air, soil, life and health of as well as identify and propose measures that could prevent, reduce or eliminate altogether.

Development of Touch-Conversion Device of Heartbeat for Deaf Parents in Fetal Ultrasonography (청각장애 산모의 태아 초음파 심장박동 촉각 변환 시스템 개발)

  • Chu, Jihye;Choi, Daso;Choi, Yujin;Heo, Dahyeong;Lee, Ho-Seop;Seoung, Youlhun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.997-999
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    • 2022
  • 아기의 심장 박동 소리를 듣지 못하는 청각 장애 부모를 위한 태아 초음파 심장박동 촉각 변환 시스템을 개발하고자 하였다. 본 시스템은 아기의 심장박동 소리를 USB 마이크를 이용하여 소릿값을 입력받아 이에 대응하는 값을 진동 모터의 진동 출력 세기와 LED 밝기의 세기로 출력시키도록 하였다. 아기의 심장박동 느낌을 진동으로 표현해 내기 위해 진동의 샘플링 주기를 구체적인 수치로 조절하였고 산모에 따라 진동의 세기와 주변 잡음 제거를 할 수 있도록 조절하는 가변저항 2개를 연결하였다. 그 결과 태아 초음파 심장박동 촉각 변환 시스템을 성공적으로 개발하였으며 장치 체험자들로부터 총 평균 4.63점으로 높은 만족도를 얻었다. 개발 제품은 청각장애 산모들의 모성애를 충족시키고 아기의 심장박동을 느낌으로써 아기의 존재를 느낄 수 있을 것이며, 산부인과의 초음파 영상진단의 확장 신기술로 활용할 수 있을 것으로 기대된다.

Design requirements of mediating device for total physical response - A protocol analysis of preschool children's behavioral patterns (체감형 학습을 위한 매개 디바이스의 디자인 요구사항 - 프로토콜 분석법을 통한 미취학 아동의 행동 패턴 분석)

  • Kim, Yun-Kyung;Kim, Hyun-Jeong;Kim, Myung-Suk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.103-110
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    • 2010
  • TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.

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Implementation of CoMirror System with Video Call and Messaging Function between Smart Mirrors (스마트 미러간 화상 통화와 메시징 기능을 가진 CoMirror 시스템 구현)

  • Hwang, Kitae;Kim, Kyung-Mi;Kim, Yu-Jin;Park, Chae-Won;Yoo, Song-Yeon;Jung, Inhwan;Lee, Jae-Moon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.121-127
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    • 2022
  • Smart mirror is an IoT device that attaches a display and an embedded computer to the mirror and provides various information to the useer along with the mirror function. This paper went beyond the form of dealing with smart mirrors only stand alone device the provide information to users, and constructed a network in which smart mirrors are connected, and proposed and implemented a CoMirror system that allows users to talk and share information with other smart mirror users. The CoMirror system has a structure in which several CoMirror clients are connected on one CoMirror server. The CoMirror client consists of Raspberry Pi, a mirror film, a touch pad, a display device, an web camera, etc. The server has functions such as face learning and recognition, user management, a relay role for exchanging messages between clients, and setting up for video call. Users can communicate with other CoMirror users via the server, such as text, image, and audio messages, as well as 1:1 video call.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

A study on digital locking device design using detection distance 13.4mm of human body sensing type magnetic field coil (인체 감지형 자기장 코일의 감지거리 13.4mm를 이용한 디지털 잠금장치 설계에 관한 연구)

  • Lee, In-Sang;Song, Je-Ho;Bang, Jun-Ho;Lee, You-Yub
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.9-14
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    • 2016
  • This study evaluated a digital locking device design using detection distance of 13.4mm of a human body sensing type magnetic field coil. In contrast to digital locking devices that are used nowadays, the existing serial number entering buttons, lighting, number cover, corresponding pcb, exterior case, and data delivery cables have been deleted and are only composed of control ON/OFF power switches and emergency terminals. When the magnetic field coil substrates installed inside the inner case detects the electric resistance delivered from the opposite side of the 12mm interval exterior contacting the glass body part, the corresponding induced current flows. At this time, the magnetic field coil takes the role as a sensor when coil frequency of the circular coil is transformed. The magnetic coil as a sensor detects a change in the oscillation frequency output before and after the body is detected. This is then amplified to larger than 2,000%, transformed into digital signals, and delivered to exclusive software to compare and search for embedded data. The detection time followed by the touch area of the body standard to a $12.8{\emptyset}$ magnetic field coil was 30% contrast at 0.08sec and 80% contrast at 0.03sec, in which the detection distance was 13.4mm, showing the best level.

Get It Closer: Effect of the Approach-Avoidance Experience on Attitude through a Touchscreen Device (터치스크린을 통한 접근-회피 경험이 태도에 미치는 영향)

  • Jung, Yujin;Kang, Hyunmin;Yun, Munseon;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.17-28
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    • 2019
  • The touchscreen device is now commonly found in the form of mobile phones, tablet PCs, and other devices. Varied physical and visual experiences can be experienced through touchscreens. This study intended to explore how the physical and visual experiences provided by the touchscreen would affect people through their existing associations of behavior-attitude. Previous studies have found that certain behaviors affect attitudes. In particular, the approach-avoidance behavior has been noted to influence both social and personal attitudes. It was thus deemed necessary to ascertain the approach-avoidance effect exerted by touchscreens on the attitudes of users as the technology is widely used today. Experiment 1 provided an approach-avoidance experience via a touchscreen and demonstrated that touchscreen-based approach-avoidance dragging behavior on the touchscreen can affect a user's preference and purchase intent. It was found that a product that had been approached showed both higher preference and higher purchase intent than a product that had been avoided. Experiment 2 investigated whether a similar effect would occur when only the visual experience of approach-avoidance was provided. The outcome proved that products that had been visually approached had higher scores than products that had been avoided, both in terms of preference and purchase intent. The movement of the arm on the touchscreen (Experiment 1) and the visual perception of the approach-avoidance experience (Experiment 2) were both shown to influence participants' attitudes toward products. The results of this study suggest that the behavior and perception of users may be an important factor in designing touchscreen interfaces for online shopping.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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