• Title/Summary/Keyword: User Orientation

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A Study on Versatile Chair Design Reflecting Users' Behavior

  • Kim, Gwang-Hee;Choi, Kyung-Ran;Sung, Yun-Jung
    • Journal of the Korea Furniture Society
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    • v.22 no.3
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    • pp.151-159
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    • 2011
  • This study is to suggest versatile chair designs that are organically shaped to take individual orientation. This study intends to provide design method to ensure the face of the chair that contacts the body of its user is transformed flexibly to support the body. The movement of human body is not just a behavior but the ways and tools that reflexively express against external stimuli that are sensed and identified by the person. The versatile chair whose users' sitting position is fixed is made by covering the lump form with a piece of cloth ensuring that the content is firmly fixed and by placing the beads-woven wood fabric according to the shape. And then, it is covered with the external cover. The proposed versatile chair designs assume specific forms as follows: First, it is a versatile chair whose user's sitting position can fix. The organically-shaped form that can accept varying postures is made as a mass, which changes into different shapes when human body touches the form so that users can lie down or sit. Due to such transformation, body posture is determined and individual differences in shape changing are all acceptable. Second, it is a versatile chair that reflects the user's position in a fixed chair, where a cloth-wrapper feature is applied to the form a sifit wrapped postures so that a variety of body postures can be accepted. Finally, a versatile chair that reflects the user's position by changing the shape of is covered with forms so that it will be transformed and used in accordance with situations and chair shapes and reflect multiple shapes including round or square ones.

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Tension Based 7 DOEs Force Feedback Device: SPIDAR-G

  • Kim, Seahak;Yasuharu Koike;Makoto Sato
    • Transactions on Control, Automation and Systems Engineering
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    • v.4 no.1
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    • pp.9-16
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    • 2002
  • In this paper, we intend to demonstrate a new intuitive force-feedback device for advanced VR applications. Force feed-back for the device is tension based and is characterized by 7 degrees of freedom (DOF); 3 DOF for translation, 3 DOF for rotation, and 1 DOF for grasp). The SPIDAR-G (Space Interface Device for Artificial Reality with Grip) will allow users to interact with virtual objects naturally by manipulating two hemispherical grips located in the center of the device frame. We will show how to connect the strings between each vertex of grip and each extremity of the frame in order to achieve force feedback. In addition, methodologies will be discussed for calculating translation, orientation and grasp using the length of 8 strings connected to the motors and encoders on the frame. The SPIDAR-G exhibits smooth force feedback, minimized inertia, no backlash, scalability and safety. Such features are attributed to strategic string arrangement and control that results in stable haptic rendering. The design and control of the SPIDAR-G will be described in detail and the Space Graphic User Interface system based on the proposed SPIDAR-G system will be demonstrated. Experimental results validate the feasibility of the proposed device and reveal its application to virtual reality.

AR-based Tangible Interaction Using a Finger Fixture for Digital Handheld Products (손가락 고정구를 이용한 휴대용 전자제품의 증강현실기반 감각형 상호작용)

  • Park, Hyung-Jun;Moon, Hee-Cheol
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.1
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    • pp.1-10
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    • 2011
  • In this paper, we propose an AR-based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we uses two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by RP technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. By assessing the accuracy of the proposed interaction, we have found that it can be applied to a wide variety of digital handheld products whose button size is not less than 6 mm. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

The Study on Typology of Internet Shopping Style in Internet Shopping Mall Users (인터넷쇼핑몰 이용 소비자의 쇼핑스타일 유형에 관한 연구)

  • Moon Sook-jae;Lee Youn Hee;Cheon Hyejung
    • Journal of the Korean Home Economics Association
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    • v.43 no.9 s.211
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    • pp.1-13
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    • 2005
  • The purposes of this study were to classify internet shopping mall user by their shopping styles and to define the characteristics of the classified individual clusters. Questionnaires were completed by 338 men and women who have used internet shopping malls at lead once during the previous 6 months. The internet shopping styles were classified into 4 clusters after factor analysis and k-means cluster analysis. Cluster I, named 'high brand proneness', can be described as having low score on devotee tendency. Cluster II, named 'high value proneness', is characterized by a high score on seeking substance. Cluster III, called 'steadiness orientation', can be described as having a tow score on seeking trend and substance. Cluster IV, named 'individuality inclination', can be described as having low score on seeking trend. These four clusters differ in terms of socio-demographic and environmental characteristics such as gender, age, educational level, occupation, and internet using time. Theoretical and practical implications are discussed.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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Hybrid Inertial and Vision-Based Tracking for VR applications (가상 현실 어플리케이션을 위한 관성과 시각기반 하이브리드 트래킹)

  • Gu, Jae-Pil;An, Sang-Cheol;Kim, Hyeong-Gon;Kim, Ik-Jae;Gu, Yeol-Hoe
    • Proceedings of the KIEE Conference
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    • 2003.11b
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    • pp.103-106
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    • 2003
  • In this paper, we present a hybrid inertial and vision-based tracking system for VR applications. One of the most important aspects of VR (Virtual Reality) is providing a correspondence between the physical and virtual world. As a result, accurate and real-time tracking of an object's position and orientation is a prerequisite for many applications in the Virtual Environments. Pure vision-based tracking has low jitter and high accuracy but cannot guarantee real-time pose recovery under all circumstances. Pure inertial tracking has high update rates and full 6DOF recovery but lacks long-term stability due to sensor noise. In order to overcome the individual drawbacks and to build better tracking system, we introduce the fusion of vision-based and inertial tracking. Sensor fusion makes the proposal tracking system robust, fast, accurate, and low jitter and noise. Hybrid tracking is implemented with Kalman Filter that operates in a predictor-corrector manner. Combining bluetooth serial communication module gives the system a full mobility and makes the system affordable, lightweight energy-efficient. and practical. Full 6DOF recovery and the full mobility of proposal system enable the user to interact with mobile device like PDA and provide the user with natural interface.

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G-File stored in the location information management algorithm (G-File에 저장된 위치정보 관리 알고리즘)

  • Choi, Sang-Kyoon
    • Journal of Advanced Navigation Technology
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    • v.15 no.5
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    • pp.742-748
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    • 2011
  • G-File on the position of the photo shoot pictures with built-in picture file to the user, the location and orientation of the image files using the data refers to the [1]. G-File is to store photo files, photo files and receiving means for receiving input, and picture files, photos and location information extracted by separating the subject's location information with location information and location analysis by means of the corresponding coordinates on the map including the location indicated in the guide means is characterized in that. In this paper, the G-File on the location information stored in the algorithm that can be managed is proposed. G-File on the algorithm used to manage the information to the user, G-File management is to provide convenience.

Design of a 6-DOF Parallel Haptic Rand Controller Consisting of 5-Bar Linkages and Gimbal Mechanisms (5절링크와 짐벌기구로 구성된 병렬형 6자유도 햅틱 핸드컨트롤러의 설계)

  • Ryu, Dong-Seok;Sohn, Won-Sun;Song, Jae-Bok
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.27 no.1
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    • pp.18-25
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    • 2003
  • A haptic hand controller (HHC) operated by the user’s hand can receive information on position and orientation of the hand and display force and moment generated in the virtual environment to the hand. In this paper, a 3-DOF hand controller is first presented, in which all the actuators are mounted on the fixed base by combining a 5-bar linkage and a gimbal mechanism. The 6-DOF HHC is then designed by connecting these two 3-DOF devices through a handle which consists of a screw and nut. Analysis using performance index is carried out to determine the dimensions of the device. The HHC control system consists of the high-level controller for kinematic and static analysis and the low-level controller for position sensing and motor control. The HHC used as a user interface to control the mobile robot in the virtual environment is given as a simple application.

CBAbench: An AutoCAD-based Dynamic Geometric Constraint System

  • Gong, Xiong;Wang, Bo-Xing;Chen, Li-Ping
    • International Journal of CAD/CAM
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    • v.6 no.1
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    • pp.173-181
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    • 2006
  • In this paper, an integration framework of Geometric Constraint Solving Engine and AutoCAD is presented, and a dynamic geometric constraint system is introduced. According to inherent orientation features of geometric entities and various Object Snap results of AutoCAD, the' proposed system can automatically construct an under-constrained geometric constraint model during interactive drawing. And then the directed constraint graph in a geometric constraint model is realtime modified in order to produce an optimal constraint solving sequence. Due to the open object-oriented characteristics of AutoCAD, a set of user-defined entities including basic geometric elements and graphics constraint relations are defined through derivation. And the custom-made Object Reactor and Command Reactor are also constructed. Several powerful characteristics are achieved based on these user-defined entities and reactors, including synchronously processing geometric constraint information while saving and opening DWG files, visual constraint relations, and full adaptability to Undo/Redo operations. These characteristics of the proposed system can help the designers more easily manage geometric entities and constraint relations between them.

Self-positioning fusion system based on estimation of relative coordinates

  • Cho, Hyun-Jong;Lee, Sung-Geun;Cho, Woong-Ho;Noh, Duck-Soo;Seo, Dong-Hoan
    • Journal of Advanced Marine Engineering and Technology
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    • v.38 no.5
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    • pp.566-572
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    • 2014
  • Recently, indoor navigation has been applied in large convention centers by using wireless sensor networks (WSNs), which provide not only a user's path to be traveled but also orientation and shopping information to increase user's convenience. This paper presents the localization system for estimating relative coordinates without pre-deployment of the reference node based on ultra wide band (UWB) ranging system, which is relatively suitable for indoor localization compared to other wireless communications, and azimuth sensor. The proposed localization system which consists of an azimuth sensor and a mobile node composed of three nodes estimates relative coordinates of the reference node without applying any recursive and time consumption algorithms. Also, in the process of estimating relative coordinates of the reference node, ranging errors are minimized through the proposed technique and the number of nodes can be reduced. Experimental results show the feasibility and validity of the proposed system.