• 제목/요약/키워드: sensation of reality

검색결과 48건 처리시간 0.028초

Integration of Binocular Stereopsis and Haptic Sensation in Virtual Environment

  • Ishii, Masahiro;Cai, Yi;Sato, Makolto
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1998년도 Proceedings of International Workshop on Advanced Image Technology
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    • pp.67-72
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    • 1998
  • The paper aims to present a new human-scale haptic advice for virtual environment named Scaleable-SPIDAR (Space Interface Device for Artificial Reality), which can provides different aspects of force feedback sensations, associated mainly with weight, contact and inertia, to both hands within a cave-like space. Tensioned string techniques are used to generate such haptic sensations, while keeping the space transparent and unbulky. The device is scaleable so as to enclose different cave-like working spaces. Scaleable-SPIDAR is coupled with a large screen where a computer generated virtual world is displayed. The used approach is shown to be simple, safe ad sufficiently accurate for human-scale virtual environment.

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Tangible Space and Interactive Technology

  • Yoon, Joong-Sun;Yoh, Myeung-Sook
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.2687-2692
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    • 2003
  • Recent advancement in information technology requires new interpretations for the space among human, machines and environment. Investigation of space between information and human could lead to the proper ways, in which human and machines meet. Various concepts regarding space have been explored in terms of “virtual reality in cyberspace” and “embodiment in tangible space.” “Mom (embodiment),” space, virtuality, sensation/perception, and interactive technology are some of the key ideas to be explored. Human “Mom” is such a fundamental membrane through which human can interact with the environment physically and mentally. An embodied interaction paradigm, based on “Mom,” is investigated. This leads to interactive technology paradigm. Sound space is an invisible but a tangible space in a sense that it travels in emotional tremors and stimulates new sensations and perceptions. Three cases are introduced to experiment such tangible space as a new and proper interactive paradigm. Also, a historical model of interaction is reviewed, which includes electrical, symbolic, textual, graphical, tangible, and social interaction.

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Development of a haptic communication system for fashion image experience in a virtual environment

  • Kim, Jongsun;Choi, Dongsoo;Kim, Sangyoun;Ha, Jisoo
    • 복식문화연구
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    • 제28권5호
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    • pp.705-718
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    • 2020
  • The goal of this study was to develop a haptic communication system that can convey the tactile sensation of fashion materials in a virtual environment. In addition, the effectiveness and how realistically the virtual fabric image of this system delivers the tactile sensation of actual fabric was verified. First, a literature review was conducted through which the tactile attributes of fashion materials were defined that would be implemented in the haptic communication system. Then, a questionnaire for evaluating the tactile attributes of fashion materials was developed. Next, a haptic communication system was designed to convey fashion image experiences in a virtual environment, from which a haptic rendering model was suggested. The effectiveness of the haptic communication system was evaluated by verifying user experiences with questions developed through a user evaluation experiment. The validity of the evaluation questions pertaining to the tactile attributes and the effects of the haptic communication system were verified. Factor analysis was conducted to verify the evaluation of the tactile sense attributes of the fashion material, which identified density, thickness, and elasticity of the material as key factors. As a result of comparisons between the tactile sense through haptic characteristics and through touching, it was observed that regarding density and thickness, tactile sense experience led to greater perceived reality, while this was not the case for elasticity.

관계성에 기초한 유아교사의 역할 탐색 연구 -한국과 일본의 사례를 중심으로- (Exploratory Research into the Role of early childhood teacher based on Relationship -Centering on the case in Korea and Japan)

  • 권미량
    • 한국보육지원학회지
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    • 제7권1호
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    • pp.93-120
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    • 2011
  • 본 연구는 유아교사의 역할을 관계성에 관련하여 구체적 현장을 심층적으로 살펴봄으로써 돌봄과 살핌의 실천이 가능한 유아교사의 역할 특성을 탐색하고 역할 모형을 구성하고자 하였다. 관계라는 특성의 차원에서 나타나는 교사 역할의 구체적 실천 특성을 살펴보기 위해 한국과 일본의 사례를 선정하여 국내외 다각적 현장에서의 실제를 탐색하고자 하였다. 따라서 한국의 유아교육기관으로 M유치원과 P어린이집을 선정하고, 일본의 S유치원과 H보육원을 선정하여 질적연구를 통해 심층적 의미를 분석하였다. 그 결과 한국의 사례를 통해 관계성에 기초한 유아교사의 역할로 나누는 대화로 여는 관계, 감각과 신체를 통한 관계, 알아가는 과정 속의 관계, 의식주 생활에서의 관계라는 4가지 특성을 살펴볼 수 있었다. 일본의 사례를 통해서는 자연물을 통해 맺는 관계, 동등한 참여자로서의 관계, 몸의 움직임으로 갖는 관계, 일상으로 가지는 관계라는 4가지 특성으로 나타났다. 이를 종합하여 관계성 차원에서의 유아교사의 역할을 분석한 결과, 대상 지향적 언어를 통한 관계성, 감각에 기초한 관계성, 생활에 기초한 관계성, 유대감에 기초한 관계성, 생태적 관계성으로 구성하였다.

인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학 (The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology)

  • 하임성
    • 만화애니메이션 연구
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    • 통권29호
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    • pp.77-102
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    • 2012
  • 디지털 시대의 도래는 상호작용 미디어 아트의 비약적인 발전을 야기시켰다. 특히 관객이 작품과 분리된 대상으로 존재하던 전통 미술의 형식에서, 관객이 직접 작품 내에 접속하여 상호작용하고, 그 세계 내 일부, 주체로 활동하게 됨은 타 미술장르와 구별되는 그것만의 독자적인 특성이다. 본 연구의 목적은 인터랙티브 미디어 아트의 상호작용 과정들을 분류화 하여, 메를로 퐁티의 몸 현상학 이론들과 비교하고 그 의미를 고찰함에 있다. 메를로 퐁티의 몸 현상학은 대상/세계, 의식/정신, 주/객 등 이항대립적 사유가 만연하던 서구 지성사를 몸을 통한 통합적 인식을 주장하며 그 한계를 뛰어 넘고자 하였다. 이와 같은 세계와 주체의 새 시각을 견지한 메를로 퐁티의 몸 현상학 이론을 미디어 아트의 상호소통 과정의 세부 요인들과 비교하려는 것이다. 이를 위해, 미디어 아트의 상호작용 과정을 <작품 구성, 감상의 주요 요인인 관객의 신체>, <작품 감상방법의 현존적 체득>, <정해진 프로그램 내의 유영>, <통합되는 감각>, <가상세계 내에서 활동>으로 세분화하고, 이를 메를로 퐁티의 몸 현상학 이론 중 <몸틀>, <습관의 획득>, <몸의 구조화>, <지평의 종합>, <세계-에로-존재> 개념들과 비교하여 상호 유사점 및 의미를 탐색하였다. 그 결과 미디어 아트의 상호작용 과정에서 도출되는 신체성, 공감각성, 다중감각, 공간성 등은, 타 미술장르 및 미니멀리즘 미술양식보다 더욱 메를로 퐁티의 몸 현상학 이론들과 일맥상통함을 명료하고 세세하게 밝힐 수 있었고, 이를 통해 현대 상호작용 미디어 아트의 연구에 대한 새로운 방향을 제시할 수 있었다.

고딕 후기 복식의 극단적 현상 및 특성 연구 (Phenomena and characteristics of the extreme in the late Gothic costume)

  • 성광숙
    • 한국의상디자인학회지
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    • 제20권3호
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    • pp.99-113
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    • 2018
  • In this study, the reality of international Gothic style was examined through the representative art of the period, such as paintings, architecture and tapestries. In particular zones of the body were examined by applying Harold Koda's methods of discussing extreme beauty to study the phenomena and characteristics of extremes in late Gothic costumes. This arrived at the following conclusions concerning the phenomena and characteristics of the extreme appearing in the late Gothic costumes. First, a mechanism of body transformation to reach the ideal and desired form of a human. Second, the complicated and various extremeness of the whole human body. Third, the reflection of 'elaborate and secular excess, decorative taste of international Gothic style. Fourth, a early advanced case of the Trickle-down fashion and international sensation. Fifth, the aesthetic insight into 'ugliness', ever pursued in 'extreme beauty'. The researcher expects that the results of this study will contribute to the preparation to renew the significance of, and to restore the status of the late Gothic costumes, in terms of costume history, that has been considered as an age of the bizarre tastes.

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
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    • 제19권spc1호
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    • pp.272-282
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    • 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.

Colonoscopy Training Simulator

  • Yi, S.Y.;Woo, H.S.;Kwon, J.Y.;Joo, J.K.;Lee, D.Y.
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.57-61
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    • 2005
  • This paper presents a new colonoscopy training simulator that includes a specialized haptic device and graphics algorithms to transfer haptic sensation through a long and flexible tube, and manage large number of polygons. The developed haptic device makes the colonoscope tube move along the two guiding rods in the translational direction. The torque of the roll motion is transferred by a timing belt and pulleys. A special guide is developed, which allows the force and torque from the motors to be transmitted to the user without loss. The haptic device is evaluated by physicians. One of the important skills of the colonoscopy, jiggling is incorporated for the first time by the developed sensor mechanism using photo-sensors. A colonoscope handle that shares the look, feel, and functions with the actual colonoscope, is developed with the necessary electronics inside. The number of polygons is reduced by an edge-collapse algorithm for real-time simulation. The algorithms to import CT data, to segment the colon image, to extract centerline of the colon, and to construct the colon surface, are integrated into a Colon Modeling Kit system that performs all these processes in real-time.

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마우스형 통합 질감 제시 시스템 개발 (Development of an Integrated Mouse Type Tactile Display System)

  • 경기욱;손승우;양기훈;김문상;권동수
    • 제어로봇시스템학회논문지
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    • 제11권5호
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    • pp.445-450
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    • 2005
  • In this paper, we suggest an integrated tactile display system that provides kinesthetic force, pressure distribution, vibration and slip/stretch. The system consists of two parts: a 2 DOF force feedback device for kinesthetic display and a tactile feedback device for displaying the normal stimulation to the skin and the skin slip/stretch. Psychophysical experiments measure the effects of fingerpad selection, the direction of finger movements and the texture width on tactile sensitivity. We also investigate the characteristics of lateral finger movement while subjects perceive different textures. From the experimental results, the principal parameters for designing a tactile display are suggested. A tactile display device, using eight piezoelectric bimorphs and a linear actuator, Is implemented and attached to a 2 DOF translational force feedback device to simultaneously simulate the texture and stiffness of the object. As a result, we find out that the capability of the suggested device is sufficient to display physical quantities to display the texture.

모바일 기기에서의 다중 진도 신호 피드백 (Multiple Vibration Signal Feedback for Mobile Devices)

  • 유용재;황인욱;서종만;최승문
    • 스마트미디어저널
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    • 제1권4호
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    • pp.8-17
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    • 2012
  • 본 논문에서는 모바일 기기에서 사용자 경험의 향상을 위해 다중 진동신호를 활용하는 연구로, 포항공과대학교 햅틱스 및 가상현실 연구실의 '다중 진동자를 사용한 촉각 흐름'과 '실시간 이중 채널 촉감 음악 재생기'의 연구 현황을 소개한다. '다중 진동자를 사용한 촉각 흐름'은 여러 개의 진동자를 사용하여 흐르는 듯한 진동을 생성함으로써 다수의 구분 가능한 진동 신호를 제공할 수 있으며 이를 통한 정보 전달력의 향상을 도모할 수 있다. '실시간 이중 채널 촉감 음악 재생기'는 음악적 신호를 진동 신호로 변환하여 제공함으로써 사용자들로 하여금 더 나은 경험을 제공할 수 있다. 이러한 사례들은 향후 예상되는 모바일 기기에서의 더 많은 정보 전달과 더 나은 사용자 경험에 대한 요구를 충족시키기 위한 좋은 예가 될 수 있을 것으로 기대된다.

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