• Title/Summary/Keyword: sensation-reality

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A Haptic Mouse for an Immersive Interface (몰입형 인터페이스를 위한 햅틱 마우스)

  • Kim, Da-Hye;Cho, Seong-Man;Kim, Sang-Youn
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1210-1220
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    • 2011
  • In this paper, we suggest a haptic mouse system as an immersive interface between virtual environment and a human operator. The proposed haptic mouse creates vibrotacitle and thermal sensation to increase the immersion. The vibrotactile module is composed of eccentric motors and a solenoid actuator, and the thermal module consists of a thin-film resistance temperature detector and a Peltier thermoelectric heat pump. In order to evaluate the proposed haptic mouse system, we develop a simple racing game and conduct an experiment. The result of the experiment shows that the proposed haptic mouse system can improve the sense of reality in virtual environment and can be used as an effective interface between virtual environment and a human operator.

Construction Workers' Sensation-Seeking and Inattentiveness to Warning Alarms from Construction Vehicles

  • Kim, Namgyun;Gregoire, Laurent;Anderson, Brian A.;Ahn, Changbum R.
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.261-268
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    • 2022
  • In road work zones, pedestrian workers' habituated inattention to warning alarms from construction vehicles can lead to fatal accidents. Previous studies have theorized that human factors such as personality traits may affect workers' inattentiveness to workplace hazards. However, there has been no study that directly examined how road construction workers' personality traits affect their attention to warning alarms within a work zone and the likelihood of engagement in a struck-by accident. This study examines how workers' sensation-seeking (especially boredom susceptibility) is related to inattention to warning alarms while performing a task in road work zones. An experiment with actual road construction workers was conducted using a virtual road construction environment. Workers' attention to repeatedly presented warning alarms was measured using eye-tracking sensors. In response to workers' frequent inattentive behaviors, a virtual accident was simulated. Results revealed a significant association between boredom susceptibility and workers' engagement in the virtual accident, a consequence of inattentiveness to warning alarms. The findings suggest that workers' personality traits predispose them to tune out warning alarms and become vulnerable to accidents in road work zones. The findings of this study can be used to develop targeted interventions aimed at preventing workers' inattention to repeatedly exposed workplace hazards, thereby contributing to reducing fatal accidents in road work zones.

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Development of exoskeletal type tendon driven haptic device (텐던 구동방식의 장착형 역/촉감 제시기구의 개발에 관한 연구)

  • 이규훈;최혁렬
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.1285-1288
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    • 1997
  • The basic technology of virtual reality can be described as the cognition of the condition change in virtual world by stimulating the visual, auditory, kinesthetic and tactile sensation. Among these, the kinesthetic and tactile sensation is one of the most important things to recognize the interaction. In this paper, it is addressed the haptic device which help the human feel the sense of the operator, and is designed in modular type to expand for five fingers later. the haptic device is driven by tendon and ultrasonic motors located in the wrist part. Each joint is actuated by coupled tendons and adopts more actrator by one than the number of the joints, called 'N+1 type'. The haptic device adopts metamorphic 4-bar linkage structure and the length of linkages, shape and the location of joint displacement sensor are optimized through the analysis.

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Understanding of the mind in oriental medicine and confucianism (한의학(韓醫學)과 유가철학(儒家哲學)에 있어서 심(心)의 이해(理解))

  • Kwon Oh-Sang;Gu Byung-Su
    • Journal of Oriental Neuropsychiatry
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    • v.9 no.1
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    • pp.123-138
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    • 1998
  • According to studing on the mind in oriental medicine and confucianism. I got the following results.1. In oriental medicine, the mind (心) is main faculty region of shin(神) in human body.2. The mind have functional reaction of sensation, rational thinking, and emotional faculty for objective world.3. In Confuncianism, the mind express the Sung (性) which is based on the Heaven (天), and it control sensation, rational thinking, and emotional faculty.4. To the understanding ground of universal reality, the mind was explained Qi (氣) or Li (理), and come to an end about the sung (性).

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Mixed-Reality Based Situation Training System for the Developmental Disabled (발달장애인을 위한 혼합현실 기반 상황훈련 시스템)

  • Kim, Sung-Jin;Kim, Tae-Young;Lim, Chul-Soo
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.1-8
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    • 2008
  • This paper presents a design of a situation training system supporting mixed-reality for the developmental disabled. The training scenario is developed for the disabled to improve the sense of sight and perception. The user sticks a virtual pin into a hole in the working board according to the direction and the appropriate feedback is delivered based on the FSM(Finite State Machine). In order to improve the reality and the training effect, the user's hand is inserted in the virtual training environments and the tactile sensation is provided using the haptic device.

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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Moderating Effect on Transportation Between Short Storytelling ad types and Message Sensation Value: Focusing on TikTok & Chinese consumers (짧은 동영상 광고 스토리텔링 유형과 메시지자극가(MSV)가 스토리몰입에 미치는 영향연구 - 틱톡(TikTok) 중국소비자를 대상으로)

  • CHEN, KAKA;Kim, Jung Kyu
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.659-665
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    • 2021
  • Short video applications (e.g., TikTok, YouTube shorts) are growing quickly in terms of active users and usage time. Of course, advertising industry is utilizing the app as AD channel. The current study, however, argues that the effectiveness of ADs in short video apps are not articulated well and that precise research for measuring the effect is required. In this context, this study measured the effects of storytelling ad types(reality, parody, creative) and message sensation value(high vs. low level) on story transportation. The notable finding is that when creative storytelling ad type which requires more cognitive resources than other two types meets high level of message sensation value, ad viewers could reach cognitive overload state which induced low effectiveness of ad. As its result, the effectiveness of AD reduced. More specific theoretical discussion and suggestions for advertising producers are described.

Stereo-Vision-Based Human-Computer Interaction with Tactile Stimulation

  • Yong, Ho-Joong;Back, Jong-Won;Jang, Tae-Jeong
    • ETRI Journal
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    • v.29 no.3
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    • pp.305-310
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    • 2007
  • If a virtual object in a virtual environment represented by a stereo vision system could be touched by a user with some tactile feeling on his/her fingertip, the sense of reality would be heightened. To create a visual impression as if the user were directly pointing to a desired point on a virtual object with his/her own finger, we need to align virtual space coordinates and physical space coordinates. Also, if there is no tactile feeling when the user touches a virtual object, the virtual object would seem to be a ghost. Therefore, a haptic interface device is required to give some tactile sensation to the user. We have constructed such a human-computer interaction system in the form of a simple virtual reality game using a stereo vision system, a vibro-tactile device module, and two position/orientation sensors.

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The System of Motion Recognition using Augmented Reality (증강현실을 이용한 모션 인식 시스템)

  • Nam, Il-Ho;Ryu, Young-Kee
    • Proceedings of the KIEE Conference
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    • 2008.10b
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    • pp.505-506
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    • 2008
  • Motion capture system that is used in movies and games today requires large equipments and expensive that it is still not common as a reasonable family game. Therefore, this research project focused on solving these problems mentioned above and move on to develop a new type of approach and by using reasonable family use USB camera and augmented reality to develop a bodily sensation motion capture system which can be used in making a video game. In order to develop this, I used a pair of Marker which can be placed on both hands and one USB camera and the image that was extracted in real time goes through the AR toolkit and ed the 3D coordinates of data and developed a motion capture system.

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Effects of Augmented-Reality Head-up Display System Use on Risk Perception and Psychological Changes of Drivers

  • Hwang, Yoonsook;Park, Byoung-Jun;Kim, Kyong-Ho
    • ETRI Journal
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    • v.38 no.4
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    • pp.757-766
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    • 2016
  • This study was conducted to examine the usage effects of an augmented reality head-up display (AR-HUD) system on the risk perception and psychological changes of drivers. To do so, we conducted an experiment to collect the driver response times for vehicles and pedestrians as their risk perception behavior, and used a driving behavior determinants questionnaire consisting of Problem Evading, Benefits/Sensation Seeking, Anti-Personal Anxiety, Anti-Personal Angry, and Aggression factors for collecting the psychological characteristics of the drivers. Thirty drivers were randomly assigned into an in-vehicle AR-HUD using group and a control group. As a result, the Anti-Personal Anxiety and Anti-Personal Angry factors were negatively correlated with the response time for the control group. In contrast, these results were not shown for the in-vehicle AR-HUD system using group. These results indicate that the in-vehicle AR-HUD system may partially induce a relaxation of tension or stress for drivers with a high level of interpersonal anxiety. Therefore, the in-vehicle AR-HUD system might contribute to not only the visual safety driving behaviors of drivers, but also to their psychological driving safety with specific characteristics.