• Title/Summary/Keyword: tactile interface

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User Acceptance of a Light-Emitting Diode Vest for Police Officer

  • Han, Hyunjeong;Park, Huiju;Jeon, Eunkyung
    • Fashion & Textile Research Journal
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    • v.15 no.5
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    • pp.834-840
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    • 2013
  • This study aims to suggest practical considerations for designing protective clothing with increased visibility that will have higher user acceptance by law enforcement officers. Light-emitting diode(LED) patrol vests were visually and structurally assessed, and 125 police officers' responses from surveys about user acceptance of the vest were analyzed. The current LED patrol vest was designed for enhanced safety of police officers by increasing visibility in the dark. However, the user acceptance rate of the LED patrol vest indicates low use of and low satisfaction with the vest despite its enhanced safety features. In particular, differences in materials, design, functionality of the pockets and size of the vest depending on the hours worked, were statistically significant. The police officers' responses suggest areas of improvement in design, materials, ease of movement, size and functionality. Key issues include 'tactile discomfort'; 'impeded vision from the glare of the LED'; 'frequent malfunctions of the LED'; 'impossible repair of the broken LED units'; 'no user feedback'; 'inconvenient to replace batteries'; 'brittle materials' and 'unpleasing look'. To increase user acceptance, designer should incorporate context-awareness, a convenient user interface, a modular design approach, first responders' self-image as public servants in relation to their aesthetic perspectives of their uniforms, and scientific evaluation of the effectiveness of the intended functions of the clothing. Suggested implications for designing the LED patrol vest can be applied to designing other functional/protective clothing for intended end users with special needs.

A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.185-201
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    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.

A Study for the Accessibility of Camera-Based Mobile Applications on Touch Screen Devices for Blind People (스마트기기에서 시각장애인을 위한 카메라기반 인식 소프트웨어 인터페이스의 접근성 연구)

  • Choi, Yoonjung;Hong, Ki-Hyung
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.49-56
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    • 2012
  • The camera-based mobile applications such as color, pattern and object reading can improve the living quality of blind people. However currently available camera-based applications are uncomfortable for the blind, since these applications do not reflect accessibility requirements of the blind especially on touch screen. We investigated accessibility requirements about rapidly growing camera-based mobile applications on touch screen devices for the blind. In order to identify accessibility requirements, we conducted a usability testing for color reading applications with three different types of interfaces on Android OS. The results of the usability testing were as follows: (1) users preferred short depth of menu hierarchy, (2) the initial audio help was more useful than just-in-time help, (3) users needed both manual and automatic camera shooting modes although they preferred manual to automatic mode, (4) users wanted the OS supported screen reader function to be turned off during the color reading application was running, and (5) users required tactile feedback to identify touch screen boundary. We designed a new user interface for blind people by applying the identified accessibility requirements. From a usability testing of the new user interface with 10 blind people, we showed that the identified accessibility requirements were very useful accessibility guidelines for camera-based mobile applications.

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Real-Time Stereoscopic Visualization of Very Large Volume Data on CAVE (CAVE상에서의 방대한 볼륨 데이타의 실시간 입체 영상 가시화)

  • 임무진;이중연;조민수;이상산;임인성
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.6
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    • pp.679-691
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    • 2002
  • Volume visualization is an important subarea of scientific visualization, and is concerned with techniques that are effectively used in generating meaningful and visual information from abstract and complex volume datasets, defined in three- or higher-dimensional space. It has been increasingly important in various fields including meteorology, medical science, and computational fluid dynamics, and so on. On the other hand, virtual reality is a research field focusing on various techniques that aid gaining experiences in virtual worlds with visual, auditory and tactile senses. In this paper, we have developed a visualization system for CAVE, an immersive 3D virtual environment system, which generates stereoscopic images from huge human volume datasets in real-time using an improved volume visualization technique. In order to complement the 3D texture-mapping based volume rendering methods, that easily slow down as data sizes increase, our system utilizes an image-based rendering technique to guarantee real-time performance. The system has been designed to offer a variety of user interface functionality for effective visualization. In this article, we present detailed description on our real-time stereoscopic visualization system, and show how the Visible Korean Human dataset is effectively visualized on CAVE.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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