This study presents a novel interactive face makeup system that aims to support users to improve makeup creativity. In this system, facial feature points were tracked by Kinect and mapped to the 3D face model. The makeup tools were developed for providing a tangible interaction. A face painting application was developed based on the Unity 3D framework. While users apply makeup, the program will generate color on the model, which synchronizes with the user's movement. The results will be mapped to the user's face in real time by using a projection mapping technique that allows users to see which color is suitable for their skin tone. Users can perceive a realistic makeup feeling from our touch detectable makeup tools. Moreover, by using a computer-based drawing system, users can undo, save, and load their makeup image and compare with other styles. A subjective evaluation was conducted to evaluate the users’ satisfaction. The results indicated that by using this system, users can find a suitable makeup style for themselves and get help increasing their makeup creativity.
Genetic algorithms (GAs) generally maintain diverse solutions of good quality in multi-objective problems, while particle swarm optimization (PSO) shows rapid convergence to the optimum solution. Previous studies indicated that search abilities can be improved by simply coupling these two algorithms; GA compensates for the low diversity of PSO, while PSO compensates for the high computational costs of GA. In this study, the configurations of the two methods when used in a fully coupled hybrid algorithm were investigated to achieve an improvement in diversity and convergence simultaneously for application to real-world engineering design problems. The new hybrid algorithm was validated using standard test function problems, and it was demonstrated that the new hybrid algorithm showed better performance than the simply coupled hybrid algorithm, as well as both pure GA and pure PSO. Especially, the new hybrid algorithm shows robust search ability regardless of initial population selection. This feature is very important in real-world engineering design problems, which do not allow multiple optimization runs to be implemented due to heavy computational costs. The new method was applied to optimization of a diesel engine combustion chamber to reduce exhaust emissions, such as NOx and soot. The results demonstrated the applicability of the present method to real-world design problems. In addition, important geometry design variables controlling the emission performance were investigated to obtain useful knowledge about low emission diesel engine design.
Thermal sensation is crucial to enhancing our comprehension of the world and enhancing our ability to interact with it. Therefore, the development of thermal sensation presentation technologies holds significant potential, providing a novel method of interaction. Traditional technologies often leave residual heat in the system or the skin, affecting subsequent presentations. Our study focuses on presenting thermal sensations with low residual heat, especially cold sensations. To mitigate the impact of residual heat in the presentation system, we opted for a non-contact method, and to address the influence of residual heat on the skin, we present thermal sensations without significantly altering skin temperature. Specifically, we integrated two highly responsive and independent heat transfer mechanisms: convection via cold air and radiation via visible light, providing non-contact thermal stimuli. By rapidly alternating between perceptible decreases and imperceptible increases in temperature on the same skin area, we maintained near-constant skin temperature while presenting continuous cold sensations. In our experiments involving 15 participants, we observed that when the cooling rate was $-$ 0.2 to $-$ 0.24 $^\circ$ C/s and the cooling time ratio was 30 to 50%, more than 86.67% of the participants perceived only persistent cold without any warmth.
This work improves a previously proposed quantification framework by expanding its applicability to quaternary odor mixtures and optimizing the active sensing process. The approach employs four quartz crystal microbalance (QCM) sensors, where both frequency shifts and resistance changes at multiple odd harmonics— measured by vector network analyzers (VNWA)—serve as virtual sensors to enhance selectivity. A selection strategy based on the condition number was introduced to identify informative harmonic responses. Experiments validated that the proposed method reduced the average RMSE by 47.44%, with a statistically significant improvement (p = 0.0070) compared with the only fundamental responses. Among three feedback control algorithms, finite horizon linear–quadratic regulation (LQR) with time-varying gains achieved the best active sensing performance. Experimental evaluations further confirmed short-term and long-term repeatabilities, as well as capability to handle unstable sensor responses. Overall, the proposed method enables accurate and robust quantification of quaternary odor mixtures across a wide recipe range, demonstrating its potential as an easy-to-use solution for future odor recording systems.
This paper introduces a system that focuses on physics-based manipulation and haptic rendering to achieve realistic dexterous manipulation of virtual objects in VR environments. The system uses a coreless motor with wire as the haptic actuator and physics engine in the software to create a virtual hand that provides haptic feedback through multi-channel audio signals. The device simulates contact collision, pressure, and friction, including stick-slip, to provide users with a realistic and immersive experience. Our device is lightweight and does not interfere with real-world operations or the performance of vision-based hand-tracking technology.
This study presents a lightweight, wearable fingertip haptic device that provides physics-based haptic feedback for dexterous manipulation in virtual environments without hindering real-world interactions. The device, designed with thin strings and actuators attached to the fingernails, ensures minimal weight (1.55 g per finger) and preserves finger flexibility. Integrating the software with a physics engine renders multiple types of haptic feedback (grip force, collision, and sliding vibration feedback). We evaluated the device's performance in pressure perception, slip feedback, typical dexterous manipulation tasks, and daily operations, and we gathered user experience through subjective assessments. Our results show that participants could perceive and respond to pressure and vibration feedback. Through dexterous manipulation experiments, we further demonstrated that these minimal haptic cues significantly improved virtual task efficiency, showcasing how lightweight haptic feedback can enhance manipulation performance without complex mechanisms. The device's ability to preserve tactile sensations and minimize hindrance to real-world operations is a key advantage over glove-type haptic devices. This research offers a potential solution for designing haptic interfaces that balance lightweight construction, haptic feedback for dexterous manipulation, and daily wearability.