• Title/Summary/Keyword: 가상현실장치

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Implementation of Virtual Touch Service Using Hand Gesture Recognition (손동작 인식을 이용한 가상 터치 서비스 구현)

  • A-Ra Cho;Seung-Bae Yoo;Byeong-Hun Yun;Hyung-Ju Cho
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.10
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    • pp.505-512
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    • 2024
  • As the need for hygiene management increases due to COVID-19, the importance of non-contact services is gaining attention. Hands, a tool for expressing intentions and conveying information, are emerging as an alternative to computer input devices such as the keyboard and mouse. In this study, we propose a method to address public health problems that arise when using unmanned ordering machines by controlling a computer using hand gestures detected through a camera. The focus is on identifying frequently used hand gestures, especially the bending of the index finger. To this end, we develop a non-contact input device using the MediaPipe framework and the long short-term memory (LSTM) model. This approach can identify hand gestures in three-dimensional space and provides scenarios that can be applied to the fields of virtual reality (VR) and augmented reality (AR). It offers improved public health and user experience by presenting methods that can be applied to various situations such as navigation systems and unmanned ordering machines.

Hand Pose and Gesture Recognition Using Infrared Sensor (적외선 센서를 사용한 손 동작 인식)

  • Ahn, Joon-young;Lee, Sang-hwa;Cho, Nam-ik
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.119-122
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    • 2016
  • 최근 IT기술 영역에서 미래기술로 촉망받는 증강현실(AR)과 가상현실(VR)환경을 구축함에 있어서, 마우스나 키보드 등의 별도 장치 없이 기기에 원하는 동작을 입력 하도록 하는 NUI(Natural User Interface)기술이 각광받고 있다. 또한 NUI를 구현하는데 중요한 기술 중 하나로 손동작 인식 기술, 얼굴 인식 기술 등이 대두되고 있다. 이에 본 논문은 적외선 센서의 일종인 Leapmotion 센서를 사용하여 손동작 인식을 구현하고자 하였다. 첫 번째로 우선 거리변환 행렬을 사용하여 손바닥의 중심을 찾았다. 이후 각각의 손가락을 convex hull 알고리즘을 사용하여 추출한다. 제안한 알고리즘에서는 손가락, 손바닥 부분의optical flow를 구한 후, 두 optical flow의 특성을 사용하여 손의 이동, 정지, 클릭 동작을 구분 할 수 있도록 하였다.

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Comparison of 3D Space Perception for the Stereoscopic AR Holography (스테레오 증강현실 홀로그래피에서의 삼차원 공간감 비교)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.8 no.2
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    • pp.21-27
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    • 2013
  • Recently, the use of floating hologram has increased in many different aspects, such as exhibitions, education, advertisements, and so on. Especially, the floating hologram that makes use of half-mirror is widely used. Nevertheless, half-mirror, unfortunately, cannot lead users to the perfect three dimensional hologram experience. Even though it can make the vision look to be up on the air, it does not have the capacity to display itself up on the air, which is the ultimate goal of hologram. In addition, it looks inconsistent when a real object is located behind the half-mirror in order to show the convergence of the two (object and the half-mirror). In this paper, we did the study on comparison of 3D space perception for the stereoscopic AR holography. At first, we applied stereoscopic technology to the half-mirror hologram system for the accurate and realistic AR environment. Then, the users can feel as if the real 3D object behind half-mirror and the reflected virtual image are converged much better in the 3D space. Furthermore, by using depth camera, the location and direction of graphics can be controlled to change depending on the user's point of view. This is the effective way to produce augmented stereoscopic images simply and accurately through half-mirror film without any additional devices. What we saw from the user test were applying 3D images and user interaction leads the users to have 3D spatial awareness and realism more effectively and accurately.

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A Study on Technology Trend of VR Experience Contents (VR 체험 콘텐츠 기술 동향에 관한 연구)

  • Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.513-523
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    • 2020
  • This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Gesture Recognition based on Mixture-of-Experts for Wearable User Interface of Immersive Virtual Reality (몰입형 가상현실의 착용식 사용자 인터페이스를 위한 Mixture-of-Experts 기반 제스처 인식)

  • Yoon, Jong-Won;Min, Jun-Ki;Cho, Sung-Bae
    • Journal of the HCI Society of Korea
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    • v.6 no.1
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    • pp.1-8
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    • 2011
  • As virtual realty has become an issue of providing immersive services, in the area of virtual realty, it has been actively investigated to develop user interfaces for immersive interaction. In this paper, we propose a gesture recognition based immersive user interface by using an IR LED embedded helmet and data gloves in order to reflect the user's movements to the virtual reality environments effectively. The system recognizes the user's head movements by using the IR LED embedded helmet and IR signal transmitter, and the hand gestures with the data gathered from data gloves. In case of hand gestures recognition, it is difficult to recognize accurately with the general recognition model because there are various hand gestures since human hands consist of many articulations and users have different hand sizes and hand movements. In this paper, we applied the Mixture-of-Experts based gesture recognition for various hand gestures of multiple users accurately. The movement of the user's head is used to change the perspection in the virtual environment matching to the movement in the real world, and the gesture of the user's hand can be used as inputs in the virtual environment. A head mounted display (HMD) can be used with the proposed system to make the user absorbed in the virtual environment. In order to evaluate the usefulness of the proposed interface, we developed an interface for the virtual orchestra environment. The experiment verified that the user can use the system easily and intuituvely with being entertained.

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A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

Flight Training Efficiency about Basic Aviation Training Device (BATD) Using VR Head Mount Display (VR Head Mount Display를 이용한 기초 모의비행 훈련장치 조종 훈련 효율 연구)

  • Jeong, Gu Moon;Kim, Mu Kyeom;Nguyen, LV Thang;Lee, Jae-Woo
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.26 no.2
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    • pp.1-7
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    • 2018
  • In this paper, pilot flight training procedure of VFR (Visual Flight Rule) flight procedure was investigated through basic aviation training device (BATD) using VR HMD (Virtual Reality Head Mount Display). In order to evaluate the efficiency of the pilot training, the experimental pilot group was divided according to the similar piloting ability, then same VFR flight procedure was carried out using both the VR BATD and the conventionl BATD. The comparison of the X, Y and Z position of the aircraft from the extracted flight data was conducted. As a result, it was confirmed that the VR BATD shows better steering training efficiency tendency than the conventional BATD.

Assessment of Pilot Training Effectiveness of VR HMD based Flight Training Device (VR HMD 기반 모의 비행 훈련 장치의 조종사 훈련 효과 평가)

  • Jeong, Gu Moon;LEE, YOUNGJAE;Lee, Chi ho;Kim, Mu Kyeom;Lee, Jae-Woo
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.26 no.4
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    • pp.129-141
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    • 2018
  • In this paper, two different flight training devices were constructed to verify the effectiveness of a pilot training system based on a Virtual Reality Head Mount Display. VFR Flight Procedure and IFR Flight Procedure were conducted by high level pilots with Commercial Pilot Licence. Flight data and pilot's visual data for each flight procedure were extracted, compared and analyzed with two training systems. Finally, the effectiveness of the training systems based on the VR HMD was demonstrated by assessing the given mission and the flight results.

Auditory Spatial Arrangement of Object's Position in Virtual and Augmented Environment (가상환경에서의 위치정보 제시를 위한 청각적 공간배열)

  • Lee, Ju-Hwan
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.326-333
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    • 2011
  • In the present study, we measured the performance (accuracy and reaction time) of the user in the virtual environment with see-through Head-Mounted Display system that includes 3D sound generated through Head-Related Transfer Function (HRTF) to investigate the feasibility of auditory display for a certain object's spatial information. To sum up the results of two experiments, when presenting location information of the object with 3D sound, it is desirable that information arrangement from the user should be an orthogonal pattern which is located with right angle, not a diagonal pattern. Like these results propose that spatial information presentation with 3D sound make the optimal object arrangement of virtual environment possible.