• Title/Summary/Keyword: 몰입형 가상현실 시스템

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Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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Development of VR Fire-extinguishing Experience Education Contents Using UX Design Methodology (UX 디자인 방법론을 적용한 VR 소방체험 교육콘텐츠 개발)

  • Chung, Yoo-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.222-230
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    • 2017
  • The Ministry of Public Safety and Security plans to expand fire safety education infrastructure to provide customized fire safety education, spread fire safety culture and develop a tailored fire safety education system as a part of the 2016 Citizens' Safety Improvement Policy. This study has also been designed to improve safety problems in the Republic of Korea. Even though safety education has been given, citizens aren't still able to experience a close-to-real situation. In addition, their understanding and satisfaction with the curriculum are very low. Therefore, this study offers VR fire-extinguishing experience education contents as an effective alternative. With a goal of having the participants experience fire extinguishing and evacuation drill in a virtual space, this program has the following advantages: i) safe fire-extinguishing experience; ii) UI to create fun ; iii) useful in fire-extinguishing education; iv) budget saving. we configure the VR fire experience system structure and hardware by applying UX design methodology. We also develop for VR-specific motion recognition plug-in and controller that can be feeling in HMD environment.

Sound-driven Vibration System using Digital Signal Processor (DSP를 이용한 사운드 기반 진동 시스템)

  • Cho, Dong-Hyun;Oh, Sung-Jin;You, Yong-Hee;Sung, Mee-Young;Jun, Kyung-Koo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.553-558
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    • 2008
  • In this paper, we develop a vibration system which can generate diverse vibration effects in realtime by analyzing signals from the sound output of PC. This system is able to detect the occurrences of particular sounds in order to generate corresponding pre-programmed vibration patterns. It contributes to the improvement of the reality and the immersiveness of games and virtual reality applications. In addition, its advantage is to easily add vibration features to applications which were originally developed without consideration for vibration. Our system consists of an external DSP board for signal processing and a vibration pad which can be put on wrists. It is superior to other sound-driven vibration devices because its DSP board can detect more diverse sounds, has higher performance and does not interfere with PC. Also the wrist-wearable vibration pad is able to generate more realistic vibration than other mouse or joystick type devices.

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Adaptive Mass-Spring Method for the Synchronization of Dual Deformable Model (듀얼 가변형 모델 동기화를 위한 적응성 질량-스프링 기법)

  • Cho, Jae-Hwan;Park, Jin-Ah
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.1-9
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    • 2009
  • Traditional computer simulation uses only traditional input and output devices. With the recent emergence of haptic techniques, which can give users kinetic and tactile feedback, the field of computer simulation is diversifying. In particular, as the virtual-reality-based surgical simulation has been recognized as an effective training tool in medical education, the practical virtual simulation of surgery becomes a stimulating new research area. The surgical simulation framework should represent the realistic properties of human organ for the high immersion of a user interaction with a virtual object. The framework should make proper both haptic and visual feedback for high immersed virtual environment. However, one model may not be suitable to simulate both haptic and visual feedback because the perceptive channels of two feedbacks are different from each other and the system requirements are also different. Therefore, we separated two models to simulate haptic and visual feedback independently but at the same time. We propose an adaptive mass-spring method as a multi-modal simulation technique to synchronize those two separated models and present a framework for a dual model of simulation that can realistically simulate the behavior of the soft, pliable human body, along with haptic feedback from the user's interaction.

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Design and Implementation of Diverse Behaviors of Autonomous Agents in Dynamic Environment (동적 환경 내에서의 자율 에이전트에 의한 다양한 행위의 설계 및 구현)

  • Park, Hyung-Keun;Park, Jong-Hee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.3
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    • pp.24-40
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    • 2001
  • The design and implementation of agents is an essential part of the development of immersive types of tutoring systems using virtual reality. This paper proposes several effective mechanisms for the design and implementation of agents. Unlike existing researches we focus on accommodating diversity of agents' behavior in the proposed mechanisms. First, we define the space object based on the field theory. The introduction of the field theory allows us to approach the space objects in a structural manner rather than by their classification. We can also achieve dynamic genesis and extinction of the space objects, and derivation of overall changes in spatio-temporal situations. Second, we classify the behavior of agents into composite behaviors and primitive actions in order to achieve its dynamic planning. Finally, we distribute the knowledge among agents and their associated objects according to their interrelations. By this distribution, we can handle the otherwise prohibitively large amount of knowledge related to agents' behaviors and construct a dynamic environment. By implementing a situation with agent's navigation across a composite space object, we demonstrate the effectiveness of these schemes presented above.

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Suggestion of Digital Technology Application for the Acupoints Education in Korean Medicine (한의학에서 경혈학 교육의 디지털 기술 적용에 대한 제안)

  • Kim, Sang Cheol;Kim, Jae Souk
    • Smart Media Journal
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    • v.11 no.8
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    • pp.55-64
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    • 2022
  • In the recent education market, Edutech technology, in which various digital technologies are grafted into the education, is being actively applied due to the 4th industrial revolution and the development of ICT. In particular, realistic experiential learning contents that can provide realistic and immersive learning in a virtual space are in the spotlight and are being expanded to each field. However, in the field of Korean medicine education, the introduction of ICT is delayed due to the nature of Korean medicine, difficulties in apprenticeship education, quantitative education, and the absence of an objective evaluation system. Therefore, in this study, we propose a digital technology application for acupuncture and acupuncture points, where practice is particularly important in Korean medicine. Various methods of acupuncture and acupoints education using AR, MR, IoT and Touch-Display Table will provide an opportunity to change the paradigm of Korean medicine education and further contribute to the globalization of Korean medicine.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.