• 제목/요약/키워드: 3D input device

검색결과 188건 처리시간 0.02초

Z-Clutching: Interaction Technique for Navigating 3D Virtual Environment Using a Generic Haptic Device

  • Song, Deok-Jae;Kim, Seokyeol;Park, Jinah
    • Journal of Computing Science and Engineering
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    • 제10권1호
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    • pp.32-38
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    • 2016
  • Navigating a large 3D virtual environment using a generic haptic device can be challenging since the haptic device is usually bounded by its own physical workspace. On the other hand, mouse interaction easily handles the situation with a clutching mechanism-simply lifting the mouse and repositioning its location in the physical space. Since the haptic device is used for both input and output at the same time, in many cases, its freedom needs to be limited in order to accommodate such a situation. In this paper, we propose a new mechanism called Z-Clutching for 3D navigation of a virtual environment by using only the haptic device without any interruption or sacrifice in the given degrees of freedom of the device's handle. We define the clutching state which is set by pulling the haptic handle back into space. It acts similarly to lifting the mouse off the desk. In this way, the user naturally feels the haptic feedback based on the depth (z-direction), while manipulating the haptic device and moving the view as desired. We conducted a user study to evaluate the proposed interaction technique, and the results are promising in terms of the usefulness of the proposed mechanism.

모바일 환경을 위한 큐빅형 텐저블 사용자 인터페이스 개발 (Cubic Tangible User Interface Development for Mobile Environment)

  • 옥수열
    • 한국정밀공학회지
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    • 제26권10호
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    • pp.32-39
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    • 2009
  • Most mobile devices provide limited input interfaces in order to maximize the mobility and the portability. In this paper, the author proposes a small cubic-shaped tangible input interface which tracks the location, the direction, and the velocity using MEMS sensor technology to overcome the physical limitations of the poor input devices in mobile computing environments. As the preliminary phase for implementing the proposed tangible input interface, the prototype design and implementation methods are described in this paper. Various experiments such as menu manipulation, 3-dimensional contents control, and sensor data visualization have been performed in order to verify the validity of the proposed interface. The proposed tangible device enables direct and intuitive manipulation. It is obvious that the mobile computing will be more widespread and various kinds of new contents will emerge in near future. The proposed interface can be successfully employed for the new contents services that cannot be easily implemented because of the limitation of current input devices. It is also obvious that this kind of interface will be a critical component for future mobile communication environments. The proposed tangible interface will be further improved to be applied to various contents manipulation including 2D/3D games.

몰입 환경을 위한 3차원 데이터 후처리 소프트웨어의 데이터 글로브에 의한 제어 구현 (CONTROL OF A 3-DIMENSIONAL POSTPROCESSING SOFTWARE USING DATA GLOVES FOR IMMERSIVE ENVIRONMENT)

  • 김기영;김병수
    • 한국전산유체공학회지
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    • 제11권2호
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    • pp.56-61
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    • 2006
  • As the size and dimension of target problems in the field of computational engineering including CFD gets bigger and higher, it is needed to have more efficient and flexible data visualization environment in terms of software and hardware. Even though it is still manageable to use a mouse in controlling 3-dimensional data visualization, it would be beneficial to use 3-D input device for 3-D visualization. 'Data Glove' is one of the best 3-D input devices, because human hands are best tools for understanding 3-D space and manipulating 3-D objects. Signals coming from 'Data Glove' are analog and very sensitive to finger motions, therefore signal filtering using a digital filter is applied. This paper describes our experience and benefits of using data gloves in controlling 3-dimensional postprocessing softwares.

딥러닝을 이용한 CT 영상의 간과 종양 분할과 홀로그램 시각화 기법 연구 (A Study on the Liver and Tumor Segmentation and Hologram Visualization of CT Images Using Deep Learning)

  • 김대진;김영재;전영배;황태식;최석원;백정흠;김광기
    • 한국멀티미디어학회논문지
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    • 제25권5호
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    • pp.757-768
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    • 2022
  • In this paper, we proposed a system that visualizes a hologram device in 3D by utilizing the CT image segmentation function based on artificial intelligence deep learning. The input axial CT medical image is converted into Sagittal and Coronal, and the input image and the converted image are divided into 3D volumes using ResUNet, a deep learning model. In addition, the volume is created by segmenting the tumor region in the segmented liver image. Each result is integrated into one 3D volume, displayed in a medical image viewer, and converted into a video. When the converted video is transmitted to the hologram device and output from the device, a 3D image with a sense of space can be checked. As for the performance of the deep learning model, in Axial, the basic input image, DSC showed 95.0% performance in liver region segmentation and 67.5% in liver tumor region segmentation. If the system is applied to a real-world care environment, additional physical contact is not required, making it safer for patients to explain changes before and after surgery more easily. In addition, it will provide medical staff with information on liver and liver tumors necessary for treatment or surgery in a three-dimensional manner, and help patients manage them after surgery by comparing and observing the liver before and after liver resection.

착용형 U-헬스용 3D 정보 입력장치 구현 (Implementation of 3D Information Acquisition Device for Wearable U-Health)

  • 김윤호;박기홍
    • 한국항행학회논문지
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    • 제12권6호
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    • pp.640-645
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    • 2008
  • 유비쿼터스 지능화 사회로 진입하면서 웨어러블 컴퓨터, 스마트 섬유, 스마트 패션 등 다양한 형태의 스마트웨어 관련 연구들이 가시화 되고 있다. 본 연구에서는 휴대성과 편의성을 개선시킨 부착형 3D 정보 입력 장치를 구현하였다. 3D 정보입력 시스템은 공간 좌표인식을 위한 자이로 센서, RF 송수신기 및 신호처리모듈 등으로 구성되었다. 테스트 보드를 제작하여 인체부착 용이성, 통신거리, 동작감지도 등의 일련의 실험을 수행하여 설계된 시스템의 효용성을 검증 하였다.

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Magnetic Wireless Motion Capturing System and its Application for Jaw Tracking System and 3D Computer Input Device

  • Yabukami, S.;Arai, K.;Arai, K.I.;Tsuji, S.
    • Journal of Magnetics
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    • 제8권1호
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    • pp.70-73
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    • 2003
  • We have developed a new tracking system of jaw movement. The system consists of two permanent NdFeB magnets and 32 elements of two-axial fluxgate sensor array, The two magnets are attached to head portion and front tooth. This system does not need any attachments of the head portion or mouth such as clutch or magnetic field sensor except magnets. The proposed system is applicable for five degree of freedom. Position accuracy within 2]m was achieved. We developed a 3D computer input device by using the above mentioned technique.

가상현실 시스템에서의 3차원 입력장치의 인간성능 평가 (Human performance evaluation of the three-dimensional input devices in virtual environment system)

  • 박재희;박경수
    • 대한인간공학회지
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    • 제19권1호
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    • pp.49-61
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    • 2000
  • An experiment was designed to evaluate Fitts' law for the three-dimensional virtual pointing task and to compare the three input devices; Spaceball, Spacemouse, and 3D-Mouse. The result showed that Fitts law fitted poorly for the three-dimensional pointing tasks with relatively low coefficients of determinant. Three reasons, high degree-of-freedom, dynamic egocentric viewpoint change, and clutching problem were discussed to explain the poor fitness of Fitts' law. In terms of device comparison, the 3D-Mouse was superior to the other input devices. Also, the stereoscopic display significantly increased the performance. The results of this study can be used for the design of virtual control tasks and the selection of suitable input devices.

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Data Glove를 이용한 3차원 데이터 후처리 소프트웨어의 제어 (Using Data Gloves for control of the 3-Dimensional postprocessing software)

  • 김기영;김병수
    • 한국전산유체공학회:학술대회논문집
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    • 한국전산유체공학회 2004년도 춘계 학술대회논문집
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    • pp.56-61
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    • 2004
  • As the size and dimension of target problems in the field of computational engineering including CFD gets bigger and higher, it is needed to have more efficient and flexible data visualization environment in terms of software and hardware. Even though it is still manageable to use a mouse in controlling 3-dimensional data visualization, it would be beneficial to use 3-D input device for 3-D visualization. 'Data Glove' is one of the best 3-D input devices, because human hands are best tools understanding 3-D space. Signals coming from 'Data Glove' are analog and very sensitive to finger motions, so we decided to use a digital filter. This paper describes our experience and benefits of using data glove in controlling 3-Dimensional Postprocess Software.

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D2D 통신에서 사이드링크를 위한 DFT 기반 채널 추정 기법 (DFT-based Channel Estimation Scheme for Sidelink in D2D Communication)

  • 문상미;추명훈;김한종;김대진;김철성;황인태
    • 전자공학회논문지
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    • 제52권12호
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    • pp.22-31
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    • 2015
  • 최근, 3GPP (3rd Generation Partnership Project) 에서는 폭발적으로 증가하고 있는 모바일 데이터 트래픽을 수용하기 위하여 기기 간 직접(Device-to-Device, D2D) 통신을 개발하고 이에 대한 연구가 활발히 진행되고 있다. D2D 통신을 위해 이용되는 링크를 사이드링크라 하며, 사이드링크는 낮은 PAPR (Peak to Average Power Ratio)을 위해 SC-FDMA (Single Carrier-Frequency Division Multiple Access)를 기반으로 한다. 또한, DMRS (DeModulation Reference Signal)를 사용함으로써 MIMO (Multiple Input Multiple Output) 전송이 가능하게 한다. 본 논문에서는 D2D 통신에서 사이드링크를 위한 DFT 기반 채널 추정 기법을 제안한다. 제안 기법은 빠른 속도로 움직이는 사용자의 채널 추정이 가능하도록 2-D MMSE (2-Dimensional Minimum Mean Square Error) 보간 기법을 사용한다. 시스템 레벨 시뮬레이션은 3GPP LTE-Advanced 시스템의 20MHz 대역을 기반으로 이루어 졌으며, 시뮬레이션 결과 제안한 채널 추정 기법을 통해 기존 기법보다 SINR(Signal-to-Interference-plus-Noise Ratio), 전송률 및 스펙트럼 효율 측면에서 성능 향상을 가져다주는 것을 확인하였다.

3차원 정상상태의 드리프트-확산 방정식의 해석 프로그램 개발 (A development of the 3-dimensional stationary drift-diffusion equation solver)

  • 윤현민;김태한;김대영;김철성
    • 전자공학회논문지D
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    • 제34D권8호
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    • pp.41-51
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    • 1997
  • The device simulator (BANDIS) which can analyze efficiently the electrical characteristics of the semiconductor devices under the three dimensional stationary conditions on the IBM PC was developed. Poisson, electon and hole continuity equations are discretized y te galerkin method using a tetrahedron as af finite element. The frontal solver which has exquisite data structures and advanced input/output functions is dused for the matrix solver which needs the highest cost in the three dimensional device simulation. The discretization method of the continuity equations used in BANDIS are compared with that of the scharfetter-gummel method used in the commercial three-dimensional device. To verify an accuracy and the efficiency of the discretization method, the simulation results of the PN junction diode and the BJT from BANDIS are compared with those of the commercial three-dimensiional device simulator such as DAVINCI. The maximum relative error within 2% and the average number of iterations needed for the convergence is decreased by more than 20%. The total simulation time of the BJT with 25542 nodes is decreased to about 60% compared with that of DAVINCI.

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