• Title/Summary/Keyword: Head tracking

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A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

The Effects of Emotional Interaction with Virtual Student on the User's Eye-fixation and Virtual Presence in the Teaching Simulation (가상현실 수업시뮬레이션에서 가상학생과의 정서적 상호작용이 사용자의 시선응시 및 가상실재감에 미치는 영향)

  • Ryu, Jeeheon;Kim, Kukhyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.581-593
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    • 2020
  • The purpose of this study was to examine the eye-fixation times on different parts of a student avatar and the virtual presence with two scenarios in the virtual reality-based teaching simulation. This study was to identify user attention while he or she is interacting with a student avatar. By examining where a user is gazing during a conversation with the avatar, we have a better understanding of non-verbal communication. For this study, forty-five college students (21 females and 24 males) participated in the experiment. They had a conversation with a student avatar in a virtual reality-based teaching simulation. The participants had verbal interactions with the student avatar with two scenarios. While they were having a conversation with the virtual character in the teaching simulation, their eye-movements were collected through a head-mounted display with an eye-tracking function embedded. The results revealed that there were significant differences in eye-fixation times. Participants gazed a longer time on facial expression than any other area. The fixation time on the facial expression was more prolonged than on gestures (F=3.75, p<.05). However, the virtual presence was not significantly different in two scenario levels. This result suggested that users focus on the face more than the gesture when they emotionally interact with the virtual character.

A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구)

  • Yunsik, Cho;Jinmo, Kim
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.5
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    • pp.1-11
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    • 2022
  • Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

The influence of some intrauterine growth variables on neonatal blood pressure (태아기 자궁내 성장지표와 신생아 혈압과의 관련성)

  • Min, Jungwon;Park, Eun Ae;Kong, Kyoungae;Park, Bohyun;Hong, Juhee;Kim, Young Ju;Lee, Hwayoung;Ha, EunHee;Park, Hyesook
    • Clinical and Experimental Pediatrics
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    • v.49 no.9
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    • pp.966-971
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    • 2006
  • Purpose : 'Programming' describes the process that stimulus at a critical period of development has lifelong effects. The fact that low birth weight links to the risk of elevated blood pressures in adult life is well known. This study aims to examine whether this link is evident in the newborn by investigating the relationship of the intrauterine growth indices and neonatal blood pressure(BP). Methods : We studied 127 neonates who were born at Ewha Womans' Hospital and their mothers enrolled our cohort study during pregnancy. Data on the mothers and details of the birth records were tracked and collected from medical charts. Neonatal BP was measured within 24 hours after birth. Results : Neonatal SBP was positively correlated to intrauterine growth indices; birth weight(BW)(r=0.4), head circumference(HC)(r=0.4), and birth height(r=0.3). However, an inverse relationship existed, between HC/BW ratio and neonatal SBP(r=-0.4). After adjusting for the baby's sex, maternal BP, and gestational age, neonatal SBP still associated with intrauterine growth indices. SBP was 7 mmHg higher in the highest BW group(${\geq}90percentiles$) compared to the lowest group(<10 percentiles). On the other hand, SBP was 17 mmHg lower in the highest HC/BW group(${\geq}90percentiles$) compared in the lowest group(<10 percentiles). Conclusion : This study could not find the evidence that intrauterine growth retardation affect on elevated neonatal BP. It suggests that the initiating events of BP programming may occur during postnatal growth period. To identify the critical starting period that intrauterine growth retardation leads to elevated BP, a study tracking BP changes from birth to childhood is required.