• Title/Summary/Keyword: Head-Mounted Display

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A study on the Metaverse based memorial service platform

  • Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.93-100
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    • 2022
  • Korea's ancestral culture has limited travel and contact due to Corona (COVID-19). In addition, Korean ancestral culture meets in person to commemorate the deceased. In this paper, we propose a non-face-to-face metaverse memorial platform service that can commemorate the deceased and perform ancestral rites in the cyber world (virtual reality) by applying the metaverse technology. The services proposed in the study consisted of a remembrance hall that displays the life story of the deceased, a ancestral hall that conducts ancestral rites for the deceased, and a deceased pavilion that checks the remains and wills of the deceased. In addition, the virtual reality device (HMD: Head Mounted Display) set the teleportation and content resolution to 4K to minimize dizziness. In particular, the priests applied interaction technology to provide an immersive service for ancestral rites between family members. The researched memorial hall metaverse service is a metaverse-based platform service that allows anyone to commemorate the deceased as a family unit in a non-face-to-face state rather than face-to-face.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Augmented System for Immersive 3D Expansion and Interaction

  • Yang, Ungyeon;Kim, Nam-Gyu;Kim, Ki-Hong
    • ETRI Journal
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    • v.38 no.1
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    • pp.149-158
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    • 2016
  • In the field of augmented reality technologies, commercial optical see-through-type wearable displays have difficulty providing immersive visual experiences, because users perceive different depths between virtual views on display surfaces and see-through views to the real world. Many cases of augmented reality applications have adopted eyeglasses-type displays (EGDs) for visualizing simple 2D information, or video see-through-type displays for minimizing virtual- and real-scene mismatch errors. In this paper, we introduce an innovative optical see-through-type wearable display hardware, called an EGD. In contrast to common head-mounted displays, which are intended for a wide field of view, our EGD provides more comfortable visual feedback at close range. Users of an EGD device can accurately manipulate close-range virtual objects and expand their view to distant real environments. To verify the feasibility of the EGD technology, subject-based experiments and analysis are performed. The analysis results and EGD-related application examples show that EGD is useful for visually expanding immersive 3D augmented environments consisting of multiple displays.

Study on Scent Media Service in Virtual Reality (발향장치를 이용한 가상현실에서의 향 미디어 서비스)

  • Yu, Ok Hwan;Kim, Min Ku;Kim, Jeong-Do
    • Journal of Sensor Science and Technology
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    • v.27 no.6
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    • pp.414-420
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    • 2018
  • To augment emotion and immersion in virtual reality (VR), technological research based on scent displays have increased in recent years. The results of extensive studies have enabled the development of methods to interface head mounted displays (HMDs) with scent devices, and the possibility of VR applications of this development was identified via several demonstrations in actual VR environments. Despite all these efforts, more practical methods and conditions for scent display in VR environments are yet to be developed. To efficiently interface VR and scent, this study proposes three ways to set the position for scent display and scent conditions. The first is scent display using local positioning in the VR engine, the second is scent display using the relative distance and orientation between user and object in VR environments, and the third is scent display using time setting. In this study, we developed scent devices using a piezo actuator to validate the proposed method and successfully conducted demonstrations and experiments.

Immersive user interfaces for visual telepresence in human-robot interaction (사람과 로봇간 원격작동을 위한 몰입형 사용자 인터페이스)

  • Jang, Su-Hyeong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.406-410
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    • 2009
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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User Interfaces for Visual Telepresence in Human-Robot Interaction Using Wii Controller (WII 컨트롤러를 이용한 사람과 로봇간 원격작동 사용자 인터페이스)

  • Jang, Su-Hyung;Yoon, Jong-Won;Cho, Sung-Bae
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.27-32
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    • 2008
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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Prediction of Head Movements Using Neck EMG for VR (근전도 신호를 이용한 헤드-트래킹 지연율 감소 방안 연구)

  • Jung, Jun-Young;Na, Jung-Seok;Lee, Chae-Woo;Lee, Gihyeon;Kim, Jinhyun
    • Journal of Sensor Science and Technology
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    • v.25 no.5
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    • pp.365-370
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    • 2016
  • The study about VR (Virtual Reality) has been done from the 1960s, but technical limits and high cost made VR hard to commercialize. However, in recent, high resolution display, computing power and 3D sensing have developed and hardware has become affordable. Therefore, normal users can get high quality of immersion and interaction. However, HMD devices which offer VR environment have high latency, so it disrupts the VR environment. People are usually sensitive to relative latency over 20ms. In this paper, as adding the Electromyogram (EMG) sensors to typical IMU sensor only system, the latency reduction method is proposed. By changing software and hardware components, some cases the latency was reduced significantly. Hence, this study covers the possibility and the experimental verification about EMG sensors for reducing the latency.

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.

Interactive Super Multi-view Content Technology (인터랙티브 초다시점 콘텐츠 제작 기술)

  • Cheong, J.S.;Ghyme, S.;Heo, G.S.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.39-48
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    • 2017
  • Since the world's first 3D commercial film with red-blue glasses was introduced in 1922, remarkable progress has been made in the field of 3D video. 3D video content gained enormous popularity with the movie "Avatar," which greatly increased the sale of 3D TVs. This momentum has weakened owing to lack of 3D content. However, the recent trend of virtual reality (VR) and augmented reality (AR) made 360 VR video and 3D games using a head mounted display wide spread. All these experiences mentioned above require wearing glasses to enjoy 3D content. Super multi-view content technology, on the other hand, enables viewers to enjoy 3D content without glasses on a super multi-view display. In this article, we introduce the technologies used to make super multi-view content, interact with it, and author content, which are developed by ETRI.

Hardware Digital Color Enhancement for Color Vision Deficiencies

  • Chen, Yu-Chieh;Liao, Tai-Shan
    • ETRI Journal
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    • v.33 no.1
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    • pp.71-77
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    • 2011
  • Up to 10% of the global population suffers from color vision deficiency (CVD) [1], especially deuteranomaly and protanomaly, the conditions in which it is difficult to discriminate between red and green hues. For those who suffer from CVD, their career fields are restricted, and their childhood education is frustrating. There are many optical eye glasses on the market to compensate for this disability. However, although they are attractive due to their light weight, wearing these glasses will decrease visual brightness and cause problems at night. Therefore, this paper presents a supplementary device that comprises a head-mounted display and an image sensor. With the aid of the image processing technique of digital color space adjustment implemented in a high-speed field-programmable gate array device, the users can enjoy enhanced vision through the display without any decrease in brightness.