• Title/Summary/Keyword: Reality Analysis

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Motion Sickness Measurement and Analysis in Virtual Reality using Deep Neural Networks Algorithm (심층신경망 알고리즘을 이용한 가상환경에서의 멀미 측정 및 분석)

  • Jeong, Daekyo;Yoo, Sangbong;Jang, Yun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.1
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    • pp.23-32
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    • 2019
  • Cybersickness is a symptom of dizziness that occurs while experiencing Virtual Reality (VR) technology and it is presumed to occur mainly by crosstalk between the sensory and cognitive systems. However, since the sensory and cognitive systems cannot be measured objectively, it is difficult to measure cybersickness. Therefore, methodologies for measuring cybersickness have been studied in various ways. Traditional studies have collected answers to questionnaires or analyzed EEG data using machine learning algorithms. However, the system relying on the questionnaires lacks objectivity, and it is difficult to obtain highly accurate measurements with the machine learning algorithms. In this work, we apply Deep Neural Network (DNN) deep learning algorithm for objective cybersickness measurement from EEG data. We also propose a data preprocessing for learning and network structures allowing us to achieve high performance when learning EEG data with the deep learning algorithms. Our approach provides cybersickness measurement with an accuracy up to 98.88%. Besides, we analyze video characteristics where cybersickness occurs by examining the video segments causing cybersickness in the experiments. We discover that cybersickness happens even in unusually persistent changes in the darkness such as the light in a room keeps switching on and off.

Development of an IoT-Based Dizziness Detection System for VR Applications (VR 애플리케이션을 위한 사물인터넷 기반 어지럼증 검출 시스템 개발)

  • Ko, Euni;Kim, Youngcheon;Park, Hyelee;Jung, Wonseok;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.423-425
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    • 2019
  • Users may experience a sub-type of motion sickness, called cybersickness, when interacting with virtual reality (VR) applications in the state of wearing head mounted display (HMD) devices. Although the root cause of cybersickness is still unclear, it is believed to result from a sensory mismatch between visual and vestibular systems. However, there is a lack of studies developing data collection and analysis systems to measure cybersickness. In this paper, therefore, a system is designed that collects electroencephalography (EEG) and physiological data from a user wearing a VR HMD device through an internet of things (IoT) platform and decides whether a user experiences a symptom of cybersickness, namely dizziness, or not by using a decision threshold. Experimental results showed that the proposed system achieved about 92% accuracy of a dizziness detection when considering 14 participants.

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User Customized Realization of Virtual Earthquakes based on Visual Intelligence and Dynamic Simulation (시각지능 및 동적 시뮬레이션 기반의 사용자 맞춤형 가상 지진 실감화)

  • Kwon, Jihoe;Ryu, Dongwoo;Lee, Sangho
    • Journal of the Korean Society of Mineral and Energy Resources Engineers
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    • v.55 no.6
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    • pp.614-623
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    • 2018
  • The recent occurrence of consecutive large earthquakes in the southeastern part of the Korean peninsula has brought significant attention to the prevention of earthquake damage in Korea. This article aims to explore a technology-based approach for earthquake drills using state-of-the-art visual intelligence and virtual reality technologies. The technical process consists of several stages, including acquisition of image information in living spaces using a camera, recognition of objects from the acquired image information, extraction of three dimensional geometric information, simulation of virtual earthquakes using dynamic modelling techniques such as the discrete element method, and realization of the simulated earthquake in a virtual reality environment. This article provides a comprehensive analysis of the individual processes at each stage of the technical process, a survey on the current status of related technologies, and discussion of the technical challenges in its execution.

The Influence of Augmented Reality based Knee Exercise in Short Period on Range of Motion and Balance - Pilot study (증강현실 기반의 단기간 무릎운동이 관절가동범위와 균형에 미치는 영향 - 예비연구)

  • Im, JongHun;Yu, JaeHo
    • Archives of Orthopedic and Sports Physical Therapy
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    • v.14 no.2
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    • pp.1-8
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    • 2018
  • Purpose: This study investigated the effect of the augmented reality (AR)-based knee joint short period exercise program and used a motion analyzer with a 3D camera to determine the range of motion and dynamic balance and further investigate the effects of therapeutic exercise on patients. Methods: This study used AR-based motion analysis and a Y-balance test to measure the range of motion (ROM) of each joint: the hip joint and the knee joint. After the measurements, an exercise program was applied to the subjects, using the knee motion program function, and the muscles of the quadriceps femoris and the hamstring were stretched or strengthened. Results: Our results showed knee joint extension at the dominant hip joint flexion position. While there was no significant difference (p>.05) at this position, there were significant differences in the non-dominant hips, unbalanced knee joint flexion, and superior knee joint flexion (p<.05). The Y-balance test using the non-dominant leg supported by the dominant legs showed that the absolute reach was $69.70{\pm}7.06cm$ before the exercise, and the absolute reach after the exercise was $77.56{\pm}6.09cm$ (p<.05). Conclusions: There was a significant difference when the movement of the lower limbs supported the superior limbs, and a significant difference was found in the ROM when the non-dominant side supported the dominant side. Therefore, the AR-based exercise program improves the balance of the human body and the range of motion of the joints, and research that aims to improve patients abilities should continue.

Usability Principles for a Mobile Augmented Reality Application -Focus on Wayfinding- (증강현실 기반 모바일 애플리케이션의 사용성 원칙 연구 -길찾기 서비스 중심으로-)

  • Yoo, Chang-Hwa;Oh, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.643-651
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    • 2022
  • The mobile augmented reality(MAR) market is rapidly growing with following the sudden rise of the metaverse. However, research on improving user experience in mobile augmented reality environment is lacking. This study aims to develop the usability principles of an AR-based smartphone app. The research conducts following methods. 1)The characteristics of MAR were understood to identify usability elements of AR apps. 2)Usability principles were collected through analysis of case studies on the usability of AR and the 14 usability principles were developed through in-depth interviews with experts for the purpose of chunking. 3)To verify the 14 developed usability principles, evaluation items were composed based on the usability principles and usability evaluation survey was conducted. Consequently, significant differences were found in immersivity, presence, efficiency, satisfaction, playfulness and It was verified that the developed usability principle is useful in developing AR based smartphone apps. This study is meaningful in that it conducted the basic research of mobile AR usability principles

Analysis of 3D Building Construction Applications in Augmented Reality

  • Khan, Humera Mehfooz;Waseemullah, Waseemullah;Bhutto, Muhammad Aslam;Khan, Shariq Mahmood;Baig, Mirza Adnan
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.340-346
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    • 2022
  • Construction industry is considered as one of the oldest industries in the world since human came into being and the need of their own space is realized. All this led to make the world a space of many beautiful constructive ventures. As per the requirements of today's world, every industry is recognizing the need for use and adoption of modern as well as innovative technologies due to their benefits and timely production. Now construction industry has also started adopting the use of modern and innovative technologies during their projects but still the rate of adoption is so slow. From design to completion, construction projects take a lot to manage for which technology based solutions have continuously been proposed. These include Computer Aided Design (CAD), building information modeling (BIM) and cloud computing have been proved to be much successful until now. The construction projects are high budgeted, and direly require timely and successful completion with quality, resource and other constraints. So, the researchers observe the need of more clear and technology based communication between the construction projects and its constructors and other stakeholders is required before and during the construction to take timely precautions for expected issues. This study has analyzed the use of Augmented Reality (AR) technology adopting GammaAR, and ARki applications in construction industry. It has been found that both applications are light-weighted, upgradable, provide offline availability and collaborative environment as well as fulfil most of the requirements of the construction industry except the cost. These applications also support different screen size for better visualization and deep understanding. Both applications are analyzed, based on construction's application requirements, usability of AR and ratings of applications user collected from application's platform. The purpose of this research is to provide a detail insight of construction applications which are using AR to facilitate both the future developers and consumers.

Correlation Between Knee Muscle Strength and Maximal Cycling Speed Measured Using 3D Depth Camera in Virtual Reality Environment

  • Kim, Ye Jin;Jeon, Hye-seon;Park, Joo-hee;Moon, Gyeong-Ah;Wang, Yixin
    • Physical Therapy Korea
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    • v.29 no.4
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    • pp.262-268
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    • 2022
  • Background: Virtual reality (VR) programs based on motion capture camera are the most convenient and cost-effective approaches for remote rehabilitation. Assessment of physical function is critical for providing optimal VR rehabilitation training; however, direct muscle strength measurement using camera-based kinematic data is impracticable. Therefore, it is necessary to develop a method to indirectly estimate the muscle strength of users from the value obtained using a motion capture camera. Objects: The purpose of this study was to determine whether the pedaling speed converted using the VR engine from the captured foot position data in the VR environment can be used as an indirect way to evaluate knee muscle strength, and to investigate the validity and reliability of a camera-based VR program. Methods: Thirty healthy adults were included in this study. Each subject performed a 15-second maximum pedaling test in the VR and built-in speedometer modes. In the VR speedometer mode, a motion capture camera was used to detect the position of the ankle joints and automatically calculate the pedaling speed. An isokinetic dynamometer was used to assess the isometric and isokinetic peak torques of knee flexion and extension. Results: The pedaling speeds in VR and built-in speedometer modes revealed a significantly high positive correlation (r = 0.922). In addition, the intra-rater reliability of the pedaling speed in the VR speedometer mode was good (ICC [intraclass correlation coefficient] = 0.685). The results of the Pearson correlation analysis revealed a significant moderate positive correlation between the pedaling speed of the VR speedometer and the peak torque of knee isokinetic flexion (r = 0.639) and extension (r = 0.598). Conclusion: This study suggests the potential benefits of measuring the maximum pedaling speed using 3D depth camera in a VR environment as an indirect assessment of muscle strength. However, technological improvements must be followed to obtain more accurate estimation of muscle strength from the VR cycling test.

The Effect of Multimodal Intervention through Virtual Reality-Based Immersion Program on Cognitive Function and Brain activity in Patients with Mild Cognitive Impairment (가상현실 기반 몰입형 복합중재프로그램이 경도인지장애 환자의 인지기능 및 두뇌 활성에 미치는 영향)

  • Ye-Rim Im;Sun-Min Lee
    • Journal of the Korean Society of Physical Medicine
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    • v.18 no.1
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    • pp.87-97
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    • 2023
  • PURPOSE: The purpose of this study was to investigate the effect of multimodal intervention through VR (virtual reality)-based immersion program on the cognitive function and brain activity of patients with mild cognitive impairment. METHODS: The subjects of the study were 10 people in the experimental group who applied a complex intervention that performed cognitive tasks using the movement of the upper extremities through the VR program, and 10 people in the control group who received traditional occupational therapy. After the study intervention was applied 5 times a week, 30 minutes a day for a total of 8 weeks, LOTCA-G(Lowenstein Occupational Therapy Cognitive Assessment for Geriatric Population) and NIRSIT LITE were used to compare. RESULTS: Significant differences in cognitive function and brain activity were noted between the pre- test and post-test in the experimental group. Brain activity showed statistically significant differences in four channels of the working memory domain and one channel of the metacognitive domain (p < . 05). Comparative analysis of the difference between the two groups revealed statistically significant differences in cognitive function and brain activity. The brain activity showed statistically significant differences in three channels of the working memory domain and one channel of the metacognitive domain (p < .05). CONCLUSION: Through the results of this study, it was found that the complex intervention of performing cognitive tasks using upper extremity movements through the VR program had a positive effect on the cognitive function of patients with mild cognitive.

The Analysis of the "Idol Nurture" Pattern of the PRODUCE 101 Program (<창조 101> 프로그램의 아이돌 양성 모식 분석)

  • Li, Duruo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.37-46
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    • 2019
  • The PRODUCE 101 (Chinese version《创造101》) program is an "Idol Nurture" reality show bought by China's Tencent Video from the copyright of the Korean PRODUCE 101 program. The program's "Idol Nurture" pattern is concentrated in the four aspects of the "Semi-finished" training objects, the complementary nurturing goals, the key points of storytelling, and the extreme empowerment of training subjects. The "Idol Nurture" process is fully presented through the programming of the training processes inside entertainment companies, and the foregrounding of the back stages of the recording, trainees and entertainment companies. The "Idol Nurture" pattern of the program has attracted great attention and has been applauded by many because it better satisfies audiences' diversion utility, personal relation utility, and personal identity utility. This pattern of "Idol Nurture" program can provide insightful reference and valuable experience to the development of other reality talent shows.

Analysis of the difference between ideal and reality that whistle-blowing people experience: focus on phenomenological method (공익제보자들이 경험하는 이상과 현실의 차이: 현상학적 분석)

  • Hu, Sungho;Lee, Geunyoung;Jung, Taeyun
    • Korean Journal of Culture and Social Issue
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    • v.23 no.1
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    • pp.25-52
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    • 2017
  • The purpose of this study is to explore the motivation for, expectations of, consequences of, and attitudes toward whistle-blowing. that whistle-blowers experience in the whistle-blowing process, and clarify the difference between the ideal and reality. Fourteen official whistle-blowers were interviewed and qualitative data were analyzed based on phenomenological approach. As a result, motivational themes appeared such as professional spirit and personal values. They also tried to pursue public interest such as social changes as well as public support for them. In addition, the participants believed that the cultural characteristics of Korean society such as vertical collectivism are responsible for the gap between ideals and reality of whistle-blowing. In particular, They also suggested a few alternative for reducing the gap.