• Title/Summary/Keyword: VR(virtual Reality)

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Design and Implementation of Continuous Control for Household Electric Fan Speed for Virtual Reality Applications

  • Jonas John, Claud;Dae-Young, Na;Daseong, Han
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.518-528
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    • 2022
  • Virtual Reality (VR) has been widely used in various applications to generate realistic virtual environments. A sense of immersion can be increased by providing additional stimuli such as tactile sensation to VR contents. However, it is still challenging to provide a realistic feel for the wind blowing over the whole body by smoothly controlling the airflow. To address this issue, we employ a household electric fan as a wind generating device to provide users with wind experience in VR environments. The wind generating device targets the whole body to mimic the wind we feel outside in our daily life. To do so, we present a low-cost method to smoothly control household fan speed using an Arduino microcontroller. Here, we use the Sinusoidal Pulse Width Modulation (SPWM) technique to generate the sinusoidal voltage required to drive the fan motor. Our experimental results show how Variable Voltage Variable Frequency (VVVF) is implemented at a low cost using our method for household fan speed control. The results can be applied to various VR applications to enhance the sense of immersion by providing users with realistic wind.

Perception Survey of Virtual Reality Simulation with Malocclusion Models (부정교합 모델을 적용한 가상현실 시뮬레이션에 대한 인식조사)

  • Kim, Boram;Ryu, Jeeheon;Kim, Seonmi;Choi, Namki
    • Journal of the korean academy of Pediatric Dentistry
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    • v.48 no.3
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    • pp.302-312
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    • 2021
  • The purpose of this study was to develop prototype of virtual reality(VR) simulation with malocclusion models and evaluate its applicability. Task abilities, task completion time, and a satisfaction survey were compared between dentist trainees and dental students. Participants were instructed to observe virtual malocclusion models and then performed three tasks to diagnose the type of malocclusion, determine clinical findings and develop treatment plans. Their satisfaction with the simulation experience were evaluated using a questionnaire containing five questions. Task abilities of trainees related to clinical features and treatment plans were significantly higher than that of students(p < 0.01). In both groups, the task completion time for the second case was significantly reduced compared to that for the first case(p < 0.01). The satisfaction survey showed high scores and positive responses for this simulation in both groups. If the prototype of VR simulation is continuously advanced, it will be applicable for orthodontic education in pediatric dentistry.

Cases of Design and Implementation of Sports using Virtual Reality (가상현실을 이용한 스포츠 설계 및 구현 사례)

  • Jin, Hwa-Soo;Park, Jin-Gon;LEE, Yong-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.661-662
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    • 2017
  • 가상현실(VR)은 현실 세계를 인공적인 기술을 활용하여 실제로 얻기 힘든 경험이나 환경 등을 제공해 인체의 오감(시각, 청각, 후각, 미각, 촉각)을 자극함으로써 실제와 같이 체험하게 하는 기술로써 게임, 영화, 스포츠, 테마파크와 같이 엔터테인먼트 목적으로 개발되는 경우가 많다. 본 논문에서는 Oculus Touch 및 Oculus Rift를 이용한 VR(Virtual Reality) 올림픽 종목의 스포츠를 설계하고 구현한 시스템을 제안한다. 올림픽 종목 중에 인기종목인 양궁, 사격, 테니스, 탁구 총 4가지 종목으로 구성되어 있으며, 특히 AI를 이용한 경쟁을 통해 종목별 스코어(점수)를 평가함으로서 경쟁구도를 형성한다. 또한, 시각적인 자극을 통해 흥미를 이끌어내고 현실적인 환경을 구현함으로써 유저가 실제 현장에 있는 것 같은 느낌을 제공하며, 세계적인 올림픽 스포츠를 유저들이 직접 즐기고 느낄 수 있다.

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The Study of Promoting Method for VR Contents to Reduce Pain of Child Patient - Focusing on The Case Studies of VR Contents at Home and Abroad (아동의 통증 감소를 위한 VR 콘텐츠 활성화 방안 연구 - 국내·외 VR 콘텐츠의 사례 연구를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.167-176
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    • 2020
  • Meanwhile the service of public health are being improved and the patient-friendly medical environment is constructed due to the development of the medical industry, we need to take more concern for child patient's pain undergoing this change of the medical environment. Currently, pain of child patient is treated by both pharmacologic and non-pharmacologic method. The application of virtual reality(VR) is emerging as a kind of attention-conversion therapy among non-pharmacologic method both at home and abroad. This study has examined and analyzed the development cases and related studies of VR among the world. And derived 'Presence', 'Interactivity', 'Social Interaction', 'Customization', 'Embodiment' as characteristics to be considered in the clinical application of VR for children. Based on this, six measures are proposed to promote VR contents to reduce pain of child patient.

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.

A Study on the Effectiveness of Rehabilitation by Virtual Reality Program: Systematic Review (가상현실 프로그램을 사용한 재활치료의 효과성 연구: 체계적 고찰)

  • Park, Da-Sol;Shin, Ga-In;Woo, Ye-Shin;Park, Hae Yean
    • 재활복지
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    • v.22 no.3
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    • pp.209-224
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    • 2018
  • The purpose of this study is to provide a basic data about the virtual reality rehabilitation therapy to the occupational therapist in the domestic clinical field by systematically analyzing the types and effects of the rehabilitation therapy using the virtual reality program. Research articles were retrieved from January 2007 to December 2017 using the Research Information Sharing Service (RISS), Google Scholar, and Pubmed database. The main search terms were 'Virtual Reality AND Rehabilitation' and 'Virtual reality AND Effect'. Finally, 10 foreign studies were selected as the subjects of this study. Selected studies were organized using PICO (Patient, Intervention, Comparison, Outcome) format. The results were as follows: The subjects were divided into 4 types, stroke, brain tumor, Parkinson 's disease, and kidney disease. The tools used for arbitration were three IREX (30 %), two X-box Kinect (20 %), two Nintendo Wii (20 %), one [Existing tool + VR] (10 %), one [Mobile application + VR] (10 %). As a result of the intervention, improvement of function was observed in all 10 studies from overseas, and physical function was 24 times (66 %), mental function 6 times (17 %), cognitive function 5 times (14 %), Activity of daily living 1 time (10 %). this study could be used as a basic resource to enhance the professionalism and quality of rehabilitation services and expand the scope by organizing virtual reality-based rehabilitation and its effects.

Driving Performance Analysis of the Adaptive Cruise Controlled Vehicle with a Virtual Reality Simulation System

  • Kwon Seong-Jin;Chun Jee-Hoon;Jang Suk;Suh Myung-Won
    • Journal of Mechanical Science and Technology
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    • v.20 no.1
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    • pp.29-41
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    • 2006
  • Nowadays, with the advancement of computers, computer simulation linked with VR (Virtual Reality) technology has become a useful method for designing the automotive driving system. In this paper, the VR simulation system was developed to investigate the driving performances of the ASV (Advanced Safety Vehicle) equipped with an ACC (Adaptive Cruise Control) system. For this purpose, VR environment which generates visual and sound information of the vehicle, road, facilities, and terrain was organized for the realistic driving situation. Mathematical models of vehicle dynamic analysis, which includes the ACC algorithm, have been constructed for computer simulation. The ACC algorithm modulates the throttle and the brake functions of vehicles to regulate their speeds so that the vehicles can keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamics simulation with VR rendering. With the developed VR simulation system, several scenarios are applied to evaluate the adaptive cruise controlled vehicle for various driving situations.

Effective Engineering VR (Virtual Reality) Simulator Using Multi-Channel (다채널을 활용한 효율적인 엔지니어링 VR (Virtual Reality) 시뮬레이터)

  • Goh, Il-Du;Lee, Dong-Seop;Roh, Hyun-Jin;Hwang, Tae-Woo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2011.04a
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    • pp.652-655
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    • 2011
  • 건축, 구조, 기계, 전기, 토목, 조경 등 IT와 관련된 다양한 산업 분야에서는 각 산업의 기획, 생산, 운영등 단계별로 다양한 주제를 가지고 논의 및 시뮬레이션을 통하여 각 업체별로 의사를 개진해 나간다. 그러나 업종별 공정에 맞는 커뮤니케이션이 원활히 이루어져 나가기는 힘들다. 이러한 이유 중 가장 큰 부분은 데이터들이 다양한 뷰어(Viewer)들을 통하여 2차원적으로 보는 부분이 큰 비중을 차지하는 것에 비해 실제 결과물은 3차원적으로 다루어지고 있기 때문에 과정과 결과간의 격차로 인하여 벌어지는 문제가 크다. 각각 다양한 분야에서 생산되는 데이터들의 불확실성, 표현의 애매모호함으로 인하여, 이전 공정 단계에서 받은 데이터들을 현재의 공정 단계에 맞는 데이터로 변환되는 과정이 생긴다. 불필요한 과정들이 반복되는 사이 모든 공정이 지연되고, 많은 예산이 소모되는 등 많은 문제들이 발생되고 있다. 따라서 본 연구에서는 다채널을 활용한 VR 시뮬레이터로 몰입감을 높이고, 실제와 유사한 실감형 시뮬레이션으로 엔지니어링 VR 시뮬레이션이 가능함을 알 수 있었다. 향후에는 사용자의 용도와 목적에 따라 다양한 분야에서 활용의 범위가 넓을 것으로 기대되며, 많은 공간과 비용이 드는 현재의 다채널 시뮬레이터 형태를 보다 공간과 비용의 소모가 적고, 이동성을 갖춘 이동형 다채널 VR 시뮬레이터에 관한 연구가 필요하다.

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Virtual Reality Panorama System using Stitching Techniques and Depth-map (스티칭 기법과 깊이지도를 이용한 VR 파노라마 시스템)

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.544-546
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    • 2011
  • The popularization and development of 3D display makes common users easy to experience a solid 3D virtual reality, the demand for virtual reality contents are increasing. This paper proposes VR panorama system using vanishing point location-based depth map generation method. VR panorama using depth map gives an effect that makes users feel staying at real place and looking around nearby circumstances.

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Multiple GPU Scheduling for Improved Acquisition of Real-Time 360 VR Game Video (실시간 360 VR 스테레오 게임 영상 획득 성능 개선을 위한 다중 GPU 스케줄링에 관한 연구)

  • Lee, Junsuk;Paik, Joonki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.974-982
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    • 2019
  • Real-time 360 VR (Virtual Reality) stereo image acquisition technique based on game engine was proposed. However, GPU (Graphics Processing Unit) resource is not fully utilized due to bottlenecks. In this paper, we propose an improved GPU scheduling technique to solve the bottleneck of the existing technique and measure the performance of the proposed technique using the sample games of the commercial game engine. As a result, proposed technique showed an improvement of performance up to 70% and usage of GPU resources more evenly compared existing technique.