• Title/Summary/Keyword: Virtual Interface

Search Result 815, Processing Time 0.028 seconds

Virtual Environments and Haptics for Ankle Rehabilitation (발목재활을 위한 가상환경 및 햅틱스)

  • 류제하;송현식;윤정원;최형진;차종은;임길병;나영무;이기석;김현빈
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.9 no.8
    • /
    • pp.577-584
    • /
    • 2003
  • Traditional ankle rehabilitation procedures are tedious, repetitive, and require therapist's help. Therefore, they do not provide patients with good motivation to actively participate in the rehabilitation exercises. In addition, objective diagnosis and evaluation of the treatment progress have been difficult because records of exercise history are made by passive instruments from time to time. The virtual reality technology can make these procedures more fun so that patients can perform everyday rehabilitation exercises more actively. Moreover, haptics technology can give active resistance to the patients ankle motion to improve strength of muscles as well as can record ankle's motion and force histories for objective diagnosis and evaluation. This paper summarizes development of a virtual environment fur reforming the conventional ankle rehabilitation procedures. First of all, conventional rehabilitation procedures have been summarized. Secondly, haptic design and control, user interface design, virtual environment contents design are described. Lastly, mutual cooperation among many developers including medical doctors and therapists and future works are commented.

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.1
    • /
    • pp.446-467
    • /
    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

Construction of Database for Deep Learning-based Occlusion Area Detection in the Virtual Environment (가상 환경에서의 딥러닝 기반 폐색영역 검출을 위한 데이터베이스 구축)

  • Kim, Kyeong Su;Lee, Jae In;Gwak, Seok Woo;Kang, Won Yul;Shin, Dae Young;Hwang, Sung Ho
    • Journal of Drive and Control
    • /
    • v.19 no.3
    • /
    • pp.9-15
    • /
    • 2022
  • This paper proposes a method for constructing and verifying datasets used in deep learning technology, to prevent safety accidents in automated construction machinery or autonomous vehicles. Although open datasets for developing image recognition technologies are challenging to meet requirements desired by users, this study proposes the interface of virtual simulators to facilitate the creation of training datasets desired by users. The pixel-level training image dataset was verified by creating scenarios, including various road types and objects in a virtual environment. Detecting an object from an image may interfere with the accurate path determination due to occlusion areas covered by another object. Thus, we construct a database, for developing an occlusion area detection algorithm in a virtual environment. Additionally, we present the possibility of its use as a deep learning dataset to calculate a grid map, that enables path search considering occlusion areas. Custom datasets are built using the RDBMS system.

A New Navigation/Traveling Method in Virtual Environment (가상공간에서 새로운 이동기법에 관한 연구)

  • 권태욱;최윤철
    • Journal of Korea Multimedia Society
    • /
    • v.3 no.3
    • /
    • pp.224-233
    • /
    • 2000
  • An important feature of virtual reality is the facility for the user to move around a virtual environment in a natural and easily controlled manner, Navigation. Navigation involves changing the perspective of the user in the virtual environment (VE). Natural locomotion methods are able to contribute to a sense of presence and reality. This paper focuses on the navigation method in the virtual environment, one of the major interfaces for the interactivity between human and virtual environments in virtual reality circumstances and worlds. It proposes a new navigation method: Intelligent Cruise-Control Navigation (ICCN), which provides a natural and user-centered navigation method in virtual environment and can improve the reality and the presence. Intelligent Cruise-Control Navigation is composed of three major phases: Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The ICCN can reduce the user's fatigue and improve the user's presence and reality in the virtual environment. Through the experimental study it has been determined that the ICCN will be a natural, straightforward, and useful interface in VE.

  • PDF

Design and Implementation of Interface Middleware for Improved Portability on General Operating System (범용 운영체제의 이식성 향상을 위한 인터페이스 미들웨어 설계 및 구현)

  • Kim, Yeon-Il;Lee, Sang-Gil;Lee, Seung-Il;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.4
    • /
    • pp.17-28
    • /
    • 2015
  • The applications program that running on Operating System has high dependence. Because environment of OS and standard libraries that supports are different. For those reason, Applications that perform the same function should be implemented in accordance with the new operating system. This results in a temporal and economic waste not only in subsequent maintenance of application but also in management. Even though, to solve this problem Cygwin or MinGW has been distributed, they do not support the portability of the application but provide a virtual environment and the tool. Therefore, in this paper, we design the wrapper format interface middleware using the POSIX and standard C library to support the application performing the same function on virtual environment and without code modification. The middleware can be selectively loading the API that is classified by basic and extend. This allows to managing the application size efficiently. Also, perform the comparative experiments and performance evaluation for application, on equipped with the Interface Middleware Linux, Unix, Windows and on Cygwin.

VIA-Based PC Cluster System for Efficient Information Retrieval (효율적인 정보 검색을 위한 VIA 기반 PC 클러스터 시스템)

  • Kang, Na-Young;Chung, Sang-Hwa;Jang, Han-Kook
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.29 no.10
    • /
    • pp.539-549
    • /
    • 2002
  • PC cluster-based Information Retrieval (IR) systems improve their performances by parallel processing of query terms using cluster nodes. However TCP/IP based communication used to exchange data between cluster nodes prevents the performance from being improved further. The user-level communication mechanisms solve the problem by eliminating the time-consuming kernel access in exchanging data between cluster nodes. The Virtual Interface Architecture (VIA) is one of the representative user-level communication mechanisms which provide low latency and high bandwidth. In this paper, we propose a VIA-based parallel IR system on a PC cluster. The IR system is implemented using the following three communication methods: Sealable Coherent Interface (SCI) based VIA, MPI on SCI based VIA, MPI on Fast Ethernet based VIA. Through experiments, the performances of the three methods are analyzed in various aspects.

Implementation of a security system using the MITM attack technique in reverse

  • Rim, Young Woo;Kwon, Jung Jang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.6
    • /
    • pp.9-17
    • /
    • 2021
  • In this paper, we propose a reversely using the "Man In The Middle Attack" attack technique as a way to introduce network security without changing the physical structure and configuration of the existing network, a Virtual Network Overlay is formed with only a single Ethernet Interface. Implementing In-line mode to protect the network from external attacks, we propose an integrated control method through a micro network security sensor and cloud service. As a result of the experiment, it was possible to implement a logical In-line mode by forming a Virtual Network Overlay with only a single Ethernet Interface, and to implement Network IDS/IPS, Anti-Virus, Network Access Control, Firewall, etc.,. It was possible to perform integrated monitor and control in the service. The proposed system in this paper is helpful for small and medium-sized enterprises that expect high-performance network security at low cost, and can provide a network security environment with safety and reliability in the field of IoT and embedded systems.

LCD Module Initialization and Panel Display for the Virtual Screen of LN2440SBC Embedded Systems (LN2440SBC 임베디드 시스템의 가상 스크린을 위한 LCD 모듈 초기화 및 패널 디스플레이)

  • Oh, Sam-Kweon;Park, Geun-Duk;Kim, Byoung-Kuk
    • Journal of Advanced Navigation Technology
    • /
    • v.14 no.3
    • /
    • pp.452-458
    • /
    • 2010
  • In case of an embedded system with computing resource restrictions such as system power and cpu, the overhead due to displaying data on the computer screen may have a significant influence on the system performance. This paper describes an initialization method for LCD-driving components such as an ARM Core, an LCD controller, and an SPI(serial peripheral interface). It also introduces a pixel display function and a panel display method using virtual screen for reducing the display overhead for an LN2440SBC system with an ARM9-based S3C2440A microprocessor. A virtual screen is a large space of computer memories allocated much larger than those needed for one-time display of an image. Displaying a specific region of a virtual screen is done by assigning it as a view-port region. Such a display is useful in an embedded system when concurrently running tasks produce and display their respective results on the screen; it is especially so when the execution result of each task is partially modified, instead of being totally modified, on its turn and displayed. If the tasks running on such a system divide and make efficient use of the region of the virtual screen, the display overhead can be minimized. For the performance comparison with and without using the virtual screen, two different images are displayed in turn and the amount of time consumed for their display is measured. The result shows that the display time of the former is about 5 times faster than that of the latter.

A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.49-56
    • /
    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.5
    • /
    • pp.626-637
    • /
    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.