• Title/Summary/Keyword: Virtual Pet

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Synchronous Robot Simulator both on Virtual and Real Space for Quadruped Pet Robots (가상공간과 실공간의 동기화를 고려한 4족 애완 로봇 시뮬레이터 개발)

  • Kim, Hong-Seok;Yi, Soo-Yeong;Choi, Byoung-Wook
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.6
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    • pp.75-82
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    • 2010
  • In this paper, we developed a new MSRDS(Microsoft Robotics Developer Studio) simulator for a quadruped pet robot with synchronization of virtual and real robots. By using this simulator, it is possible to reduce time and cost for gait and motion design and it will help for commercialization of service pet robots. In the research point of view, the simulator can be used to examine the model differences between the virtual and the real robots. Since this simulator implements the coordinated control of the virtual and real robots, it can be used as an internet game using two remote pet robots.

Exploring the Effects of Passive Haptic Factors When Interacting with a Virtual Pet in Immersive VR Environment (몰입형 VR 환경에서 가상 반려동물과 상호작용에 관한 패시브 햅틱 요소의 영향 분석)

  • Donggeun KIM;Dongsik Jo
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.125-132
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    • 2024
  • Recently, with immersive virtual reality(IVR) technologies, various services such as education, training, entertainment, industry, healthcare and remote collaboration have been applied. In particular, researches are actively being studied to visualize and interact with virtual humans, research on virtual pets in IVR is also emerging. For interaction with the virtual pet, similar to real-world interaction scenarios, the most important thing is to provide physical contact such as haptic and non-verbal interaction(e.g., gesture). This paper investigates the effects on factors (e.g., shape and texture) of passive haptic feedbacks using mapping physical props corresponding to the virtual pet. Experimental results show significant differences in terms of immersion, co-presence, realism, and friendliness depending on the levels of texture elements when interacting with virtual pets by passive haptic feedback. Additionally, as the main findings of this study by statistical interaction between two variables, we found that there was Uncanny valley effect in terms of friendliness. With our results, we will expect to be able to provide guidelines for creating interactive contents with the virtual pet in immersive VR environments.

A Study on the Development of a Dog Fashion Show Program Using Metaverse (메타버스를 활용한 반려견 패션쇼 프로그램 개발 연구)

  • Jin-Beom, Pyeon;Hee-Eun, SunWoo;Yun-Seo, Hong;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.101-107
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    • 2023
  • The purpose of this study is to research and develop the concepts and functions of the Metabus dog fashion show. Currently, as the pet-related industry grows rapidly, the pet fashion industry is also naturally growing. However, unlike the fast-growing fashion industry, it was not enough to meet the needs of dog owners. Therefore, this study attempted to develop a metaverse dog fashion show by supplementing the problems that arise when purchasing existing pet clothes through metaverse. As a research method, first, a survey was conducted on the rise in the actual pet-related industry and the social trends of metaverse and virtual fashion shows. Second, the existing dog clothing purchase characteristics were examined through user demand analysis, and user needs were derived. Third, the appropriate form of content was established, and a new content consumption environment called metaverse was analyzed and derived. Finally, functions were derived and developed to give users satisfaction. In the future, it is necessary to study a clear payment system in connection with the actual dog clothing business based on this.

NATURAL INTERACTION WITH VIRTUAL PET ON YOUR PALM

  • Choi, Jun-Yeong;Han, Jae-Hyek;Seo, Byung-Kuk;Park, Han-Hoon;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.341-345
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    • 2009
  • We present an augmented reality (AR) application for cell phone where users put a virtual pet on their palms and play/interact with the pet by moving their hands and fingers naturally. The application is fundamentally based on hand/palm pose recognition and finger motion estimation, which is the main concern in this paper. We propose a fast and efficient hand/palm pose recognition method which uses natural features (e.g. direction, width, contour shape of hand region) extracted from a hand image with prior knowledge for hand shape or geometry (e.g. its approximated shape when a palm is open, length ratio between palm width and pal height). We also propose a natural interaction method which recognizes natural motion of fingers such as opening/closing palm based on fingertip tracking. Based on the proposed methods, we developed and tested the AR application on an ultra-mobile PC (UMPC).

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A Research on the Trends in the Development of Digital Content Related to Pets

  • DongHee Choi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.164-169
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    • 2024
  • The history of animals raised by humans began in prehistoric times, and in modern times they were classified as livestock and pets. As social awareness changes, the term 'companion animal' is used instead of 'pet', and related content has also become more diverse. Recently, digital contents such as virtual pet training, memorial space, and AI health diagnosis using metaverse and AI technology are developing. Developed digital content makes pet care convenient and provide emotional support and economic benefits to users. As technology develops and content becomes more diverse, the relationship between pets and humans will become closer in the future, and related laws and ethical guidelines will need to be established.

Importance of PET/CT Scan Use in Planning Radiation Therapy for Lymphoma

  • Milana, Mitric-Askovic;Marko, Erak;Miroslav, Latinovic;Tihomir, Dugandzija
    • Asian Pacific Journal of Cancer Prevention
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    • v.16 no.5
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    • pp.2051-2054
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    • 2015
  • Background: Radiation therapy is a key part of the combined modality treatment for Hodgkin's lymphoma (HL) and non-Hodgkin's lymphoma (NHL), which can achieve locoregional control of disease. The 3D-conformal radiation oncology can be extended-field (EFRT), involved-field (IFRT) and involved node (INRT). New techniques have resulted in a smaller radiation field and lower dose for critical organs such as lung heart and breast. Materials and Methods: In our research, we made a virtual simulation for one patient who was treated in four different radiotherapeutic techniques: mantle field (MFRT), EFRT, IFRT and INRT. After delineatiion we compared dose-volume histograms for each technique. The fusion of CT for planning radiotherapy with the initial PET/CT was made using Softver Xio 4.6 in the Focal program. The dose for all four techniques was 36Gy. Results: Our results support the use of PET/CT in radiation therapy planning. With IFRT and INRT, the burden on the organs at risk is less than with MFRT and EFRT. On the other hand, the dose distribution in the target volume is much better with the latter. Conclusions: The aim of modern radiotherapy of HL and NHL is to reduce the intensity of treatment and therefore PET/CT should be used to reduce and not increase the amount of tissue receiving radiation.

Extraction of the shape feature according to the risk area of the segmented tumor region based on the small-animal PET (소동물 PET기반 종양분할영역 위험구간변화에 따른 형태특성추출)

  • Lee Joung-Min;Kim Hyeong-Min;Kim Myoung-Hee
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.376-378
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    • 2006
  • 본 논문에서는 소동물 양전자방출단층촬영 영상(Positron Emission Tomography, PET) 내 종양영역을 자동분할하고 분할된 윤곽선주변의 기하학적 위험구간에 따른 종양의 형태특성을 분석하기 위한 방법을 제시한다. PET 영상내 검출된 종양영역의 신뢰성을 위해 위음성(False negative, FN) 및 위양성(False positive, FP)의 위험구간을 같이 제공하는 것이 필요하다. 따라서, 방사선 특이적 특성이 반영된 명암값을 기반으로 Fuzzy C-Means(FCM) 클러스터링을 수행하여 종양영역을 자동 분할한다. 분활된 종양영역의 위험구간은 클러스터 간 공유되는 영역의 소속값을 이용하여 위음성, 위양성을 계산한다. 또한, 임의의 소속값 임계치 변화를 통해 위험구간의 변화에 따른 종양의 형태적 특성변화를 관측한다. 이러한 지역적 변화의 관측을 통해 위험구간의 형태학적 위치를 판단할 수 있어 위험구간에 따른 추가적인 잔여 암의 위치 및 형태 파악을 용이하게 한다.

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A study on the development of virtual reality for disaster prevention in households living with companion animals (반려동물 동거가구의 재난예방을 위한 가상현실 개발 연구)

  • Han, Dong-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.583-589
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    • 2021
  • This study is a study on the development of virtual reality to prepare for the increase in disasters of households living with companion animals due to the increase of companion animals. The increase in single-person households and DINKs(Double Income, No Kid) along with the low birth rate and aging population is raising the risk of disasters caused by companion animals in particular. Among these disasters, there is an increase in the occurrence of fires primarily due to the raising of companion animals. Electric stove fires caused by pets are the most common fires. In particular, the frequency of electric stove fires caused by cats is the highest. Careful precautions by the owner are necessary to reduce fires caused by pets. Parenting of companion animals causes pet loss syndrome due to emotional exchange. There are injuries to pets in escalators and injuries to owners in elevators due to disasters caused by the owner's negligence. In order to reduce injuries on escalators and elevators, basic etiquette for using escalators and elevators with pets is required as basic etiquette. It is necessary to utilize virtual reality to reduce disasters caused by such companion animals. Virtual reality can be experienced without a physical space in advance training to overcome disasters, so real disaster cases can be experienced immersively. Therefore, learning how to reduce fires caused by companion animals, disasters caused by owner's negligence, and petloss syndrome through virtual reality will greatly contribute to disaster prevention and reduction of social costs.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

VR Companion Animal Communion System for Pet Loss Syndrome (펫로스 증후군을 위한 VR 반려동물 교감 시스템)

  • Choi, Hyeong-Mun;Moon, Mikyeong;Lee, Gun-ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.563-564
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    • 2021
  • 반려동물 보유 가구 수가 증가하면서 반려동물의 상실로 인한 펫로스 증후군을 호소하는 반려인 또한 증가하고 있다. 펫로스 증후군을 치유하기 위해 반려동물을 가상으로라도 만나서 평소에 하던 말과 행동을 할 수 있도록 하여 차츰 이별을 할 수 있도록 할 필요가 있다. 본 논문에서는 VR을 통하여 반려인이 3D로 모델링 된 반려동물과 직접 교감할 수 있는 시스템에 대한 연구 내용을 기술한다. 이 시스템을 통해 떠나보낸 반려동물과 평소와 같은 말과 행동을 할 수 있도록 도와주어 감정의 정화를 서서히 할 수 있도록 해준다.

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