• Title/Summary/Keyword: Virtual Screen

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Visualization of three-dimensional data with virtual reality (가상현실을 이용한 3차원 데이터 시각화)

  • Lee, Jae Eun;Ahn, Sojin;Jang, Dae-Heung
    • The Korean Journal of Applied Statistics
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    • v.30 no.3
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    • pp.345-362
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    • 2017
  • Various data visualization methods are utilized to analyze a huge amount of data. Among various methods, a three-dimensional image requires the rotation of the image to show a stereo image on a two-dimensional screen. This study discusses two methods of batch method and real-time method, which make it possible to construct of stereo images to improve the restriction of the three-dimensional image display with virtual reality. This investigation can be useful to better explore a three-dimensional data structure.

VR-based education system for inspection of concrete bridges

  • Miyamoto, Ayaho;Konno, Masa-Aki;Rissanen, Tommi
    • Computers and Concrete
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    • v.3 no.1
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    • pp.29-42
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    • 2006
  • In this study, a novel education system for inspection of concrete bridges is presented. The new education approach uses virtual reality (VR) and three-dimensional computer graphics (3DCG) in training engineers to become bridge inspection specialists. The slow time-dependent deterioration of concrete bridges can be reproduced on the computer screen in any chosen time frame, thus providing the trainees with illustrative and educative insight into the deterioration problem. In the proposed VR/3DCG approach a three-dimensional model of concrete bridge, including surfaces, viewpoints and walkthrough paths is created. With the help of this virtual bridge model, an experienced bridge inspection specialist teaches the different deterioration phenomena of concrete bridges to the trainees. The new system was tested, and the inspection results from the case bridge showed that in comparison with the traditional Japanese bridge inspection education system, the new system gives better results. In addition to the improvement of quality of bridge inspections, the new VR/3DCG system-based education brings along some other, more intangible benefits.

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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An Integrated Agent Control System Based on Virtual Reality and Mobile Environment (가상현실과 모바일 환경 기반의 통합 에이전트 제어 시스템)

  • Park, Joon-Hong;Byoun, Kwang-Ho;Seok, Jung-Ho;Ahn, Hyun-Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.27-30
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    • 2002
  • Recently, there are lots of concerning on the control of multi-agent control system and mixed reality integrating real and virtual environments. In this paper, an integrated agent control system based on mixed reality and mobile environment is proposed. The system consists of a manager, agents, a mapping module, a geographic information module, a WAP server, and a mobile manager. The manager has Hybrid Device Manager(HDM) working for revising images and position data of the agents to display that at the 3D virtual and mobile environments respectively. Especially, the images of the agent is translated to LBM format and displayed on the mobile phone, and the current position of the agent is displayed on the display screen, so that a user are able to control the agent when he is moving. Experimental results shows the proposed system lets us control the agents conveniently at a computer and a mobile phone.

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Optimization of optical design for Eye Glass Display using hybrid aspheric lens (Hybrid 비구면 렌즈를 이용한 Eye glass Display용 광학시스템의 최적화)

  • Kim, T.H.;Park, K.B.;Park, Y.S.;Kim, H.W.;Seok, J.M.;Moon, H.C.
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2005.05a
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    • pp.123-126
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    • 2005
  • Eye Glass Display (EGD) with microdisplay to realize the virtual display can make the large screen, so virtual image has been developed by using microdisplay panel. This paper shows study of low cost lens design and simulation for microdisplay system with 0.6"LCoS panel. Lens design optimized consider to spherical aberration, astigmatism, distortion, and chromatic aberration. Code V is used and it designed an aspheric lens about exit pupil 6mm, eye relief 20mm and 35 degree of field of view (FOV). With the application this aspheric lens to liquid crystal on silicon (LCOS) type's microdisplay, virtual image showed 50 inch at 2m. One side of the aspheric lens was constituted from diffractive optical element (DOE) for the improvement in a performance. It had less than 2.5% of distortion value and modulation transfer function in axial had 20% of resolution with 32 lp/mm spatial frequency. The optical system is suitable for display of 15.6 mm-diagonal with SVGA.

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A Real-Time Spatial DSS for Security Camera Image Monitoring

  • Park, Young-Hwan;Lee, Ook
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1998.10a
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    • pp.413-414
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    • 1998
  • This paper presents a real-time Spatial Decision Support System(SDSS) for security camera image monitoring. Other SDSSs are not real-time systems, i.e., they show the images that are already transformed into data format such as virtual reality. In our system, the image is broadcasted in real-time since the purpose of the security camera needs to do it in real-time. With these real-time images, other systems do not add up anything more; the screen just shows the images from the camera. However in our system, we created a motion detection system so that the supervisor(Judge) of a sec.urity monitoring system does not have to pay attention to it constantly. In other words, we created a judge advising system for the supervisor of the security monitoring system. Most of small objects do not need the supervisor's attention since they could be birds, cats, dogs, etc. if they show up in the screen image. In this new system the system only report the unusual change to the supervisor by calculating the motion and size of objects in the screen. Thus the supervisor can be liberated from the 24-hour concentration duty; instead he/she can be only alerted when the real security threat such as a big moving object like an human intruder appears. Thus this system can be called a real-time Spatial DSS. The utility of this system is proved mathematically by using the concept of entropy. In other words, big objects like human intruders increase the entropy of the screen images significantly therefore the supervisor must be alerted. Thus by proving its utility of the system theoretically, we can claim that our new real-time SDSS is superior to others which do not use our technique.hnique.

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A Photomontage Expression and an Effect in Fashion Illustration (패션일러스트레이션에서의 포토몽타주 표현방법과 효과)

  • Kwon Ji-Young;Yoo Young-Sun
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.49-58
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    • 2004
  • The purpose of this study is to develop a photomontage expression in order to express a characteristic personality and creativity of artists of effectively in fashion illustration. The results of this study were as follows : 1) Because of a fashion and a human body were the major subjects in fashion illustration, human body transformation and composition between a human body and heterogeneous objects by photomontage appeared with a lot of works. 2) Photomontage appeared with a parody in a truth recurrence differ from a visual art, a parody seemed to be a humor with recurrence image of the original and it appeared with the general public image and it is effective in message delivery. 3) It was a stopped screen. but photomontage was expressed through overlapping and reiteration was characteristic, and it appeared with movement. a direction, a speed and rhythm effectively. 4) One screen of general chapter was only to express limited meaning, but after screen of a lot of chapter, it was able to express that was borrowed and reconstructive with a lot of contents or different contents are more than before. 5) It is changed, and composited images have a multiple point of time, and it extend a space-time limit, visual limit and an expression enabled a multidimensional space-time. Moreover, photomontage neglects unique sincerity and fact of a photo by development and utilization of computer graphic. and it can get a screen effect to spread in the virtual world as abstraction and hyper-reality. Therefore, if various photomontage expression apply to fashion illustration works, it can overcome a limit of a visual expression. and it is able to become an important way for expanding a filed of expression and enhancement of a practical function gradually in fashion illustration

A Study on Trainer and Cover Recognition Algorithm for Posture Recognition of Virtual Shooting Trainer (가상 사격 훈련자 자세인식을 위한 훈련자와 엄폐물 인식 알고리즘 연구)

  • Kim, Hyung-O;Hong, ChangHo;Cho, Sung Ho;Park, Youster
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.298-300
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    • 2021
  • The Ministry of National Defense decided to build a realistic combat simulation training system based on virtual reality and augmented reality in accordance with the expansion of the scientific training system of "Defense Reform 2.0". The realistic combat simulation training system should be able to maximize the tension and training effect as in actual combat through engagement between trainers. In addition, it should be possible to increase the effectiveness of survival training at the same time as shooting training similar to actual combat through cover training. Previous studies are suitable techniques to improve the shooting precision of the trainee, but it is difficult to practice bilateral engagement like in actual combat, and it is particularly insufficient for combat shooting training using cover. Therefore, in this paper, we propose a S/W algorithm for generating a virtual avatar by recognizing the shooting posture of the opponent on the screen of the virtual shooting trainer. This S/W algorithm can recognize the trainer and the cover based on the depth information acquired through the depth sensor and estimate the trainer's posture.

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An Efficient Location Based Service based on Mobile Augmented Reality applying Street Data extracted from Digital Map (도로 데이터를 활용한 모바일 증강현실 기반의 효율적인 위치기반 서비스)

  • Lee, Jeong Hwan;Jang, Yong Hee;Kwon, Yong Jin
    • Spatial Information Research
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    • v.21 no.4
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    • pp.63-70
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    • 2013
  • With the increasing use of high-performance mobile devices such as smartphones, users have been able to connect to the Internet anywhere, anytime, so that Location Based Services(LBSes) have been popular among the users in order to obtain personalized information associated with their locations. The services have advanced to provide the information realistically and intuitively by adopting Augmented Reality(AR) technology, where the technology utilizes various sensors embedded in the mobile devices. However, the services have inherent problems due to the small screen size of the mobile devices and the complexity of the real world environment. Overlapping contents on a small screen and user's possible movement should be taken into consideration in displaying the icons on objects that block user's environment such as trees and buildings. The problems mainly happen when the services use only user's location and sensor data to calculate the position of the displayed information. In order to solve the problems, this paper proposes a method that applies street data extracted from a digital map. The method uses the street data as well as the location and direction data to determine contents that are placed on both sides of a virtual street which augments the real street. With scrolling the virtual street, which means a virtual movement, some information far away from the location of the user can be identified without user's actual movement. Also the proposed method is implemented for region "Aenigol", and the efficiency and usefulness of the method is verified.

The Effect of Presence for Virtual Reality Sports Use Activation on Participation Satisfaction (가상현실 스포츠 이용 활성화를 위한 프레즌스이 참여만족에 미치는 영향)

  • Lee, Seung-Do;Lim, Kwan-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.79-94
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    • 2020
  • The purpose of this study is to analyze the difference in the effect of presence for the activation of virtual reality sports on participation satisfaction, to suggest continuous screen golf exercise participation, and to provide empirical and academic data for the development of the entire virtual reality sports market. To achieve this purpose, the survey period was from March 13 to May 13, 2020, with five researchers and assistants. The purpose of this study and the questionnaire were fully explained to consumers who experienced screen golf directly, and 247 questionnaires were used as the final valid sample by making a questionnaire with self-administration method. The data processing method was the statistical program Windows SPSS 18.0. First, factor analysis and reliability analysis, second, frequency analysis mean(M) and standard deviation(SD), third, Scheffe analysis among t-test and One-way ANOVA analysis, fourth, correlation analysis between variables and multiple regression analysis were conducted. The results of this study through these methods and procedures are as follows. First, there was a significant difference in participation satisfaction of presence in gender, and participation period of general characteristics. Second, there was a high difference in social presence, social self-reliance, and Ego, which are sub-factors of Presence, in social satisfaction, psychological satisfaction, and physical satisfaction. Third, the sub-factors of Presence, Social Presence, Social Self-Reliance, and Ego, were found to have a high effect on the sub-factors of Participation Satisfaction, Social Satisfaction, and Psychological Satisfaction.