• Title/Summary/Keyword: Virtual Screen

Search Result 216, Processing Time 0.025 seconds

Reduction of Simulation Number for Ship Handling Safety Assessment (선박운항 시뮬레이터 실험조건 축소화 연구)

  • Kwon, S.H.;Oh, H.S.
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.35 no.1
    • /
    • pp.101-106
    • /
    • 2012
  • Ship handling simulator is a virtual ship navigating system with three dimensional screen system and simulation programs. FTS simulation can produce theoretically infinite experiment tests without time constraint, but which results in collecting determinstic observations. RTS simulation can collect statistical observations but has disadvantage of spending at least 30 minutes for a single experiment. The previous studies suggested that the number of experiment conditions to be tested could be reduced to obtain random data with RTS simulation by focusing on highly difficult experiment condition for ship handling. It has the limitation of not estimating the distribution of ship handling difficulty for the route. In this paper, similarity and clustering analysis are suggested for reduction methodology of experiment conditions. Similarity of experiment conditions are measured as follows: euclidean distance of ship handling difficulty index and correlation matrix of distance differences from the designed route. Clustering analysis and multi-dimensional scaling are applied to classify experiment conditions with measured similarity into reducing the number of RTS simulation conditions. An empirical result on Dangin harbor is shown and discussed.

A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
    • /
    • v.2 no.1
    • /
    • pp.26-37
    • /
    • 2015
  • A lot of researchers have been investigating interactive portable projection systems such as a mini-projector. In addition, in exhibition halls and museums, there is a trend toward using interactive projection systems to make viewing more exciting and impressive. They can also be applied in the field of art, for example, in creating shadow plays. The key idea of the interactive portable projection systems is to recognize the user's gesture in real-time. In this paper, a vision-based shadow gesture recognition method is proposed for interactive projection systems. The gesture recognition method is based on the screen image obtained by a single web camera. The method separates only the shadow area by combining the binary image with an input image using a learning algorithm that isolates the background from the input image. The region of interest is recognized with labeling the shadow of separated regions, and then hand shadows are isolated using the defect, convex hull, and moment of each region. To distinguish hand gestures, Hu's invariant moment method is used. An optical flow algorithm is used for tracking the fingertip. Using this method, a few interactive applications are developed, which are presented in this paper.

Internet of Things and Game as Described in the Case of Overseas (해외 사례로 살펴본 사물인터넷과 게임)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.05a
    • /
    • pp.465-466
    • /
    • 2015
  • Recently Internet of things(IoT) industry has grown, Giant company of the world, have developed a variety of equipment using this. Several things are to be able to enjoy the game of devices have been developed game that play with the device has been released. This paper aims to derive the necessary element for the game development around IoT equipment. In this study, we investigated several cases using IoT device that have been released and have been developed abroad, literature related to game development reviewed. As a result, majority case using in game field, it appeared by using virtual reality that supported the 3D screen using a head-mounted display, in addition, have been released motion-based game.

  • PDF

A Study on Projective Calibration for Arbitrary Display Surface using Digital Moire Method. (Digital Moire를 이용한 임의의 영사면에 대한 투영보정에 관한 연구)

  • 유원재;김도훈;강영준;백성훈
    • Proceedings of the Korean Society of Precision Engineering Conference
    • /
    • 2003.06a
    • /
    • pp.292-295
    • /
    • 2003
  • Moire topography method is a well-known non-contacting 3-D measurement method. the automatic 3-D measurement by moire topography has been required since the method was frequently applied to the engineering and medical fields. 3-D measurement using digital projection moire topography is very attractive because of its high measuring speed and high sensitivity. In this study, digital two-wavelength phase shilling moire is applied to the entertainment fields. recently. as promoting the growth of the VR-Game, display devices which attract public attention such as HMD or Projector are being appeared in order to deliver effectively the absorption sense. this study realized the Auto-calibrating system for arbitrary display surface using digital moire method which satisfied the shape measurement of display surface and the request of FOV(Field of View) output. also when large screen wasn't prepared, this auto-calibrating system was applied to enjoy games or movies at home with a projector and walls

  • PDF

Nonlinear Sound Amplification and Directivity Due to Underwater Bubbles (수중 기포에 의한 비선형 음파의 증폭과 지향성)

  • 김병남;최복경;윤석왕
    • The Journal of the Acoustical Society of Korea
    • /
    • v.22 no.4
    • /
    • pp.250-260
    • /
    • 2003
  • Since a bubble in water is a highly nonlinear acoustic scatterer, the acoustic scattered waves from underwater bubbles show highly nonlinear acoustic properties. These acoustic scattered waves can be observed at the second or higher harmonics as well as at the fundamental primary frequency of incident acoustic wave. When two primary acoustic waves of different frequencies are incident on a bubble, the acoustic scattered waves can be also observed at the sum and the difference frequencies of the primary waves. In this study, when the two primary acoustic waves were incident on a bubble screen in water, we observed that the amplitude of difference frequency wave was amplified by the bubble nonlinearity and its directivity was oriented in the propagation directions of primary waves. The directivity of scattered difference frequency wave was analyzed as a coherent scattering for virtual source by using the directivity of the primary acoustic wave.

Analysis and Design of Connected Car Infotainment System (커넥티드카 인포테인먼트 시스템의 분석 및 설계)

  • Cho, Byung-Ho;Ahn, Heui-Hak
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.17 no.5
    • /
    • pp.17-23
    • /
    • 2017
  • A connected car's major factor is connectivity and it can be applied for new concept smart PC hardware and software design method of digital virtual assistance using voice recognition engine at server when infotainment functions are implemented because internet connecting LTE or 5G wireless mobile communication is always is possible. In this paper, a hardware architecture of smart auto-PC and software architecture based on GENIVI platform, and necessary functions are proposed. Also an effective analysis and design method of connected car infotainment system will be presented by showing user requirement analysis using object-oriented method, flowchart and screen design.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
    • /
    • v.31 no.4
    • /
    • pp.577-583
    • /
    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

An Efficient Feature Point Extraction and Comparison Method through Distorted Region Correction in 360-degree Realistic Contents

  • Park, Byeong-Chan;Kim, Jin-Sung;Won, Yu-Hyeon;Kim, Young-Mo;Kim, Seok-Yoon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.1
    • /
    • pp.93-100
    • /
    • 2019
  • One of critical issues in dealing with 360-degree realistic contents is the performance degradation in searching and recognition process since they support up to 4K UHD quality and have all image angles including the front, back, left, right, top, and bottom parts of a screen. To solve this problem, in this paper, we propose an efficient search and comparison method for 360-degree realistic contents. The proposed method first corrects the distortion at the less distorted regions such as front, left and right parts of the image excluding severely distorted regions such as upper and lower parts, and then it extracts feature points at the corrected region and selects the representative images through sequence classification. When the query image is inputted, the search results are provided through feature points comparison. The experimental results of the proposed method shows that it can solve the problem of performance deterioration when 360-degree realistic contents are recognized comparing with traditional 2D contents.

Effect of Horse Riding Simulator Exercise on Thickness of Transverse Abdominis in Healthy Adults

  • Park, JaeHyo;Kim, YoungMi
    • The Journal of Korean Physical Therapy
    • /
    • v.31 no.2
    • /
    • pp.111-116
    • /
    • 2019
  • Purpose: This study examined the effects of horse riding simulator exercise on the thickness changes in the transverse abdominis in normal adults. Methods: Forty-five healthy adults were recruited and randomized to a horseback riding simulation exercise group (n=15), a sling exercise group (n=15), and a trunk stabilization exercise group (n=15). A horseback riding simulator offers the indoor experience of horseback riding and mimics the rhythmic movement of horseback riding, thereby provided a virtual environment, such as riding a real horse on the front screen. The velocity of the horse riding simulator exercise was regulated within the subject's ability to control the exercise on the horse riding simulator. A sling exercise group performed sling exercise under the inspection of the experimenter. In the trunk stabilization exercise group, the subjects were instructed to perform the exercise accurately and pause the session when pain occurred during the intervention. The subjects in each group carried out the interventions three times per week for six weeks. The thickness of the transverse abdominis was measured using a pressure biofeedback unit and the ultrasound. Results: Significant differences in the thickness of transverse abdominis within the groups were observed between before and after the interventions. On the other hand, there were no differences in the parameters among the groups. Conclusion: Horse riding simulator exercise can be an alternative to trunk stabilization exercise by increasing the thickness of the transverse abdominis in healthy adults.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.23-32
    • /
    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.