• Title/Summary/Keyword: Virtual display

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Development of a Smartphone based Photo-realistic Virtual Reality Exposure Therapy System (스마트폰을 이용한 사진 기반 가상 현실 노출 치료 시스템 개발 및 시험적 적용)

  • Park, Jonghyeon;Park, Jin-young;Kim, Kwanguk Kenny
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.75-87
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    • 2016
  • Virtual reality exposure therapy (VRET) has been used for a several decades. However, we are not aware any studies that used a smart-phone based virtual reality techniques. In this study, we suggested a new smart-phone based VRET that included photorealistic techniques. We also evaluated the current system with 32 healthy participants, and results suggested that the current system evoked different emotional valences in indoor/outdoor and familiar/unfamiliar environments. The meaning of current results and potential applications of VRET were discussed.

The effectiveness of HMD-based virtual environments through 3D camera for hotel room tour

  • Kim, Ki Han;Lee, Junsoo;Koo, Choongwan;Cha, Seung Hyun
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.117-121
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    • 2020
  • Many of hotel customers obtain information from hotel websites to find the best alternative. One of the crucial information for the choice is spatial/visual information of hotel rooms. However, hotel website provides photographs only showing representative room features that may not be sufficient to give a full understanding of hotel room to customers. HMD-based 3D virtual environments (HVE) created by 3D camera could improve customers' experiences of hotel rooms by providing full virtual tours of hotel rooms. However, to the best of our knowledge, whether HVE can adequately provide similar customers' perception on spatial/visual information remains unproven as physical hotel rooms. The present study thus aims to verify how similar and reliable information on physical hotel room HVE provides to hotel customers in comparison with hotel website with 2D photograph and display-based 3D virtual environment. For this purpose, this study conducted a comparative experiment to investigate perception of three environments. As a result, the study found that HVE is more effective to provide spatial/visual information as similar as an actual hotel room. In addition, HVE increases customers' perceptions towards the reliability of information, the quality of hotel room and intention to book.

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The Interactive Virtual Space with Scent Display for Song-Do Tomorrow-City Experience Complex (향 디스플레이가 가능한 송도 Tomorrow-city 체험관의 상호작용 가상공간)

  • Kim, Jeong-Do;Park, Sung-Dae;Lee, Jung-Hwan;Kim, Jung-Ju;Lee, Sang-Goog
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.4
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    • pp.585-593
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    • 2010
  • Recently, we designed an interactive virtual space for the multi-purpose hall in Songdo Future City, located in Incheon, Korea. The goal of the design is to make a virtual space that is flexible and can be adjusted thanks to its unfixed seats in order to accommodate different and unspecified audience sizes. Virtual images are interactively adjusted according to the distance, position and size of audiences, information about which is detected by 9 photo sensors. To increase the sense of immersion, intensity and reality, we utilized the technology of scent display that can create appropriate scents to match the images on the screen. The intensity and persistence of scents were determined by the size, distance and position of audiences. The virtual image contains background images and reactive images. The background images repeatedly project images of spring, summer, autumn and winter. The reactive images consist of small portraits or pictures or icons that define or characterize the season types, and these are added to the background image according to the distance, position and size of the audiences.

A Portable Head Up Display System with A Multi Windows for Vehicles (다중 화면으로 구성된 차량용 헤드업 디스플레이에 대한 연구)

  • Chi, Yongseok
    • Journal of Broadcast Engineering
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    • v.20 no.6
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    • pp.928-937
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    • 2015
  • A portable head up display (HUD) using the optical combiner lens with a 0.47inch LCD panel for a portable multi-windows virtual display is proposed. The proposed system consists of several micro panels, optical devices, and RGB 3in1 light-emitting diodes (LED) for making the full color display, and video and audio format for the high definition multimedia interface (HDMI) for the connecting between HUD and mobile phone. The multi-windows HUD is designed as an alternative to conventional built-in type HUD targeting the mass volume aftermarket at an affordable price.

Multi-modal Sense based Interface for Augmented Reality in Table Top Display (테이블 탑 디스플레이 기반 증강현실 구현을 위한 다중 감각 지원 인터페이스)

  • Jeong, Jong-Mun;Yang, Hyung-Jeong;Kim, Sun-Hee
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.708-716
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    • 2009
  • Applications which are implemented on Table Top Display are controlled by hands, so that they support an intuitive interface to users. Users feel the real sense when they interact on the virtual scene in Table Top Display. However, most of conventional augmented reality applications on Table Top Display satisfy only visual sense. In this paper, we propose an interface that supports multi-modal sense in that tactile sense is utilized for augment reality by vibrating a physical control unit when it collides to virtual objects. Users can feel the collision in addition to visual scene. The proposed system facilitates tactile augmented reality through an air hockey game. A physical control unit vibrates when it receives virtual collision data over wireless communication. Since the use of tabletop display environment is extended with a tactile sense based physical unit other than hand, it provides a more intuitive interface.

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Compact See-though Near to Eye Display with Diffractive Optical Elements

  • Levola, Tapani
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08b
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    • pp.1749-1752
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    • 2007
  • The Near to Eye Display (NED) solves the problem of having a display larger than a small portable device. The virtual image of the NED is created using a microdisplay and imaging optics. It is important that the optics does not interfere with the human visual system and that the device is light, compact and easy to wear. In this paper the principles of a biocular NED, which is based on a novel diffractive Exit Pupil Expander (EPE), are presented. The optical system is compact and intrinsically free from distortions and misalignments.

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CoDisplay : A Conference Tool Based on VNC for Utilizing Wide Display Devices (CoDisplay : 대형 디스플레이 장치를 활용하기 위한 VNC 기반회의도구)

  • Lee, Tae-Ho;Park, Ji-Hye;Lee, Ki-Hoon;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.8
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    • pp.1666-1672
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    • 2009
  • Since wide display devices have recently become popular for communication activity, it is desirable for effective communication to share those displays in an efficient way. VNC(Virtual Network Computing) is a desktop sharing software, which transmits the desktop screen and the related events to other computers on different places. So, through VNC, it is possible for more than two users to share the same desktop screen at the same time. But it is very cumbersome to share wide display devices through the functions currently supported by VNC. In this paper, we describe the development of CoDisplay which is a VNC-based conference tool for efficient sharing of a wide display device. Conference participants connect to the wide display device through the associated network address, and transmit their desktop screen to the device. The control functions for the participants support the division of the display screen for multiple desktop screens and the switchover of desktop screens.

Portable Projection-Based Display System (휴대형 프로젝션 기반의 디스플레이 시스템)

  • Oh, Ji-Hyun;Lee, Moon-Hyun;Park, Han-Noon;Kim, Jae-Soo;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.12 no.2
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    • pp.137-147
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    • 2007
  • Projection-based augmented reality (AR) system refers to the system that accurately project high quality virtual information at the user-specified area by using the projector. Most of projection-based AR systems use the display device to support high quality and wide screen for increasing the user-immersion. Furthermore, they are implemented on the desktop environment due to the computational complexity. However, these projection-based AR systems are not suited as a mobile system and thus it may be inconvenient in the user point of view. Fortunately, Miniaturization of projectors and improved capacity of the mobile processor allowed the mobile AR system to be convenient. The limitation of established mobile AR system is that it uses small display screen which does not support high-resolutions and thus it may reduce the user-immersion into the system. In this paper, we propose portable projection-based display system, which overcomes the limitations of both projection-based and mobile-based AR systems. We have conducted the user evaluation to verify the effectiveness and the utmost capacity of the system.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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