• 제목/요약/키워드: Virtual reality(VR)

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A Study of 'Hear Me Later' VR Content Production to Improve the Perception of the Visually-Impaired (시각 장애인에 대한 인식 개선을 위한 'Hear me later' VR 콘텐츠 제작 연구)

  • Kang, YeWon;Cho, WonA;Hong, SeungA;Lee, KiHan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.99-109
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    • 2020
  • This study was conducted to improve the education method for improving perception awareness of the visually-impaired. 'Hear me later' was designed and implemented based on VR content that allows the visually-impaired experience in the eyes and environment. The main target is from middle and high school students to adolescents in their twenties. It is consisted of a student, the user's daily life with waking up at home in the morning, going to school, taking classes at school, and disembarking home late in the dark. In addition, 10 quests are placed on each map to induce users' participation and activity. These quests are a daily activity for non-disabled people, but it is an activity to experience uncomfortable activity for visually impaired people. In order to verify the effect of 'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre and post evaluation of VR contents experience. In order to verify the effect of'Hear me later', 8 participants in their early teens to early 20s' perception of visually impaired people was measured through pre-post evaluation of VR experiences. As a result, it was found that in the post-evaluation of VR contents experience, the perception of the visually impaired was increased by 30% compared to the pre-evaluation. In particular, misunderstandings and changes in prejudice toward the visually impaired were remarkable. Through this study, the possibility of a VR-based disability experience education program that can freely construct space-time and maximize the experience was verified. In addition, it laid the foundation to expand it to various fields of improvement of the disabled.

Brain Mechanisms about cognition a virtual avatar when we shake hands with the virtual avatar ; a preliminary study (가상의 아바타와 악수 시 아바타의 인지와 관련된 뇌 메커니즘 - 선행연구)

  • Lee, Hyeong-Rae;Ku, Jeong-Hun;Lee, Won-Ho;Han, Ki-Wan;Park, Jin-Sick;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.651-655
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    • 2008
  • It provides a three-dimensional virtual experience consisting of information presented to and perceived by the senses of the user. Recently, the advent of a virtual avatar, which mimics the appearance and behavior of humans, enable that the virtual reality (VR) can provide not only a virtual space but also a virtual society to be interact with a virtual avatar which represents humans. But, it is impossible that the user directly interacts with the VE in previous studies, though direct interactions occur in real social relationship. Therefore, In this study, we know that the cognition about a avatar when the user directly interacts with the virtual avatar in the VE. In order to investigate this purpose, we performed a fMRI study using VE that a avatar accept or reject the user's offer when the user offer his (or her) hand to a avatar. In result of questionnaire about the user's feeling by avatar's action, the user feels about avatar's acceptance action that the avatar acts positively and suitably. In contrast the user feels about avatar's rejective action that the avatar acts negatively and disapprovingly. In result of fMRI analysis, the primary visual area, the visual association area, the SMA, the premotor area, the cerebellum and etc, activate in common with the other avatar's acceptance action and rejective action. The results show that the subject recognizes not only avatars as social objects but also avatar's action as socially meaningful action. In other words, it is possible to transfer social context and emotion through avatar's action.

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Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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A HMD VR data transmission solution by using strip LED attached Window Signage

  • Kim, Seung-Kyun;Woo, Deok-Gun;Park, Young-Ki;Im, Sang-Il;Timur, Khudaybergenov;Ku, Kyung-Hwan;Cha, Jae-Sang
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.11-17
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    • 2020
  • This paper proposed the design of a new window signage system architecture, which utilized a window of a building, with attached LED for visible light communication. In this paper, the proposed method using the LED strip to transmit light data and receive the data through a HMD with a smart device camera. The LED strip attached to the existing building window, as a part of semi-transparent signage. Semi-transparent signage based on a controllable LED strip-modules and attached to the window used to provide entertainment contents and the information service to people through optical camera communication (OCC) as well. Also, this work suggests using the camera supplied Head Mounted Device (HMD) as an OCC receiver. The LED attached window signage system structure described in this paper can be utilized in various buildings infrastructure like house, shopping areas, industrial building, etc.

Research on EEG-based minimization plan of motion sickness (EEG 기반의 어지럼증 최소화 방안에 관한 연구)

  • Seo, Hyeon-Cheol;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.1
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    • pp.1-8
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    • 2019
  • Motion sickness is dizziness symptom that occurs when movement detected in the vestibular organ and movement detected visually are collide with each other. When dizziness occurs, user complains of symptoms such as nausea and vomiting, sense of direction abnormality, and fatigue. These causes of dizziness are various and difficult to differentiate and treat the symptoms. Especially, among the types of dizziness VIMS(Visually Induced Motion Sickness) is a problem to solve in developing VR industry. These VIMS analysis can be done through user's vital signs measurement and feature analysis, and EEG characteristics analysis. Therefore, this paper is discuss the minimization of motion sickness caused by visual information based on EEG signal and present research trends related to it.

Local Differential Pixel Assessment Method for Image Stitching (영상 스티칭의 지역 차분 픽셀 평가 방법)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.775-784
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    • 2019
  • Image stitching is a technique for solving the problem of narrow field of view of a camera by composing multiple images. Recently, as the use of content such as Panorama, Super Resolution, and 360 VR increases, the need for faster and more accurate image stitching technology is increasing. So far, many algorithms have been proposed to satisfy the required performance, but the objective evaluation method for measuring the accuracy has not been standardized. In this paper, we present the problems of PSNR and SSIM(Structural similarity index method) measurement methods and propose a Local Differential Pixel Mean method. The LDPM evaluation method that includes geometric similarity and brightness measurement information is proved through a test, and the advantages of the evaluation method are revealed through comparison with SSIM.

Reminder module design to prevent collision accidents while wearing HMD (HMD 착용 중의 충돌 사고 방지를 위한 알리미 모듈 설계)

  • Lee, Min-Hye;Cho, Seung-Pyo;Shin, Seung-Yoon;Lee, Hongro
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1653-1659
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    • 2022
  • Virtual reality content provides users with a high sense of immersion by using HMD devices. However, while wearing the HMD device, it is difficult to determine the user's location or distance from obstacles, resulting in injuries due to physical collisions. In this paper, we propose a reminder module to prevent accidents by notifying the risk of collision with obstacles while wearing the HMD device. The proposed module receives the user's state from the acceleration and gyro sensor and determines the motion that is likely to cause a collision. If there is an obstacle in the expected collision range, a buzzer sounds to the wearer. As a result of the experiment, the accuracy of obstacle detection in the state of wearing the HMD was 86.6% in the 1st stage and 83.3% in the 2nd stage, confirming the performance of the accident prevention reminder.

Building Fire Monitoring and Escape Navigation System Based on AR and IoT Technologies (AR과 IoT 기술을 기반으로 한 건물 화재 모니터링 및 탈출 내비게이션 시스템)

  • Wentao Wang;Seung-Yong Lee;Sanghun Park;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.159-169
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    • 2024
  • This paper proposes a new real-time fire monitoring and evacuation navigation system by integrating Augmented Reality (AR) technology with Internet of Things (IoT) technology. The proposed system collects temperature data through IoT temperature measurement devices installed in buildings and automatically transmits it to a MySQL cloud database via an IoT platform, enabling real-time and accurate data monitoring. Subsequently, the real-time IoT data is visualized on a 3D building model generated through Building Information Modeling (BIM), and the model is represented in the real world using AR technology, allowing intuitive identification of the fire origin. Furthermore, by utilizing Vuforia engine's Device Tracking and Area Targets features, the system tracks the user's real-time location and employs an enhanced A* algorithm to find the optimal evacuation route among multiple exits. The paper evaluates the proposed system's practicality and demonstrates its effectiveness in rapid and safe evacuation through user experiments based on various virtual fire scenarios.

A Study on Human-Robot Interaction Trends Using BERTopic (BERTopic을 활용한 인간-로봇 상호작용 동향 연구)

  • Jeonghun Kim;Kee-Young Kwahk
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.185-209
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    • 2023
  • With the advent of the 4th industrial revolution, various technologies have received much attention. Technologies related to the 4th industry include the Internet of Things (IoT), big data, artificial intelligence, virtual reality (VR), 3D printers, and robotics, and these technologies are often converged. In particular, the robotics field is combined with technologies such as big data, artificial intelligence, VR, and digital twins. Accordingly, much research using robotics is being conducted, which is applied to distribution, airports, hotels, restaurants, and transportation fields. In the given situation, research on human-robot interaction is attracting attention, but it has not yet reached the level of user satisfaction. However, research on robots capable of perfect communication is steadily being conducted, and it is expected that it will be able to replace human emotional labor. Therefore, it is necessary to discuss whether the current human-robot interaction technology can be applied to business. To this end, this study first examines the trend of human-robot interaction technology. Second, we compare LDA (Latent Dirichlet Allocation) topic modeling and BERTopic topic modeling methods. As a result, we found that the concept of human-robot interaction and basic interaction was discussed in the studies from 1992 to 2002. From 2003 to 2012, many studies on social expression were conducted, and studies related to judgment such as face detection and recognition were conducted. In the studies from 2013 to 2022, service topics such as elderly nursing, education, and autism treatment appeared, and research on social expression continued. However, it seems that it has not yet reached the level that can be applied to business. As a result of comparing LDA (Latent Dirichlet Allocation) topic modeling and the BERTopic topic modeling method, it was confirmed that BERTopic is a superior method to LDA.

Visual Discomfort and Visual Fatigue: Comparing Head-Mounted Display and Smartphones

  • Han, Jungmin;Bae, Seon Hee;Suk, Hyeon-Jeong
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.293-303
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    • 2017
  • Objective: This study aims to evaluate visual discomfort and visual fatigue caused by watching HMD and smartphones by conducting both subjective and objective measure. Background: With the rapid development of mobile Head-Mounted Display (HMD), the problem of visual discomfort and visual fatigue caused by watching Virtual Reality (VR) contents became a crucial concern for consumers and manufacturers, especially given that the casing of mobile HMD keeps the phone at a specified distance from the lenses that is close to the eyes. Method: Two smartphones were chosen for a preliminary study: LG G5 and Galaxy S7. As for a main study, iPhone 6S and Galaxy S7 were used. After being exposed to the selected clips, participants were asked to answer Simulator Sickness Questionnaire (SSQ) and went through optometric tests that measure tear break-up time, spherical equivalent, and contrast sensitivity. Results: The subjective assessments indicate that HMD causes more visual discomfort compared to watching a smartphone. Furthermore, the experimental result confirms that watching a HMD causes more eye dryness compared to smartphones. Conclusion: The result of the study compared visual discomfort and visual fatigue of two different displays, HMD and smartphone, and confirmed that watching HMD causes more visual discomfort and visual fatigue. Application: Ultimately, this study could help manufacturers understand the strengths and weaknesses of different display forms, providing guidance for an effective application of HMD.