• Title/Summary/Keyword: Wearable display

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Compact near-eye display for firefighter's self-contained breathing apparatus

  • Ungyeon Yang
    • ETRI Journal
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    • v.45 no.6
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    • pp.1046-1055
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    • 2023
  • We introduce a display for virtual-reality (VR) fire training. Firefighters prefer to wear and operate a real breathing apparatus while experiencing full visual immersion in a VR fire space. Thus, we used a thin head-mounted display (HMD) with a light field and folded optical system, aiming to both minimize the volume for integration in front of the face into a breathing apparatus and maintain adequate visibility, including a wide viewing angle and resolution similar to that of commercial displays. We developed the optical system testing modules and prototypes of the integrated breathing apparatus. Through iterative testing, the thickness of the output optical module in front of the eyes was reduced from 50 mm to 60 mm to less than 20 mm while maintaining a viewing angle of 103°. In addition, the resolution and image quality degradation of the light field in the display was mitigated. Hence, we obtained a display with a structure consistent with the needs of firefighters in the field. In future work, we will conduct user evaluation regarding fire scene reproducibility by combining immersive VR fire training and real firefighting equipment.

A Hand Gesture Recognition Method using Inertial Sensor for Rapid Operation on Embedded Device

  • Lee, Sangyub;Lee, Jaekyu;Cho, Hyeonjoong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.757-770
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    • 2020
  • We propose a hand gesture recognition method that is compatible with a head-up display (HUD) including small processing resource. For fast link adaptation with HUD, it is necessary to rapidly process gesture recognition and send the minimum amount of driver hand gesture data from the wearable device. Therefore, we use a method that recognizes each hand gesture with an inertial measurement unit (IMU) sensor based on revised correlation matching. The method of gesture recognition is executed by calculating the correlation between every axis of the acquired data set. By classifying pre-defined gesture values and actions, the proposed method enables rapid recognition. Furthermore, we evaluate the performance of the algorithm, which can be implanted within wearable bands, requiring a minimal process load. The experimental results evaluated the feasibility and effectiveness of our decomposed correlation matching method. Furthermore, we tested the proposed algorithm to confirm the effectiveness of the system using pre-defined gestures of specific motions with a wearable platform device. The experimental results validated the feasibility and effectiveness of the proposed hand gesture recognition system. Despite being based on a very simple concept, the proposed algorithm showed good performance in recognition accuracy.

HAND GESTURE INTERFACE FOR WEARABLE PC

  • Nishihara, Isao;Nakano, Shizuo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.664-667
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    • 2009
  • There is strong demand to create wearable PC systems that can support the user outdoors. When we are outdoors, our movement makes it impossible to use traditional input devices such as keyboards and mice. We propose a hand gesture interface based on image processing to operate wearable PCs. The semi-transparent PC screen is displayed on the head mount display (HMD), and the user makes hand gestures to select icons on the screen. The user's hand is extracted from the images captured by a color camera mounted above the HMD. Since skin color can vary widely due to outdoor lighting effects, a key problem is accurately discrimination the hand from the background. The proposed method does not assume any fixed skin color space. First, the image is divided into blocks and blocks with similar average color are linked. Contiguous regions are then subjected to hand recognition. Blocks on the edges of the hand region are subdivided for more accurate finger discrimination. A change in hand shape is recognized as hand movement. Our current input interface associates a hand grasp with a mouse click. Tests on a prototype system confirm that the proposed method recognizes hand gestures accurately at high speed. We intend to develop a wider range of recognizable gestures.

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A Study on Implementing Kinect-Based Control for LCD Display Contents (LCD Display 설비 Contents의 Kinect기반 동작제어 기술 구현에 관한 연구)

  • Rho, Jungkyu
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.4
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    • pp.565-569
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    • 2014
  • Recently, various kinds of new computer controlled devices have been introduced in a wide range of areas, and convenient user interfaces for controlling the devices are strongly needed. To implement natural user interfaces(NUIs) on top of the devices, new technologies like a touch screen, Wii Remote, wearable interfaces, and Microsoft Kinect were presented. This paper presents a natural and intuitive gesture-based model for controlling contents of LCD display. Microsoft Kinect sensor and its SDK are used to recognize human gestures, and the gestures are interpreted into corresponding commands to be executed. A command dispatch model is also proposed in order to handle the commands more naturally. I expect the proposed interface can be used in various fields, including display contents control.

Development of Wearable Vibrotactile Display Device (착용 가능한 진동촉감 제시 장치 개발)

  • Seo, Chang-Hoon;Kim, Hyun-Ho;Lee, Jun-Hun;Lee, Beom-Chan;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1-6
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    • 2006
  • 촉감 제시 방법은 다른 사람에게 방해를 주지 않고 은밀하게 정보를 전달할 수 있는 장점이 있으며, 특히 시각 혹은 청각 장애인에게는 반드시 필요한 정보 전달의 수단이다. 또한 촉감을 이용한 정보의 전달은 시청각을 이용한 정보전달의 방법을 보완하거나 때로는 대체할 수도 있다. 본 논문에서는 웨어러블, 모바일, 또는 유비쿼터스 컴퓨팅 환경에서 사용할 수 있는 착용 가능한 진동촉감 제시 장치를 제안한다. 이 진동촉감 제시 장치는 25개의 진동모터를 $5{\times}5$의 형태로 배열하여 문자, 숫자뿐만 아니라 다양하고 복잡한 패턴을 표시할 수 있다. 코인형 진동모터 각각을 스펀지로 감싸고 푹신푹신한 재질의 패드에 세워서 배열하여 진동의 퍼짐을 최소화하고 사람의 글씨 쓰는 순서에 따라 진동모터를 순차적으로 구동시키는 새로운 추적모드를 제안하여 사용자의 문자 및 숫자 인식률을 크게 향상시켰다. 사용자 성능 평가에서는 사용자의 발등에 영문 알파벳을 표시하여 86.7%의 인식률을 얻었다. 또한 진동촉감 제시 장치를 이용하여 핸드폰에서의 발신자 정보표시를 한다거나 네비게이션 시스템에 적용할 수 있는 등의 유용한 응용분야를 제시하였다.

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Wearable User Interface based on EOG and Marker Recognition (EOG와 마커인식을 이용한 착용형 사용자 인터페이스)

  • Kang, Sun-Kyoung;Jung, Sung-Tae;Lee, Sang-Seol
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.133-141
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    • 2006
  • Recently many wearable computers have been developed. But they still have many user interface problems from both an input and output perspective. This paper presents a wearable user interface based on EOG(electrooculogram) sensing circuit and marker recognition. In the proposed user interface, the EOG sensor circuit which tracks the movement of eyes by sensing the potential difference across the eye is used as a pointing device. Objects to manipulate are represented human readable markers. And the marker recognition system detects and recognize markers from the camera input image. When a marker is recognized, the corresponding property window and method window are displayed to the head mounted display. Users manipulate the object by selecting a property or a method item from the window. By using the EOG sensor circuit and the marker recognition system, we can manipulate an object with only eye movement in the wearable computing environment.

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Control Algorithm of a Wearable Walking Robot for a Patient with Hemiplegia (편마비 환자를 위한 착용형 보행 로봇 제어 알고리즘 개발)

  • Cho, Changhyun
    • The Journal of Korea Robotics Society
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    • v.15 no.4
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    • pp.323-329
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    • 2020
  • This paper presents a control algorithm for a wearable walking aid robot for subjects with paraplegia after stroke. After a stroke, a slow, asymmetrical and unstable gait pattern is observed in a number of patients. In many cases, one leg can move in a relatively normal pattern, while the other leg is dysfunctional due to paralysis. We have adopted the so-called assist-as-needed control that encourages the patient to walk as much as possible while the robot assists as necessary to create the gait motion of the paralyzed leg. A virtual wall was implemented for the assist-as-needed control. A position based admittance controller was applied in the swing phase to follow human intentions for both the normal and paralyzed legs. A position controller was applied in the stance phase for both legs. A power controller was applied to obtain stable performance in that the output power of the system was delimited during the sample interval. In order to verify the proposed control algorithm, we performed a simulation with 1-DOF leg models. The preliminary results have shown that the control algorithm can follow human intentions during the swing phase by providing as much assistance as needed. In addition, the virtual wall effectively guided the paralyzed leg with stable force display.

Trends of VR/AR Wearable Display Technology (VR/AR 착용형 디스플레이 기술동향)

  • Yang, U.Y.;Kim, K.H.
    • Electronics and Telecommunications Trends
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    • v.31 no.4
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    • pp.13-22
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    • 2016
  • 다수의 미디어와 기술 시장 보고서가 2016년을 가상현실(Virtual Reality: VR) 기술이 대중화되는 원년으로 전망하고 있다. 착용형 디스플레이는 컴퓨터로 시뮬레이션되는 가상의 콘텐츠 세계와 현실의 사용자를 연결하는 대표적인 VR 인터페이스 장치이다. 일정 수준 이상의 사용성을 제시하는 데에 필요한 기술의 진입 장벽이 낮아지면서 다양한 소비자 제품들의 시장 출시가 진행 중이고, 주요 업체들은 킬러 콘텐츠 발굴과 함께 새로운 산업 생태계 구축에 역량을 집중하고 있다. 선도적인 연구그룹들은 차세대 가상/증강현실(VR/AR) 인터페이스의 구현 목표를 가볍고 휴대성이 우수한 안경형 디스플레이에 두고 있으며, 모니터 및 키보드와 마우스를 벗어난 다양한 입출력 기술을 개발하고 있다. 본고에서는 VR 시장의 중심이 되고있는 완전몰입형 디스플레이(Head Mounted Display: HMD) 현황을 정리하고, 향후 AR 시장으로의 확대에 기반이되는 안경형 디스플레이(Eye Glasses-type Display: EGD) 기술의 연구개발 동향을 정리한다.

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Ballistocardiographical Heart Rate Measurement Using Head Mounted 6-axis Accelerometer (머리 착용형 6축 가속도계를 사용한 심탄도 심박수 측정)

  • Jinman Kim;Joongjin Kook
    • Journal of the Semiconductor & Display Technology
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    • v.23 no.2
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    • pp.33-37
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    • 2024
  • Recently, wearable virtual reality devices are widely used. These instruments include a 3-axis accelerometer. User's heart rate information in virtual reality contents can be useful for measuring user experience. In this paper, we propose a method to measure the heart rate through a 3-axis accelerometer based on the principle of ballistocardiography without additional sensors. The angular velocity was successively measured in a time series by the 3-axis accelerometer mounted to the head. The frequency of the maximum magnitude is determined as the heart rate through frequency transform and band pass filtering of the time series signal. For verification, the heart rate calculated from photoplethysmography sensors acquired at the same time was compared as ground-truth. In the virtual reality, the user's heart rate information can be extracted without additional heart rate sensor, and the emotional state and fatigue can be measured.

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Development of Interface device with EOG Signal (EOG(Electro-oculogram) 신호를 이용한 Interface 장치 개발)

  • Kim, Su-Jong;Ryu, Ho-Sun;Kim, Young-Chol
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.1821-1823
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    • 2006
  • This paper presents a development of interface device for electro-oculogram(EOG) signal and it's application to the wireless mouse of wearable PC. The interface device is composed of five bio-electrodes for detecting oculomotor motion, several band-pass filters, instrumentation amplifier and a microprocessor. we have first analyzed impedance characteristics between skin and a bio-electrode. since the impedance highly depends on human face, it's magnitude differs from person. this interface device was applied to develop a wireless mouse for wearable PC, as a Bio Machine Interface(BMI). Where in the prompt on PC monitor is controlled by only EOG signals. this system was implemented in a Head Mount Display(HMD) unit. experimental results show the accuracy of above 90%.

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