• Title/Summary/Keyword: virtual interaction

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Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Virtual Prototyping of Portable Consumer Electronic Products Based on HMI Functional Simulation (HMI 기능 시뮬레이션 기반 개인용 휴대전자제품의 가상시작)

  • Park, Hyung-Jun;Bae, Chae-Yeol;Moon, Hee-Cheol;Lee, Kwan-Heng
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.854-861
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    • 2005
  • The functional behavior of a portable consumer electronic (PCE) product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose a virtual prototyping (VP) system that incorporates virtual reality and HMI functional simulation in order to enables users to capture not only the realistic look of a PCE product but also its functional behavior. We obtain geometric part models of the product and their assembly and kinematics information with the help of CAD and reverse engineering tools, and visualize them with various display tools. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. The proposed VP system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The VP system provides the realistic visualization of the product and the vivid simulation of its functional behavior. It can easily allow users to perform functional evaluation and usability testing. Moreover, it can greatly reduce communication errors occurring in a typical product development process. A case study about VP of an MP3 player is given to show the usefulness of the proposed VP system.

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KITTEN: A Multi-thread Virtual Reality System (KITTEN: 다중 스레드 가상현실 시스템)

  • Kim, Dae-Won;Lee, Son-Ou;Whon, Kwang-Yun;Lee, Kwang-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.3
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    • pp.275-287
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    • 2000
  • A virtual reality system must provide participants with a natural interaction, a sufficient immersion, and mostly, realistic images. To achieve this, it is crucial to provide a fast and uniform rendering speed regardless of the complexity of virtual worlds, or the complexity of simulation. In this paper, a virtual reality system which offers an improved rendering performance for complex virtual reality applications has been designed and implemented. The key idea of the proposed system is to exploit the multi-thread scheme in system module design, and execute each modules in parallel. Taking such design approach, rendering, simulation, and interaction can be executed independently. Hence, in applications where a simulation is complex or a scene is very large, this system can provide a more uniform and faster frame rates. The proposed method has been experimented under the various application environments in which scenes and simulations are very complex.

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An Approach to implement Virtual 3D-Touch using 2D-Touch based Smart Device through User Force Input Behavior Pattern (2D-Touch 스마트 디바이스에서 사용자 행동 패턴 분석을 통한 가상 3D-Touch 구현을 위한 방법)

  • Nam, ChoonSung
    • Journal of Internet Computing and Services
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    • v.17 no.6
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    • pp.41-51
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    • 2016
  • The appearance of 3D-Touch interface provided the basis of a new interaction method between the users and the mob ile interface. However, only a few smartphones provide 3D-Touch features, and most of the 2D-Touch devices does not provide any means of applying the 3D-Touch interactions. This results in different user experiences between the two interaction methods. Thus, this research proposes the Virtual Force Touch method, which allows the users to utilize the 3D-Touch Interface on 2D-Touch based smart devices. This paper propose the suitable virtual force touch mechanism that is possible to realize users' inputs by calculating and analysis the force touch area of users' finger. This proposal is designed on customized smartphone device which has 2D-Touch sensors.

Cooperative Manipulation of a Virtual Object by Multiple Remote Users

  • Choi, Hyouk-Ryeol;Ryew, Sung-Moo
    • Journal of Mechanical Science and Technology
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    • v.14 no.9
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    • pp.956-967
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    • 2000
  • In this paper, we explore the issues of force display in the cooperative virtual environment shared by multiple users distributed over the network with heterogeneous hardware platforms. The proposed method is to cope with the problem of small time delay and the difference of sampling rate in the distributed configuration. In the proposed approach the interaction forces of the participants are just treated as the independent sources of acceleration. Thus the action of a participant simply changes the acceleration of the virtual object and consequently the states of the virtual object will be updated. When the updated states are reported to all the participants, the information on the time of state changes is delivered, too. Employing the discrete state information updated by the other users, each user modifies his own virtual environment and pseudo-realtime simulation can be realized. Excluding the software interface and the communication technique, it is proposed the simulation method for the operation of respective users and the way of calculating the driving input to the display device. For experimental verification we construct a cooperative virtual environment shared by two remote users and outline the results of experiments.

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A Development of Novel Attack Detection Methods using Virtual Honeynet (Virtual Honeynet을 이용한 신종공격 탐지기술 개발)

  • Kang, Dae-Kwon;Euom, Ieck-Chae;Kim, Chun-Suk
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.4
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    • pp.406-411
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    • 2010
  • A honeynet is a closely monitored computing resource that we want to be probed, attacked or compromised. More precisely, a honeypot is "an information system resource whose value lies in unauthorized or illicit use of that resource The value of honeynet is weighed by the information that can be obtained from it. but It's very difficult to deploy Honeynet in Real World, So I focused on Virtual Honeynet. The strength of virtual honeynet is scalability and ease of maintenance. It is inexpensive to deploy and accessible to almost everyone. Compared with physical honeypots, this approach is more lightweight. Instead of deploying a physical computer system that acts as a honeypot, we can also deploy one physical computer that hosts several virtual machines that act as honeypots.

Design and Implementation of Virtual Aquarium

  • Bak, Seon-Hui;Lee, Heeman
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.43-49
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    • 2016
  • This paper presents the design and implementation of virtual aquarium by generating 3D models of fishes that are colored by viewers in an aim to create interaction among viewers and aquarium. The virtual aquarium system is composed of multiple texture extraction modules, a single interface module and a single display module. The texture extraction module recognize the QR code on the canvas to get information of the predefined mapping table and then extract the texture data for the corresponding 3D model. The scanned image is segmented and warp transformed onto the texture image by using the mapping information. The extracted texture is transferred to the interface module to save on the server computer and the interface module sends the fish code and texture information to the display module. The display module generates a fish on the virtual aquarium by using predefined 3D model with the transmitted texture. The fishes on the virtual aquarium have three different swimming methods: self-swimming, autonomous swimming, and leader-following swimming. The three different swimming methods are discussed in this paper. The future study will be the implementation of virtual aquarium based on storytelling to further increase interactions with the viewer.

Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
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    • v.22 no.4
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    • pp.155-162
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    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.

Navigating the Transformative Landscape of Virtual Education Trends across India

  • Asha SHARMA;Aditya MISHRA
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.1-9
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    • 2024
  • Purpose: Education is the part of a fundamental human right across the world. In recent years, the trend of virtual education has increased tremendously. The paper aims to find the impact of adoption, accessibility, interactions, knowledge, and satisfaction on the success of transformation towards virtual education. Research design, data and methodology: Primary data has been gathered through the use of responses from students taking admission in virtual higher education to standardized questionnaires. Of the 250, only 122 were considered complete and have been used in further studies. Convinced random sampling method has been used. The results were evaluated using the Likert Five-Point Scale. For applying these statistical tools software SmartPLS and SPSS 19 have been used. The fitness of the model has been re-checked through an Artificial Neural Network (ANN). Result: Results derived that adoption, accessibility, and interactions have a significant impact on knowledge, knowledge influences satisfaction level and satisfaction have a meaningful impact on the success of transformation towards virtual education. Conclusion: It can be concluded that virtual education has the potential to change the future of the education system and its potential in India. The highest importance is due to satisfaction (100%), adoption (98.7%), knowledge (91.4%), accessibility (62%), and interaction (29.2%).

The Effect of Depth Perception and Animation in Virtual Reality OOH Ad on Users' Cognitive Responses (가상현실 옥외광고의 깊이감과 애니메이션 효과가 사용자의 인지적 반응에 미치는 영향)

  • Min-Woo Cho;Donghun Chung
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.117-133
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    • 2024
  • This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.