• Title/Summary/Keyword: virtual mouse

Search Result 86, Processing Time 0.029 seconds

Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment (가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구)

  • Park, Kyeong-Beom;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
    • /
    • v.21 no.1
    • /
    • pp.20-30
    • /
    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

A Study of Virtual Colored Overlay for Dyslexics (난독증 학습장애인을 위한 가상 색 오버레이 연구)

  • Jang, Young-Gun;Choi, Hoon-Il;Yeon, Che-Yong
    • The KIPS Transactions:PartB
    • /
    • v.16B no.3
    • /
    • pp.215-224
    • /
    • 2009
  • A film colored overlay has been used as an assistive device for dyslexics, Recently, several virtual colored overlays which can be used in computer were developed. But existing virtual overlays have some drawbacks which have limited colors and limited control capability over overlapped window by the overlays. Limited colors may prevent optimum color selection and limited control capability can obstruct to transfer keyboard and mouse operation to the overlapped window. In this paper, we implemented an overlay function which controls an overlapped window under the overlay window by using keyboard hooking and tray icon. We propose a method to determine the source color of a virtual overlays by estimating alpha value of alpha blending algorithm through measurement of the chromaticity and transmissivity of film overlays and implemented all colors which we can produce colors by using Intuitive Overlays. Test results of the developed virtual overlay show that all mentioned drawbacks of existing virtual overlays were eliminated. Therefore we can employ a result of WRRT to use the developed overlays.

Virtual Block Game Interface based on the Hand Gesture Recognition (손 제스처 인식에 기반한 Virtual Block 게임 인터페이스)

  • Yoon, Min-Ho;Kim, Yoon-Jae;Kim, Tae-Young
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.113-120
    • /
    • 2017
  • With the development of virtual reality technology, in recent years, user-friendly hand gesture interface has been more studied for natural interaction with a virtual 3D object. Most earlier studies on the hand-gesture interface are using relatively simple hand gestures. In this paper, we suggest an intuitive hand gesture interface for interaction with 3D object in the virtual reality applications. For hand gesture recognition, first of all, we preprocess various hand data and classify the data through the binary decision tree. The classified data is re-sampled and converted to the chain-code, and then constructed to the hand feature data with the histograms of the chain code. Finally, the input gesture is recognized by MCSVM-based machine learning from the feature data. To test our proposed hand gesture interface we implemented a 'Virtual Block' game. Our experiments showed about 99.2% recognition ratio of 16 kinds of command gestures and more intuitive and user friendly than conventional mouse interface.

Analysis of the Password Leaking in Virtual Keyboard (가상키보드 비밀번호 유출 분석)

  • Yang, Hee-dong;Lee, Man-hee
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.32 no.5
    • /
    • pp.827-835
    • /
    • 2022
  • In order to use online financial services, user authentication technology is necessary. Password check through keyboard typing is the most common technique. However, since it became known that key stokes on the keyboard can be intercepted easily, many Internet banking services and easy payment services have adopted the virtual keyboard. However, contrary to the expectation that the virtual keyboard will be safe, there is a risk that key strokes on the virtual keyboard can be leaked. In this paper, we analyzed the possibility of password leaking on the virtual keyboard and presented a password leaking method using mouse event hooking and screen capture in PC operating system. In addition, we inspected the possibility of password leak attacks on several famous Korea Internet banking websites and simple payment services, and as a result, we verified that the password input method through the virtual keyboard in the PC operating system is not secure.

Impact of the Fidelity of Interactive Devices on the Sense of Presence During IVR-based Construction Safety Training

  • Luo, Yanfang;Seo, JoonOh;Abbas, Ali;Ahn, Seungjun
    • International conference on construction engineering and project management
    • /
    • 2020.12a
    • /
    • pp.137-145
    • /
    • 2020
  • Providing safety training to construction workers is essential to reduce safety accidents at the construction site. With the prosperity of visualization technologies, Immersive Virtual Reality (IVR) has been adopted for construction safety training by providing interactive learning experiences in a virtual environment. Previous research efforts on IVR-based training have found that the level of fidelity of interaction between real and virtual worlds is one of the important factors contributing to the sense of presence that would affect training performance. Various interactive devices that link activities between real and virtual worlds have been applied in IVR-based training, ranging from existing computer input devices (e.g., keyboard, mouse, joystick, etc.) to specially designed devices such as high-end VR simulators. However, the need for high-fidelity interactive devices may hinder the applicability of IVR-based training as they would be more expensive than IVR headsets. In this regard, this study aims to understand the impact of the level of fidelity of interactive devices in the sense of presence in a virtual environment and the training performance during IVR-based forklift safety training. We conducted a comparative study by recruiting sixty participants, splitting them into two groups, and then providing different interactive devices such as a keyboard for a low fidelity group and a steering wheel and pedals for a high-fidelity group. The results showed that there was no significant difference between the two groups in terms of the sense of presence and task performance. These results indicate that the use of low-fidelity interactive devices would be acceptable for IVR-based safety training as safety training focuses on delivering safety knowledge, and thus would be different from skill transferring training that may need more realistic interaction between real and virtual worlds.

  • PDF

Study for Operation Teaching Machine Using 3D Virtual Reality System (3D가상 현실방식을 사용한 수술교육시스템의 연구)

  • Kang, Byung-Hoon;Kim, Ji-Sook;Kim, Han-Woong
    • Journal of Digital Contents Society
    • /
    • v.17 no.4
    • /
    • pp.287-293
    • /
    • 2016
  • Some studies require sufficient amount of time, spaces, and financial condition for practical exercises and training. In particular for the Medical education, time and space limitation is very high and difficulties occurs, since the practices are done with cadavers (deceased human body). Many alternate 3D Virtual surgery training system exist currently, however the burdensome of obtaining those costly equipments is problematic. Providing the surgical environment as similar to real as possible using 3D Virtual Reality can be a solution to current problems. The effectiveness of training could be maximized with minimized costs without the general interfaces such as keyboard and mouse, but with Oculus Rift and Leap Motion. This paper will develop and practice the 3D Virtual Operation System with two devices to investigate the possibility and expand to other Simulation fields.

Wearable Input Device for Incorporating Real-World into Virtual Reality (가상현실과 실세계 정합을 위한 웨어러블 입력장치)

  • Park, Ki-Hong;Lee, Hyun-Jik;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
    • /
    • v.15 no.2
    • /
    • pp.319-325
    • /
    • 2011
  • In this paper, we propose the matching model between virtual reality and the real-world for peoples with limited mobility. The proposed matching model is consist of four parts: wearable input device-based PC control, hand-motion pattern recognition, application software, and matching between virtual reality and the real-world. To recognition mouse functions and hand-motion patterns from six-axis coordinate of wearable input device, RF communication is used. In addition, to easily control the real-world, virtual reality has been implemented with realism of the real-world. Some experiments are conducted so as to verify the proposed model, and as a result, hand-motion recognition as well as virtual reality control are well performed.

Virtual Navigation of Blood Vessels using 3D Curve-Skeletons (3차원 골격곡선을 이용한 가상혈관 탐색 방안)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
    • /
    • v.22 no.1
    • /
    • pp.89-99
    • /
    • 2017
  • In order to make a virtual endoscopy system effective for exploring the interior of the 3D model of a human organ, it is necessary to generate an accurate navigation path located inside the 3D model and to obtain consistent camera position and pose estimation along the path. In this paper, we propose an approach to virtual navigation of blood vessels, which makes proper use of orthogonal contours and skeleton curves. The approach generates the orthogonal contours and the skeleton curves from the 3D mesh model and its voxel model, all of which represent the blood vessels. For a navigation zone specified by two nodes on the skeleton curves, it computes the shortest path between the two nodes, estimates the positions and poses of a virtual camera at the nodes in the navigation zone, and interpolates the positions and poses to make the camera move smoothly along the path. In addition to keyboard and mouse input, intuitive hand gestures determined by the Leap Motion SDK are used as user interface for virtual navigation of the blood vessels. The proposed approach provides easy and accurate means for the user to examine the interior of 3D blood vessels without any collisions between the camera and their surface. With a simple user study, we present illustrative examples of applying the approach to 3D mesh models of various blood vessels in order to show its quality and usefulness.

Error Minimized Laser Beam Point Detection Using Mono-Camera (한 개의 카메라를 이용한 최소오차 레이저 빔 포인터 위치 검출)

  • Lee, Wang-Heon;Lee, Hyun-Chang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.12 no.6
    • /
    • pp.69-76
    • /
    • 2007
  • The main stream of presentation is interrupted because of the direct manipulation of their PC frequently so as to control the screen and file open and so on. A variety of products have been developed to solve these inconveniences of the conventional laser beam pointer [LBP] by simply adding a mouse function to the previous LBP. However. the LBPs fully supporting a mouse function are not yet appeared. In this paper. we developed the LBP fully fulfilling a mouse function using mono-camera as well as a robust image processing and analyzed the position detection accuracy. Finally we verified the developed LBP does not only fulfill a mouse function but also solve the defects of the current laser pointer such as inconvenient installation and Position detection errors due to the illumination and viewing direction changes.

  • PDF

Virtual Screening and Testing of GSK-3 Inhibitors Using Human SH-SY5Y Cells Expressing Tau Folding Reporter and Mouse Hippocampal Primary Culture under Tau Cytotoxicity

  • Chih-Hsin Lin;Yu-Shao Hsieh;Ying-Chieh Sun;Wun-Han Huang;Shu-Ling Chen;Zheng-Kui Weng;Te-Hsien Lin;Yih-Ru Wu;Kuo-Hsuan Chang;Hei-Jen Huang;Guan-Chiun Lee;Hsiu Mei Hsieh-Li;Guey-Jen Lee-Chen
    • Biomolecules & Therapeutics
    • /
    • v.31 no.1
    • /
    • pp.127-138
    • /
    • 2023
  • Glycogen synthase kinase-3β (GSK-3β) is an important serine/threonine kinase that implicates in multiple cellular processes and links with the neurodegenerative diseases including Alzheimer's disease (AD). In this study, structure-based virtual screening was performed to search database for compounds targeting GSK-3β from Enamine's screening collection. Of the top-ranked compounds, 7 primary hits underwent a luminescent kinase assay and a cell assay using human neuroblastoma SH-SY5Y cells expressing Tau repeat domain (TauRD) with pro-aggregant mutation ΔK280. In the kinase assay for these 7 compounds, residual GSK-3β activities ranged from 36.1% to 90.0% were detected at the IC50 of SB-216763. In the cell assay, only compounds VB-030 and VB-037 reduced Tau aggregation in SH-SY5Y cells expressing ΔK280 TauRD-DsRed folding reporter. In SH-SY5Y cells expressing ΔK280 TauRD, neither VB-030 nor VB-037 increased expression of GSK-3α Ser21 or GSK-3β Ser9. Among extracellular signal-regulated kinase (ERK), AKT serine/threonine kinase 1 (AKT), mitogen-activated protein kinase 14 (P38) and mitogenactivated protein kinase 8 (JNK) which modulate Tau phosphorylation, VB-037 attenuated active phosphorylation of P38 Thr180/ Tyr182, whereas VB-030 had no effect on the phosphorylation status of ERK, AKT, P38 or JNK. However, both VB-030 and VB-037 reduced endogenous Tau phosphorylation at Ser202, Thr231, Ser396 and Ser404 in neuronally differentiated SH-SY5Y expressing ΔK280 TauRD. In addition, VB-030 and VB-037 further improved neuronal survival and/or neurite length and branch in mouse hippocampal primary culture under Tau cytotoxicity. Overall, through inhibiting GSK-3β kinase activity and/or p-P38 (Thr180/Tyr182), both compounds may serve as promising candidates to reduce Tau aggregation/cytotoxicity for AD treatment.