DOI QR코드

DOI QR Code

손 인터페이스 기반 직관적인 공간 드로잉 시스템

Intuitive Spatial Drawing System based on Hand Interface

  • 고기남 (플레이스비 주식회사) ;
  • 김세림 (덕성여자대학교 디지털미디어학과) ;
  • 김영은 (비트윈미디어랩 주식회사) ;
  • 남상훈 (서울미디어대학원대학교 뉴미디어학부)
  • 투고 : 2017.12.08
  • 심사 : 2017.12.28
  • 발행 : 2017.12.31

초록

VR 관련 기술들의 발달로 인하여 VR 기기의 성능이 좋아지고 보급화가 가능한 가격이 되면서 많은 사람들이 VR 기술을 쉽게 접할 수 있게 되었다. VR 드로잉 어플리케이션은 사용자에게 복잡하지 않으며 완성도가 높은 어플리케이션으로 교육 및 공연 등에 사용되고 있다. 컨트롤러를 사용하여 공간 드로잉 하는 인터페이스 방식은 사용자의 드로잉 인터페이스가 컨트롤러에 제약적이 된다. 본 연구에서는 HMD 전면부에 Leap Motion을 부착하여 HMD 전면부에서 움직이는 사용자의 손을 추적하여 곡면을 그림으로써 컨트롤러를 사용해보지 않은 사용자도 직관적으로 드로잉 어플리케이션을 사용할 수 있는 시스템을 제안하였다.

The development of Virtual Reality (VR)-related technologies has resulted in the improved performance of VR devices as well as affordable price arrangements, granting many users easy access to VR technology. VR drawing applications are not complicated for users and are also highly mature, being used for education, performances, and more. For controller-based spatial drawing interfaces, the user's drawing interface becomes constrained by the controller. This study proposes hand interaction based spatial drawing system where the user, who has never used the controller before, can intuitively use the drawing application by mounting LEAP Motion at the front of the Head Mounted Display (HMD). This traces the motion of the user's hand in front of the HMD to draw curved surfaces in virtual environments.

키워드

참고문헌

  1. K. Kim, "Is Virtual Reality (VR) Becoming an Effective Application for the Market Opportunity in Health Care, Manufacturing, and Entertainment Industry," European Scientific Journal, Vol. 12, No. 9, 2016.
  2. M. N. K. Boulos, L. Hetherington and S. Wheeler, "Second Life: an overview of the potential of 3-D virtual worlds in medical and health education," Health Information & Libraries Journal, Vol. 24, No. 4, pp. 233-245, 2007. https://doi.org/10.1111/j.1471-1842.2007.00733.x
  3. Z. Merchant, E. T. Goetz, L. Cifuentes, W. Keeney-Kennicutt and T. J. Davis, "Effectiveness of virtual realitybased instruction on students's learning outcomes in K-12 and higher education: A meta-analysis," Computers & Education, Vol. 70, pp. 29-40, 2014. https://doi.org/10.1016/j.compedu.2013.07.033
  4. S. Nam, Y. Kim and Y. Lim, "Materialization of interactive stereoscopic artwork based on hand-painted images," Multimedia Tools and Applications [Online], pp. 1-15, 2016. Available: https://doi.org/10.1007/s11042-016-4235-z
  5. V. Rieuf, C. Bouchard, V. Meyrueis and J. Omhover, "Emotional activity in early immersive design: Sketches and moodboards in virtual reality," Design Studies, Vol. 48, pp. 43-75, 2017. https://doi.org/10.1016/j.destud.2016.11.001
  6. Tiltbrush.com. Tilt Brush by Google. Available: https://www.tiltbrush.com.
  7. Oculus.com. Oculus Story Studio. Available: https://www.oculus.com/story-studio/quill.
  8. P. Wozniak, O. Vauderwange, A. Mandal, N. Javahiraly and D. S. Curticapean, "Possible applications of the LEAP motion controller for more interactive simulated experiments in augmented or virtual reality," SPIE Optics Engineering+Application, September 2016.
  9. B. Kang, J. Kim and H. Kim, "Study for Operation Teaching Machine Using 3D Virtual Reality System," Journal of Digital Contents Society, Vol. 17, No. 4, pp.287-293, 2016. https://doi.org/10.9728/dcs.2016.17.4.287