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Research Issues and Major Design Considerations on Video See-through HMDs

비디오 씨쓰루 HMD 연구 동향과 주요 설계 고려 요소

  • Lee, Joong Ho (Dept. of intelligent robotics, WiseU Youngsan Univ)
  • 이중호 (와이즈유 영산대학교 지능로봇공학과)
  • Received : 2019.01.16
  • Accepted : 2019.03.05
  • Published : 2019.05.31

Abstract

The Video See-through HMD(VSHMD) captures real-world view through a camera set mounted in front of the HMD. The VSHMD outputs this visual information in real time through the display in the HMD, which technique can be used as mixed reality, augmented reality, and virtual reality device. Recently, there is growing interest in VSHMD due to the rapid development of camera and display technology. However, VSHMD is still not free from many technical huddles and human factor issues. This paper summarizes the VSHMD related researches so far, presents the major issues to be solved in advance, and suggests design considerations that should be beneficial to VSHMD development, focused on the human factors, that presents solutions to effectively overcome the limitations of VSHMD functionalities in current.

비디오 씨쓰루 HMD(VSHMD)는 HMD 전면에 장착된 카메라를 통해 실세계 영상을 획득하여 이를 HMD의 디스플레이를 통해 실시간으로 출력하는 장치로서 혼합현실, 증강현실, 가상현실 구현 도구로 활용된다. 최근 카메라 및 디스플레이 기술이 급속히 발전하면서 VSHMD의 성능이 빠르게 향상되고 있으나 아직까지 VSHMD가 갖는 여러 기술적, 인간 요소적 문제들이 해결되지 못하고 있다. 본 논문은 지금까지 수행된 선행 연구 결과들을 시야각(FOV), 디스플레이 해상도, 영상지연, 시점차 등의 주요 설계 요소별로 정리하였다. 그리고 성공적인 VSHMD 개발을 위해 극복해야 할 인간요소 관점의 주요 연구주제들을 조사하였다. 이를 근거로 VSHMD의 설계, 개발 및 VSHMD 응용 서비스를 개발할 때 중요하게 다뤄야 하는 기술적 이슈들을 제시하였다.

Keywords

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그림 1. OSHMD와 VSHMD 개념(출처: A survey of Augmented Reality [5]) 및 비교 Figure 1. Comparison of OSHMD and VSHMD

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그림 2. DFOV(Display Field of View)와 GFOV(Geometry Field of View)를 Image Scale Factor 관점으로 비교 (출처: Effects of image scale and system time delay on simulator sickness within head-coupled virtual environments [10], Natural perspective projections for head-mounted displays [11]) Figure 1. Difference of DFOV and GFOV in terms of ISF

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그림 3. 60개의 픽셀을 1도(60분)의 화각으로 주시할 경우 사용자는 1 AMPP(Arcmin Per Pixel) 해상도로 본다. 이는 일반인이 실제 사물을 보는 시력에 상응한다. Figure 3. 60 pixels within 1 degree displays 1 arcmin per pixel, which corresponds normal person’s viewing.

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그림 4. HMD 착용시 시스템내 단계별 지연 시간. 출처: Perceptual sensitivity to head tracking latency in virtual environments with varying degrees of scene complexity[29]. Figure 4. Display system latency in each step of signal chain.

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그림 5. VSHMD의 시점차 (출처: Quantification of Adaptation to Virtual-Eye Location In See-Thru Head-Mounted Displays[35], A Preliminary Investigation of Human Adaptations for Various Virtual Eyes in Video See-Through HMDs[38]) Figure 5. Visual displacement in VSHMD.

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