• Title/Summary/Keyword: Head Mount Display

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Virtual reality training simulator for tooth preparation techniques

  • Jung, HeeSuk;Kim, HyoJoon;Moon, SeongYong
    • Oral Biology Research
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    • v.42 no.4
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    • pp.235-240
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    • 2018
  • Standard oral and maxillofacial three-dimensional model was developed with patients' medical data while virtual reality (VR) simulator was developed in conjunction with head mount display (HMD) and Haptic device. The objective of this study was to evaluate the preclinical use of a VR training simulator in tooth preparation practice. Eighty-nine dental students were trained how to operate the simulator. The participants were then given sufficient time on the simulator to practice dental preparation. The students experience and opinion was then taken in through filling of questionnaires. On average content received 1.8 points, anatomy had 2.5 points, 2.6 points for the applicability, and 2.0 for the usability. As for the detailed items scores, queries about the possible development of the simulator and the interest of the learning process through the simulator were the highest at 3.1 and 3.0 points, respectively. Question about the benefit of the HMD and the haptic device during the practice had 1.5 and 1.6 points, respectively. The average total score was 2.2 points. VR tooth preparation simulator in the field of clinical dental education has powerful potential in regard to realistic models, environments, vision, posture, and economical efficiency.

A Precise Tracking System for Dynamic Object using IR sensor for Spatial Augmented Reality (공간증강현실 구현을 위한 적외선 센서 기반 동적 물체 정밀 추적 시스템)

  • Oh, JiSoo;Park, Jinho
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.115-122
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    • 2017
  • As the era of the fourth industrial revolution began, augmented reality showed infinite possibilities throughout society. However, current augmented reality systems such as head-mount display and hand-held display systems suffer from various problems such as weariness and nausea, and thus space-augmented reality, which is a projector-based augmented reality technology, is attracting attention. Spacial augmented reality requires precise tracking of dynamic objects to project virtual images in order to increase realism of augmented reality and induce user 's immersion. The infrared sensor-based precision tracking algorithm developed in this paper demonstrates very robust tracking performance with an average error rate of less than 1.5% and technically opens the way towards advanced augmented reality technologies such as tracking for arbitrary objects, and Socially, by easy-to-use tracking algorithms for non-specialists, it allows designers, students, and children to easily create and enjoy their own augmented reality content.

A HMD VR data transmission solution by using strip LED attached Window Signage

  • Kim, Seung-Kyun;Woo, Deok-Gun;Park, Young-Ki;Im, Sang-Il;Timur, Khudaybergenov;Ku, Kyung-Hwan;Cha, Jae-Sang
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.11-17
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    • 2020
  • This paper proposed the design of a new window signage system architecture, which utilized a window of a building, with attached LED for visible light communication. In this paper, the proposed method using the LED strip to transmit light data and receive the data through a HMD with a smart device camera. The LED strip attached to the existing building window, as a part of semi-transparent signage. Semi-transparent signage based on a controllable LED strip-modules and attached to the window used to provide entertainment contents and the information service to people through optical camera communication (OCC) as well. Also, this work suggests using the camera supplied Head Mounted Device (HMD) as an OCC receiver. The LED attached window signage system structure described in this paper can be utilized in various buildings infrastructure like house, shopping areas, industrial building, etc.

A Study on the Circuit Design Methodology and Performance Evaluation for Hybrid Gate Driver (하이브리드 게이트 드라이버를 위한 회로 디자인 방법과 성능 평가에 관한 연구)

  • Cho, Geunho
    • Journal of IKEEE
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    • v.25 no.2
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    • pp.381-387
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    • 2021
  • As Head-Mounted Displays(HMDs), which are mainly used to maximize realism in games and videos, have experienced increased demand and expanded scope of use in education and training, there is growing interest in methods to enhance the performance of conventional HMDs. In this study, a methodology to utilize Carbon NanoTubes(CNTs) to improve the performance of gate drivers that send control signals to each pixel circuit of the HMD is discussed. This paper proposes a new circuit design method that replaces the transistors constituting the buffer part of the conventional gate driver with transistors incorporating CNTs and compare the performance of the suggested gate drive with that of a gate driver comprising only conventional transistors via simulations. According to the simulation results, by including CNTs in the gate driver, the output voltage can be increased by approximately 0.3V compared to the conventional gate driver high voltage(1.1V) at a speed of 12.5 GHz and the gate width also can be reduced by up to 20 times.

Electromyographic Activities of Lower Leg Muscles During Static Balance Control in Normal Adults (정상성인에서 정적 균형 제어 시 다양한 조건에 따른 하퇴 근육 활성도의 특성)

  • Woo, Young-Keun;Park, Ji-Won;Choi, Jong-Duk;Hwang, Ji-Hye;Kim, Yun-Hee
    • Physical Therapy Korea
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    • v.11 no.2
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    • pp.35-45
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    • 2004
  • The purpose of this study was to investigate the correlation and characteristics between electromyographic (EMG) activities of lower leg muscles and the posturographic assessment of static balance control in normal adults. Twenty-four young, healthy adults(12 males, 12 females) participated in the study. Center of pressure (COP) parameters were obtained using force platform as total path distance, total sway area, X mean frequency and Y mean frequency for 20 seconds in the following conditions: (1) comfortable standing with eyes opened or closed, (2) uncomfortable standing (feet together) with eyes opened or closed, (3) virtual moving surround delivered using Head mount display (HMD) with four different moving patterns. The virtual moving patterns consisted of close-far, superior-inferior tilting (pitch), right-left tilting (roll), and horizontal rotation (yaw) movements. Surface electromyographic activites were recorded on the tibialis anterior, peroneus longus, medial and lateral heads of gastrocnemius muscles under each condition. Correlation between the posturographic measures and EMG activities were evaluated. Total path distance and total sway area of COP were significantly increased during uncomfortable standing. EMG activity of tibialis anterior was significantly more during uncomfortable standing and virtual moving surround stimulation than during comfortable standing. Total path distance and sway area of COP during comfortable standing with closed eyes showed significant positive correlation with the EMG activities of the lateral head of gastrocnemius muscle. Total path distances and total sway area of COP during muscle. Total path distances and total sway area of COP during presentation of virtual moving surround also had significant positive correlations with EMG activities of the lateral head of gastrocnemius muscle under close-far movement.

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Virtual Reality and 3D Printing for Craniopagus Surgery

  • Kim, Gayoung;Shim, Eungjune;Mohammed, Hussein;Kim, Youngjun;Kim, Yong Oock
    • Journal of International Society for Simulation Surgery
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    • v.4 no.1
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    • pp.9-12
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    • 2017
  • Purpose Surgery for separating craniopagus twins involves many critical issues owing to complex anatomical features. We demonstrate a 3D printed model and virtual reality (VR) technologies that could provide valuable benefits for surgical planning and simulation, which would improve the visualization and perception during craniopagus surgery. Material & Methods We printed a 3D model extracted from CT images of craniopagus patients using segmentation software developed in-house. Then, we imported the 3D model to create the VR environment using 3D simulation software (Unity, Unity Technologies, CA). We utilized the HTC Vive (HTC & Valve Corp) head-mount-display for the VR simulation. Results We obtained the 3D printed model of craniopagus patients and imported the model to a VR environment. Manipulating the model in VR was possible, and the 3D model in the VR environment enhanced the application of user-friendly 3D modeling in surgery for craniopagus twins. Conclusion The use of the 3D printed model and VR has helped understand complicated anatomical structures of craniopagus patients and has made communicating with other medical surgeons in the field much easier. Further, interacting with the 3D model is possible in VR, which enhances the understanding of the craniopagus surgery as well as the success rate of separation surgery while providing useful information on diagnosing and surgery planning.

Postural Control During Virtual Moving Surround Stimulation in Patients with Brain Injury (뇌기능 장애 환자의 가상 환경 움직임(Virtual Moving Surround) 자극에 따른 자세 균형 제어)

  • 김연희;최종덕;이성범;김종윤;이석준;박찬희;김남균
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.67-75
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    • 2002
  • The purpose of this study is to assess the ability of balance control in virtual moving surround stimulation using head mount display (HMD) device and force platform in patients with brain injury. Fifteen patients with stroke (mean age 54.47 yrs) and fifteen healthy normal persons participated. COP parameters were obtained total path distance, frequency of anterior-posterior and medial-lateral component by FFT analysis, weight-spectrum analysis in the two different conditions; (1) during comfortable standing with opened or closed eyes, (2) during virtual moving surround stimulation delivered using HMD with four different moving pattern. Moving patterns consisted of close-far, superior-inferior lilting (pitch) , right-left tilting (roll) and horizontal rotation (yaw) movement. In all parameters, the test-retest reliability was high. Also, the construct validity of virtual moving surround stimulation was excellent (p<0.05). A posturographic balance assessment system equiped with virtual moving surround stimulation using HMD is considered clinically useful in evaluation of balance control in patients with brain injury.

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A Study on Analysis of Clinical Data and Telemedicine System for the Treatment of Acrophobia (고소공포증 치료를 위한 원격진료 시스템 및 데이터 분석에 대한 연구)

  • Ryu, Jong-Hyun;Paek, Seung-Eun
    • The Journal of Information Technology
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    • v.9 no.1
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    • pp.21-32
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    • 2006
  • Acrophobia is a symptom of feeling an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used to treat the acrophobia. In these days the virtua1 reality technology has been applied to treat such an anxiety disorders. In this thesis, an telemedicine assistant system for treatment of acrophobia using biomedical signals and virtual reality technique is proposed. I made two virtual reality simulations for treatment of acrophobia and telemedicine system for communication between doctor and patient using personal computer. A virtual environment provides patient with stimuli which arouses phobia, and exposition to such environment makes him have ability to overcome the fear. Recently, the patient can take diagnosis from a medical doctor in distance with the telemedicine system. Multimedia conference service, on-line questionary, signal transfer system are needed to configure such system. Virtual reality simulation system that composed of position sensor, head mount display, and audio system, is also included in this telemedicine system. I added virtual environment update system to this virtual reality telemedicine system for treatment of acrophobia. Former acrophobia treatment systems use only patient's score of the questionary to appraise. The new system developed in this thesis uses not only patient's score of the questionary but also biomedical signals such as HR, GSR amplitude, GSR RT to increase the objectivity and quantitativity. The experimental results show that HR and GSR amplitude are useful for decision of acrophobia. We will apply this system to the acrophobia patient in distance and be able to offer better medical treatment for mental illness in near future.

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A Study on the Exploration of English Learning Design Elements Applying Immersive Virtual Reality (몰입형 가상현실을 적용한 영어학습 설계요소 탐색에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.209-217
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    • 2022
  • Virtual reality entered a new phase with the introduction of wearable devices represented by Oculus. This study proposes an immersive virtual reality based on Oculus Rift that enables direct immersion in virtual reality from a first-person perspective for English learning. At this point, it is meaningful to provide considerations when designing instruction for language learning through a comprehensive and integrated review of immersive virtual reality. Therefore, the main purpose of this study is to find a way to maximize the application of language education in the immersive virtual world. And for the design elements for English learning through immersive virtual reality, the setting of learning theory, consideration of differences in learning, selection of learning tasks, regulation of teachers' influence, determination of types of applied senses, flexibility of design, and usage environment were suggested. By integrating the results, various discussions and directions for instructional design were presented.

Proposal of a Hand Motion and Control Method Matching System for Interaction Optimized for Mixed Reality Control - Focusing on Meta Interface and Augmented Behavior (혼합현실 컨트롤에 최적화된 인터랙션을 위한 손 동작과 컨트롤 방식 Matching체계의 제안 - Augmented Behavior와 Meta Interface를 중심으로)

  • Lee, SaYa;Lee, EunJong
    • Smart Media Journal
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    • v.11 no.9
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    • pp.81-93
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    • 2022
  • In an era where non-face-to-face meetings become common, eXtended Reality(XR) is rapidly developing and filling areas that are not satisfied in online meetings based on existing photos/video method. In particular, general users are also able to easily access and use HMD-type mixed reality devices. However, the basic operations applied in HMD-type in Mixed Reality(MR) with hands as the main input tool do not have a standardized system, and each manufacturer operates in a separate response to each other's hand movements. Therefore, this study considered that a systematic hand motion matching system considering the usability and efficiency of operations performed in mixed reality was necessary, and conducted a study to clarify this. First, the basic operation performed in the MR environment and its attributes were investigated, and at the same time, the structure of the hand and the attributes of the possible hand movements were identified. Based on the identified properties, it is intended to present a system that can intuitively and efficiently match basic operation properties in the MR environment with subtle operation properties according to the structure/context of the hand.