• Title/Summary/Keyword: Head Mounted Display

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Effects of treadmill training with real optic flow scene on balance and balance self-efficacy in individuals following stroke: a pilot randomized controlled trial

  • Kang, Hyungkyu;Chung, Yijung
    • Physical Therapy Rehabilitation Science
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    • v.1 no.1
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    • pp.33-39
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    • 2012
  • Objective: The objective of this study is to investigate the effect of treadmill training with real optic flow scene on functional recovery of balance and balance self-efficacy in stroke patients. Design: Single blind, Randomized controlled trial. Methods: Nine patients following stroke were divided randomly into the treadmill with optic flow group (n=3), treadmill with virtual reality group (n=3), and control group (n=3). Subjects in the treadmill with optic flow group wore a head-mounted display in order to receive a speed modulated real optic flow scene during treadmill training for 30 minutes, while those in the treadmill with virtual reality group and control group received treadmill training with virtual reality and regular therapy for the same amount of time, five times per week for a period of three weeks. Timed up and go test (TUG) and activities-specific balance confidence scale (ABC scale) were evaluated before and after the intervention. Results: TUG in the treadmill training with optic flow group showed significantly greater improvement, compared with the treadmill training with virtual reality group and control group (p<0.05). Significantly greater improvement in the ABC scale was observed in the treadmill training with optic flow group and the tread mill training with virtual reality group, compared with the control group (p<0.05). Conclusions: Findings of this study demonstrate that treadmill training with real optic flow scene can be helpful in improving balance and balance self-efficacy of patients with chronic stroke and may be used as a practical adjunct to routine rehabilitation therapy.

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(Speaking by using hands') - Wearable PC for the verbally handicapped (('손으로 말해요') - 언어 장애인의 의사소통을 돕기 위한 웨어러블 PC)

  • Kim, Kyung-Hee;Kim, Kee-Hyung;Kim, Ha-Na;Park, Ji-Woo;Sun, Jung-Hee;Lee, Jae-Hyung;Jung, Jong-Phil
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.52-56
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    • 2006
  • 선천적인 원인으로 인해 언어 장애를 겪고 있는 사람들이나 후두암 등 후천적 질환이 원인이 되어 의사 소통에 불편을 겪는 사람들이 있다. 본 논문에서 제안하는 '손으로 말해요'는 이러한 사람들의 의사 표현을 돕기 위한 장치이다. 뇌에 손상이 있거나 성대에 손상이 있어 말하는 것이 어려운 장애인들이 장갑모양의 입력장치와 목 부위에 부착된 스피커를 이용해 말할 수 있다. 이 스피커를 통해 흘러나오는 인공의 목소리로 의사 소통할 수 있다. 언어장애인을 위한 본 웨어러블 PC 의 특징은 먼저 블루투스 모듈을 이용한 간단한 손가락 동작만으로도 입력이 가능한 장갑 모양의 입력장치이다. 사용이 불편한 엄지 손가락을 제외한 나머지 네 손가락에 각 하나씩 양손 총 8 개의 스위치가 부착되어 있다. 사용자는 손가락을 굽혀 손바닥에 스위치가 닿도록 하거나 책상 등과 같이 편평한 탁자에 손가락 끝을 닿게 하여 스위치를 누를 수 있다. 장갑의 키 배열은 PC 키보드의 배열과 같아 사용자가 쉽게 적응할 수 있다. 다음으로 본 장치는 자연스러운 목소리가 흘러나오는 음성 합성 모듈을 탑재하였다. 모듈의 출력 음성은 실제 말하는 것과 같은 자연스러운 억양을 지니고 있으며, 스피커는 목소리가 흘러나오는 위치가 자연스럽도록 목 부위에 부착되어 있다. 그리고 HMD(Head Mounted Display)를 탑재하여 자신이 텍스트를 정확하게 입력하고 있는지 이를 통해 확인할 수 있다. 장갑을 제외한 모든 장비는 가방에 탑재하여 착용이 편리하도록 하였고, 장갑은 블루투스 모듈을 이용하여 이용에 불편을 주는 전선을 제거하였다. 본 논문에서 제안하는 '손으로 말해요'는 간단한 손가락 동작을 이용하여 자연스러운 목소리로 말하고자 하는 내용을 전달할 수 있기 때문에 언어장애로 불편함을 겪는 사람들에게 도움을 줄 수 있다.

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Virtual Reality Using X3DOM (X3DOM을 이용한 가상현실)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.1
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    • pp.165-170
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    • 2017
  • Web 3D technology can be used to simulate the experiments of scientific, medical, engineering and multimedia visualization. On the web environment, 3D virtual reality can be accessed well without strictly on operating system, location and time. Virtual Reality (VR) is used to depict a three-dimensional, computer generated realistic images, sound and other sensations to replicated a real environment or an imaginary setting which can be explored and interacted with by a person. That person is immersed within virtual environment and is able to manipulate objects or perform a series of action. Virtual environment can be created with X3D which is the ISO standard for defining 3D interactive, web-based 3D content and integrating with multimedia. In this paper, we discuss about X3D VR stereo rendering scene and propose new X3D nodes for the HMD VR (head mounted display virtual reality). The proposed nodes are visualized by the web browser X3DOM of X3D.

Example Development of Medical Equipment Applying Power Electronics Technique (전력전자 기술을 응용한 의료장비 개발 사례)

  • 고종선;이태훈;김영일;김규겸;박병림
    • The Transactions of the Korean Institute of Power Electronics
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    • v.7 no.6
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    • pp.524-530
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    • 2002
  • A control of the body posture and movement is maintained by the vestibular system, vision, and proprioceptors. Afferent signals from those receptors are transmitted to the vestibular nuclear complex, and the efferent signals from the vestibular nuclear complex control the eye movement and skeletal muscle contract. The postural disturbance caused by loss of the vestibular function results in nausea, vomiting, vertigo and loss of craving for life. The purpose of this study is to develop a off-vertical rotatory system for evaluating the function of semicircular canals and otolith organs, selectively, and visual stimulation system for- stimulation with horizontal, vortical and 3D patterns. The Off-vortical axis rotator is composed of a comportable chair, a DC servo-motor with reducer and a tilting table controlled by PMSM. And a double feedback loop system containing a velocity feedback loop and a position feedback loop is applied to the servo controlled rotatory chair system. Horizontal, vertical, and 3D patterns of the visual stimulation for applying head mounted display are developed. And wireless portable systems for optokinetic stimulation and recording system of the eye movement is also constructed. The gain, phase, and symmetry is obtained from analysis of the eye movement induced by vestibular and visual stimulation. Detailed data were described.

Development of Real-Time Vision-based Eye-tracker System for Head Mounted Display (영상정보를 이용한 HMD용 실시간 아이트랙커 시스템)

  • Roh, Eun-Jung;Hong, Jin-Sung;Bang, Hyo-Choong
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.35 no.6
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    • pp.539-547
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    • 2007
  • In this paper, development and tests of a real-time eye-tracker system are discussed. The tracker system tracks a user's gaze point through movement of eyes by means of vision-based pupil detection. The vision-based method has an advantage of detecting the exact positions of user's eyes. An infrared camera and a LED are used to acquire a user's pupil image and to extract pupil region, which was hard to extract with software only, from the obtained image, respectively. We develop a pupil-tracking algorithm with Kalman filter and grab the pupil images by using DSP(Digital Signal Processing) system for real-time image processing technique. The real-time eye-tracker system tracks the movements of user's pupils to project their gaze point onto a background image.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

3D View Controlling by Using Eye Gaze Tracking in First Person Shooting Game (1 인칭 슈팅 게임에서 눈동자 시선 추적에 의한 3차원 화면 조정)

  • Lee, Eui-Chul;Cho, Yong-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1293-1305
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMD. The proposed method is composed of 3 parts. In the first fart, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, the geometric relationship is determined between the monitor gazing position and the detected eye position gazing at the monitor position. In the last fart, the final gaze position on the HMB monitor is tracked and the 3D view in game is control]ed by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his (or her) hand. Also, it can increase the interest and immersion by synchronizing the gaze direction of game player and that of game character.

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Development of the Educational V-Factory system combining Virtual Reality (가상현실을 접목한 교육용 V-Factory 시스템 개발)

  • Seo, Kyeong-Jun;Yun, Jung-Ho;Nam, Ki-Seon;Kim, Sung-Gaun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.617-622
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    • 2018
  • In industries such as automobiles and semiconductors, a lot of components are produced using PLCs based on an automatic production system. Therefore, an educational platform is needed to provide training in the use of PLCs in the industrial sites. Conventional educational systems, in which PLCs are employed to control sensors and actuators, have been continuously developed. However, these systems present their circuits only in 2D on the screen, which makes it difficult to understand them during the learning process. To overcome these disadvantages, we propose an educational V-Factory system capable of providing PLC training using virtual reality. In addition, thousands of sensors and actuators can be controlled by the V-Factory system through the proposed virtual I/O driver. The motion of the automatic production system can be visualized using virtual reality.

Wearable User Interface based on EOG and Marker Recognition (EOG와 마커인식을 이용한 착용형 사용자 인터페이스)

  • Kang, Sun-Kyoung;Jung, Sung-Tae;Lee, Sang-Seol
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.133-141
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    • 2006
  • Recently many wearable computers have been developed. But they still have many user interface problems from both an input and output perspective. This paper presents a wearable user interface based on EOG(electrooculogram) sensing circuit and marker recognition. In the proposed user interface, the EOG sensor circuit which tracks the movement of eyes by sensing the potential difference across the eye is used as a pointing device. Objects to manipulate are represented human readable markers. And the marker recognition system detects and recognize markers from the camera input image. When a marker is recognized, the corresponding property window and method window are displayed to the head mounted display. Users manipulate the object by selecting a property or a method item from the window. By using the EOG sensor circuit and the marker recognition system, we can manipulate an object with only eye movement in the wearable computing environment.

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Real-time Tele-operated Drone System with LTE Communication (LTE 통신을 이용한 실시간 원격주행 드론 시스템)

  • Kang, Byoung Hun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.35-40
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    • 2019
  • In this research, we suggest a real-time tele-driving system for unmanned drone operations using the LTE communication system. The drone operator is located 180km away and controls the altitude and position of the drone with a 50ms time delay. The motion data and video from the drone is streamed to the operator. The video is played on the operator's head-mounted display (HMD) and the motion data emulates the drone on the simulator for the operator. In general, a drone is operated using RF signal and the maximum distance for direct control is limited to 2km. For long range drone control over 2km, an auto flying mode is enabled using a mission plan along with GPS data. In an emergency situation, the autopilot is stopped and the "return home" function is executed. In this research, the immersion tele-driving system is suggested for drone operation with a 50ms time delay using LTE communication. A successful test run of the suggested tele-driving system has already been performed between an operator in Daejeon and a drone in Inje (Gangwon-Do) which is approximately 180km apart.