• Title/Summary/Keyword: Head Mounted Display

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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.

Development of the off-vertical rotatory chair and visual stimulation system for evaluation of the vestibular function (전정기능 평가를 위한 탈수직축 회전자극 시스템 및 HMD 시스템의 개발)

  • 김규겸;고종선;박병림;김인동
    • The Transactions of the Korean Institute of Power Electronics
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    • v.6 no.4
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    • pp.325-332
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    • 2001
  • The vestibular system located in the inner ear controls reflex body posture and movement, It has the semicircular canals sensing an angular acceleration and the otolith organs sensing a linear acceleration. With this organic signal, medical doctor decide if a person has disease or not. To obtain this data, a precision stimular system is considered. Robust control is needed to obtain eye signals induced by off-vertical axis rotation because of an unbalanced load produced by tilting the axis of the system upto 30 degrees. In this study, off-vertical axis rotatory system with visual stimulation system are developed. This system is consisted of head mounted display for generating horizontal, vertical, and three dimensional stimulus patterns. Furthermore wireless recording system using RF modem is considered for noiseless data transmission. Detailed data was described.

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A Situational Training System based on Augmented Reality for Developmentally Disabled People (발달 장애인을 위한 증강현실 기반 상황훈련 시스템)

  • Choi, Jae-In;Kim, Kyung-Rae;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.16 no.5
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    • pp.629-636
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    • 2013
  • Nowadays, many interface devices or training systems have been developed with recent developments in IT technology but only a few training systems for developmentally disabled people have been introduced. In this paper, we present a real-time, interactional and situational training system based on augmented reality in order to improve cognitive capability and adaptive ability in the daily life of developmentally disabled people. Our system is specifically based on serving food in restaurants. This augmented reality based system provides them to experience various different situations safely and take the training session as much as they want under any circumstances. When they use our system, they are able to look around with Head Mounted Display(HMD) and take training sessions easily based on various situational scenarios. After experimenting on our system for 3 months, we found they had no aversion about wearing HMD and learned quicker as they practiced over and over and improved their cognitive capability and adaptive ability. We also got a positive feedback that it had an excellent educational value from teachers in special-education-school.

Example Development of Medical equipment applying Power Electronics Technique (전력전자 기술을 응용한 의료장비 개발 사례)

  • Ko Jongsun;Lee Taehoon;Kim Yongil;Kim Gyugyeom;Park Byungrim;Kim Minsun
    • Proceedings of the KIPE Conference
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    • 2002.07a
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    • pp.661-664
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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. 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, vertical and 3D patterns. The Off-vertical axis rotator which stimulates semicircular canals and otolith organs selectively 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.

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Effect of the Virtual Reality Cognitive Rehabilitation Program on Cognition Ability and Activities of Daily Living in Patients with Mild Cognitive Impairment (가상현실 인지재활 프로그램이 경도인지장애 환자의 인지능력과 일상생활동작에 미치는 영향)

  • Kang, Hyeok-Jun;Kim, Sang-Ryul;Kim, Jeong-Heon;Song, Dae-Heon;Yang, Ji-Eun;Chu, Mi-Ran;Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.4
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    • pp.155-161
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    • 2020
  • PURPOSE: This study investigated the effect of a head-mounted display (HMD) based virtual reality (VR) cognitive rehabilitation program on the cognitive ability and activities of daily living in patients with mild cognitive impairment. METHODS: This study enrolled 5 mild cognitive impairment patients at the G welfare center in Gwangju metropolitan city. Patients were examined using the MMSEDS (Mini mental state examination-dementia screening). The VR cognitive rehabilitation program was applied twice a week for four weeks. The functional independence measure (FIM) and Loewenstein occupational therapy cognitive assessment-geriatric population (LOTCA-G) were compared before and after applying the VR cognitive rehabilitation program. RESULTS: Subsequent of application of the VR cognitive rehabilitation program, significant increase was observed in the LOTCA-G score. The FIM score was also perceived to increase, after the intervention, but was not statistically significant. CONCLUSION: Application of the VR cognitive rehabilitation program as a therapy is effective in improving the visual perception, and upper extremity executive ability, especially orientation, thinking organization, attention, and concentration.

A case study on Metaphor forms of User Interface in HMD based Virtual reality FPS games (HMD기반 가상현실 FPS게임 인터페이스의 메타포 유형 분석 연구)

  • Kim, Bo-Yeon;Suk, Hae-Jung
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.27-38
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    • 2018
  • Today, the field that actively utilizes HMD, which is a representative implementation device of virtual reality, is game. We have frequently used interface design using metaphor to user interface of HMD based virtual reality game. The purpose of this study is to find out the metaphor types that appear in the game interface of the virtual reality FPS genre of HMD devices, which is a new medium. As a result of research, the metaphor types appearing on multiple interfaces have navigation, predictability-based, familiarizing, and physical world metaphor in terms of information perception and predictability-based and familiarizing metaphor in term of control action. It is considered possible to construct a correct mental model. It is expected that the stability-based metaphor to prevent user mistakes and the presentation metaphor to identify the identity of information space will be needed in the future.

Intuitive Spatial Drawing System based on Hand Interface (손 인터페이스 기반 직관적인 공간 드로잉 시스템)

  • Ko, Ginam;Kim, Serim;Kim, YoungEun;Nam, SangHun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1615-1620
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    • 2017
  • 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.

An Educational Effect on the Process of Design for 3D Simulation of Disaster Response System (재난 대응 3D 시뮬레이션 설계과정을 통한 교육적 효과)

  • Song, Eun-Jee;Suh, Don-Hee
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.23-29
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    • 2016
  • Our society is endemic in safety insensitivity, yet we have been concerned for safety education and disaster drill since the Sewol Ferry accident. However, the practical training costs very high, and it has its limit to increase reality. Recently, industry fields put emphasis on virtual reality (VR) as alternatives, so various contents are invented by using advantages of VR. The paper explores crucial application in 3-dimensional simulation for fire drill, suggests novel design, and contemplates about educative result through designing process. In order to construct and materialize the suggested system, practical 3D spatial information model and various disaster-drill scenarios are necessary. Also, to apply game elements for augmentation in users' utility, educations based on computer science and visual art are inevitable, which requires skills in programing and modeling respectively. Thus, this study investigates educational effect of convergence field through the suggested system designing process.

3D First Person Shooting Game by Using Eye Gaze Tracking (눈동자 시선 추적에 의한 3차원 1인칭 슈팅 게임)

  • Lee, Eui-Chul;Park, Kang-Ryoung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.465-472
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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 HMB. The proposed method is composed of 3 parts. At first, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, when the user gaze on the monitor plane, the geometric relationship between the gazing position of monitor and the detected position of pupil center is determined. In the last part, the final gaze position on the HMD monitor is tracked and the 3D view in game is controlled 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 the immersion by synchronizing the gaze direction of game player and the view direction of game character.