• Title/Summary/Keyword: Head Mounted Display

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A pilot study of augmented reality-based postural control training in stroke rehabilitation

  • Park, Yu Hyung;Lee, Chi Ho;Kim, Hang Jin
    • Physical Therapy Rehabilitation Science
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    • v.3 no.1
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    • pp.13-19
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    • 2014
  • Objective: The purpose of this study was to determine the effects of Augmented Reality-based Postural Control (ARPC) training on balance and gait function in patients with stroke. Design: Single-blind randomized controlled trial. Methods: Twenty participants who experienced a stroke were enrolled in the study and randomly assigned to the ARPC (n=10) or control group (n=10). Subjects in both groups received conventional physical therapy for 60 min per session, 5 days per week, for 4 weeks. In addition, subjects in the ARPC group received ARPC training for 30 min per day, 3 days per week, for 4 weeks. The participants watched established normal postural control patterns on a head-mounted display and repeated the movements in ARPC training. Outcome measurements were assessed using the Berg Balance Scale (BBS) and 10-Meter Walk Test (10MWT) before and after 4 weeks of training. Results: Of the 20 randomized participants, only 18 completed the 4-week training program. The ARPC group showed significant improvement in the BBS and 10MWT after training (p<0.05). Meanwhile, the control group did not exhibit improvement in either variable. In addition, the ARPC group showed significantly greater improvement than the control group in the 10MWT (p<0.05), whereas no significant difference was observed between the groups for the BBS. Conclusions: The results of this study confirmed the benefits of ARPC training on dynamic balance and functional gait ability. Additionally, this study may provide evidence supporting the use of an ARPC training program for improving balance and gait ability in patients after a chronic stroke.

A Study on the Measurement Method of Spatial Position Compensation for Virtual Reality and Real Space Synchronization (가상현실과 실공간 동기화를 위한 공간 위치보정 측정 방법론에 대한 연구)

  • Park, Kee-Jin;Lee, Byoung-Hwak;Kim, Nam-Hyuk;Yoon, Sung-Ho
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.17 no.6
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    • pp.136-143
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    • 2018
  • Recently, with the rapid development of virtual reality technology, there have been more and more applications of virtual reality technology in various fields. In order to realize a virtual reality, a method of implementing a visualization environment through an HMD (Head Mounted Display) is widely used. However, in the current visualization environment through the HMD, the user feels dizziness when worn, It has the disadvantage of imposing restrictions on. In this study, it is aimed to realize virtual reality visualization environment through multi-screen environment which improves the experience effect of virtual environment by using existing screen instead of visualization through HMD, and compensates for shortcomings of HMD method. In order to realize a multi-screen environment as a highly visualized environment, a technique for matching the spatial position of the multi-screen with the spatial position of the virtual environment is required. To do this, we need an efficient method to precisely measure the position of the space, and we propose a spatial position compensation methodology that can efficiently and precisely measure the position of the real space and reflect it in the virtual environment.

Implementing Renderer for Viewport Dependent 360 Video (사용자 시점 기반 360 영상을 위한 렌더러 구현)

  • Jang, Dongmin;Son, Jang-Woo;Jeong, JongBeom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.747-759
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    • 2018
  • In this paper, we implement viewport dependent tile partitioning for high quality 360 video transmission and rendering method to present a HMD (Head Mounted Display) screen for 360 video quality evaluation. As a method for high-quality video transmission based on a user's viewport, this paper introduces MCTS (Motion Constrained Tile Sets) technique for solving the motion reference problem and EIS (Extraction Information Sets) SEI including pre-configured tile information, and extractor that extracts tiles. In addition, it explains tile extraction method based on user's viewport and implementation contents of the method of expressing on an HMD. Therefore, if 360 video is transferred by the proposed implementation which only transfers video from the user viewport area, it is possible to express higher quality video with lower bandwidth while avoiding unnecessary image transmission.

An Exploratory Study of VR Technology using Patents and News Articles (특허와 뉴스 기사를 이용한 가상현실 기술에 관한 탐색적 연구)

  • Kim, Sungbum
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.185-199
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    • 2018
  • The purpose of this study is to derive the core technologies of VR using patent analysis and to explore the direction of social and public interest in VR using news analysis. In Study 1, we derived keywords using the frequency of words in patent texts, and we compared by company, year, and technical classification. Netminer, a network analysis program, was used to analyze the IPC codes of patents. In Study 2, we analyzed news articles using T-LAB program. TF-IDF was used as a keyword selection method and chi-square and association index algorithms were used to extract the words most relevant to VR. Through this study, we confirmed that VR is a fusion technology including optics, head mounted display (HMD), data analysis, electric and electronic technology, and found that optical technology is the central technology among the technologies currently being developed. In addition, through news articles, we found that the society and the public are interested in the formation and growth of VR suppliers and markets, and VR should be developed on the basis of user experience.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

Correlation between cognitive load, vividness and cyber sickness for 360-degree education video

  • Park, Jung Ha
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.89-94
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    • 2020
  • This study attempted to investigate cognitive load, vividness, and cybersickness in nursing students, in the last year of nursing college, who used a 360-degree video content for studying intravenous fluid infusion, one of the core fundamental nursing skills. The aim was to determine the correlation between the variables, and to decide whether the 360-degree video content can be used as an effective supplementary educational material in the regular curricula. This study, a descriptive research, was conducted from October 31, 2019 to November 14, 2019. The participants in this study were 64 students in the 4th year of nursing college at a university located in B City, South Korea. They were instructed to watch a 360-degree video content for intravenous infusion using a Samsung Head Mounted Display (HMD) while ensuring the safety of the students. The results showed that the scores, out of 7 points, for material design, self-evaluation, and physical effort for cognitive load in nursing students were 5.93±0.71, 5.92±0.71, and 5.64±0.74 points, respectively. In addition, the scores, out of 7 points, for mental effort and task difficulty were 2.55±1.08 and 1.94±0.75 points, respectively, and the scores for vividness and cybersickness in the participants were 5.82±0.84, and 2.57±0.98 points, respectively. Physical effort, self-evaluation, and material design for cognitive load in the participants were positively correlated with vividness (r=.379, r=.458, r=.507). In addition, mental effort for cognitive load was positively correlated with cybersickness (r=.684), whereas self-evaluation and material design were negatively correlated with cybersickness (r=-.388, r=-.343). Based on the results of this study, we believe that the 360-degree video content for intravenous fluid infusion can be used as an educational medium in regular and non-regular curricula. In addition, future studies are needed to specifically develop and verify teaching and learning methods on how to apply 360-degree video contents..

Desing of VR Contents for Visual Function Enhancement (VR 기반 시기능 강화 콘텐츠 설계 및 제작)

  • Yong-Ju Kim;Sang-Joong Jung
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.2
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    • pp.70-75
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    • 2022
  • With the spread of various digital devices, devices have become commonplace in modern society. Moreover, due to the increase in device usage and online learning while staying indoors during the COVID-19 pandemic, symptoms such as an increase in myopia in children due to eye fatigue, an increase in young presbyopia, and dry eye syndrome are increasing, and now people are paying attention to eye health. This is different from before. There are various prescriptions for eye health, but in this paper, we would like to propose a training method for enhancing visual function using VR contents. The analog methods of the existing teaching aids for visual function reinforcement training were planned and produced as digital contents, and VR-based training contents were selected from among the various methods carried out with teaching aids at the visual function training center, which can be made into contents. was developed with In the training process for each content, it was proposed to apply eye tracking to the VR device in order to give the user feedback on their participation in the training so that the management and concentration of the training process could be analyzed.

Study on Visual Communication Design of Wearable Computing Devices (웨어러블 컴퓨팅 디바이스를 이용한 시각 디자인 구현 및 연구)

  • Lee, Su Jin
    • Korea Science and Art Forum
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    • v.34
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    • pp.251-262
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    • 2018
  • The purpose of this study is to understand how wearable computing devices are designed and how to design them in a technology based wearable device design research. Research is premised on the consideration of producers and consumers. There is wearable computer of eyeglasses, watches, clothes, and so on. The user can always wear these products comfort and use as part of the body without any sense of discomfort, and the goal is to supplement or double the ability of the human being. It should be easy to use them convenient, wear comfortable, safe and sociable at any time. For the satisfaction these conditions, the wearable computing devices have several factors. There are technical performances, visual aesthetics, Human body system and devices communication and safety. Furthermore, these factors have to match to operating system, real-time operating system and applied software. To comprehend wearable computing devices should be offered the design of the both software and hardware designed.

Comparison of audience response between virtual exhibition and on-site exhibition contents in non-face-to-face situations (비대면 상황에서 가상 전시와 현장 전시 콘텐츠의 관객 반응 비교)

  • Jeong, Ye-Eun;Nam, Geurin;Kwon, Koojoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1838-1845
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    • 2022
  • Due to COVID-19, the face-to-face on-site exhibitions were not held. With this opportunity, technologies such as virtual reality/augmented reality are increasing attention, and these technologies are being used in many fields. In this study, we made a virtual exhibition content which was produced using virtual reality technology. Our virtual exhibition was held in parallel with the on-site exhibition that included the same contents. Also this exhibition provided an opportunity to realistic experience using the head mounted display. In order to provide a high sense of presence, we created an open virtual space and used realistic 3D objects and textures. Although it is a virtual exhibition, the audience can experience a sense of realism like an on-site exhibition. After the exhibition was over, a survey was conducted on the audience who participated in both the on-site exhibition and virtual exhibition to analyze their responses. As a result of the survey, the similarity and immersion of the virtual exhibition were highly evaluated.

The development of training platform for CiADS using cave automatic virtual environment

  • Jin-Yang Li ;Jun-Liang Du ;Long Gu ;You-Peng Zhang;Xin Sheng ;Cong Lin ;Yongquan Wang
    • Nuclear Engineering and Technology
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    • v.55 no.7
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    • pp.2656-2661
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    • 2023
  • The project of China initiative Accelerator Driven Subcritical (CiADS) system has been started to construct in southeast China's Guangdong province since 2019, which is expected to be checked and accepted in the year 2025. In order to make the students in University of Chinese Academy of Sciences (UCAS) better understand the main characteristic and the operation condition in the subcritical nuclear facility, the training platform for CiADS has been developed based on the Cave Automatic Virtual Environment (CAVE) in the Institute of Modern Physics Chinese Academy of Sciences (IMPCAS). The CAVE platform is a kind of non-head mounted virtual reality display system, which can provide the immersive experience and the alternative training platform to substitute the dangerous operation experiments with strong radioactivity. In this paper, the CAVE platform for the training scenarios in CiADS system has been presented with real-time simulation feature, where the required devices to generate the auditory and visual senses with the interactive mode have been detailed. Moreover, the three dimensional modeling database has been created for the different operation conditions, which can bring more freedom for the teachers to generate the appropriate training courses for the students. All the user-friendly features will offer a deep realistic impression to the students for the purpose of getting the required knowledge and experience without the large costs in the traditional experimental nuclear reactor.