• Title/Summary/Keyword: Head Mounted Display

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A study on the stereo vision system for controlling the mobile robot tele-operation (이동로봇의 원격조작을 위한 스테레오 비젼에 관한 연구)

  • Jung, Ki-Su;Ro, Young-Shick;Kang, Hui-Jun;Seo, Young-Su;Yun, Seong-Jun
    • Proceedings of the KIEE Conference
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    • 2007.10a
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    • pp.321-322
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    • 2007
  • 본 논문은 네트워크을 통한 원격제어 시스템을 구축하는 연구로써 무선 랜과 AP를 이용하여 독립 무선 네트워크를 구축하고, 이동로봇의 주변 환경에 대한 레이저 센서정보와 영상정의를 전송한다. 그리고 스테레오 카메라와 Head Mounted Display를 사용하여 원격지에서 입체감 있는 영상을 보며 조작을 할 수 있게 하였으며, Head Motion Tracking를 이용해 이동로봇의 카메라를 별도의 조작 없이 컨트롤 가능하도록 방법을 제안하였다.

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A study on the mobile robot tele-operation using stereo vision system (스테레오 비전을 이용한 이동로봇 원격조작에 관한 연구)

  • Jung, Ki-Su;Ro, Young-Shick;Kang, Hui-Jun;Seo, Young-Su
    • Proceedings of the KIEE Conference
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    • 2007.07a
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    • pp.323-324
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    • 2007
  • 본 논문은 네트워크을 통한 원격제어 시스템을 구축하는 연구로써 무선 랜과 AP를 이용하여 독립 무선 네트워크를 구축하고, 이동로봇의 주변 환경에 대한 레이저 센서정보와 영상정보를 전송한다. 그리고 스테레오 카메라와 Head Mounted Display를 사용하여 원격지에서 입체감 있는 영상을 보며 조작을 할 수 있게 하였으며, Head Motion Tracking를 이용해 이동로봇의 카메라를 별도의 조작 없이 컨트롤 가능하도록 방법을 제안하였다.

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Clinical Implementation of an Eye Fixing and Monitoring System with Head Mount Display (Head Mount Display (HMD)를 이용한 안구의 고정 및 감시장치의 임상사용 가능성 확인)

  • Ko, Young-Eun;Park, Seoung-HO;Yi, Byong-Yong;Ahn, Seung-Do;Lim, Sang-Wook;Lee, Sang-Wook;Shin, Seong-Soo;Kim, Jong-Hoon;Choi, Eun-Kyung;Noh, Young-Ju
    • Progress in Medical Physics
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    • v.18 no.1
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    • pp.1-6
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    • 2007
  • A system to non-invasively fix and monitor eye by a head mounted display (HMD) with a CCD camera for stereotactic radiotherapy (SRS) of uveal melanoma has been developed and implemented clinically. The eye fixing and monitoring system consists of a HMD showing patient a screen for fixing eyeball, a CCD camera monitoring patient's eyeball, and an immobilization mask. At flrst, patient's head was immobilized with a mask. Then, patient was Instructed to wear HMD, to which CCD camera was attached, on the mask and see the given reference point on its screen. While patient stared at the given point in order to fix eyeball, the camera monitored Its motion. Four volunteers and one patient of uveal melanoma for SRS came into this study. For the volunteers, setup errors and the motion of eyeball were analyzed. For the patient, CT scans were peformed, with patient's wearing HMD and fixing the eye to the given point. To treat patient under the same condition, daily CT scans were also peformed before every treatment and the motion of lens was compared to the planning CT Setup errors for four volunteers were within 1mm and the motion of eyeball was fixed within the clinically acceptable ranges. For the patient with uveal melanoma, the motion of lens was fixed within 2mm from daily CT scans. An eye fixing and monitoring system allowed Immobilizing patient as well as monitoring eyeball and was successfully implemented in the treatment of uveal melanoma for SRS.

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Metaverse Based Virtual Reality Space Consulting Service Platform Research and Development (메타버스 기반의 가상 현실 공간 상담 서비스 플랫폼 연구 및 개발)

  • Kim, Jehyun;Oh, Seok-hee
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.130-133
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    • 2021
  • Recently, as the expansion of the metaverse accelerated due to the spread of the non-face-to-face trend after the COVID-19 pandemic, various metaverse platforms using it have appeared. In this study, we propose research and development of a virtual reality spatial psychological counseling service platform utilizing the advantages of metaverse. A counseling service platform was developed through virtual reality hardware including Unity 3D game engine and Head Mounted Display. Counseling participants create and participate in their own avatars, and counseling facilitators respond to the situation and environment of the counseling target in various virtual environments. It was attempted to improve the efficiency of the counseling service by allowing the space and counselor avatar to be selected. Furthermore, various interactions were implemented, and development was carried out so that it could be extended and utilized for social activities such as group counseling and general meetings and presentations. In the future, through additional research and development, we will prove the practical effectiveness of the psychological counseling service platform developed by conducting clinical trials under the support of psychological counseling experts and participation in actual counseling.

Extended Technology Acceptance Model of VR Head-Mounted Display in Early Stage of Diffusion (기술수용모델을 이용한 초기이용자들의 가상현실기기 채택 행동 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.353-361
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    • 2017
  • As one of Virtual Reality devices, HMD(Head-Mounted Device) helps users to experience an extended actual environment by providing them with virtual environment flexibly through the device. HMD considers user experience as importance as well as technical factors. Therefore, this study intended to analyze how the factors such as information quality, enjoyment, self-efficacy can have influence on the adoption of VR device using the extended technology acceptance model. The results showed that information quality and enjoyment have significant influences on perceived ease of use and usefulness. Self-efficacy only affect perceived ease of use. In addition, perceived ease of use and usefulness have influences on intention to use.

A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.19-28
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    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.

Size Perception Analysis on Smartphone-based Immersive Virtual Environment (스마트폰 기반 몰입형 가상 환경에서의 크기 인지 분석)

  • Kim, Nam-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.8
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    • pp.1067-1073
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    • 2021
  • Participants in the virtual environment will have an immersive and memorable perceived experience through interacting with virtual objects. Recently, commercial virtual reality technologies have released simple and cost-effective smartphone-based head-mounted displays (HMD) and high-quality wide field-of-view (FOV) HMDs. However, due to the vergence-accommodation conflict structure of HMD and the learned cognition mechanism in real, side effects such as dizziness and nausea remain challenging to overcome. This study focuses on consistent size perception among various cognitive difference factors, which are essential for interaction with virtual objects. We verified whether the visual angle, which affects the size perception of an object in real, is also the main factor in the virtual environment. Our experiments derived the relation between the visual angle and the environmental components, shadow, and grid, which help perceive a virtual object. As a result of the regression analysis, we presented that in the small FOV HMD environment, the visual angle affects size perception, and the relation between the shadow and the grid is statistically significant.

Multi-focus 3D display of see-through Head-Mounted Display type (투시형 두부 장착형 디스플레이방식의 다초점 3차원 디스플레이)

  • Kim, Dong-Wook;Yoon, Seon-Kyu;Kim, Sung-Kyu
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.441-447
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    • 2006
  • See-through HMD type 3D display can provide an advantage of us seeing virtual 3D data used stereoscopic display simultaneously with real object(MR-Mixed Reality). But, when user sees stereoscopic display for a long time, not only eye fatigue phenomenon happens but also de-focus phenomenon of data happens by fixed focal point of virtual data. Dissatisfaction of focus adjustment of eye can be considered as the important reason of this phenomenon. In this paper, We proposed an application of multi-focus in see-through HMD as a solution of this problem. As a result, we confirmed that the focus adjustment coincide between the object of real world and the virtual data by multi-focus in monocular condition.

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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Virtual Celestial Learning System Based on Virtual Reality Technology (가상현실기술에 기반한 가상천체학습시스템)

  • 정성태
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.7
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    • pp.1449-1455
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    • 2003
  • This paper describes the development of an effective celestial learning system using virtual reality technology. Our system support a deep immersion and comfortable navigation by using HMD(Head Mounted Display) and 3 dimensional mouse. We make three dimensional celestial image dynamically with OpenGL and display the rendered image to HMD. Students can feel that they are on the space ship and navigate through the celestial body. During the navigation, students can get the information of each planet and solve given problems. Our system shows that virtual reality can be used as an effective tool for training and education.