• Title/Summary/Keyword: Head Mounted Display

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Changes in Young Adults' Static Balance Ability Following Immersive Virtual Reality Balance Training (젊은 성인에서 몰입형 가상현실 균형 훈련에 따른 정적 균형 변화)

  • Seo, Jeong-Pyo;Yeo, Sang-Seok
    • PNF and Movement
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    • v.18 no.2
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    • pp.265-273
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    • 2020
  • Purpose: The purpose of the study was to investigate the effects of HMD (head mounted display)-based virtual reality balance training on static balance in young adults, and whether appropriate balance training can help healthy adults to improve balance ability in daily living. Methods: The study subjects were 14 healthy adults. Subjects received 20 minutes of HMD-based virtual reality balance training 3 times per week for 4 weeks. Static balance was measured before, during, and after training and after one month. Static balance was measured in a total of 8 conditions, and the results were classified as visual (F1), somatosensory (F5-6), vestibular (F2-4), and central nervous system (F7-8). Results: The test results showed no significant difference in pre-training, post-training, and follow-up results under all conditions at Fourier index F1, F5-6, and F7-8 frequencies. For the F2-4 frequency, there was a significant difference before and after training under NC (neutral head position, eyes closed, firm surface) and PC (neutral head position, eyes closed, elastic surface) conditions. The NC condition returned a significant decrease of F2-4 frequency in post-training testing as compared to pre-training, and the PC condition showed a significant decrease of F2-4 frequency between the pre-training and mid-training tests, and between the pre-training and post-training tests. Conclusion: These results indicate that HMD-based balance training can improve balance ability, even in normal adults, and seems especially effective for vestibular function training.

Distortion Calibration and FOV Adjustment in Video See-through AR using Mobile Phones (모바일 폰을 사용한 비디오 투과식 증강현실에서의 왜곡 보정과 시야각 조정)

  • Widjojo, Elisabeth Adelia;Hwang, Jae-In
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.43-50
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    • 2016
  • In this paper, we present a distortion correction for wearable Augmented Reality (AR) on mobile phones. Head Mounted Display (HMD) using mobile phones, such as Samsung Gear VR or Google's cardboard, introduces lens distortion of the rendered image to user. Especially, in case of AR the distortion is more complicated due to the duplicated optical systems from mobile phone's camera and HMD's lens. Furthermore, such distortions generate mismatches of the visual cognition or perception of the user. In a natural way, we can assume that transparent wearable displays are the ultimate visual system which generates the least misperception. Therefore, the image from the mobile phone must be corrected to cancel this distortion to make transparent-like AR display with mobile phone based HMD. We developed a transparent-like display in the mobile wearable AR environment focusing on two issues: pincushion distortion and field-of view. We implemented our technique and evaluated their performance.

A Study on the Augmented Reality Display for Educating Power Tiller Operator using Chroma-key (크로마키를 이용한 증강현실 영상출력 연구)

  • Kim, Yu Yong;Noh, Jae Seung;Hong, Sun Jung
    • Journal of agriculture & life science
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    • v.51 no.1
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    • pp.205-212
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    • 2017
  • This study aimed to output augmented reality display using chroma-key so that power tiller simulator can be operated smoothly while wearing the head mounted display. In this paper, we propose a chroma-eliminating image filtering method. Experimental results show that the maximum and minimum values of hue, saturation and intensity were 0.52, 0.153, 0.57, 0.16, 1, and 0.12, respectively. A keypad was used to set the initial position of augmented reality adjusted with the front, back, top, bottom, left, and right buttons. The initial position value is always maintained and managed according to the trailer attachment and detachment. Finally, we show that the augmented reality merged with virtual image and the acquired image of operation device using coordinate values obtained from the HMD and the position tracking sensor as relative coordinates in Unity program that is the ultimate game development platform.

Development and Effects of Head-Mounted Display-Based Home-Visits Virtual Reality Simulation Program for Nursing Students (간호학생을 위한 Head Monted Display기반 재가방문 가상현실(Virtual Reality) 시뮬레이션 프로그램 개발 및 효과 검증)

  • Ahn, Min Kweon;Lee, Chong Mi
    • Journal of Korean Academy of Nursing
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    • v.51 no.4
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    • pp.465-477
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    • 2021
  • Purpose: This study aimed to evaluate the effects of head monted display based home-visits virtual reality simulation (HVRS) program developed for undergraduate nursing students. Methods: A nonequivalent control group with a non-synchronized design was utilized and 84 participants (experimental group, 44; control group, 40) were recruited from August 31, 2020 to November 8, 2020 in Gwangju metropolitan city. The HVRS program consisted of scenarios of three nursing cases, hypertension, diabetes mellitus, and stroke. Data were analyzed SPSS version 25.0 for Windows. Results: At the completion of HVRS, significant differences were found between groups in knowledge of home-visits (t = 4.73, p < .001), self-confidence (t = 6.63, p < .001), self-efficacy (t = 3.13, p = .002), and clinical competency (t = 4.13, p < .001). No significant difference was shown between groups in nursing knowledge about strokes, a subcategory of knowledge pertaining to home visits. Conclusion: The HVRS program developed for undergraduate nursing students is effective in improving knowledge of home-visits, self-confidence, self-efficacy, and clinical competency for nursing students.

Design and Fabrication of Aspherical Optical System for Augmented Reality Application (증강 현실 응용을 위한 비구면 광학계 설계 및 제작)

  • Chang-Won Shin;Hyeong-Chang Ham;Ae-Jin Park;Hee-Jae Jung;Kang-Hwi Lee;Chi-Won Choi
    • Korean Journal of Optics and Photonics
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    • v.34 no.4
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    • pp.157-169
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    • 2023
  • Augmented reality (AR) using a head mounted display (HMD) is used in various fields such as military, medicine, manufacturing, gaming, and education. In this paper, we discuss the design and fabrication of the AR optical system, which is most essential for HMD. The AR optical system for HMD requires a wide transparent area in which the augmented image of the display and the real world can be viewed at the same time. To this end, an AR optical system was designed and manufactured by dividing it into three parts according to each characteristic. Also, the refractive index of the ultra-violet (UV) adhesive layer required to make the three optical systems into one complete AR optical system was considered from the design stage to minimize the optical path shift phenomenon when the input light source passes through the UV adhesive layer. In addition, when designing the AR optical system, two aspheric surfaces were used to compensate for off-axis aberration and to be suitable for mass production. Finally, for HMD mass production, an aspheric AR optical system with a thickness of 11 mm, a diagonal field of view of 40°, and a weight of 11.3 g was designed and manufactured.

Analysis of the Design Parameters for a Lightfield Near-eye Display Based on a Pinhole Array

  • Lee, Hyeontaek;Yang, Ungyeon;Choi, Hee-Jin
    • Current Optics and Photonics
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    • v.4 no.2
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    • pp.121-126
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    • 2020
  • With the increasing demand for head-mounted display applications, the image quality provided by a near-eye display device is a key factor in satisfying the consumer. Among various techniques to realize a near-eye display that has a thinner volume than the working distance of a human eye, a lightfield image-generation method based on a pinhole array is attracting much attention, with its simple and thin structure. In this paper, we propose a numerical analysis of the visual parameters and verifications with computational reconstruction.

Development of Prototype VR Ship Simulator System Using HMD (HMD를 사용한 가상현실 선박 시뮬레이터 시스템의 프로토타입 개발)

  • 임정빈;공길영;구자영
    • Journal of the Korean Institute of Navigation
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    • v.24 no.3
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    • pp.133-140
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    • 2000
  • The paper deals with the implementation of prototype Ship Simulator system (VRSS) by Virtual Reality techniques with Head Mounted Display (HMD) device. The prototype VRSS was consists of PC-based human sensors, object oriented operating system. In addition, two kinds of databases arranged from Head Related Transfer Functions and 3D object models were used to create 3D sea sound, and to construct virtual world, respectively. Using the prototype system, we carried out some simulation tests for the overtaking situation to prevent collisions at sea, and discussed on the usability of the system. As results from simulations, the prototype VRSS can provide multisensory and interactive display environment. The results gave rise to the user interaction with 3D objects that give realistic reproduction of navigational environments under a given scenario. Thus, we found that the prototype VRSS should be one of the next-generation ship simulation system.

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NEW OPTICALLY TRANSPARENT MATERIALS FOR TRANSPARENT ELECTRONICS AND DISPLAYS

  • Ju, Sang-Hyun;Liu, Jun;Li, Jianfeng;Chen, Po-Chiang;Zhou, Chongwu;Facchetti, Antonio;Janes, David B.;Marks, Tobin J.
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.973-974
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    • 2008
  • Optically transparent and flexible electronic circuits and displays are attractive for next-generation visual technologies, including windshield displays, head-mounted displays, and transparent screen monitors. Here we report on the fabrication of transparent transistors and circuits based on the combination of nanoscopic dielectrics and organic, inorganic, or hybrid semiconductors. Furthermore, the first demonstration of a transparent and flexible AMOLED display driven solely by $In_2O_3$ nanowire transistors (NWTs) is reported. The display region exhibits an optical transmittance of ~35% and a green peak luminance of ${\sim}300\;cd/m^2$. These results indicate that NWT-based drive circuits are attractive for fully transparent display technologies.

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A Preliminary Study of MPEG-V Scent effects on Virtual Reality Content (가상현실 콘텐츠 용 MPEG-V 후각효과 기초 연구)

  • Lim, Yong-Chul;Kim, Sang-Kyun;Lee, YoungMi
    • Journal of Broadcast Engineering
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    • v.22 no.5
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    • pp.589-599
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    • 2017
  • This paper introduces a system to reproduce the olfactory effect using the MPEG-V (ISO / IEC 23005) standard to verify the reliability of the fragrance used in the olfactory experiment Using the implemented system, with experiment participant wearing HMD(Head Mounted Display), we carried out one-to-one matching of aroma and scent object images, matching images of aroma and many scent objects, matching of aroma and fragrance object images, and analyzing distance preference. The results of the experiment showed that aroma of coffee, cocoa, banana, and peach aroma is suitable scent for testing. In case of coffee aroma with high matching accuracy, 10 ~ 20cm distance between smell and participant was more effective in image matching than 30cm. In the future, we can conduct the olfactory research for enhancing the sense of immersion and presence of virtual reality contents using the selected fragrance.

The Study on an Using Effect of Head Mounted Display to the Body in Virtual Environments (가상환경에서의 HMD사용이 인체에 미치는 영향에 관한 연구)

  • 이창민;정진희
    • Journal of Korea Multimedia Society
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    • v.3 no.4
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    • pp.389-398
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    • 2000
  • The focus of this study is to investigate how personal display system - Head Mounted Display(HMD) and VDU-affect to the body in virtual environments. This prediction was tested by a comparing of playing 3D games while wearing a HMD and monitoring a VDU for an hour. As quantitative measuring and analyzing tools, SSQ, RSSQ, pre and post posture stability test and vision test are used. The results showed that SSQ and RSSQ total score (TS) are related with the results of pre and post posture stability test and SSQ and RSSQ TS of HMD is higher than TS of VDU by one point five times. Especially, TS of MRG3C, having large field of view, has a possibility by two times of simulator sickness (SS). And in order to investigate the degree of SS regarding to the simulator control condition, two conditions, subjective-passive and subjective-active environments were compared. However, there was no significant difference between two environments. The repetition of the same environment has no effect to reduce the SS. Disorientation and oculomotor scores of the SSQ and RSSQ are higher than that of another symptoms. In addition, RSSQ score of strain/confusion is higher than that of nausea. Therefore, we assume that personal fear could possibly increase the simulator sickness in virtual environments.

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