• 제목/요약/키워드: Head-Mounted Display (HMD)

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제스처 인식 기반 웨어러블 영상시청 시스템 개발 (Development of Wearable Image Watching System based on Gesture Recognition System)

  • 최종호
    • 한국정보전자통신기술학회논문지
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    • 제3권4호
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    • pp.43-48
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    • 2010
  • 웨어러블 단말기에서 가장 문제가 되고 있는 부분은 디스플레이 장치이다. 이러한 문제의 해결 방안으로 안경처럼 착용하는 모니터의 일종인 HMD(Head Mounted Display)가 개발되어 사용되고 있다. 그러나 HMD에서도 문제점은 존재한다. HMD를 착용하고 멀티미디어 콘텐츠를 감상하는 도중에 콘텐츠를 선택하거나 실행할 경우 버튼, 키, 마우스 등을 조작해야 하나, HMD를 착용한 경우에는 매우 불편하다. 이러한 문제점을 해결하기 위한 가장 근본적인 방법은 새로운 인터페이스를 개발하는 것이다. 따라서 본 논문에서는 제스처 인식 기반의 웨어러블 영상시청 시스템을 개발하였다.

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Analysis of Stability on Single-leg Standing by Wearing a Head Mounted Display

  • Woo, Byung Hoon
    • 한국운동역학회지
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    • 제27권2호
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    • pp.149-155
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    • 2017
  • Objective: The purpose of this study was to investigate the effects of three visual conditions (eyes opened, eyes closed, and wearing of a head mounted display [HMD]) on single-leg standing through kinematics and kinetic analysis. Method: Twelve college students (age: $24.5{\pm}2.6years$, height: $175.0{\pm}6.4cm$, weight: $69.2{\pm}5.1kg$) participated in this study. The study method adopted three-dimensional analysis with six cameras and ground reaction force measurement with one force plate. The analysis variables were coefficient of variation (CV) of the center of body mass, head movement, ground reaction force, and center of pressure, which were analyzed using one-way analysis of variance with repeated measures according to visual conditions. Results: In most cases, the results of this study showed that the CV was significantly higher in the order of HMD wearing, eyes closed, and eyes opened conditions. Conclusion: Our results indicated that body sway was the largest in the HMD wearing condition, and the risk of falling was high owing to the low stability.

Design of a Low Distortion Head-Mounted Display with Freeform Reflective Mirror Based on Two Ellipsoids Structure

  • Wang, Junhua;Liang, Yuechao;Xu, Min
    • Journal of the Optical Society of Korea
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    • 제20권2호
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    • pp.234-238
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    • 2016
  • A new method to design a low distortion, even relative illumination, optical see-through head-mounted display (HMD) with a freeform reflective mirror (FFRM) based on the two similar ellipsoids structure is proposed. The HMD we have realized has a simple structure which consists of two similar ellipsoid surfaces, an FFRM, a 7-piece co-axis relay lens, and an OLED. This structure can be applied to offset distortion, reach even relative illumination, and correct the off-axis aberrations. The HMD we finally have realized has a near 3% low distortion, a higher than 80% relative illumination, and a 40°×30° field of view (FOV).

HMD용 발향장치 설계와 적용 (Application and Design of Scent Display Device for Head-Mounted Display)

  • 백민호;김민구;금동위;김정도
    • 센서학회지
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    • 제28권1호
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    • pp.52-57
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    • 2019
  • Studies to augment emotion and immersion in multimedia content through olfactory stimulation are being increasingly conducted in the past two decades, and a variety of scent devices have been developed. Most of the scent devices are very large and heavy; consequently, they are installed on a table rather than being attached to the Head-mounted Display (HMD). Even if such devices are mounted on the HMD, it is not possible to control the scent density because of the size limitation, and it is not easy to be immersed in the experience because of the noise caused by the scent device. In order for an actual virtual reality or an augmented reality system to work efficiently with the scent device, three conditions - noiseless, a compact design, and concentration control- must be satisfied. In this study, we design a scent device that satisfies these three conditions. By using a miniature piezoelectric pump, a small size scent device is designed so that it can be easily attached to the lower end of the HMD, and hardly any noise is generated. Moreover, it is possible to control the concentration of the scent by controlling the piezoelectric pump using amplitude and frequency.

헤드 마운티드 디스플레이 착용이 목 관절가동범위와 목 근육 두께 및 통증에 미치는 융합연구 (Convergence Study of Wearing Head-Mounted Display on Cervical Range of Motion, Neck Muscles Thickness, and Pain)

  • 오소현;정성대;심재훈;양노열
    • 한국융합학회논문지
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    • 제11권9호
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    • pp.277-285
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    • 2020
  • 본 연구는 헤드 마운티드 디스플레이(Head-Mounted Display; HMD) 사용이 건강한 젊은 성인들의 목관절가동범위(CROM)와 목 근육 두께 및 통증에 미치는 영향을 분석하였다. HMD 군(남자 16명, 여자 7명)은 HMD를 착용하고 30분 동안 정해진 영상을 시청하도록 하였다. 대조군(남자 15명, 여자 8명)은 HMD군과 동일한 자세로 HMD 착용없이 30분 동안 앉아있게 하였다. 실험 전·후에 목관절가동범위, 위등세모근과 어깨올림근의 두께와 압력통증역치를 측정하고 대응표본 t검정과 독립 t검정으로 분석하였다. HMD 군의 목관절가동범위와 양쪽 위등세모근과 어깨올림근의 압력통증역치는 사전 검사 보다 유의하게 감소하였고(p<.05), 양쪽 위등세모근의 두께는 유의하게 증가하였고(p<.05). 반면에, 대조군은 목관절가동범위, 근육 두께 및 압력통증역치에서 유의한 차이가 없었다(p>.05). 분석 결과, 장시간 HMD 사용은 목관절가동범위와 압력통증역치를 감소시키고 근육을 비대하게 하여 목과 어깨의 근골격계 질환을 야기할 수 있으므로, 본 연구는 올바른 자세를 유지하며 적절한 시간 동안만 HMD를 사용할 것을 권장한다.

What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey

  • JeongSil Choi;Heakyung Moon;Mijeong Park
    • 여성건강간호학회지
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    • 제29권3호
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    • pp.208-218
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    • 2023
  • Purpose: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements. Methods: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content. Results: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1-5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=-.18, p=.030), and cyber sickness (β=-.21, p=.001) were identified as having a significant influence. Conclusion: When developing HMD-based VR content, strategies to improve users' personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.

An Improved Method of Guaranteeing Frame Rates of Avionics Simulator based on HMD Motion

  • Lee, Jeong-Hoon;Jo, Yong-Il;Kim, Kyong Hoon
    • 한국컴퓨터정보학회논문지
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    • 제23권7호
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    • pp.57-62
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    • 2018
  • In this paper, we propose an improved algorithm for rendering method to guarantee frame rates based on HMD (Head Mounted Display) motion in an avionics simulator. One of important issues in HMD simulators is to guarantee frame rates despite fast motion of HMD which is more rapid than the aircraft's moving speed to maintain a quality of images. Therefore, we propose an algorithm considering the moving speed of a pilot's head: Improved Speed-Based LOD (Level-Of-Detail) Control (ISBLC). In the proposed algorithm, frame rates are improved by changing dynamic LOD which determines details of objects for rendering images. Throughout the experiments, we show the average frame rates are achieved up to 60 and minimum frame rates are guaranteed up to 40. The proposed algorithms will be used HMD simulation in avionics simulators.

EOG를 사용한 가상현실 HMD용 키보드 구현 (Keyboard for Virtual Reality Head Mounted Display using Electro-oculogram)

  • 김병준;권기철;양용만;김남
    • 한국콘텐츠학회논문지
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    • 제18권1호
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    • pp.1-9
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    • 2018
  • 본 논문에서는 눈을 깜빡(eye-blink)일 때 발생하는 안전도(EOG, electro-oculogram) 신호를 이용하여 손을 사용하지 않는 가상현실 HMD(head mounted display)용 키보드 시스템을 제안하였다. 본 시스템은 디스플레이 소자, 자이로스코프센서, 중력센서, 뇌전도(EEG, electro-encephalogram) 센서 등으로 구성되며, 시스템의 제어 및 그래픽 처리 등을 위한 Unity3D 엔진으로 가상현실 HMD용 키보드 시스템을 구현하였다. 구현된 키보드의 방식은 한글의 경우 천지인 키보드 방식을 사용하였으며 영어, 숫자, 기호의 경우 $3{\times}4$ 방식을 사용하여 공간상의 문제를 해결하였다. 구현된 시스템을 통해 손을 사용하지 않고 목의 움직임과 안전도만으로 가상현실 HMD의 키보드 입력이 가능함을 확인하였다.

Study on Distortion and Field of View of Contents in VR HMD

  • Son, Hojun;Jeon, Hyoung joon;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • 제6권1호
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    • pp.18-25
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    • 2017
  • Recently, VR HMD (virtual reality head mounted display) has been utilized for virtual training, entertainment, vision therapy, and optometry. In particular, virtual reality contents are increasingly used for vision therapy and optometry. Accordingly, high-quality virtual reality contents such as a natural vision of life is required. Therefore, it is necessary to study the content production according to the optical characteristics of the VR HMD. The purpose of this paper is to suggest a proper FOV (field of view) of contents according to the distortion rate. We produced virtual reality contents and obtained distorted images by virtual camera. The distortion rate is calculated by using the distorted image. It is proved that the optimal FOV of the VR content with the minimum distortion is $90{\sim}100^{\circ}$. The results of this study are expected to be applied to the production of high quality contents.