• Title/Summary/Keyword: Headset

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Performance Evaluation of Real-time Voice Traffic over IEEE 802.15.4 Beacon-enabled Mode (IEEE 802.15.4 비컨 가용 방식에 의한 실시간 음성 트래픽 성능 평가)

  • Hur, Yun-Kang;Kim, You-Jin;Huh, Jae-Doo
    • IEMEK Journal of Embedded Systems and Applications
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    • v.2 no.1
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    • pp.43-52
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    • 2007
  • IEEE 802.15.4 specification which defines low-rate wireless personal area network(LR-WPAN) has application to home or building automation, remote control and sensing, intelligent management, environmental monitoring, and so on. Recently, it has been considered as an alternative technology to provide multimedia services such as automation via voice recognition, wireless headset and wireless camera for surveillance. In order to evaluate capability of voice traffic on the IEEE 802.15.4 LR-WPAN, we supposed two scenarios, voice traffic only and coexistence of voice and sensing traffic. For both cases we examined delay and packet loss rate in case of with and without acknowledgement, and various beacon period varying with beacon and superframe order values. In LR-WPAN with voice devices only, total 5 voice devices could be applicable and in the other case, i.e., coexisted cases of voice and sensor devices, a voice device was able to coexist with about 60 sensor devices.

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A Study on Wireless Headset using Bluetooth (Bluetooth를 이용한 무선 헤드셋에 관한 연구)

  • Lee, Sang-Hyun;Kang Soon-Duk
    • The Journal of Information Technology
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    • v.6 no.4
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    • pp.25-33
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    • 2003
  • We analyze specific supplementation direction(Efficiency, Isolation, convenience, synthesis, variety, security) about system vulnerabilities of the NEIS(National Education Information System) in this research. The efficiency constructs parallel security vulnerabilities diagnosis system NEIS which the security problem prevents and checks.

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The Development of Chestpiece Detecting Techniques for Physical Assessment Trainer (청진 훈련 모형용 청음판 검출 알고리즘 개발)

  • Chang, In Bae;Oh, Soo Hwan;Lee, Young Seok
    • Journal of the Korean Society for Precision Engineering
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    • v.31 no.6
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    • pp.527-534
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    • 2014
  • The control system of human torso model and driving system of stethoscope for physical assessment trainer are developed. The detecting characteristics of circular pickup coil which is driven by square wave voltage signal with resonance frequency of LC circuits are investigated and it is confirmed that the pickup coil can detect the existence of chestpiece near the coil region. The control system of human torso model is composed of 8 channel pickup coils, Mp3 and Bluetooth module. The driving system of stethoscope is composed of chestpiece with contact switch and Bluetooth headset. The chestpiece detecting algorithm check the contact of chestpiece with human body model first and excite the pickup coil sequentially to find the location. The proposed system can be applied the physical assessment trainer.

A Study on advanced performance of Robot control using EEG Headset (EEG 헤드셋을 이용한 로봇제어 성능 향상 연구)

  • Ji, Sang-won;Hu, Young-in;Kim, Se-yeon;Jang, Wonang;Lee, Dohoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1139-1141
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    • 2014
  • 뇌파 수집과 분석을 위한 상용 장비인 모바일 헤드셋 Emotiv를 이용한 BCI 연구가 있었다. 특히 Emotiv에서 제공되는 학습기능을 사용한 사례들에서 다양한 패턴을 학습한 경우는 인식률이 떨어지고 학습하는데 많은 시간이 소비된다. 본 논문에서는 Emotiv의 학습기능을 한 가지만 사용해서 인식률을 높이고 자이로센서를 이용하여 로봇을 4가지 방향으로 제어해서 원하는 경로로 이동가능 한 기능을 구현했다. 구현한 결과는 평균 85.67%를 보여 성공적이었다.

Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

The Effect of Product Experience Through Virtual Reality on Product Evaluation

  • Jeon, Eunmi;Han, Youngjee;Woo, Hyunjin
    • Asia Marketing Journal
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    • v.21 no.4
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    • pp.45-57
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    • 2020
  • With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that "enjoyment" has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.

Trends and Prospects in Super-realistic Metaverse Visualization Technologies (초실감 메타버스 시각화 기술 동향과 전망)

  • W.S. Youm;C.W. Byun;C.M. Kang;K.J. Kim;Y.D. Kim;D.H. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.24-32
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    • 2024
  • Wearable metaverse devices have sparked enthusiasm as innovative virtual computing user interfaces by addressing a major source of user discomfort, namely, motion-to-photon latency. This kind of latency occurs between the user motion and screen update. To enhance the realism and immersion of experiences using metaverse devices, the vergence-accommodation conflict in stereoscopic image representation must be resolved. Ongoing research aims to address current challenges by adopting vari-focal, multifocal, and light field display technologies for stereoscopic imaging. We explore current trends in research with emphasis on multifocal stereoscopic imaging. Successful metaverse visualization services require the integration of stereoscopic image rendering modules and content encoding/decoding technologies tailored to these services. Additionally, real-time video processing is essential for these modules to correctly and timely process such content and implement metaverse visualization services.

A New Design Method of Machine Control Interface by Using Bio-signals (생체신호를 이용한 새로운 형태의 기계 제어 인터페이스 구현방법)

  • Jin Kyung-Soo;Park Byoung-Woo;Byeon Jong-Gil
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.19-26
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    • 2005
  • This paper introduces a new design method of realizing the machine control interface by using bio-signals(EEG/EOG). This method can be further expanded to be applied to the computer system responding to EEG or EOG signals and the general bio-feedback system. For this reason, we made the remotely controlled toy system controlled by the EEG spectrums, their combination indexes, and EOG parameters. And the headset that has bio-signal processing modules built-in offers convenience for users, and this make much more advanced system than any other existing BCI and BMI system.

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Development of Evaluation Checklist for Personal Office Furniture and Apparatus and Fact-Finding Survey

  • Park, Hee Sok;Jeong, Byung Yong;Jung, Myung-Chul
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.2
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    • pp.167-177
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    • 2015
  • Objective: The objective of this research is to develop evaluation checklist for personal office furniture and apparatus to shape comfortable and efficient worksite for workers' welfare improvement, productivity enhancement and labor force preservation, and to identify office work environment by applying the checklist. Background: Because most office workers work using computers in a sitting posture, the ratio of office workers among total musculoskeletal disorders patients is forecast to increase. In this regard, an effort to prevent and manage such musculoskeletal disorders is required. Method: This research developed evaluation checklist for personal office furniture and apparatus by examining 25 domestic and international ergonomic literature and anthropometric data. This research carried out a fact-finding survey targeting the A Office and B Office of one public agency using the checklist. Results: Although, the checklist items on desks, chairs, computers and other goods conformed to the checklist standards, the following items did not conformed: desk height adjustment, seat board depth adjustment, lumbar support depth, foot rest, wrist rest, mouse tray, headset, speaker phone and Bluetooth. Conclusion: The evaluation checklist for personal office furniture and apparatus and fact-finding survey results are considered to be used as basic data for office work environment and workers' welfare improvement. Application: The information drawn from this research can be helpful to manufacturers' design and manufacture of ergonomic furniture and apparatus.

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.11-21
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    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.