• Title/Summary/Keyword: Headset

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Augmented reality based virtual humans for remote guide (증강현실 가상 휴먼 기반 원격지 가이드 상호작용 기술 개발)

  • Lee, Daeseong;Choi, Seohyun;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2022년도 춘계학술대회
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    • pp.569-570
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    • 2022
  • Failure situations occur frequently in the industry, and the existing 2D-based manual for this purpose is not intuitive to understand and it is difficult to immediately interact with maintenance experts. In this paper, we propose a technology that enables workers to perform maintenance in real time with the help of experts without restrictions in time and place based on augmented reality when a failure situation occurs at a remote location. A local virtual human-based expert diagnoses a failure situation based on an adapted panoramic image of a remote failure situation while wearing an HMD headset, and gives instructions to a remote operator. In addition, in an augmented reality (AR) environment in a remote location, for the interaction between the operator and the expert, the HMD's microphone is used to create the expert's hand as well as verbal communication. You can use to point or draw a picture. If this technology is used, it is possible to overcome the limitations of the existing 2D-based manual, and to provide assistance in performing maintenance smoothly remotely even if an expert does not directly visit a remote location.

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Effect of an Intervention Using Voice Recording of a Family Member on Patients Undergoing Mechanical Ventilator Weaning Process (녹음된 목소리를 통한 가족중재가 인공호흡기 이탈 과정 환자에게 미치는 효과)

  • Choi, Ah Young;Kim, Min Young;Song, Eun Kyeung
    • Journal of Korean Academy of Nursing
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    • 제54권1호
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    • pp.32-43
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    • 2024
  • Purpose: This study aimed to determine the impact of an intervention using voice recording of family members on pain, anxiety, and agitation in patients undergoing weaning from mechanical ventilation. Methods: A randomized control pre-post experimental design was implemented to 53 participants, with 27 and 26 participants in the experimental and control groups, respectively. A 70-second voice recording of a family member, repeated three times at 10-minute intervals was used as an intervention for the experimental group. Meanwhile, participants in the control group used headset for 30 minutes. Structured instruments were utilized to measure pain, anxiety, agitation, and the weaning process. Wilcoxon Signed Ranks test and the Mann-Whitney U test, or χ2 test, were used for data analysis. Results: The experimental group exhibited significant decrease in pain (Z = - 3.53, p < .001), anxiety (t = 5.45, p < .001), and agitation (Z = - 2.99, p = .003) scores compared with those of the control group. However, there was no significant difference between groups in the weaning process' simplification (χ2 = 0.63, p = .727). Conclusion: Intervention using family members' voice recording effectively reduces pain, anxiety, and agitation in patients undergoing weaning from mechanical ventilation. This can be actively utilized to provide a more comfortable process for patients.

Design of Electret Microphone Interfacing Circuit for Microphone Signal Path Control between Intercoms (인터콤 간 마이크 신호 경로 제어를 위한 Electret Microphone 연동 회로 설계)

  • Sung-hee Cho;Seong-jae Jeong;Min-seon Kim;Deok-woo Nam;Da-na Jung;Jun-hyoung Kim
    • Journal of Advanced Navigation Technology
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    • 제28권3호
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    • pp.309-314
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    • 2024
  • Avionics Intercom performs communication between pilot, co-pilot and crews in aircraft. In the case of developing intercom in the aircraft modification development project, additional communication equipment or avionics equipment is configured to link the existing intercom with the headsets. Newly designed intercom needs a configuration that receives an aircraft headset microphone and transmits a microphone signal to the existing intercom, and these signals are required to perform signal quality above a certain level. To satisfy these requirements, microphone transmitter circuit has designed and tested, but quality factors of signal were not suitable. In order to avoid the issue, eliminate transmitter and apply signal bridge circuit considered with load effect, and it meets requirements. In this paper, the test results for the signal quality for each configuration are reviewed.

A Comparative Study of Immersive 360-degree Virtual Cycling System and Head-mounted Virtual Cycling System for Young adults

  • Wonjae Choi;Gyugeong Hwang;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • 제13권2호
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    • pp.187-195
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    • 2024
  • Objective: Physical activity can promote physical and mental well-being. University students are more sedentary recently due to the increased use of computers and other technology. The aim of this study was to investigate differences between immersive 360-degree virtual cycling (IVC) and virtual cycling with head-mounted display (VCHMD) on aerobic capacity and usability in young adults. Design: A crossover study. Methods: Twenty-five university students (13 male, 12 female) participated in this study and completed 2 separate 30 min cycling sessions, such as IVC and VCHMD. In the IVC, participants rode on a stationary cycle while watching curved TV where recorded video was played. To enhance the sense of realism, auditory stimulation was given to the headset, and the gyroscope sensor was used to track the screen as the head moved. In the VCHMD, participants rode on the stationary cycle with head-mounted display, and other conditions were the same as IVC. Participants were assessed the aerobic capacity which included gas analyzer and portable near-infrared spectroscopy, and usability which included simulator sickness questionnaire and system usability scale. Results: Aerobic capacity was significantly difference in the IVC compared with the VCHMD except for the total hemoglobin of right and left rectus femoris and muslce oxygen saturation of left rectus femoris (p<0.05). Cybersickness was less in the IVC than VCHMD and usability was high in the IVC than VCHMD (p<0.05). Conclusions: The findings suggested that IVC might be beneficial exericse to improve aerobic capacity and has lower cybersickness and higher usability than VCHMD.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • 제17권4호
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

A Pilot Test on Stop-Smoking and Development of HBN-001 (금연이침저주파지극기(HBN-001)의 개발 및 금연효과 Pilot Test)

  • Cha, Yun-Yeop;Lee, Gui-Sun;Park, Roh-Gook
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • 제7권3호
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    • pp.161-166
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    • 2012
  • With recent increase in interest on health through extension of life expectancies of people, desire of smokers to stop smoking is also getting stronger. Korean medicine uses Auricular Acupuncturing as a treatment to stop smoking. This Study examined whether Auricular Acupuncturing is actually effective by manufacturing device that can stimulate lung point and endocrine point that are known to be effective in stop smoking through low frequency stimulation. Firstly, Low Frequency Stimulator for Auricular Acupuncturing to quit smoking (HBN-001) was developed as an experimental device by combining low frequency stimulation to auricular acupuncture points and headset, and was pilot tested on 20 subjects. The average quantity of cigarette smoked prior to the application of the procedure was 12.19, which was reduced to 10.34 cigarettes after 2 weeks with more than 5 sessions of Auricular Acupuncturing. However, there was no statistically significant difference. The changes in the desire to smoke following the procedure included 4 subjects (20%) with no change, 4 (20%) with slight reduction, 4 (20%) with 25%~49% reduction, 6 (30%) with 50%~75% reduction, 1 (5%) with 75%~99% reduction and 1 (5%) with complete elimination of desire to smoke. Changes in how cigarette smoking tasted included 2 subjects (10%) with slight improvement, 7 (35%) with no change, 6 (30%) with slight worsening and 5 (25%) with substantially worsened taste. Based on the results of the Pilot Test, it appears that Auricular Acupuncturing could be affirmatively helpful in quitting smoking, and further researches in greater depth would be necessary in the future.

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The Android-based Bluetooth Device Application Design and Implementation (안드로이드 기반의 블루투스 디바이스 응용 설계 및 구현)

  • Cho, Hyo-Sung;Lee, Hyuk-Joon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • 제11권1호
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    • pp.72-85
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    • 2012
  • Today, although most bluetooth hands-free devices within a vehicle provide telephone service functions such as voice communication, caller id display and SMS message display and so on, they do not provide a function that displays Internet-based text data. We need to develop a scheme that displays the internet-based text data including existing hands-free function because the request for using the Internet service is increasing within a vehicle recently. The proposed bluetooth device application includes advanced function such as SNS message arrival notification, the message display function and we chose Android as the implementation mobile platform giving consideration to the fact that most SNS applications operate on Android and the platform is easily embedded into small embedded device. Smartphone or tablet PC connected with the proposed bluetooth device is an Android-based device and we designed a form of Android app for the function implementation of the devices. When the audio-text gateway app receives SNS text data, it extracts title and sender information from the message header information in a form of text data and sends them via ACL (Asynchronous Connection-Oriented) link to the bluetooth device showing the data on the screen. Android-based bluetooth devices are not possible to play voice through speaker because the bluetooth hands-free or headset profile ported within Android platform normally only includes audio gateway's function. The proposed bluetooth device application, therefore, applies the streaming scheme that sends data via ACL link instead of the way that sending them via SCO (Synchronous Connection-Oriented) link.

A Study on Apparatus of Smart Wearable for Mine Detection (스마트 웨어러블 지뢰탐지 장치 연구)

  • Kim, Chi-Wook;Koo, Kyong-Wan;Cha, Jae-Sang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.263-267
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    • 2015
  • current mine detector can't division the section if it is conducted and it needs too much labor force and time. in addition to, if the user don't move the head of sensor in regular speed or move it too fast, it is hard to detect a mine exactly. according to this, to improve the problem using one direction ultrasonic wave sensing signal, that is made up of human body antenna part, main micro processor unit part, smart glasses part, body equipped LCD monitor part, wireless data transmit part, belt type power supply part, black box type camera, Security Communication headset. the user can equip this at head, body, arm, waist and leg in removable type. so it is able to detect the powder in a 360-degree on(under) the ground whether it is metal or nonmetal and it can express the 2D or 3D film about distance, form and material of the mine. so the battle combats can avoid the mine and move fast. also, through the portable battery and twin self power supply system of the power supply part, combat troops can fight without extra recharge and we can monitoring the battle situation of distant place at the command center server on real-time. and then, it makes able to sharing the information of battle among battle combats one on one. as a result, the purpose of this study is researching a smart wearable mine detector which can establish a smart battle system as if the commander is in the site of the battle.

A Bluetooth Protocol Analyzer including Simulation Function based on PC Environment (PC 환경에서 시뮬레이션 기능을 포함한 블루투스 프로토콜 분석장비)

  • 정중수
    • Journal of KIISE:Computing Practices and Letters
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    • 제9권1호
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    • pp.95-99
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    • 2003
  • In addition to wired communication technology, wireless communication technology has had communication revolution nowadays. Bluethooth technology carries out data/voice communication within pico-net. Nowadays the various services are supported by access network connected to public network. This paper presents implementation of bluetooth protocol analyser which simulates bluetooth protocol. MS window98 and visual C are used for development environment and application program is operated over the firmware loaded on the bluetooth device connected to the PC through UART which of the maximum transmission rate is 115kbps because transmission rate less than 20kbps affects rarely the performance. The performance analysis on the propose system is carried out as simulating the signalling information for the voice test and the traffics between two bluetooth systems for file transfer. The throughput analysis for file transfer service and call processing capacity for voice service are considered as performance analysis parameters. File access time is very important parameter and throughput is 13 kbps in case breakpoint time to file access is 0.04sec. Also call processing time is about 16.6ms in case of communication with the headset. The performance analysis of simulation results satisfies with bluetooth device development.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
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    • 통권46호
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    • pp.181-206
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    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.