• Title/Summary/Keyword: LEAP-2017

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Verification of the usefulness of smartphone for wrist swing motion in VR environments (VR 환경에서 손목 스윙 동작에 대한 스마트폰의 유용성 검증)

  • Lee, Chung-Jae;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.53-62
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    • 2017
  • VR content manipulation equipment is not easy for individuals to access because it requires high prices. Especially, in the case of a system for tracking the motion of the user among the VR contents, a separate optical sensor device using an infrared camera is generally used. The disadvantage of the optical sensor equipment is that the measurable range is dependent on the measurement direction when tracking the rotation motion when using only a single device. In order to solve the above problems, this paper shows that the inertial sensor of the smartphone, which is generally owned by the public, can track the rotational motion of the user regardless of the measurement direction . The system using the LeapMotion is used as the reference system, and the system using the smart phone is defined as the evaluation system, and the usability of the evaluation system is verified by comparing the user satisfaction of the two systems.

Intuitive Spatial Drawing System based on Hand Interface (손 인터페이스 기반 직관적인 공간 드로잉 시스템)

  • Ko, Ginam;Kim, Serim;Kim, YoungEun;Nam, SangHun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1615-1620
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    • 2017
  • The development of Virtual Reality (VR)-related technologies has resulted in the improved performance of VR devices as well as affordable price arrangements, granting many users easy access to VR technology. VR drawing applications are not complicated for users and are also highly mature, being used for education, performances, and more. For controller-based spatial drawing interfaces, the user's drawing interface becomes constrained by the controller. This study proposes hand interaction based spatial drawing system where the user, who has never used the controller before, can intuitively use the drawing application by mounting LEAP Motion at the front of the Head Mounted Display (HMD). This traces the motion of the user's hand in front of the HMD to draw curved surfaces in virtual environments.

Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
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    • v.18 no.1
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    • pp.49-71
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    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

Evaluation of the Numerical Liquefaction Model Behavior with Drainage Condition (배수조건에 따른 액상화 수치모델의 거동평가)

  • Lee, Jin-Sun;Kim, Seong-Nam;Kim, Dong-Soo
    • Journal of the Korean Geotechnical Society
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    • v.35 no.11
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    • pp.63-74
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    • 2019
  • Numerical liquefaction model and response history analysis procedure are verified based on dynamic centrifuge test results. The test was a part of the Liquefaction Experiments Analysis Project (LEAP). The model ground was formed inside of rigid box by using the submerged Ottawa F65 sand with a relative density of 55% and 5° of surface inclination. A tapered sinusoidal wave with a frequency of 1 Hz was applied to the base of the model box. Numerical analyses were performed by two dimensional finite difference method in prototype scale. The soil is modeled to show hysteretic behavior before shear failure, and Mohr-Coulomb model is applied for shear failure criterion. Byrne's liquefaction model was applied to track the changes in pore pressure due to cyclic loading after static equilibrium. In order to find an appropriate flow condition for the liquefaction analysis, numerical analyses were performed both in drained and undrained condition. The numerical analyses performed under the undrained condition showed good agreement with the centrifuge test results.

Multi-sensor based NUI/NUX framework for various interactive applications (다양한 상호작용 어플리케이션을 위한 이종 센서 NUI/NUX 프레임워크)

  • Zhang, Weiqiang;Xi, Yulong;Wen, Mingyun;Cho, Seoungjae;Chae, Jeongsook;Kim, Junoh;Um, Kyhyun;Cho, Kungeun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1077-1078
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    • 2017
  • In this study, we implement a natural user interface/experience framework using multi-sensors: Microsoft Kinect, Leap Motion, and Myo Armband. The framework is designed for customers to use in various types of interactive applications. We integrate the functions of three sensors into an application and provide an interface for customers, who can use it to interact with a computer easily. The framework can track body information in real-time, and accurately recognize the motion of different body parts.

Deep Borehole Disposal of Nuclear Wastes: Opportunities and Challenges

  • Schwartz, Franklin W.;Kim, Yongje;Chae, Byung-Gon
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.15 no.4
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    • pp.301-312
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    • 2017
  • The concept of deep borehole disposal (DBD) for high-level nuclear wastes has been around for about 40 years. Now, the Department of Energy (DOE) in the United States (U.S.) is re-examining this concept through recent studies at Sandia National Laboratory and a field test. With DBD, nuclear waste will be emplaced in boreholes at depths of 3 to 5 km in crystalline basement rocks. Thinking is that these settings will provide nearly intact rock and fluid density stratification, which together should act as a robust geologic barrier, requiring only minimal performance from the engineered components. The Nuclear Waste Technical Review Board (NWTRB) has raised concerns that the deep subsurface is more complicated, leading to science, engineering, and safety issues. However, given time and resources, DBD will evolve substantially in the ability to drill deep holes and make measurements there. A leap forward in technology for drilling could lead to other exciting geological applications. Possible innovations might include deep robotic mining, deep energy production, or crustal sequestration of $CO_2$, and new ideas for nuclear waste disposal. Novel technologies could be explored by Korean geologists through simple proof-of-concept experiments and technology demonstrations.

Myanmar Libraries after the 'Opening Up'

  • Bradley, Fiona
    • Journal of Information Science Theory and Practice
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    • v.5 no.4
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    • pp.49-67
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    • 2017
  • This article assesses the recent development of libraries in Myanmar and efforts to build the sector's capacity leading up to and after the first democratic elections held in the country in nearly 50 years, at the end of 2015. Cyclone Nargis in 2008 is viewed as a 'framing event' (Birkland, 1998) that led to national legal and policy reforms, an increase in national and international projects to support development of Myanmar libraries, and the strengthening of local actors including the Myanmar Library Association to coordinate and lead development activities. Although in need of modernisation, networking, and professional skills, the existence of a widespread number of all library types across the country provides an important foundation for further development. The current status and readiness of libraries is explored in the broader context of the rapid leap from limited to more widely available access to information and technology. The article finds that there is great potential for libraries in Myanmar to support the continued transition to democracy as evidenced by the role of libraries and access to information in other countries that have transitioned. Remaining challenges include the potential of backsliding on national reforms, and the need for significant investments in infrastructure and skills. Libraries must be transformed to meet the changing needs of information users in a young democracy.

Expressive Characteristics of Exhibition Image in 'The Korean peninsula' at the Venice Biennale Architecture 2014 - Focused on the Montage of Collision and Interval - (2014 베니스 비엔날레 건축전 한국관의 전시이미지 표현특성 - 충돌 몽타주와 간격을 중심으로 -)

  • Park, Young-Tae
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.63-74
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    • 2017
  • This study is for the characteristic of expression of exhibition presentation in 'The Korean peninsula' which is the Golden Lion Winner at the Venice Biennale in 2014. The Korean peninsula provides two opposite political and economic systems and adaptations of modernism through various multi media images. The curator, Minsuk Cho, presented cinema montage image of Collision for analyzing dynamic exhibition organization and provides the foundation of his theory from Bergson's image and duration to Deleuze's movement-image and time-image which is mentioned from Deleuze's book "cinema 1" and "cinema 2". Furthermore, the Korean peninsula has showed perception-image and affection-image from Eisenstein & Vertov's cinemathology and systemized exhibition presentation. The montage of Collision has maximized the movement from the variety and complexity in a collision and it made difference between information images which are space, time, emotion, intelligence, the tumult between subjectivity and objectivity, fragments from reorganizing itself, and distribution and art images. The limit of montage of Collision's dialectic is not only visual but also space from organic organization but the Korean peninsula overcomes its limit and shows leap of tactile perception and time-reflection from the montage of Collision's dialectic. Therefore, the exhibition of the Korean peninsula presents the conviction of adaptations of modernism.

Implementation of Unstructured Display using Hand Gestures (핸드제스처를 이용한 비정형 디스플레이 구현)

  • Kim, Min-Ju;Lee, Jae-Hyeon;Yang, Ji-Hee;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.168-169
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    • 2017
  • 기존의 정형적인 디스플레이 형태뿐만 아니라 비정형적인 구조의 디스플레이의 관심이 증가하고 있다. 미래에는 기존의 직사각형의 디스플레이와 더불어 비정형적인 디스플레이의 기술이 발전할 전망으로 보인다. 이러한 비정형 사이니지 기술이 발전함에 따라 비정형 영상 표출에 대한 연구가 시행될 필요성이 있다. 하지만 큐브 디스플레이와 같은 비정형 디스플레이에 바로 영상을 표출하기에는 실질적으로 구현이 어려운 점이 있다. 따라서 현실적인 하드웨어 구현이 아닌 비정형 영상 시뮬레이션을 실행할 수 있는 환경을 구축함으로써 이러한 한계를 극복하고자 한다. 본 논문은 립모션(Leap Motion)과 유니티(Unity3D)를 연동하여 제스처 인식 기반의 비정형 디스플레이 표출 시뮬레이션을 시행하였다. 사용자의 명령에 따라 큐브모형이 제어가 되어 비정형 디스플레이로 인식하고 영상을 표출한다. 이는 실제 공간에서 사용할 수 있는 조립형 큐브 디스플레이에 영상을 직접 표출하기 전 시뮬레이션으로 활용 할 수 있을 것으로 기대된다.

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Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.385-394
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    • 2017
  • Objective: The aim of this study is to investigate how to design effective virtual reality-based training (i.e., virtual training) in maritime safety and to present methods for enhancing interface fidelity by employing immersive interaction and 3D user interface (UI) design. Background: Emerging virtual reality technologies and hardware enable to provide immersive experiences to individuals. There is also a theory that the improvement of fidelity can improve the training efficiency. Such a sense of immersion can be utilized as an element for realizing effective training in the virtual space. Method: As an immersive interaction, we implemented gesture-based interaction using leap motion and Myo armband type sensors. Hand gestures captured from both sensors are used to interact with the virtual appliance in the scenario. The proposed 3D UI design is employed to visualize appropriate information for tasks in training. Results: A usability study to evaluate the effectiveness of the proposed method has been carried out. As a result, the usability test of satisfaction, intuitiveness of UI, ease of procedure learning, and equipment understanding showed that virtual training-based exercise was superior to existing training. These improvements were also independent of the type of input devices for virtual training. Conclusion: We have shown through experiments that the proposed interaction design results are more efficient interactions than the existing training method. The improvement of interface fidelity through intuitive and immediate feedback on the input device and the training information improve user satisfaction with the system, as well as training efficiency. Application: Design methods for an effective virtual training system can be applied to other areas by which trainees are required to do sophisticated job with their hands.