• Title/Summary/Keyword: Leap Motion Interface

Search Result 26, Processing Time 0.027 seconds

Study for Operation Teaching Machine Using 3D Virtual Reality System (3D가상 현실방식을 사용한 수술교육시스템의 연구)

  • Kang, Byung-Hoon;Kim, Ji-Sook;Kim, Han-Woong
    • Journal of Digital Contents Society
    • /
    • v.17 no.4
    • /
    • pp.287-293
    • /
    • 2016
  • Some studies require sufficient amount of time, spaces, and financial condition for practical exercises and training. In particular for the Medical education, time and space limitation is very high and difficulties occurs, since the practices are done with cadavers (deceased human body). Many alternate 3D Virtual surgery training system exist currently, however the burdensome of obtaining those costly equipments is problematic. Providing the surgical environment as similar to real as possible using 3D Virtual Reality can be a solution to current problems. The effectiveness of training could be maximized with minimized costs without the general interfaces such as keyboard and mouse, but with Oculus Rift and Leap Motion. This paper will develop and practice the 3D Virtual Operation System with two devices to investigate the possibility and expand to other Simulation fields.

Real-time Make up Mirror simulation using Leap Motion (LeapMotion을 이용한 실시간 Make up Mirror 시뮬레이션 구현)

  • Ra, Gyeong-Jin;Kim, Won-Bin;Park, Sung-Wook;Lee, Im-Yeong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2015.10a
    • /
    • pp.1057-1060
    • /
    • 2015
  • 온라인 화장품을 판매하는 종합 쇼핑몰 또는 전문 쇼핑몰이 증가하는 추세에 따라 온라인상에서 일어나는 위험에 대한 지각 보완을 위해 시뮬레이션에 대한 많은 연구가 이루어지고 있다. 국내 외 유명 화장품 회사들은 인터넷과 매장을 통해서 시뮬레이터를 제공하여 얼굴에 화장한 모습을 보여주는데 이때 사용되는 이미지는 정지된 사진과 같은 2차원 방식이다. 정면이 아닌 다양한 각도의 얼굴에 메이크업을 수행하거나 결과를 확인하는 과정이 어렵고 사용자가 이미지를 매번 준비해야하는 불편함이 따른다. 본 논문에서는 실시간영상에서 사용자의 피부색과 주변 환경요소를 고려한 메이크업 시뮬레이션으로서 보다 객관적인 시각적 자료를 제공한다. 또한 NUI(Natural User Interface)방식의 동작입력컨트롤러를 사용함으로서 사용자의 화장하는 동작에 따라 시뮬레이션을 제공받게 하여 현실감을 부여한다.

Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
    • /
    • v.18 no.4
    • /
    • pp.116-119
    • /
    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

A Multi-dimensional Structure for User Resistance with the Determinants of Innovative Product Use on Virtual Reality (가상현실 환경에서의 다차원적 혁신저항 구조와 혁신 제품 사용의 결정요소)

  • Park, Hyun-jung;Shin, Kyung-shik;Choi, Jaewon
    • The Journal of Society for e-Business Studies
    • /
    • v.21 no.2
    • /
    • pp.97-119
    • /
    • 2016
  • Motion-sensing interface enhances the sense of reality of user experience in virtual reality context. This study analyzes the innovation resistance and adoption structure for Leap Motion, which provides a motion-sensing function, primarily considering the theory of perceived risk. Previous research regarding innovation resistance and adoption mainly addressed the resultant aspects of perceived risk, or the impact of perceived value on the adoption intention. This study synthetically reviews previous studies from a multi-dimensional view considering both resistance- and adoption-perspective. To do so, we identified important antecedents that affect perceived risk and value, and we analyzed the compound dynamics of perceived risk and value towards innovation resistance. As a result, we found that the antecedents included in the existent acceptance models from adoption-perspective can help reduce the level of perceived risk, and that higher perceived value leads to lower innovation resistance. Additionally, trialability can rather foster the perceived risk.

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
    • /
    • v.18 no.8
    • /
    • pp.1615-1620
    • /
    • 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.

A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.11
    • /
    • pp.111-116
    • /
    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

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
    • /
    • v.18 no.1
    • /
    • pp.49-71
    • /
    • 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.

Use of a gesture user interface as a touchless image navigation system in dental surgery: Case series report

  • Rosa, Guillermo M.;Elizondo, Maria L.
    • Imaging Science in Dentistry
    • /
    • v.44 no.2
    • /
    • pp.155-160
    • /
    • 2014
  • Purpose: The purposes of this study were to develop a workstation computer that allowed intraoperative touchless control of diagnostic and surgical images by a surgeon, and to report the preliminary experience with the use of the system in a series of cases in which dental surgery was performed. Materials and Methods: A custom workstation with a new motion sensing input device (Leap Motion) was set up in order to use a natural user interface (NUI) to manipulate the imaging software by hand gestures. The system allowed intraoperative touchless control of the surgical images. Results: For the first time in the literature, an NUI system was used for a pilot study during 11 dental surgery procedures including tooth extractions, dental implant placements, and guided bone regeneration. No complications were reported. The system performed very well and was very useful. Conclusion: The proposed system fulfilled the objective of providing touchless access and control of the system of images and a three-dimensional surgical plan, thus allowing the maintenance of sterile conditions. The interaction between surgical staff, under sterile conditions, and computer equipment has been a key issue. The solution with an NUI with touchless control of the images seems to be closer to an ideal. The cost of the sensor system is quite low; this could facilitate its incorporation into the practice of routine dental surgery. This technology has enormous potential in dental surgery and other healthcare specialties.

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
    • /
    • 2017.04a
    • /
    • pp.1077-1078
    • /
    • 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.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.3
    • /
    • pp.43-52
    • /
    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.