• Title/Summary/Keyword: LeapMotion

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Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.

Hand Rehabilitation System Using a Hand Motion Recognition Device (모션인식 디바이스를 이용한 수부재활치료 시스템)

  • Hwang, Je-Seung;Kim, Min-Jin;Moon, Mi-Kyeong
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.8
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    • pp.129-137
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    • 2014
  • The patients who have illness of hand and upper limb should be received rehabilitation treatment to recover such illness. The rehabilitation treatments is a treatments designed to facilitate the process of recovery from injury, illness, or disease to as normal a condition as possible. This should be done continuously and repeatedly. In this paper, we describe hand-rehabilitation system which provides a treatment method improving and recovering the function of injured hands. Expecially, this system is using a leap motion device which can easily and properly identify and trace a hand motion and provide six treatment patterns for hand rehabilitation. By using this system, the patients can do rehabilitation treatment easily and continuously in their daily life and in result, the achievement of treatment will be improved.

3D Picture System using Virtual Reality (가상현실을 이용한 3D Picture 시스템)

  • Park, Ui-Sung;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.706-707
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    • 2016
  • 본 연구에서는 가상증강현실과 미술의 연계로 가상현실의 세계에서 3D 펜과 같이 그림을 그릴 수 있는 시스템을 기획하고자 한다. 가상의 3D 펜과 HMD, Leap Motion 기기를 이용하여, VR공간의 가상 캔버스에 자신만의 그림 세계를 만들고, 실시간으로 여러 명의 사용자들과 연동하여 함께 그림을 그리고, 저장, 공유할 수 있도록 한다. 여럿이 가상현실 공간을 돌아다닐 수 있기 때문에 협동하여 작품을 만들 수 있는 교육용으로도 사용할 수 있다. 또한 입체적인 것을 설명할 때 중요한 부분을 공간페인팅을 함으로써 2D의 한계를 넘어설 수 있다. 이 시스템은 창의적으로 무언가를 그려내는 것을 3D로 표현하기 때문에 더욱 풍부한 작품이 나올 수 있고 창의력 향상에 도움이 될 것이다.

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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
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    • v.22 no.3
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    • pp.43-52
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    • 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.

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.

System implementation share of voice and sign language (지화인식 기반의 음성 및 SNS 공유 시스템 구현)

  • Kang, Jung-Hun;Yang, Dea-Sik;Oh, Min-Seok;Sir, Jung-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.644-646
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    • 2016
  • Deaf are it is difficult to communicate to represent the voice heard, so theay use mostly using the speech, sign language, writing, etc. to communicate. It is the best way to use sign language, in order to communicate deaf and normal people each other. But they must understand to use sign language. In this paper, we designed and implementated finger language translation system to support communicate between deaf and normal people. We used leap motion as input device that can track finger and hand gesture. We used raspberry pi that is low power sing board computer to process input data and translate finger language. We implemented application used Node.js and MongoDB. The client application complied with HTML5 so that can be support any smart device with web browser.

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A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

Hologram Interaction Using 3D Motion Input Device (3D 모션 입력장치를 이용한 홀로그램 인터랙션)

  • Hwang, Hye-Jin;Park, Jong-Min;Lim, Kyu-Hyeon;Choi, Kang-Sun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1162-1163
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    • 2019
  • 최근 사람들이 쉽고 편하게 컴퓨터 시스템과 상호작용할 수 있는지에 관한 HCI(Human-Computer Interaction)의 연구가 활발하게 진행되고 있다. 이러한 변화에 맞추어, 사각 평면 창을 대체할 차세대 기재 가운데 하나로 떠오른 홀로그램과 사람의 손의 동작을 인식하는 3D 모션 입력장치 립모션(Leap-Motion)을 결합하여 새로운 인터랙션을 제시한다.

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
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    • v.18 no.4
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    • pp.116-119
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    • 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.

Innovation resistance and adoption regarding a virtual reality motion-sensing input device (가상현실 모션센싱 입력장치에 대한 혁신 저항과 수용)

  • Park, Hyun-jung;Choi, Jaewon;Shin, Kyung-shik
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.191-213
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    • 2015
  • With the advancement of virtual reality technology, virtual reality contents and devices are being competitively released. This research deals with an early stage adoption model of a motion-sensing input device which enhances the user experience of these virtual reality contents and devices. In contrast to the previous research on the adoption or resistance of innovative products, this work compares and analyzes the antecedents in MIR(Model of Innovation Resistance) of resistance-perspective as well as those in UTAUT2(Extended Unified Theory of Acceptance and Use of Technology) and IDT(Innovation Diffusion Theory) of adoption-perspective, and suggests a resistance-incorporated adoption model from a new viewpoint. The analysis of questionnaire data indicates the following results: Performance expectancy, effort expectancy, price value, hedonic motivation in UTAUT2 and visibility in IDT have a significant negative influence on innovation resistance. Compatibility in IDT and MIR exerts a positive influence on perceived value. Social influence and hedonic motivation in UTAUT2 positively relates to perceived value. Higher innovation resistance results in lower perceived value, with innovation resistance and perceived value negatively and positively affecting intention to use, respectively.