• Title/Summary/Keyword: Object-VR

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Exploring the Potential of Modifying Visual Stimuli in Virtual Reality to Reduce Hand Tremor in Micromanipulation Tasks

  • Prada, John;Park, Taiwoo;Jang, Sunjin;Im, Jintaek;Song, Cheol
    • Current Optics and Photonics
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    • v.1 no.6
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    • pp.642-648
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    • 2017
  • Involuntary hand tremor has been a serious challenge in micromanipulation tasks and thus draws a significant amount of attention from related fields. To minimize the effect of the hand tremor, a variety of mechanically assistive solutions have been proposed. However, approaches increasing human awareness of their own hand tremor have not been extensively studied. In this paper, a head mount display based virtual reality (VR) system to increase human self-awareness of hand tremor is proposed. It shows a user a virtual image of a handheld device with emphasized hand tremor information. Provided with this emphasized tremor information, we hypothesize that subjects will control their hand tremor more effectively. Two methods of emphasizing hand tremor information are demonstrated: (1) direct amplification of tremor and (2) magnification of virtual object, in comparison to the controlled condition without emphasized tremor information. A human-subject study with twelve trials was conducted, with four healthy participants who performed a task of holding a handheld gripper device in a specific direction. The results showed that the proposed methods achieved a reduced level of hand tremor compared with the control condition.

The Influence of Additional Haptic Feedback on Interactivity and Body Ownership in Virtual Reality (가상현실 햅틱 피드백 개체의 증가가 상호작용성과 신체소유감에 미치는 영향)

  • Lee, Sanguk;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.31-40
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    • 2020
  • The effects of two different types of haptic feedback(one-hand versus two-hand haptic feedback) on interactivity and body ownership were investigated in the virtual reality setting through an experiment. Using within-subject design, participants performed the task of hitting and destroying a ball-shaped object in virtual reality for both, one-hand and two-hand haptic feedback conditions. The results showed that participants tended to report a higher level of interactivity when using two-hand haptic feedback, whereas there was no difference between the two conditions in a sense of body ownership.

Application of Deep Learning: A Review for Firefighting

  • Shaikh, Muhammad Khalid
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.73-78
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    • 2022
  • The aim of this paper is to investigate the prevalence of Deep Learning in the literature on Fire & Rescue Service. It is found that deep learning techniques are only beginning to benefit the firefighters. The popular areas where deep learning techniques are making an impact are situational awareness, decision making, mental stress, injuries, well-being of the firefighter such as his sudden fall, inability to move and breathlessness, path planning by the firefighters while getting to an fire scene, wayfinding, tracking firefighters, firefighter physical fitness, employment, prediction of firefighter intervention, firefighter operations such as object recognition in smoky areas, firefighter efficacy, smart firefighting using edge computing, firefighting in teams, and firefighter clothing and safety. The techniques that were found applied in firefighting were Deep learning, Traditional K-Means clustering with engineered time and frequency domain features, Convolutional autoencoders, Long Short-Term Memory (LSTM), Deep Neural Networks, Simulation, VR, ANN, Deep Q Learning, Deep learning based on conditional generative adversarial networks, Decision Trees, Kalman Filters, Computational models, Partial Least Squares, Logistic Regression, Random Forest, Edge computing, C5 Decision Tree, Restricted Boltzmann Machine, Reinforcement Learning, and Recurrent LSTM. The literature review is centered on Firefighters/firemen not involved in wildland fires. The focus was also not on the fire itself. It must also be noted that several deep learning techniques such as CNN were mostly used in fire behavior, fire imaging and identification as well. Those papers that deal with fire behavior were also not part of this literature review.

Important Facility Guard System Using Edge Computing for LiDAR (LiDAR용 엣지 컴퓨팅을 활용한 중요시설 경계 시스템)

  • Jo, Eun-Kyung;Lee, Eun-Seok;Shin, Byeong-Seok
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.345-352
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    • 2022
  • Recent LiDAR(Light Detection And Ranging) sensor is used for scanning object around in real-time. This sensor can detect movement of the object and how it has changed. As the production cost of the sensors has been decreased, LiDAR begins to be used for various industries such as facility guard, smart city and self-driving car. However, LiDAR has a large input data size due to its real-time scanning process. So another way for processing a large amount of data are needed in LiDAR system because it can cause a bottleneck. This paper proposes edge computing to compress massive point cloud for processing quickly. Since laser's reflection range of LiDAR sensor is limited, multiple LiDAR should be used to scan a large area. In this reason multiple LiDAR sensor's data should be processed at once to detect or recognize object in real-time. Edge computer compress point cloud efficiently to accelerate data processing and decompress every data in the main cloud in real-time. In this way user can control LiDAR sensor in the main system without any bottleneck. The system we suggest solves the bottleneck which was problem on the cloud based method by applying edge computing service.

Non-face-to-face online home training application study using deep learning-based image processing technique and standard exercise program (딥러닝 기반 영상처리 기법 및 표준 운동 프로그램을 활용한 비대면 온라인 홈트레이닝 어플리케이션 연구)

  • Shin, Youn-ji;Lee, Hyun-ju;Kim, Jun-hee;Kwon, Da-young;Lee, Seon-ae;Choo, Yun-jin;Park, Ji-hye;Jung, Ja-hyun;Lee, Hyoung-suk;Kim, Joon-ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.577-582
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    • 2021
  • Recently, with the development of AR, VR, and smart device technologies, the demand for services based on non-face-to-face environments is also increasing in the fitness industry. The non-face-to-face online home training service has the advantage of not being limited by time and place compared to the existing offline service. However, there are disadvantages including the absence of exercise equipment, difficulty in measuring the amount of exercise and chekcing whether the user maintains an accurate exercise posture or not. In this study, we develop a standard exercise program that can compensate for these shortcomings and propose a new non-face-to-face home training application by using a deep learning-based body posture estimation image processing algorithm. This application allows the user to directly watch and follow the trainer of the standard exercise program video, correct the user's own posture, and perform an accurate exercise. Furthermore, if the results of this study are customized according to their purpose, it will be possible to apply them to performances, films, club activities, and conferences

Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.

Development of Pen-type Haptic User Interface and Haptic Effect Design for Digilog Book Authoring (디지로그 북 저작을 위한 펜형 햅틱 사용자인터페이스의 개발)

  • Lee, Jun-Hun;Ha, Tae-Jin;Ryu, Je-Ha;Woo, Woon-Tak
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.402-405
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    • 2009
  • Digilog Book, the next generation publication material, supplies digitalized contents on an analog book by integrating digital contents into existing analog books. There are some studies related to authoring tools which are to authorize, and publish some books which provide digital contents by using VR or AR techniques. In this paper, a pen-type haptic user interface for Digilog Book authoring tool has been introduced. This haptic user interface is developed for more realistic and more effective authoring tasks. This haptic interface provides haptic effects for authoring tasks which are including translation, rotation, scaling, and menu selection. In this research, we designed a body, control circuits, vibration haptic patterns for haptic user interface, and a protocol for between haptic user interface and Digilog Book main control system. Also a simple user study has been done with a developed haptic user interface.

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Phenomenological Modeling of Newly Discovered Eclipsing Binary 2MASS J18024395 + 4003309 = VSX J180243.9+400331

  • Andronov, Ivan L.;Kim, Yonggi;Kim, Young-Hee;Yoon, Joh-Na;Chinarova, Lidia L.;Tkachenko, Mariia G.
    • Journal of Astronomy and Space Sciences
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    • v.32 no.2
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    • pp.127-136
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    • 2015
  • We present a by-product of our long term photometric monitoring of cataclysmic variables. 2MASS J18024395 +4003309 = VSX J180243.9 +400331 was discovered in the field of the intermediate polar V1323 Her observed using the Korean 1-m telescope located at Mt. Lemmon, USA. An analysis of the two-color VR CCD observations of this variable covers all the phase intervals for the first time. The light curves show this object can be classified as an Algol-type variable with tidally distorted components, and an asymmetry of the maxima (the O'Connell effect). The periodogram analysis confirms the cycle numbering of Andronov et al. (2012) and for the initial approximation, the ephemeris is used as follows: Min I. BJD = 2456074.4904+0.3348837E. For phenomenological modeling, we used the trigonometric polynomial approximation of statistically optimal degree, and a recent method "NAV" ("New Algol Variable") using local specific shapes for the eclipse. Methodological aspects and estimates of the physical parameters based on analysis of phenomenological parameters are presented. As results of our phenomenological model, we obtained for the inclination $i=90^{\circ}$, $M_1=0.745M_{\odot}$, $M_2=0.854M_{\odot}$, $M=M_1+M_2=1.599M_{\odot}$, the orbital separation $a=1.65{\cdot}10^9m=2.37R_{\odot}$ and relative radii $r_1=R_1/a=0.314$ and $r_2=R_2/a=0.360$. These estimates may be used as preliminary starting values for further modeling using extended physical models based on the Wilson & Devinney (1971) code and it's extensions

A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.