• Title/Summary/Keyword: User's movements

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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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    • v.17 no.4
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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.

The Effects of Emotional Interaction with Virtual Student on the User's Eye-fixation and Virtual Presence in the Teaching Simulation (가상현실 수업시뮬레이션에서 가상학생과의 정서적 상호작용이 사용자의 시선응시 및 가상실재감에 미치는 영향)

  • Ryu, Jeeheon;Kim, Kukhyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.581-593
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    • 2020
  • The purpose of this study was to examine the eye-fixation times on different parts of a student avatar and the virtual presence with two scenarios in the virtual reality-based teaching simulation. This study was to identify user attention while he or she is interacting with a student avatar. By examining where a user is gazing during a conversation with the avatar, we have a better understanding of non-verbal communication. For this study, forty-five college students (21 females and 24 males) participated in the experiment. They had a conversation with a student avatar in a virtual reality-based teaching simulation. The participants had verbal interactions with the student avatar with two scenarios. While they were having a conversation with the virtual character in the teaching simulation, their eye-movements were collected through a head-mounted display with an eye-tracking function embedded. The results revealed that there were significant differences in eye-fixation times. Participants gazed a longer time on facial expression than any other area. The fixation time on the facial expression was more prolonged than on gestures (F=3.75, p<.05). However, the virtual presence was not significantly different in two scenario levels. This result suggested that users focus on the face more than the gesture when they emotionally interact with the virtual character.

Recording and Analysis of Peripheral Nerve Activity Using Multi-Electrode Array (다채널 신경전극 어레이를 이용한 말초 신경신호의 측정 및 분석)

  • Chu, Jun-Uk
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.4
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    • pp.279-285
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    • 2016
  • Reliable recording and analysis of peripheral nerve activity is important to recognize the user's intention for controlling a neuro-prosthetic hand. In this paper, we present a peripheral nerve recording system that consisted of an intrafascicular multi-electrode array, an electrode insertion device, and a multi-channel neural amplifier. The 16 channel multi-electrode array was stably implanted into the sciatic nerve of the rat under anesthesia using the electrode insertion device. During passive movements and mechanical stimuli, muscle and cutaneous afferent signals were recorded with the multi-channel neural amplifier. Furthermore, we propose a spike sorting method to isolate individual neuronal unit. The muscle proprioceptive units were classified as muscle spindle afferents or Golgi tendon organ afferents, and the skin exteroceptive units were categorized as slow adapting afferents or fast adapting afferents. Experimental results showed that the proposed method could be applicable to record and analyze peripheral nerve activity in neuro-prosthetic systems.

Efficient way to input text through eye gazing method. (시선입력 인터페이스 시스템의 효율적 문자입력 방법)

  • Kwon, O-Jae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.289-298
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    • 2007
  • The EGI system is a new communication method in limelight for helping disabled users to input and handle information on the computer more easily. However, due to the EGI system's "JEM(Jittery Eye Movements)" generation, it actually increases heavy psychological and physiological stresses for the user to input or perceive the target information on a machine. This study illustrates how to resolve this "JEM" issue and suggests a method that is easy and simple to be controled by anyone. A demo tool was built and tested to find and prove the reasons for "JEM" This test shows that that the case with snap up is less stressful than without to input text as a final result of the test evaluation in both psychological snap up and physiological brain wave test. Postnatal or naturally acquired, it is found that the disabled can have opportunities for smoother communication, and a possible efficient system development for better communication.

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Design and Implementation of Educational Robot for Programming Learning (프로그래밍 학습을 위한 교육용 로봇 설계 및 구현)

  • Moon, Chae-Young;Ryoo, Kwang-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2497-2503
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    • 2012
  • In this study an educational robot for programming education was designed and implemented. The robot in this study is composed of hardware containing a sensor, a processor, and a motor driver circuit, software to control the educational robot, machine parts to manufacture the robot structure, and a teaching material containing educational contents and the manufacturing manual. This robot is characterized by direct programming without a computer, which gives no spatial restrictions on robot education and enables dynamic program education beyond limitations of the existing static computer program education since students' programming results are found in the robot's movements. User-centered functional commands, which make it possible to control the robot with simple knowledge concerning hardware and basic commands, were used to enable even students who first accessed a robot or computer program to make access with ease.

Eye Location Algorithm For Natural Video-Conferencing (화상 회의 인터페이스를 위한 눈 위치 검출)

  • Lee, Jae-Jun;Choi, Jung-Il;Lee, Phill-Kyu
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.3211-3218
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    • 1997
  • This paper addresses an eye location algorithm which is essential process of human face tracking system for natural video-conferencing. In current video-conferencing systems, user's facial movements are restricted by fixed camera, therefore it is inconvenient to users. We Propose an eye location algorithm for automatic face tracking. Because, locations of other facial features guessed from locations of eye and scale of face in the image can be calculated using inter-ocular distance. Most previous feature extraction methods for face recognition system are approached under assumption that approximative face region or location of each facial feature is known. The proposed algorithm in this paper uses no prior information on the given image. It is not sensitive to backgrounds and lighting conditions. The proposed algorithm uses the valley representation as major information to locate eyes. The experiments have been performed for 213 frames of 17 people and show very encouraging results.

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An Efficient Dynamic Paging Scheme in Mobile IPv6 (Mobile IPv6에서 효율적인 동적 페이징 방식)

  • Joe In-Whee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.6B
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    • pp.544-550
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    • 2006
  • Next-generation wireless/mobile networks are envisioned to have an IP-based infrastructure. One of the research challenges for next-generation all IP-based networks is the design of intelligent mobility management technologies that have a seamless mobility and minimal signaling overhead. Recently, HMIPv6 was proposed by the IETF for efficient mobility management. HMIPv6 reduces the amount of signaling and improves the performance of MIPv6 in terms of handover latency. However the MAP can be a single point of performance bottleneck when there are a lot of local movements. HMIPv6 can cause signaling overhead due to the unnecessary location update of idle mobile nodes. Therefore, in this paper, we propose the dynamic paging Mobile IPv6 that reduces the signaling cost of the unnecessary location updates using IP paging and organizes dynamically optimal MAP area according to user's mobility and traffic. We show performance results that are obtained from the average total location update cost and packet delivery cost.

Neural network design for Ambulatory monitoring of elderly

  • Sharma, Annapurna;Lee, Hun-Jae;Chung, Wan-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.265-269
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    • 2008
  • Home health care with compact wearable units sounds to be a convenient solution for the elderly people living independently. This paper presents a method to detect fall from the other activities of daily living and also to classify those activities. This kind of ambulatory monitoring enables them to get an emergency help in the case of the fatal fall event and can provide their general health status by observing the activities being performed in daily life. A tri-axial accelerometer sensor is used to get the acceleration anomalies associated with the user's movements. The three axis acceleration data are transferred to the base station sensor node via an IEEE 802.15.4 compliant zigbee module. The base station sensor node sends the data to base station PC for an offline processing. This work shows the feature set preparation using the principal component analysis (PCA) for the designing of neural network. The work includes the most common activities of daily living (ADL) like Rest, Walk and Run along with the detection of fall events from ADL. The angle from the vertical is found to be the most significant feature parameter for classification of fall while mean, standard deviation and FFT coefficients were used as the feature parameter for classifying the other activities under consideration. The accuracy for detection of fall events is 86%. The overall accuracy for ADL and fall is 94%.

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A Study on Relations between Deterioration of Physical Functions due to Aging and Bathroom Design Guidelines for the Elderly (노화로 인한 신체적 기능 쇠퇴와 고령자를 위한 욕실 디자인 가이드라인 관계 연구)

  • Lee, Yeun-Sook;Lim, Hyun-Jin;Lee, Ji-Hye;Ahn, Chang-Houn
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.188-198
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    • 2013
  • Advancement toward aging society has presented the importance of house planning in consideration of the elderly, increasing the necessity of such planning. Therefore the importance of indoor design guideline for elderly houses has been stressed and the understanding of the aging in regard to this trend will create more mature spaces. In line with this trend the purpose of this study is to study the medical factors related with bathroom interior design guidelines of the existing elderly houses from the viewpoint of deteriorating physical functions due to aging process. In order to research the deterioration of physical functions due to aging literatures of medical and exercise physiology were used and concerning the existing bathroom design guidelines for the aged people, the guideline items of behavior facilitation, physiological maintenance and perceptual maintenance aspects out of Murtha & Lee's user benefit criteria(1976) related with physical functions were selected to research in relation with the knowledge about the deterioration phenomena of physical functions. Physical aging and deterioration aspects were classified from the viewpoint of musculoskeletal disorder, cardiovascular disorder, respiratory disorder, gastronomy disorder, urology disorder, somatosensory disorder, endocrine disorder, immune disorder, nervous disorder and skin diseases and these were utilized in interpreting total 100 items of bathroom design guideline. Because bathroom is the space where many physical movements are done, it had the closest relationship with the deterioration of musculoskeletal health in general and as bathroom is the space where people use water and feel the difference in temperature and moisture more than other spaces, deterioration of skin and somatosensory health had the next closest relationship. The result of this study revealed that regarding the deterioration of physical functions of the elderly people in aspect of their perceptibility as designers will design creatively and sincerely based on its relationship with nervous system in future, the result of this study will be used to develop better spatial designs efficiently to meet for the aging society.

Gaze Detection System by IR-LED based Camera (적외선 조명 카메라를 이용한 시선 위치 추적 시스템)

  • 박강령
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.4C
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    • pp.494-504
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    • 2004
  • The researches about gaze detection have been much developed with many applications. Most previous researches only rely on image processing algorithm, so they take much processing time and have many constraints. In our work, we implement it with a computer vision system setting a IR-LED based single camera. To detect the gaze position, we locate facial features, which is effectively performed with IR-LED based camera and SVM(Support Vector Machine). When a user gazes at a position of monitor, we can compute the 3D positions of those features based on 3D rotation and translation estimation and affine transform. Finally, the gaze position by the facial movements is computed from the normal vector of the plane determined by those computed 3D positions of features. In addition, we use a trained neural network to detect the gaze position by eye's movement. As experimental results, we can obtain the facial and eye gaze position on a monitor and the gaze position accuracy between the computed positions and the real ones is about 4.2 cm of RMS error.