• Title/Summary/Keyword: VR interactive system

Search Result 50, Processing Time 0.029 seconds

Study of the Development of Interactive Virtual Model House at Apartment (아파트 인터렉티브 가상모형(IVMH) 개발에 관한 연구)

  • Lee, Tae-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.8
    • /
    • pp.5378-5384
    • /
    • 2014
  • This study developed Interactive Virtual Model House (IVMH) to provide the cyber model house, homepage of apartment complex, and smart home, which have been indicated as an alternative for improving the residential environments, as a total system. For this cause, the concept of IVMH was established and the apartment and 3-types ways used in the existing system were studied. Based on the organized data, the elements of IVMH by technology and environment were examined, and the model of IVMH was completed. IVMH is a model of an integrated system that supports offering information in apartments using digital technology, supporting conveniences, communication and reflection of opinion. In addition, it will be provided with applicable contents from now on. For those reasons, it is expected to be effective in helping improve habitability.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.5
    • /
    • pp.139-145
    • /
    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

Interaction art using Video Synthesis Technology

  • Kim, Sung-Soo;Eom, Hyun-Young;Lim, Chan
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.195-200
    • /
    • 2019
  • Media art, which is a combination of media technology and art, is making a lot of progress in combination with AI, IoT and VR. This paper aims to meet people's needs by creating a video that simulates the dance moves of an object that users admire by using media art that features interactive interactions between users and works. The project proposed a universal image synthesis system that minimizes equipment constraints by utilizing a deep running-based Skeleton estimation system and one of the deep-running neural network structures, rather than a Kinect-based Skeleton image. The results of the experiment showed that the images implemented through the deep learning system were successful in generating the same results as the user did when they actually danced through inference and synthesis of motion that they did not actually behave.

University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
    • /
    • v.23 no.2
    • /
    • pp.155-163
    • /
    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

Design and Implementation of a Web-based 3D Virtual Gallery using Panorama Images (Panorama 영상을 이용한 Web기반 3D 가상 Gallery의 설계 및 구현)

  • 김응곤;박경남
    • Journal of Korea Multimedia Society
    • /
    • v.5 no.6
    • /
    • pp.655-664
    • /
    • 2002
  • In this paper, we implemented a web-based 3D virtual pottery gallery Using VR authoring tools. With this system, we expect to cause learning motives and Provide more realistic and interactive learning space. Out system was implemented by making panorama images and 3D object modules using Photo Vista. Object Modeler and Reality Studio. Users can connect to this web site(http://artstory.x-y.net), rotate a pottery panoramically, and zoom it in or out. We designed this virtual gallery can have beneficial influence on students' aesthetic aspects through realistic work appreciations in their art education processes.

  • PDF

Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.777-788
    • /
    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

  • PDF

A Study on the Development of Digital Space Design Process Using User′s Motion Data (사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구)

  • 안신욱;박혜경
    • Korean Institute of Interior Design Journal
    • /
    • v.13 no.3
    • /
    • pp.187-196
    • /
    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

Interactive Virtual Floor System and Application of the TV Virtual Studio (TV 가상 스튜디오의 인터랙티브 가상 바닥 시스템 및 어플리케이션 구현)

  • Yang, Ki-Sun;Kim, Byungsun;Suh, Young-Woo;Kwak, Chun-Sub;Kim, Chang-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2016.06a
    • /
    • pp.23-24
    • /
    • 2016
  • 본 논문은 가상스튜디오(TV)에서 인터랙티브 가상 바닥을 위한 시스템 및 그 어플리케이션을 제안한다. 우리는 가상스튜디오에서 연기자와 바닥 그래픽간의 단순한 키(Keying) 합성 이질감을 줄이고자, 연기자를 추적하여 발 위치에 다이나믹한 발자취 표현이 가능한'인터랙티브 가상바닥' 어플리케이션을 구현하였다. 이것을 위해 마커 없이 연기자의 위치를 추적하도록 키넥트와 같은 모션인식 카메라를 사용하여 간편한 연기자 발 추적 시스템을 개발하였으며, 이것을 이용하여 연기자와 바닥간의 ' 가상 발 터치(Virtual Foot Touch)' 방법 및 일기예보용 인터랙티브 가상바닥(Interactive Virtual Floor) 어플리케이션을 개발하여, 연기자의 발이 바닥을 터치하는 위치마다 계절별 다이나믹한 발자취를 구현하였다. 그 결과 인터랙티브 가상 바닥의 합성결과가 기존의 가상스튜디오에서의 단순 합성보다 더 사실감 있고 자연스러운 합성결과를 보여준다. 우리는 본 시스템과 어플리케이션을 정규 뉴스 프로그램의 일기예보 방송에 적용하였다.

  • PDF

Super-Elongation Avoidance in Mass-Spring Model (질량-스프링 모델에서의 과다 신장 문제 해결 방법)

  • Bae, Hee-Jung;Baek, Nak-Hoon;Ryu, Kwyan-Woo;Jang, Byung-Tae
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2001.10a
    • /
    • pp.631-634
    • /
    • 2001
  • 가상 현실이나 게임 제작 분야에서는 움지임에 따른 변형을 실시간으로 처리하는 것이 요구되고 있다. 변형 처리를 위한 일반적인 모델은 질량-스프링(mass-spring) 방법을 이용한 것으로, 그 구현이 쉽고 처리 속도가 빨라 대화형 시스템(interactive system)에서 실시간 처리를 위한 모델로 주목되고 있다. 반면에, 이 모델은 외부의 제어에 대하여 super-elastic한 문제를 내포하여 그 적용이 제한되어 있다. 본 논문에서는 스프링 모델의 근본적인 문제인 super-elastic 문제를 극복하기 위한 근사 방법을 제안한다. 제안하는 방법은 하이브리드 접근 방식으로, 이산 점 사이의 내부 힘들을 선처리(pre-processing)하여 elastic한 성분을 나누어 처리한다. 선처리 과정에서는 변형 물체의 물리적 속성에 따라 늘어나는(elongation) 성분과 굽어지는(bending) 성분을 따로 처리함으로써, 극심히 늘어나는(super-elongation) 문제를 극소화할 수 있다. 본 논문의 결과로는 빈번한 제어에 대응되는 움직임을 빠르게 생성할 수 있음을 보이며, 안정적이면서 그럴 듯한 움직임을 생성할 수 있음을 보인다.

  • PDF

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.1
    • /
    • pp.446-467
    • /
    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.