• Title/Summary/Keyword: VR sound

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Development of Prototype VR Ship Simulator System Using HMD (HMD를 사용한 가상현실 선박 시뮬레이터 시스템의 프로토타입 개발)

  • 임정빈;공길영;구자영
    • Journal of the Korean Institute of Navigation
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    • v.24 no.3
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    • pp.133-140
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    • 2000
  • The paper deals with the implementation of prototype Ship Simulator system (VRSS) by Virtual Reality techniques with Head Mounted Display (HMD) device. The prototype VRSS was consists of PC-based human sensors, object oriented operating system. In addition, two kinds of databases arranged from Head Related Transfer Functions and 3D object models were used to create 3D sea sound, and to construct virtual world, respectively. Using the prototype system, we carried out some simulation tests for the overtaking situation to prevent collisions at sea, and discussed on the usability of the system. As results from simulations, the prototype VRSS can provide multisensory and interactive display environment. The results gave rise to the user interaction with 3D objects that give realistic reproduction of navigational environments under a given scenario. Thus, we found that the prototype VRSS should be one of the next-generation ship simulation system.

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A Method of Frequency Response Normalization of Smart Phones Based on Deep Neural Networks for Virtual Reality Sound Reconstruction (가상현실 음향 재구성을 위한 심층신경망 기반 스마트폰의 주파수응답 정규화 방법)

  • Choi, Jaegyu;Yun, Deokgyu;Choi, Seung Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.19-20
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    • 2017
  • 본 논문은 사용자제작콘텐츠 (User Created Contents, UCC)를 이용한 가상현실 (virtual reality, VR) 음향 재구성을 위한 스마트폰의 주파수응답 정규화에 관한 연구이다. 서로 다른 스마트폰들로 취득한 음향들을 연결할 때, 부자연스러운 음향이 발생하며, 이것은 주로 스마트폰별로 다른 주파수 응답에 기인한다. 이러한 문제를 해결하기 위하여 스마트폰의 주파수응답을 정규화 하는 과정이 필요하며, 본 연구에서는 심층신경망 (deep neural network)을 이용하는 방법을 제안한다. 심층신경망의 입력은 처리하고자 하는 스마트폰 음향의 스펙트럼이고 출력은 이것과 기준 스마트폰 음향의 스펙트럼과의 비율이다. 실험결과, 서로 다른 스마트폰으로 취득한 음향신호가 연결되었을 때, 객관적 및 주관적 평가를 통해 음향의 자연성이 개선됨을 확인 하였다.

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Simulation of Child Care for First-time Father

  • Jang, Sin-young
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.47-55
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    • 2019
  • In past patriarchal societies, childbearing was considered the sole possession of women. At a time when women were struggling to move into society, the concept of parenting as the mainstay of the capitalist economic society and the head of the family has naturally been taken for granted by a woman named "housewife." Since the role of male babies is as important as that of females, Fathers are trying to promote the importance of the effects of fathers due to active participation in childcare and help change old perceptions of the past. Men also know the importance of participating in childcare in early childhood, but often do not know what their children want or why they cry due to lack of basic child care knowledge and lack of education. We tried to give fathers the meaning of indirect experience and change their perception of parenting by producing interactive VR content, which is completed with dad's participation, so that they can experience the child in person. In addition, through familiar childcare professional product advertisement and 360 degree stereo sound. It is made to immerse in the game to gain persuasive effect, inducing fathers to have interest and interest in childrearing.

Authoring Tool for Augmented Reality based Product Design (증강현실 기반 제품 디자인을 위한 저작도구)

  • Ha, Tae-Jin;Billinghurst, Mark;Woo, Woon-Tack
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.23-29
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    • 2007
  • We are suggesting an authoring tool can be used for prototyping in the augmented reality based product design environment. This tool is for authors without an engineering background to use. Our authoring tool can adjust the properties of visual, sound, and haptic feedback at the same time for more practical prototyping. Also the proposed modulated architecture can be applied flexibly to changes of platforms or hardware. Also user interfaces can be dynamically updated by changing just description files. finally, the suggested authoring methods exploit the advantages of both graphical and tangible user interfaces. Authors can intuitively make adjustments to many parameters using the TUI, and then they can do the same thing precisely using the GVI. The proposed authoring methods can be used for exhibition and entertainment contents using multi-sensory feedback in AR environment. As a future work, qualitative and quantitative usability test will be conducted.

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The Implementation of Video Library using VR (가상현실을 이용한 동화상 도서관의 구현)

  • 김동현
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.7
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    • pp.1456-1461
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    • 2003
  • Recently, the quantity of using information go on increasing geometric-progression. At the same time, the management of information is effected on the most organization's effective operation so that many user call for the powerful equipment which expound. access more information. As information searching technology is concentrated about the object of information based on a letter mainly, an effective searching technology for the object of multimedia such as a still image, a video and a sound must be studied. As a monitor of computer is 2-D, it difficult for one to grasp the whole aspect at a look glance like a library. Accordingly, some condition is necessary. First, it acquired the virtual video, turning a camera around by 30 degrees with a camera of 15mm lens, giving a warping and distortion. Second, it improved the books for user to search easily, adding to the video in existing books information system. The original text suggests some way which can embody the video searching technology under the base of personal computer.

Technology Status and Improvement Direction of Special Theaters in Korea by Format (국내 특수상영관 포맷별 기술현황과 개선방향)

  • Jung, Hyun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.73-87
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    • 2021
  • Special theaters were created to provide a sense of immersion and spectacles due to differentiated screens, sound, seating facilities, and advanced services, and also expanded screens. The purpose of this study is to perform comparative analysis of the technical characteristics formats shown in special theaters(3D film, 4DX, IMAX, ScreenX, and VR) in order to identify and find ways to overcome the technological limitations in production. The various formats show differences in field of view depending on the exhibition technology and these differences affect the mise-en-scene, narrative, and editing of the film and consequently result in changes in the production environment and process. Therefore, directors and creators must understand the technological features and limitations of the new formats before making their approach. However, a new format encounters limitations on production sets due to the decline of technical education and succession. In situations where shooting with a special camera is essential, the particular characteristics of each format should be carefully considered from the planning stage but financial problems arise due to increase in production period and cost. To overcome these various obstacles, it is essential to first identify problems and present alternatives through in-depth research on the production set of each format. Finally, this research aims to explore the prototype of each format and analyze the current state of production technology with formats that have not been adapted to the market trends by combining with the other formats and showing that they can survive in new ways.

A Study on the Space Design of the Virtual Reality Simulation Exclusive Space (가상현실(VR) 시뮬레이션 전용관 공간설계에 관한 연구)

  • 임종엽;유태관
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.115-121
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    • 2002
  • This study is based on the Virtual Reality Space what grow rapidly compared with other space type. We make a certain definite possibilities by the functional, material, scientific and conceptual space comparison approved with existing visual space about the function of sound and visual system & the application of the mechanical system. Symbol and Expression Media are showing characteristics more than a tool in Modern times being changed from materialistic world to immaterial one. Especially, Augmented Reality, which is the new technology showing human beings real world and virtual world simultaneously recently and being exceeded to existent many limits, is going ahead. Simulation space is the technology one which can be applied to various fields such as culture, industry and education etc., and it helps human beings to overcome their limitations. The gains from this study are the specified and detailed yardsticks and cases of Simulation(space) facilities classified as a specific space. Therefore, the space mainly consists of the parts on size, equipment, and material etc. judging from technical point of view. Architectural Space, especially, should be considered very importantly in the middle of the transition from image realization to experience. The comprehension on various contents together with mechanical facilities will be requested to the connection applied to physical space expression, and that is what we have to study continuously afterward.

Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

Interaction Contents for Reconsidering Visually Disabled Parents

  • Hong, Joo-Bong;Lee, Chan-Kyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.54-62
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    • 2020
  • According to the Ministry of Health and Welfare, "Status of Registered Persons with Disabilities", the number of people with disabilities is 2,494,460 as of 2015. The lowest rates of children with disabilities were intellectual disabilities (23%) and mental disorders (33.3%). The highest rates of screening were blindness (97%), heart failure (94.4%), and hearing impairment (92.7%). 65.2% of visually impaired people who have already had a disability at the time of marriage, and the remaining 34.8% can be thought to be the cause of high incidence of disability after marriage. 'SID (Seed in the Dark)' project was designed to recapture the visually impaired parent's desire for attachment and the space difficulties of the blind who want to be a normal parent to their children through a visual impairment of a father with 7-year-old daughter. Using Gear VR(Virtual Reality), the general public was able to feel the surroundings as if they had no vision and focused on the hearing. Especially, We expressed the sound wave visually and added the hilarious game element which grasps the terrain of the maze by sound wave like a 'blind person who perceives the surroundings by sound' and catches up with daughter. People with disabilities who are far from mental illness often have a form of family with children. The fact that the rate of childbirth is high means that there is relatively little problem in daily life. It is wondered that the rate of blindness among the visually impaired, which accounts for 10% of the total disabled, is the highest at 97%. This is because, in the case of the visually impaired, the obstacle is often caused by aging, accidents, or diseases due to inherited causes rather than the visual disorder. In particular, However, the fact that there is an obstacle in vision that accounts for 83% of the body's sensory organs causes other difficulties in the nursing process of children who are non-disabled. Parents do not know the face of child when their visual impairment is severe. Parents are extremely anxious about worry that they will be lost or abducted if their children are not by their side. And that the child recognizes the disability of his or her parents other than the other parents easily and takes it as a deficiency. Since visually impaired parents are mentally mature parents with non-disabled people, they may want their children not to feel deprived of their disability. The number of people with visual impairments has been increasing since 2001, and people with impairments often become disabled. In addition, there is much research on the problem of nondisabled parents who have children with disabilities, while there is relatively little interest and research on the problem of nondisabled child rearing of parents with disabilities.

Behavioral analysis of Pacific cod (Gadus macrocephalus) released to the entrance of Jinhae Bay, Korea (진해만 입구에 방류한 대구(Gadus macrocephalus)의 행동 분석)

  • SHIN, Hyeon-Ok;HEO, Gyeom;HEO, Min-A;KANG, Kyoungmi
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.55 no.1
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    • pp.29-38
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    • 2019
  • In order to investigate the behavioral characteristics of Pacific cod (Gadus macrocephalus) released at the entrance of Jinhae Bay, Korea, the direction and range of movement, swimming speed of the fish were measured with an acoustic telemetry techniques in winter, 2015. Three wild Pacific codes WC1 to WC3 (total length 66.0, 75.0, 76.0 cm; body weight 2.84, 2.79, 3.47 kg, respectively) were tagged with the acoustic transmitter. WC1 tagged with an acoustic transmitter internally by surgical method, WC2 and WC3, externally with the acoustic data logger and a micro data logger for recording audible sound waves including timer release unit. The movement routes of the tagged fish were measured more than five hours using VR100 receiver and a directional hydrophone. The directionality of the fish movement was tested by Rayleigh's z-Test, the statistical analysis, and a statistical program SPSS. Three tagged fishes were individually released on the sea surface around the entrance to the Jinhae Bay on 10 to 24 January 2015. WC1 moved about 13.32 km with average swimming speed of 0.63 m/s for six hours. The average swimming depth and water depth of the seabed on the route of WC1 were 7.2 and 32.9 m, respectively. The movement range of WC2 and WC3 were 7.95 and 11.06 km, approximately, with average swimming speed of 0.44 and 0.58 m/s for 5.1 and 5.3 hours, respectively. The average swimming depth of WC2 and WC3 were 18.7 and 5.0 m, and the water depth on the route, 34.4 and 29.8 m, respectively. Three fishes WC1 to WC3 were shown significant directionality in the movement (p < 0.05). Movement mean angles of WC1 to WC3 were 77.7, 76.3 and $88.1^{\circ}$, respectively. There was no significant correlation between the movement direction of fish (WC1 and WC2) and the tidal currents during the experimental period (p >= 0.05). Consequently, three tagged fishes were commonly moved toward outside of the entrance and headed for eastward of the Korean Peninsula, approximately, after release. It may estimate positively that the tidal current speed may affect to the swimming speed of the Pacific cod during the spring tide than the neap tide.