• 제목/요약/키워드: Virtual Hearing

검색결과 27건 처리시간 0.025초

Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
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    • 제18권1호
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    • pp.49-71
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    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

보청기용 범용 이어쉘을 위한 설계 파라미터에 관한 연구 (A Study on Design Parameters for Ready-made Ear Shell of Hearing Aids)

  • 에르덴바야르;전유용;박규석;송영록;이상민
    • 전기학회논문지
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    • 제60권5호
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    • pp.1055-1061
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    • 2011
  • In this study, main parameters: aperture, first bend and second bend which express a structure of ear canal are extracted in order to modeling and manufacture the ready-made ear shells of hearing aids. The proposed parameter extraction method consists of 2 important algorithms, aperture detection and feature detection. In the aperture detection algorithm, aperture of 3-D scanned virtual ear impression and parameters relating to ear shell of hearing aid are determined. The feature detection algorithm detects first bend, second bend, and related parameters. Through these two algorithms, parameters for aperture, first bend, and second bend are extracted to model the ready-made ear shell of hearing aid. The values of these extracted parameters from 36 people's right ear impression are analyzed and measured statistically. As a result of the analysis, it has been found that it is possible to classify ready-made ear shell parameters by age and size. The ready-made ear shell parameters are classified 3-size for 20 years old and 2-size for 60 years olde. Using 3D rhino program, virtual ready-made ear shell is reconstructed by parameters of every type, and simulated to model it. A final product was produced by transferring simulation result with rapid prototyping system. The modeled ready-made ear shell is evaluated with the objective and subjective method. Objective method is the comparison volume ratio and overlapped volume ratio of ear impression from randomly chosen 18 people and ready-made ear shell. And subjective method is that the final product of ready-made ear shell is used by users and the satisfaction number drawn from well fitting and comfortable testing was evaluated. In the result of the evaluation, it has been found that volume ration is 70%, big and middle size ready-made ear shell products are possible, and the satisfaction number is high.

Virtual displays and virtual environments

  • Gilkey, R.H.;Isabelle, S.K.;Simpson, B.B.
    • 대한인간공학회지
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    • 제16권2호
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    • pp.101-122
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    • 1997
  • Our recent work on virtual environments and virtual displays is reviewed, including our efforts to establish the Virtual Environment Research, Interactive Technology, And Simulation (VERITAS) facility and our research on spatial hearing. VERITAS is a state-of -the-art multisensory facility, built around the ${CAVE}^{TM}$ technology. High-quality 3D audio is included and haptic interfaces are planned. The facility will support technical and non-technical users working in a wide variety of application areas. Our own research emphasizes the importance of auditory stimulation in virtual environments and complex display systems. Experiments on auditory-aided visual target acquistion, sensory conflict, sound localization in noise, and loxalization of speech stimuli are discussed.

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AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구 (Research on immersive elements to improve the reality of AR / VR content)

  • 허준원;변혁
    • 트랜스-
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    • 제13권
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    • pp.17-34
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    • 2022
  • 본 논문은 가상세계를 다루는 AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소를 연구한다. 이를 위해 선행적으로 몰입감 가상세계와 가상현실의 차이와 특징을 정리하였으며, 현재까지 개발된 가상세계의 현실감을 만들기 위한 몰입 요소에 대한 분석을 진행하였다. 몰입 요소를 감각 기관 중심으로 분류하여 크게 시각, 지각, 촉각, 청각 등의 감각적 몰입 요소와 기술적 몰입 요소를 나누어 연구하였으며, 이 요소 간의 상관관계를 살펴 몰입감 향상을 위한 콘텐츠 설계의 기준을 제한한다.

국제중재에서 화상심리의 활성화를 위한 실무적 제언 (Practical Suggestions for Promoting of Virtual Hearings in International Arbitration)

  • 김용일;황지현
    • 한국중재학회지:중재연구
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    • 제32권2호
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    • pp.115-133
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    • 2022
  • This article examines the Practical Suggestions for Promoting of Virtual Hearings in International Arbitration. COVID-19 had an prompt and meaningful impact on the practice of international arbitration. Nevertheless arbitral institutions, arbitral tribunals, and other participants learned quickly how to deal with this new challenge. The use of virtual or online hearings has been gaining popularity during the COVID-19 pandemic. Either with the help of arbitral institutions or by themselves, the parties realized that the only way to safeguard a hearing at all was to run it virtually. In fact, hearings by video conference or other technical means seemed to be the magic solution. One of the leading arbitration institutions, i.e. the International Chamber of Commerce in Paris has amended its Arbitration Rules to accept the subjects of recent international arbitration practice. Other arbitral institutions have similarly amended their respective rules. Many recent and adaptable institutional arbitration rules, either expressly or implicitly, allow for hearings to be conducted remotely. The trend has already been set by the leading institutions as ICC, LCIA, ICSID, SCC SIAC, and many more will follow. In short, enthusiasts of virtual hearings even believe that virtual hearings are "the new normal".

5D 가상현실 어트랙션을 위한 색상 및 밝기 보정 융합 기술 (Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions)

  • 한정수
    • 한국융합학회논문지
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    • 제7권1호
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    • pp.25-30
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    • 2016
  • 가상현실의 기술에 있어서는 미국을 필두로 한 독식형 시장 그리고 유니버셜 등의 가상현실 아이템들이 증가하고 있는 추세이다. 다인칭의 사용자가 시각, 촉각, 청각, 운동감 등 온 몸으로 직접 체험을 하며 콘텐츠에 깊게 빠져들어 즐길 수 있는 새로운 형태의 콘텐츠 플랫폼을 개발해야 하며 관람객이 수동적으로 콘텐츠를 즐기는 것이 아니라 능동적으로 콘텐츠에 직접 참여하여 몰입도를 극대화 시킬 수 있는 콘텐츠 개발을 해야 한다. 이를 위해 $360^{\circ}$서클비전, 입체영상, 인터렉션, 시뮬레이터, 환경 Effect 등의 모든 요소가 혼합된 새로운 형태의 5D 가상현실 어트렉션 콘텐츠의 개발이 필요하며 이를 위한 색상 및 밝기 보정 기술 방법들을 제안하고자 한다.

몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발 (Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents)

  • 송은지
    • 한국정보통신학회논문지
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    • 제25권6호
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    • pp.807-812
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    • 2021
  • 가상현실 콘텐츠 개발은 현실 세계처럼 체험하는 것이 목적이다. 몰입감과 상호 작용은 콘텐츠를 실제처럼 경험하기 위해 매우 중요한 요소이다. 사용자와 상호 작용하여 실제처럼 체험할 수 있으려면 인간의 오감을 느낄 수 있도록 하는 입·출력 장치가 필요하다. 다양한 입·출력 디바이스 중에 가상현실에서는 시각과 청각을 자극하는 장치가 가장 대표적이다. 최근에 보다 실제와 같은 체험을 위해 촉각을 자극하는 슈트와 장갑이 출시되고 있지만, 기술적 한계로 실제 콘텐츠에 적용되는 사례는 많지 않다. 본 논문에서는 가상 세계에서 손의 움직임과 터치를 감지 할 수 있는 가상현실 장갑을 분석한다. 분석을 바탕으로 기존 가상현실 장갑에 사용 된 피드백 방식의 진동을 이용하여 UI/ UX를 개선하고 촉각으로 VR(Virtual Reality) 객체와의 충돌의 강도를 감지할 수 있는 알고리즘을 제안한다. 또한 알고리즘을 통해 구현 된 시스템을 실제 사례에 적용하고 검증한다.

촉각시스템을 이용한 실시간 가상환경제어 (The Real-Time Virtual Environment Control Using Haptic Interface System)

  • 강원찬;김영동
    • 전기학회논문지P
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    • 제52권3호
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    • pp.121-126
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    • 2003
  • In this paper, we propose the haptic system for the real-time virtual environment-control, which controls the sense of sight, hearing and touch. In order to maintain the stable haptic system in this study, we apply the proxy force rendering algorithm and the real-time graphic deformation algorithm based on the FEM. The applied proxy algorithm makes the system possible to be more stable and prompt with a virtual object. Moreover, the haptic rendering algorithm is applied to work out a problem that the tactual transaction-period is different from the graphic transaction- period. The graphic deformation algorithm is developed in the real-time using the deformed FEM. To apply the FEM, a deformed material-model is produced and then the graphic deformation with this model is able to force. Consequently, the graphic rendering algorithm is deduced by the real-time calculation and simplification because the purpose of this system is to transact in the real time. Applying this system to the PC, we prove that it is possible to deform the graphics and transact the haptic. Finally we suggest the variable simulation program to show the efficiency of this system.

가상치유농장시스템 설계를 위한 전문가 인식 조사 (Surveying Expert Perceptions for Designing an Agro-Healing Virtual Reality Therapy System)

  • 배승종;김수진;구희동;김대식
    • 농촌계획
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    • 제29권4호
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    • pp.211-219
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    • 2023
  • In this study, the importance of each design element was analyzed by surveying experts in the development of Agro-Healing Virtual Reality Therapy System. It was found that the results of experts content importance were consistent with the results of consumer preferences in previous studies, such as psychological and emotional stability as the main effect the importance of sight and hearing, a relatively short time of 30 minutes or less, a low price of 5,000 won or less, technical factors that can satisfy the five senses, and various contents. When the spatial elements of the Agro-Healing Virtual Reality Therapy System were categorized into three major categories: elements and equipment, lines and paths, and sites and spaces, 'flowers', 'playgrounds', 'paths', 'sidewalks', 'rest areas' and 'gardens' were found to be highly important. Among the components of Agro-Healing Virtual Reality Therapy System, the usability was divided into eight major categories, including searchability, attractiveness, cognition, error handling, control, consistency, convenience, and feedback, and the importance was analyzed for each component. The significance of this study is that it suggests the design direction of virtual healing farm systems and provides effective information that can be used in the development of related systems in the future.

가상환경 제어에서 실시간 그래픽 변형에 관한 연구 (A Study of the real-time graphic deformation algorithm with virtual environment control)

  • 김영수;배철;김아현;박경석;강원찬;김영동
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2003년도 하계학술대회 논문집 D
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    • pp.2265-2267
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    • 2003
  • In this paper, the virtual reality system is tried to developed, which controls not only the sense of sight and hearing but also the sense of touch, In order to develope the sense of touch in this study, the stable tactual transaction system, based on summing up the basic algorithm and theory is embodied. Especially, the graphic deformation algorithm is developed in realtime with using the deformed FEM. To apply the FEM, a deformed material model is produced and then the graphic deformation with this model is able to force. Finally, the graphic transaction algorithm is deduced by the realtime calculation and simplification because the purpose of this system is to transact in real time. The result of this study is that the proposed system is possible to deform the graphics and transact the haptic in real time in PC. The simulation program has been made to prove this result.

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