• Title/Summary/Keyword: Virtual Hearing

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A Study on the Influence of COVID-19 on International Arbitration (COVID-19가 국제중재에 미치는 영향에 관한 연구)

  • Kim, Yong-Il;Hwang, Ji-Hyeon
    • Journal of Convergence for Information Technology
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    • v.11 no.12
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    • pp.80-89
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    • 2021
  • In order to combat the spread of COVID-19, on January 30, 2020, the World Health Organization declared that the spread of COVID-19 has met the criteria of a "Public Health Emergency of International Concern" under Article 1 of the International Health Regulations(2005) and proposed a variety of preliminary recommendations to fight against the pandemic accordingly. All of a sudden, people are ordered to wear face-masks in public-which is forbidden for different reasons in many jurisdictions. Of course, the legal world was hit by the virus as well. Needless to mention that where economic and social life will change so drastically, the legal world will change(ex. virtual hearing) as well. Most probably, it will not ever be the same after COVID-19. And where the whole legal world will change, it is easy to state the obvious, namely that COVID-19 has and will have an impact on international arbitration as well. This paper will describe how international arbitration is dealing with this new challenge.

Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

The effect of head movement on HRTF in 3D sound system: Sensitivity analysis on Sphere HRTF (머리움직임이 입체음향 시스템의 머리전달함수에 미치는 영향: 구 머리전달함수의 민감도해석)

  • 김선민;박영진
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2002.05a
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    • pp.353-358
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    • 2002
  • Human's vision is mostly confined to the area in the front and we, humans heavily depend on the sense of hearing to gather information in areas out of our sight. Thus, the virtual reality system consisting of the 3D sound effect gives the user a much better sense of reality than the system without the sound effect. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two channels in 3-D space. Head movement of listener might be change the nominal acoustic transfer function and deteriorate the performance of 3D sound system based on loudspeakers that needs a crosstalk canceller. In this paper, low kinds of sensitivity functions of sphere HRTF are derived to investigate the effect of head movement on HRTF in 3D sound system. Changes of HRTF caused by rotational and translational motion of head are obtained as we calculate the derivatives of HRTF with respect to angle and distance.

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Development of Stereo Sound Authoring Tool to Modify and Edit 2Channel Stereo Sound Source Using HRTF (HRTF를 이용한 2채널 스테레오 음원을 수정 및 편집 할 수 있는 입체음향 저작도구 개발)

  • Kim, Young-Sik;Kim, Yong-Il;Bae, Myeong-Soo;Jeon, Su-Min;Lee, Dae-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.909-912
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    • 2017
  • In implementing a computerized virtual training system, the auditory element is responsible for the human cognitive ability following visual elements. Especially, the improvement of hearing ability is closely related to the performance of the training, and it contributes to improvement of the training effect. In this paper, we propose a sound system that is necessary for constructing such a virtual training system as a test system that can use a sound source using a head related transfer function (HRTF). Functional and auditory tests were performed to evaluate system performance.

Sound localization for Teller Following of A dialog type Humanoid Robot (대화형 로봇의 화자 추종을 위한 sound localization)

  • Shim, H.M.;Lee, J.S.;Kwon, O.S.;Lee, E.H.;Hong, S.H.
    • Proceedings of the KIEE Conference
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    • 2001.11c
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    • pp.111-114
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    • 2001
  • In this paper, we supposed teller following algorithm that using sound localization for developing dialog type humanoid robot. A sound localization is studied for develop the techniques of an efficient 3-D sound system based on the psychoacoustics of spatial hearing with multimedia or virtual reality. When a robot talk with human, it is necessary that robot follow human for improved human interface and adaptive noise canceling. We apply this algorithm to robot system.

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Sound Diffusion Control for the Localized Sound Image Using Time Delay (방향 정위된 음원에 시간지연을 이용한 확산감 제어에 관한 연구)

  • 김익형;정의필
    • Proceedings of the IEEK Conference
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    • 2001.06d
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    • pp.135-138
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    • 2001
  • Many researchers have developed the techniques of an efficient 3-D sound system based on the psycho-acoustics of spatial hearing with multimedia or virtual reality In this paper, we propose an idea for the improved 3-D sound system using conventional stereo headphones to obtain a better sound diffusion from the mono-sound recorded at an anechoic chamber. We use the HRTF (Head Related Transfer Function) for the sound localization and the wavelet filter bank with time delay for the sound diffusion. We investigate the effects of the 3-B sound depending on the length of time delay at lowest frequency band. Also the correlation coefficient of the signals between the left channel and the right channel is measured to identify the sound diffusion.

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Human sensory feedback research in the armstrong laboratory

  • Weisenberger, Janet M.
    • Journal of the Ergonomics Society of Korea
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    • v.16 no.2
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    • pp.83-100
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    • 1997
  • The Human Sensory Feedback Laboratory, park of the Armstrong Laboratory at Wright-Patterson Air Force Base, Ohio, is involved in the development and evaluation of systems that provide sensory feedback to the human operator in telerobotic and virtual environment applications. Specific projects underway in the laboratory are primarily concerned with the information provided by force and vibrotactile feedback to the operator in dextrous manipulation tasks. Four specific research projects are described in the present report. These include : 1) experiments evaluating a 30-element fingertip display, which employs a titanium-nickel shape memory alloy actuator design to provide vibrotactile feedback about object shape and surface texture ; 2) of a fingertip force-feedback display for 3-dimensional information about object shape and suface texture ; 3) use of a force- feedback joystic to provide "force tunnel" information in pilot pursuit tracking tasks ; and 4) evaluations of a 7 degree-of-freedom exoskeleton used to control a robotic arm. Both basic and applied research questions are discussed.

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A Study on the Interior Design of the Simulation Theater (시뮬레이션 상영관의 실내설계 연구)

  • Lee Ho-Sung
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.112-119
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    • 2005
  • Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.

Metaverse Platform to Improve Immersion of Online Video Conferencing System (온라인 화상 회의 시스템의 몰입 개선을 위한 메타버스 플랫폼)

  • Yoon, Dong-eon;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.35-37
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    • 2022
  • Online video conferencing systems such as Zoom and Discord are mainly used for non-face-to-face work due to their good accessibility and lack restriction of space. However, most online video conferencing systems are difficult to interact in both directions, and problems such as difficulty in communication and lack of immersion are emerging in participants who use them. On the other hand, Metaverse, which has attracted attention with the development of spatial computing, enables smooth interaction like the real world in the three-dimensional virtual world by utilizing hearing, visual, and touch information. In this paper, we propose a method of utilizing the metaverse platform to improve the problem of lack of immersion in the existing online video conferencing system. Through the proposal method, platform users can share and check each other's work screens in a virtual space and exchange various data. In order to improve participants' of immersion, the environment and improvement plan of the metaverse platform were constructed and compared with the existing online video conferencing platform.

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A Study of Controller's Output Characteristics for Hatic Interface System (촉각시스템용 제어기의 출력특성연구)

  • Kim Y.S.;Kim A.H.;Bae C.;Kang W,C.;Kim Y.D.
    • Proceedings of the KIPE Conference
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    • 2003.07a
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    • pp.410-414
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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. The hardware of this system consists of the 6DOF haptic interface, a controller and a driver In the case of the software, the proxy algorithm is applied for the force-transaction and the mopping algorithm is used for graphic transaction. In addition to this, the imaginary-device driver is utilized for controlling the system and manager-class is also included in this system to manage the position-change and the like. Consequently, the proxy algorithm Is applied, which makes the system possible to be more stable and prompt with and imaginary object. Moreover, the impulse-algorithm is applied to work out a problem which the tactual transaction-period is different from the graphic transaction-period.

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