• Title/Summary/Keyword: Virtual Movement

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Realistic Expression Factor to Visual Presence of Virtual Avatar in Eye Reflection (가상 아바타의 각막면에 비친 반사영상의 시각적 실재감에 대한 실감표현 요소)

  • Won, Myoung Ju;Lee, Eui Chul;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.9-15
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    • 2013
  • In the VnR (Virtual and Real Worlds) of recent virtual reality convergence, the modelling of realistic human face is focused on the facial appearance such as the shape of facial parts and muscle movement. However, the facial changing parameters caused by environmental factors beyond the facial appearance factors can be regarded as important ones in terms of effectively representing virtual avatar. Therefore, this study evaluates user's visual feeling response according to the opacity variation of eye reflection of virtual avatar which is considered as a new parameter for reprenting realistic avatar. Experimental result showed that more clear eye reflection induced more realistic visual feeling of subjects. This result can be regarded as a basis for designing realistic virtual avatar by supporting a new visual realistic representing factor (eye reflection) and its degree of representation (reflectance ratio).

Gaze Detection in Head Mounted Camera environment (Head Mounted Camera 환경에서 응시위치 추적)

  • 이철한;이정준;김재희
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.25-28
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    • 2000
  • Gaze detection is to find out the position on a monitor screen where a user is looking at, using the computer vision processing. This System can help the handicapped to use a computer, substitute a touch screen which is expensive, and navigate the virtual reality. There are basically two main types of the study of gaze detection. The first is to find out the location by face movement, and the second is by eye movement. In the gaze detection by eye movement, we find out the position with special devices, or the methode of image processing. In this paper, we detect not the iris but the pupil from the image captured by Head-Mounted Camera with infra-red light, and accurately locate the position where a user looking at by A(fine Transform.

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Suggestions of Movement-Assistive Knee Pad Designs: Focusing on Preference and Satisfaction Evaluations Using Virtual Avatars' Wearing (움직임 보조를 위한 무릎 보호대 디자인 제안: 선호도 및 가상 착용 이미지를 이용한 만족도 평가를 중심으로)

  • Park, Sujin;Koo, Sumin
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.271-286
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    • 2020
  • This study evaluated designs via the consumers' function and design preferences survey for using product design images, virtual avatar wearing images and product explanations that identified consumers' function and design preferences for knee protection pads as well as to develop movement assistive knee pad designs. We developed Design A for men and Design B for women. For Design A, the front of the knee supports muscles and alleviates pain with a hole. Mesh material with good ventilation was applied to enhance wearing comfort. The color was achromatic for a modern style, and the hook fastener and loops enabled easy wear and removal of the pad while controlling size and pressure strength. For Design B, taping details seamlessly support muscles in the knee area with fabrics less than 0.1 cm thick and with long sleeves in the diverse sizes. The design's satisfaction assessment showed that potential consumers were satisfied with Design A and Design B for overall design and functional features. Over 77% wanted to use/wear and purchase designs; in addition, over 78% expected it would help with walking and relieve knee pain. The results can be helpful for designers when deciding designs for manufacturing and commercializing kneepad products.

Deformation of Ocean Object Using Anisotropic Metacube (비등방성 메타큐브를 이용한 해양 객체 변형 방법)

  • Youn Jae-Hong;Park Ju-Yeon;Kim Eun-Seok;Hur Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.164-173
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    • 2006
  • As the CG images in the films and the games are getting more realistic by the development of computer graphics, the requests of technique that can develop the various digital contents has also increased. However, the techniques developed for the studies and simulations of the ecological system and adaptation in the ocean, are insufficient compared with those on the ground. This paper propose a method of modeling to simulate the growth of ocean objects according to the variation of virtual ocean environment and the efficient metamorphosis based on the movement of the objects. By modeling the ocean objects with the anisotropic metacubes, it is possible to represent easily the growth and metamorphosis of fishes as the movement in the virtual environment of ocean.

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Analysis of New Media Fashion Image Types in Fashion Films (패션필름에 나타난 뉴미디어 패션 이미지 유형분석)

  • Kim, Sejin;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.6
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    • pp.1085-1097
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    • 2017
  • In the era of new media, images hold an important position as episteme to express and convey ideas. Fashion films provide dynamic and unique fashion images, differentiated from prior fashion media as a representational tool for showing a realistic fashion image only; consequently, their production and spread are increasing rapidly as a new fashion media. This study identifies the meaning and type of fashion images in fashion films based on the concept of Deleuze's image that help discover distinctive characteristics of fashion films as a new fashion media of an expressive tool. Literature research was conducted on new media, concepts and types of images by Deleuze to analyze types of new media images. According to research, fashion image in fashion film is defined as a fashion event; consequently, three types of new media images are derived. As the result of the empirical study, fashion images in fashion films are classified by images of realistic movement, variable time, and virtual experience. The results of the consideration show that fashion films expressed fashion through temporality and narrative, senses, and diegesis. Fashion images of new media in fashion films portray fashion as a process that transcends reality and imagination.

Fully Immersive Virtual Reality Program Changes in the Autonomic Nervous System by Age According to Heart Rate Variability (완전몰입형 가상현실(FIVR) 프로그램이 심박변이도에 의한 연령별 자율신경계의 변화)

  • Been, Yu-Min;Park, Min-Chull
    • PNF and Movement
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    • v.16 no.2
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    • pp.207-216
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    • 2018
  • Purpose: This study aimed to investigate the fully immersive virtual reality (FIVR) program changes in the autonomic nervous system (ANS) by age according to heart rate variability (HRV). Methods: A total of 44 subjects were classified into group 1(aged 20-30), group 2(aged 40-60), and group 3(aged 70 and above). The study analyzed the HRV using a pulse wave analyzer and compared the ANS changes before and after applying the FIVR of the group. The LF, HF, RMSSD, and SDNN were measured. Fifteen minutes of virtual reality applications were applied to all subjects, and 1 min of rest was given in the middle of the session. A was used for anteroposterior comparisons of the ANS. Results: The HF, LF, RMSSD, and SDNN values were not statistically significant in all groups, but they all increased. The RMSSD value was statistically significant because it increased in group 3 (p<0.05). Those of the other two groups were not statistically significant (p<0.05). Conclusion: An FIVR program does not have a negative effect on the ANS response.

Networked Haptic Virtual Environments Based on Stability and Transparency (안정성과 투명성을 고려한 촉감기반 네트워크 가상환경)

  • Lee, Seok-Hee;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.59-64
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    • 2008
  • In this paper, stability and transparency analysis for client/server haptic-based networked virtual environment (NVE) is introduced. From this analysis the appropriate communication structure for the more stable and transparent haptic interactions can be derived. Also, it is possible to expect and compensate the quality deterioration of haptic interactions according to certain network conditions In order to verify the usefulness of the analysis, simple haptic-based NVE application is implemented. For the stability verification, the vibration or strange movement of haptic interface and virtual object are measured under various network states. In addition, the usefulness of the proposed transparency analysis and network delay compensation scheme is verified by comparing distorted and compensated force feedbacks with real force feedback.

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Evaluation and Analysis of VR Content Dementia Prevention Training based on Musculoskeletal Motion Tracking (근골격계 동작 추적 기반 VR 콘텐츠 치매 예방 훈련 평가 및 분석)

  • Lee, Min-Tae;Youn, Jae-Hong;Kim, Eun-Seok
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.15-23
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    • 2020
  • Recently, the increase in the elderly population due to an aging society has led to a relative increase in senile diseases such as vascular dementia or Alzheimer's disease, and the social burden for rehabilitation has increased. In addition, studies have been conducted for the risk assessment and prevention of musculoskeletal disorders. The purpose of this study is to suggest a system that can be used to help with dementia prevention training by tracking the movement of motion and virtual reality contents for the risk factors of musculoskeletal disorders of the elderly. We propose a training method for preventing dementia through musculoskeletal motion analysis algorithm and virtual reality content. Through motion recognition algorithm based on motion region design, we will track and analyze the moving radius of the target joint. The purpose of this study is to calculate and evaluate scores based on the time to accomplish the goals on virtual reality contents for the prevention of musculoskeletal disorders and the support of dementia prevention training, and the degree of difficulty, and to analyze the correlation between the results of performing K-MMSE and VR contents.

A Design and Implementation of Natural User Interface System Using Kinect (키넥트를 사용한 NUI 설계 및 구현)

  • Lee, Sae-Bom;Jung, Il-Hong
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.473-480
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    • 2014
  • As the use of computer has been popularized these days, an active research is in progress to make much more convenient and natural interface compared to the existing user interfaces such as keyboard or mouse. For this reason, there is an increasing interest toward Microsoft's motion sensing module called Kinect, which can perform hand motions and speech recognition system in order to realize communication between people. Kinect uses its built-in sensor to recognize the main joint movements and depth of the body. It can also provide a simple speech recognition through the built-in microphone. In this paper, the goal is to use Kinect's depth value data, skeleton tracking and labeling algorithm to recognize information about the extraction and movement of hand, and replace the role of existing peripherals using a virtual mouse, a virtual keyboard, and a speech recognition.

Clinical Implementation of a Virtual-Micro MLC for Smoothing MLC Field Edge (다엽콜리메이터에 의한 조사경계면에서의 요동현상을 완화시켜주는 가상미세다엽콜리메이터의 임상 적용)

  • Cho Byung-Chul;Park Hee-Chul;Bae Hoonsik
    • Progress in Medical Physics
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    • v.15 no.3
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    • pp.167-172
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    • 2004
  • A Siemens HD-270 MLC$^{TM}$, a virtual-micro MLC, allows to the application of a smooth field edge method due to the finite leaf-width of MLC. This technique was implemented into a Pinnacle planning system in order to evaluate the dose distributions during the planning stage. The necessary dosimetric aspects, such as undulation and effective penumbra, were investigated with variations in the resolutions of a virtual-micro MLC and field edge angle. The positional accuracy of the couch movement was also assessed for clinical implementation. The overhead time for planning and treatment was confirmed as negligible.e.

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