• Title/Summary/Keyword: Virtual Movement

검색결과 402건 처리시간 0.027초

사용자 머리 움직임 속도와 가상 카메라 움직임 속도 간 차이에 따른 VR 멀미 측정 (Virtual Reality Sickness Assessment based on Difference between Head Movement Velocity and Virtual Camera Motion Velocity)

  • 김동언;정용주
    • 한국멀티미디어학회논문지
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    • 제22권1호
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    • pp.110-116
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    • 2019
  • Virtual reality (VR) sickness can have an influential effect on the viewing quality of VR 3D contents. Particularly, watching the 3D contents on a head-mounted display (HMD) could cause some severe level of visual discomfort. Despite the importance of assessing the VR sickness, most of the recent studies have focused on unveiling the reason of inducing VR sickness. In this paper, we subjectively measure the level of VR sickness induced in the viewing of omnidirectional 3D graphics contents in HMD environment. Apart from that, we propose an objective assessment model that estimates the level of induced VR sickness by calculating the difference between head movement velocity and global camera motion velocity.

가상현실환경에서 정상성인의 거울보행이 보행특성에 미치는 영향 (The Effect of Gait Exercise Using a Mirror on Gait for Normal Adult in Virtual Reality Environment: Gait Characteristics Analysis)

  • 이재호
    • 대한통합의학회지
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    • 제10권3호
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    • pp.233-246
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    • 2022
  • Purpose : The study aims to determine the effects of virtual and non-virtual realities in a normal person's mirror walk on gait characteristics. Methods : Twenty male adults (Age: 27.8 ± 5.8 years) participated in the study. Reflection markers were attached to the subjects for motion analysis, and they walked in virtual reality environments with mirrors by wearing goggles that showed them the virtual environments. After walking in virtual environments, the subjects walked in non-virtual environments with mirrors a certain distance away after taking a 5 min break. To prevent the order effect caused by the experiential difference of gait order, the subjects were randomly classified into groups of 10 and the order was differentiated. During each walk, an infrared camera was used to detect motion and the marker positions were saved in real time. Results : Comparison between the virtual and non-virtual reality mirror walks showed that the movable range of the leg joints (ankle, knee, and hip joints), body joints (sacroiliac and atlantoaxial joints), and arm joints (shoulder and wrist joints) significantly differed. Temporal characteristics showed that compared to non-virtual gaits, the virtual gaits were slower and the cycle time and double limb support time of virtual gaits were longer. Furthermore, spacial characteristics showed that compared to non-virtual gaits, virtual gaits had shorter steps and stride lengths and longer stride width and horizontally longer center of movement. Conclusion : The reduction in the joint movement in virtual reality compared to that in non-virtual reality is due to adverse effects on balance and efficiency during walking. Moreover, the spatiotemporal characteristics change based on the gait mechanisms for balance, exhibiting that virtual walks are more demanding than non-virtual walks. However, note that the subject group is a normal group with no abnormalities in gait and balance and it is unclear whether the decrease in performance is due to the environment or fear. Therefore, the effects of the subject group's improvement and fear on the results need to be analyzed in future studies.

힘과 움직임 그리고 시간을 표현하는 디지털건축형태에 관한 연구 - 들뢰즈.가타리의 시뮬라크르 사유를 표출하는 사례를 중심으로 - (A Study on the Digital Architectural Form expressed on the Movement, Force and Time - focused on the works based on the Deleuze.Guattari's idea of 'Simulacre' -)

  • 강훈
    • 한국디지털건축인테리어학회논문집
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    • 제8권2호
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    • pp.5-12
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    • 2008
  • Since the past, an attempt of figuration which is for movement, time and force has existed constantly. A process of representative from expressed on the movement, time and force creates events, and the process through the events expresses the idea of a simulacre. Furthermore, Architectural works for potentiality to give a demonstration are in common with hybrid characteristics, and have lasting creation of flux architecture. Ignoring the gravity of the floating figuration, so it appears unrealistic hyperphysical virtual space that easily could make the life of creation. For this reason, the form generation based on the digital design method is expressed the important method. In conclusion, actualizing the virtual is the suitable way for 'devenir architecture' based upon the Deleuze Guattari's idea of 'simulacre' and creating the from generation on the contemporary digital architecture design in a similar way.

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Design of Virtual Reality Contents for Upper-limbs Rehabilitation Using Kinect Sensor

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kang, Hyun-Syug
    • 한국컴퓨터정보학회논문지
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    • 제20권10호
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    • pp.85-90
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    • 2015
  • The purpose of this study is to establish the contents of virtual reality for a patient who suffers from various diseases and needs Upper-limbs Rehabilitation. First, the system provides the movement content to remote patient. Then system is tracking information in the joints by using Kinect Sensor. And similarity comparison of a given content to diagnose the movement of the patient. The tracked movement information is stored in the database with similarity and is delivered to the rehabilitation therapist. The result of this study will enhance the effectiveness and concentration of the rehabilitation therapy and be used as basic data evaluating the function of the Upper-limbs Rehabilitation.

가상현실 기반 자세조절 융합 훈련이 기능적 발목 불안정성 축구선수들의 균형과 점프에 미치는 영향 (Impact of Virtual Reality Based Neuromuscular Postural Control Fusion Training on Balance Ability and Jump Performance of Soccer Players with Functional Ankle Instability)

  • 양대중;박승규;엄요한
    • 디지털융복합연구
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    • 제14권11호
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    • pp.357-367
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    • 2016
  • 본 연구에서는 가상현실 기반 신경근 자세조절 융합 훈련을 이용하여 기능적 발목 불안정성을 가진 축구선수들의 균형 능력과 점프 수행력에 미치는 효과에 대하여 알아보고자 하였다. 축구선수는 가상현실 기반 신경근 자세조절 융합 훈련군 15명과 일반적인 트레드밀 훈련군 15명으로 나누어 8주간 주 3회, 30분간 시행하였고, 균형 능력을 평가하기 위해 Biorescue를 이용하여 신체 중심 이동면적, 총 궤적길이, 안정성 한계를 측정하였다. 점프 수행력을 측정하기 위해 Counter movement jump with arm swing과 제자리 멀리 뛰기를 측정하였다. 균형 능력 비교에서는 신체 중심 이동면적과 총 궤적 길이 및 안정선한계에서 통계적으로 유의한 차이를 보였고, 점프 수행력 비교에서는 Counter movement jump with arm swing과 제자리 멀리 뛰기에서 통계적으로 유의한 차이를 보였다. 이에 따라 가상현실 기반 신경근 자세조절 융합 훈련이 일반적인 트레드밀 훈련 보다 균형 능력과 점프 수행력을 향상시키는데 효과적임을 알 수 있었다.

Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
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    • 제22권4호
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    • pp.155-162
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    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.

가상현실기술을 이용한 자세균형재활훈련에 관한 연구 (Postural Balance Rehabilitation using Virtual Reality Technology)

  • 이정수;정진석
    • 대한의용생체공학회:의공학회지
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    • 제17권3호
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    • pp.313-318
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    • 1996
  • We proposed a new system for the postural balance rehabilitation training. For the purpose, we used the virtual hiking system using virtual reality technology. We evaluated the system by measuring the parameters such as path deviation, path deviation velocity, cycling time, and head movement. From our results, we verified the usefulness of virtual reality technology in rehabilitation. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

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3차원 가상착의를 활용한 방호복 평가 (Evaluation of Protective Clothing Using 3D Virtual Fitting)

  • 이옥경;이희란
    • 한국염색가공학회지
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    • 제35권2호
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    • pp.107-120
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    • 2023
  • The purpose of this study was to analyze the patterns of D level protective clothing, improve their ease of movement by modifying the patterns, and validate the effectiveness of the improvements through 3D virtual fitting and subjective wearing evaluations. Based on previous studies that identified numerous complaints, the patterns of the neck, armpit, and waist areas were modified, resulting in the development of new patterns. To compare and analyze the improved protective clothing with the basic protective clothing, stress and strain were examined after 3D virtual fitting. Additionally, to assess the clothing's allowance, the overall distance between the avatar and the protective clothing, as well as the sectional circumference length and distance of each avatar body part, were measured. Furthermore, the improved protective clothing was manufactured, and a subjective wearing evaluation was conducted with ten males in their twenties as participants. The results showed that the improved protective clothing had evenly distributed stress, larger sectional circumference, and lower average cavity distance. The subjective wearing evaluation also revealed that the suit with improved patterns exhibited superior size suitability, reduced pulling sensation in different body parts, and increased ease of movement. In conclusion, this study confirmed that even minimal pattern modifications can enhance the functionality of protective clothing, alleviating discomfort for wearers.

Virtual Domino: Interactive Physics Simulation and Experience

  • ;권용무;고희동
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.954-959
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    • 2006
  • Virtual Reality simulation enables immersive 3D experience of a Virtual Environment. A simulation-based VE can be used to map real world phenomena into virtual experience. This research studies on the use of Newton's physics law to demonstrate the effects of forces upon object's falling movement, and their effects towards other fallible objects. A reconfigurable simulation enables users to reconfigure the parameters of the objects involved in the simulation, so that they can see different effects from the different configurations, such as force magnitude and distance between objects. This concept is suitable for a classroom learning of physics law. Preliminary implementation is done on a PC with a joystick for 4DOF movement. The graphics is implemented by SGI OpenGL Performer. A middleware called NAVERLib that consists of Performer's modules for easy XML-based configuration is used for management of visualization, network and devices connection, and where the engine of this domino simulation is attached.

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Leap Motion을 이용한 전자부품 조립 훈련 시스템 개발에 관한 연구 (A Study on the Development of an Electronic Component Assembly Training System Using Leap Motion)

  • 이인철
    • 한국산업융합학회 논문집
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    • 제26권3호
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    • pp.463-470
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    • 2023
  • In this study, an electronic parts assembly training system using Leap Motion was developed in consideration of the processes actually operated in the assembly process of electronic products. Based on Leap Motion and Oculus VR equipment, the system was developed to transfer user's hand movement data in real time and convert it into hand movement in virtual space so that electronic parts assembly simulation can be performed step by step. Through this, it was confirmed that the user can obtain an experience similar to the actual electronic parts assembly work, prevent errors that may occur during the assembly process, and improve proficiency. It is expected that this thesis will provide directions for the quality improvement and development of various education and training programs for virtual reality-based manufacturing processes.