• Title/Summary/Keyword: Virtual Movement

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A Real-time Augmented Reality System using Hand Geometric Characteristics based on Computer Vision (손의 기하학적인 특성을 적용한 실시간 비전 기반 증강현실 시스템)

  • Choi, Hee-Sun;Jung, Da-Un;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.323-335
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    • 2012
  • In this paper, we propose an AR(augmented reality) system using user's bare hand based on computer vision. It is important for registering a virtual object on the real input image to detect and track correct feature points. The AR systems with markers are stable but they can not register the virtual object on an acquired image when the marker goes out of a range of the camera. There is a tendency to give users inconvenient environment which is limited to control a virtual object. On the other hand, our system detects fingertips as fiducial features using adaptive ellipse fitting method considering the geometric characteristics of hand. It registers the virtual object stably by getting movement of fingertips with determining the shortest distance from a palm center. We verified that the accuracy of fingertip detection over 82.0% and fingertip ordering and tracking have just 1.8% and 2.0% errors for each step. We proved that this system can replace the marker system by tacking a camera projection matrix effectively in the view of stable augmentation of virtual object.

Developing Virtual Learning Environments for Improving Spatial Sense of Young Children (유아의 공간감각 향상을 위한 가상학습공간 구축)

  • Cha, Eun-Mi;Lee, Kyoung-Mi;Lee, Jeong-Wuk
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.154-160
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    • 2007
  • The 'spatial sense' means an intuitive feel for one's surroundings and the objects in them. The early childhood is an important period to develop the 'spatial sense'. For young children, motion is a major way of extending their spatial awareness. Consequently, an important step in spatial sense instruction involves getting the children moving. This paper proposes four motion based-contents for improving the spatial sense of young children: a bubble game, a cyber goalkeeper game, a mud-huddle game, and a shape recognition game, The proposed four games are implemented to the virtual learning environments. Also, the virtual learning environments utilize the realistic interfaces which can recognize motions of young children and then interact with the games as they do the movement at the virtual environments provided. Using the realistic interfaces not only develops young children's spatial sense but also offers them the pleasure and interest of self-study.

Estimation of the Virtual Mass of Conical Nets using Circulating Water Channel (회류수조를 이요한 자루그물의 가상질량 추정)

  • 김현영
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.36 no.1
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    • pp.60-65
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    • 2000
  • The virtual mass of net is an important parameter in the analysis and control of net movement in the water. This experiment was performed with the purpose of getting a relation on the quantity of netting and virtual mass of trawl nets using the circulating water channel that can control flow speed. Twelve types of conical nets were examined. Resistance of the conical net at the steady and acceleration state was recorded as text on the personal computer through the tension meter and current meter. The results were obtained as follows ;1. Resistance(R) of the conical net is proportional to the degree of attack angle in the sam e amount of twine material.2. Coefficient of the resistance(Cd)could be defined by the following regression model as a function of Reynolds Number(Re). Cd=0.039Re-0.14743. Resistance(R) is proportional to TSA(Twine surface area) and defined as follows; R=21.398TSA-0.12194. Coefficient of virtual mass(CM) could be calculated by the following first order regression model. CM=37.557U-8.96845. Virtual mass is directly proportional to Volume of net(V) or d/l.

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The Effects of Virtual Upper Extremity Training Using the RAPAEL Smart Glove on Physical and Cognitive Function in Stroke Survivors -A Single Group Study-

  • Song, Chiang-Soon;Lim, Jae-Heon;Jeon, Byeong-Hyeon;Lee, Hye-Sun
    • PNF and Movement
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    • v.17 no.2
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    • pp.199-206
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    • 2019
  • Purpose: The purpose of this study was to evaluate the effects of a virtual upper extremity training program using the RAPAEL Smart Glove on upper extremity function in stroke survivors with chronic hemiparesis and to focus the training program development using the Smart Glove as a feasibility study. Methods: This study was conducted using a single group and pre-post test research design in the outpatient departments of local rehabilitation units. Ten chronic hemiparetic stroke survivors with a diagnosis of first stroke received therapeutic rehabilitation at the rehabilitation units. All the participants used a virtual reality program with the RAPAEL Smart Glove for 30 minutes per session 3 days a week over 8 weeks. They also received conventional occupational therapy with functional electrical stimulation for 40 minutes per session 3 days a week for 8 weeks as an additional therapy. To analyze the effects of this therapeutic intervention, four clinical measures, including the box-block test (BBT), the Wolf motor function test (WMFT), the trail-making score, the Jebsen Taylor hand function test (JTHFT), and grip strength, were used. Results: Upon completion of the intervention in week 8, all the participants demonstrated significant WMFT, JTT, BBT, grip strength, and trail-making score gains compared to the respective baselines at week 0. Conclusion: This study suggests that virtual upper extremity training using the RAPAEL Smart Glove has a reasonable and beneficial effects on upper extremity function in chronic hemiparetic stroke survivors.

A Study on Implementation of Motion Graphics Virtual Camera with AR Core

  • Jung, Jin-Bum;Lee, Jae-Soo;Lee, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.85-90
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    • 2022
  • In this study, to reduce the time and cost disadvantages of the traditional motion graphic production method in order to realize the movement of a virtual camera identical to that of the real camera, motion graphics virtualization using AR Core-based mobile device real-time tracking data A method for creating a camera is proposed. The proposed method is a method that simplifies the tracking operation in the video file stored after shooting, and simultaneously proceeds with shooting on an AR Core-based mobile device to determine whether or not tracking is successful in the shooting stage. As a result of the experiment, there was no difference in the motion graphic result image compared to the conventional method, but the time of 6 minutes and 10 seconds was consumed based on the 300frame image, whereas the proposed method has very high time efficiency because this step can be omitted. At a time when interest in image production using virtual augmented reality and various studies are underway, this study will be utilized in virtual camera creation and match moving.

A study on the relationship between gaze guidance and cybersickness using Eyetracking (시선 추적기법을 활용한 시선 유도와 사이버 멀미 관계 연구)

  • Lee, TaeGu;Ahn, ChanJe
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.167-173
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    • 2022
  • The size of the virtual reality market is growing every year, but cybersickness that occurs in virtual reality has not been resolved yet. In this paper, results were derived through experiments on the relationship between cybersickness and gaze guidance occurring in virtual reality contents. Using eye tracking technique, the relationship of gaze movement with cybersickness was identified. The experiment was divided into two groups to find out whether visual induction affects cyber sickness. In addition, the results were analyzed by dividing the two groups to check whether cyber sickness showed different results according to gender. We also analyzed using the SSQ questionnaire to measure cybersickness. We tried to understand the relationship between gaze guidance and cybersickness through two methods. As a result of the experiment, it was found that the induction of a clear gaze caused the concentration of the gaze, and it was effective in cybersickness through the rotation of the camera. In order to alleviate cyber sickness, it has been confirmed that concentrating one's eyes through gaze-guided production is effective for cyber sickness. It is hoped that this result will be used as a way to alleviate cyber sickness for producers who want to use virtual reality to produce content.

Control of Robot System on the Elastic Base with Uncertainty (탄성지지부를 갖는 로봇 시스템의 제어)

  • Lee, S.;Lee, H. G.;Rhee, S. H.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.11a
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    • pp.647-652
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    • 2000
  • This paper presents a study on the position tracking control of robot system on the uncertain elastic base. The elastic base is modeled as a virtual robot which has passive joints and the control strategy is using approximate Jacobian operators. Jacobian operators represent the overall robot system including base movement. However, because we don't know the base movement we can't estimate the jacobian operators directly. The control algorithm is proposed which uses only Jacobian operators of a real robot as approximate Jacobian operators. The measured errors from external sensor are compensated by approximate Jacobian operators. The simulation results of a single-axis robot system show that the control strategy can be used for position tracking.

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A Study on the Motion Base Control by Using Maya (Maya를 이용한 모션 베이스 컨트롤에 관한 연구)

  • Hong, Min-Sung;Kim, Joo-Chul
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.18 no.4
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    • pp.423-429
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    • 2009
  • The motion base to a film used in 4D cinema theaters or theme parks is different depending on the operator's control or hardware system and this causes inefficiency in management of the theater. There are several different simulation software on the present market, but these are difficult for an animation producer to use them. This study introduces the idea in which a film producer simulates the movement of the motion base by using computer graphic animation tools mostly adopted by production for creating 3D animation and motion control data. Maya and 3D Cross were used to show the path of a motion camera visually. Attitude and axis control data were extracted from the movement of the virtual motion base and were used to control a prototype of the motion base. As a result, the motion control data from computer graphic animation tools can be created so that a film producer can create standard motion control data independently regardless of the hardware and operator's skill.

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A Study on Establishing a Digital Twin Model for Automated Layout Robots (먹매김 시공 자동화 로봇의 디지털 트윈 모델 구축 방안 연구)

  • Park, Gyuseon;Lee, Dohyeon;Jang, Minho;Kim, Taehoon;Lim, Hyunsu;Cho, Kyuman
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.11a
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    • pp.155-156
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    • 2022
  • In the process of developing an industrial robot, various simulations should be conducted to evaluate the driving, movement, and performance of the robot. Space and time constraints exist to manufacture existing robots and implement various simulations, and efficiency is reduced due to high costs. To solve this problem, many simulations can be conducted by implementing the same movement and working environment as the real environment in virtual reality using digital twin technology. This study proposes a process for establishing a digital twin model of automated layout robots. Using the digital twin model, it is expected that it will not only evaluate the hardware performance of the robot in the future, but also verify the robot's algorithms such as motion planning and work process, identify and solve potential problems in advance, and prevent problems caused by software.

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Viscous fluid characteristics of liquefied soils and behavior of pile subjected to flow of liquefied soils (액상화된 지반의 점성 유체 특성과 그 흐름이 말뚝의 거동에 미치는 영향 분석)

  • Hwang, Jae-Ik;Kim, Chang-Yeob;Chung, Choong-Ki;Kim, Myoung-Mo
    • Proceedings of the Korean Geotechical Society Conference
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    • 2004.03b
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    • pp.722-729
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    • 2004
  • The horizontal movement of sloping ground due to flow liquefaction has caused many pile foundations to fail, especially those in ports and harbor structures. In this study, a virtual case is assumed in which flow liquefaction is induced by earthquake loads in a fully saturated infinite sand slope with a single pile installation. Under the assumption that the movement of liquefied ground is viscous fluid flow, the influence of ground movement due to flow liquefaction on the pile behavior was analyzed. Since the liquefied soil is assumed as a viscous fluid, its viscosity must be evaluated, and the viscosity was estimated by the dropping ball method ,md the pulling bar method. Finally, the influence of the flow of liquefied soil on a single pile installed in an infinite slope was analyzed by a numerical method.

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