• Title/Summary/Keyword: Virtual Object

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Collaborative Authoring based on Physics Simulation

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.612-615
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    • 2007
  • This research studies the Virtual Reality simulation of Newton's physics law on rigid body type of objects for physics learning. With network support, collaborative interaction is enabled so that people from different places can interact with the same set of objects in Collaborative Virtual Environment. The taxonomy of the interaction in different levels of collaboration is described as: distinct objects and same object, in which there are same object - sequentially, same object - concurrently - same attribute, and same object - concurrently - distinct attributes. The case studies are the interaction of users in two cases: destroying and creating a set of arranged rigid bodies. We identify a specific type of application for contents authoring with modeling systems integrated with real-time physics and implemented in VR system. In our application called Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects.

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3DOF Force-Reflecting interface (3자유도 힘 반향 역감장치)

  • 강원찬;박진석;김대현;신석두;김영동
    • Proceedings of the KIPE Conference
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    • 1999.07a
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    • pp.71-75
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    • 1999
  • In this paper, we present the 3DOF force-reflecting interface which allows to acquire force of object within a virtual environment. This system is composed of device, virtual environment model, and force-reflecting rendering algorithm. We design a 3 DOF force-reflecting device using the parallel linkage, torque shared by wire, and the controller of system applied by impedance control algorithm. The force-reflecting behaviour implemented as a function position is equivalent to controlling the mechanical impedance felt by the user. Especially how force should be supplied to user, we know using a God-Object algorithm. As we experiment a system implemented by the interface of 3D virtual object and 3DOF force-reflecting interface, we can feel a contact, non-contact of 3D virtual object surface and sensing of push button model.

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An Analysis on the Human Cognition of Weight in the Virtual Environment Including the Force Input (근력을 포함한 가상환경하에서 사용자가 느끼는 무게감에 관한 분석)

  • Kim, Pil-Joo;Nam, Ki-Seon;Sim, Song-Yong;Moon, Gyu;Song, Chang-Geun
    • Science of Emotion and Sensibility
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    • v.5 no.1
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    • pp.1-7
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    • 2002
  • This paper studies on the human cognition of object's weight in virtual environment. We design the force input device which consists of a 3D mouse and a simple spring. It provides users with force feedback. The user can measure the weight of an object by the grasping force to move or lift it up in the virtual environment. Three kinds of experiments are performed. The first one is performed to analyze the relationships between the object's weight and its volume. The second one is to find the relationships between the object's weight and the its texture and finally the third one is to find the relationships between the object's weight and the force used to move an object. We conclude from the analysis of the experiment that object's volume or texture are not the critical factor for user to realize its weight. But the grasping force is critical and meaningful in realizing its weight so that the virtual environment with force cue provides users with more immersive environments. And, also the force input device is effective enough for user to feel the weight of the object.

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Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • v.8 no.2
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

Implementation of Background Scene in the Virtual Reality Ship Simulator (가상현실 선박 시뮬레이터의 배경 구현)

  • 임정빈
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.11-22
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    • 2000
  • The paper describes creation methods of background scenes to implement realistic virtual environments in the VRSS (Virtual Reality Ship Simulator). VRSS is next-generation system constructed with virtual tools in a virtual space. Thus, it could have many benefits compared to conventional ship simulators composed with heavy bridge mock-up system and wide visual presentations. In this work, we developed effective 3D object modeling techniques, and constructed virtual harbor scene by using 3D-Webmaster authoring tool. The virtual harbor was built with object-oriented 3D objects modeled to interact with user's action. With the immersion-type VR system, we created virtual harbor environments in a virtual space, and discussed on the naturalness of the scene with test results of SDMPA (Semantic Differential Method for Psychophysical Assessment) by 10 subjects. As the results of subject assessment, all of the participants could felt natural-like harbor. Therefore, we found that the proposed creation methods and procedures of background scene are enabling to fit to the full mission VRSS construction.

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3DOF Force-Reflection Interface (3자유도 힘 반향 역감장치)

  • 강원찬;김동옥;신석두;김영동
    • The Transactions of the Korean Institute of Power Electronics
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    • v.4 no.5
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    • pp.455-461
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    • 1999
  • In this paper, we present the 3DOF force-rei1ecting interface which allows to acquire force of objc'Ct within a a virtual environment. This system is comlxlsed of device, virtual environment model, and force-rei1ecting r rendering algorithm. We design a J DOF force reflecting device using the pc$\alpha$allel linkage, torque shared by W wire, and the controller of system applied by impedance control algorithm. The force reflecting behaviour i implemented as a function position is equivalent to controlling the mechanical impedance felt by the user. E Especially how force should be supplied to user, we know using a God-Object algorithm As we experiment a system implement$\varepsilon$d by the interface of 3D virtual object and 3DOF force reJll'Cting i interface, we can feel a contact, non contact of :)D virtual object surface and sensin앙 of push button model.utton model.

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3D Object Encryption Employed Chaotic Sequence in Integral Imaging (집적영상에서의 혼돈 수열을 사용한 3D 물체의 암호화)

  • Li, Xiao-Wei;Cho, Sung-Jin;Kim, Seok-Tae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.2
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    • pp.411-418
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    • 2018
  • This paper presents a novel three-dimensional (3D) object encryption scheme by combining the use of the virtual optics and the chaotic sequence. A virtual 3D object is digitally produced using a two-dimensional (2D) elemental image array (EIA) created with a virtual pinhole array. Then, through a logistic mapping of chaotic sequence, a final encrypted video can be produced. Such method converts the value of a pixel which is the basic information of an image. Therefore, it gives an improved encryption result compared to other existing methods. Through computational experiments, we were able to verify our method's feasibility and effectiveness.

Cooperative Manipulation of a Virtual Object by Multiple Remote Users

  • Choi, Hyouk-Ryeol;Ryew, Sung-Moo
    • Journal of Mechanical Science and Technology
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    • v.14 no.9
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    • pp.956-967
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    • 2000
  • In this paper, we explore the issues of force display in the cooperative virtual environment shared by multiple users distributed over the network with heterogeneous hardware platforms. The proposed method is to cope with the problem of small time delay and the difference of sampling rate in the distributed configuration. In the proposed approach the interaction forces of the participants are just treated as the independent sources of acceleration. Thus the action of a participant simply changes the acceleration of the virtual object and consequently the states of the virtual object will be updated. When the updated states are reported to all the participants, the information on the time of state changes is delivered, too. Employing the discrete state information updated by the other users, each user modifies his own virtual environment and pseudo-realtime simulation can be realized. Excluding the software interface and the communication technique, it is proposed the simulation method for the operation of respective users and the way of calculating the driving input to the display device. For experimental verification we construct a cooperative virtual environment shared by two remote users and outline the results of experiments.

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Haptic Communication for Cooperative Object Manipulation

  • Noma, Haruo;Miyasato, Tsutomu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.83-88
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    • 1997
  • In this study, we focus on precise and natural cooperative object manipulation in a virtual space. We introduce two virtually expanded physical laws-virtual mechanical equilibrium on a rigid object and exclusive object arrangement-to create realistic cooperative manipulation. We have built a trial system according to our proposed design. The method is expected to allow users to exchange intended manipulation by haptic and visual channels.

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