• Title/Summary/Keyword: Virtual Reality Headset

Search Result 15, Processing Time 0.018 seconds

Input System Implementation for Virtual Reality Headset Using Electro-oculogram(EOG) (안전도를 이용한 가상현실 헤드셋의 입력시스템 구현)

  • Nam, Youngju;Kwon, Kichul;Kim, Byeongjun;Lee, Euisin;Kim, Nam
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.9
    • /
    • pp.739-750
    • /
    • 2016
  • The most of virtual reality headset have the separated controllers while they put on the headset; so the users may feel the discomfort and burden for the operation. In this paper, a novel virtual reality headset system using the EOG (electro-oculogram) is proposed and it has a distinguished feature that the user does not need to control the virtual reality headset by the hands, but the displayed contents are controllable by the electrical activity of the user's brain. The proposed system consist of the mobile device, a virtual reality headset, and an EOG headset for data acquisition. The system is implemented by using the Unity3D engine for the signal processing and controller, and the concept is confirmed through the implementation that it is more interesting and easier to control the virtual reality headset.

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.15 no.2
    • /
    • pp.11-21
    • /
    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.

The Effect of Product Experience Through Virtual Reality on Product Evaluation

  • Jeon, Eunmi;Han, Youngjee;Woo, Hyunjin
    • Asia Marketing Journal
    • /
    • v.21 no.4
    • /
    • pp.45-57
    • /
    • 2020
  • With the development of new technologies, virtual reality (VR) is emerging as a new consumer marketing platform. Yet, only a few studies have investigated VR in the consumption context. The current research explores how experiencing a product through VR influences consumer attitude and purchase intention for the product. Although assessing products in real life is believed to be more diagnostic than that through VR, the present research revealed that experiencing a product through VR could lead to a more positive attitude toward and higher purchase intention for the product. We also demonstrated that "enjoyment" has a mediating effect while evaluating the product through VR. To compare product experience through VR to that in real life, we employed the HTC Vive VR system to implement a VR environment. In the VR condition, participants evaluated plastic building blocks using a VR headset and a motion controller; and in the real life (reality) condition, they evaluted plastic building blocks printed using a 3D printer to make them look exactly the same as the blocks used in the VR condition. Finally, implications and suggestions are discussed.

A study on presence quality and cybersickness in 2D, smartphone, and VR

  • Saeed, Saleh;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.16 no.7
    • /
    • pp.2305-2327
    • /
    • 2022
  • Recent improvements in technology have increased the consumption of virtual reality (VR) contents on immersive displays. The VR experience depends on the type of displays as well as the quality of VR contents. However, research on the impacts of VR content quality on VR experience and comparisons among different types of immersive display devices are lacking. In this study, VR contents created with our VR framework, are provided to participants on conventional two-dimensional (2D) immersive displays and VR headset. The geometric alignment of VR contents is improved with the addition of two calibration modes (i.e. preprocessing and straightening). The subjective feelings of presence and cybersickness experienced by participants while consuming VR contents created by our framework and commercial solutions are recorded in the form of questionnaires. The results of this study indicate that the improvements in VR quality lead to a better presence and less cybersickness in both conventional 2D displays and VR headset. Furthermore, the level of presence and cybersickness increases in VR headsets as compared to conventional 2D displays. Finally, the VR content quality improvements lead to a better VR experience for our VR framework as compared to commercial solutions.

Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
    • /
    • v.19 no.4
    • /
    • pp.605-613
    • /
    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.8
    • /
    • pp.45-50
    • /
    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.11
    • /
    • pp.59-65
    • /
    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

The Effect of VR Store Vividness on Immersion and User Satisfaction (VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향)

  • Yoon, Namhee;Lee, Ha Kyung;Lee, Yoon-Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.45 no.3
    • /
    • pp.559-572
    • /
    • 2021
  • This study explores the effects of VR (Virtual Reality) store vividness, which is one of VR shopping environmental features used in previous research, on user satisfaction. In addition, the mediating role of immersion between VR store vividness and user satisfaction is investigated. The moderating role of self-efficacy is also explored since the effects of vividness and immersion on user satisfaction may depend on a consumer's perceived shopping self-efficacy. A total of 58 participants experienced a VR store with the Oculus Go VR headset. To test the hypotheses, model 14 of Process Macro 3.4 is used (95% Confidence Interval). According to the results, immersion mediated between VR store vividness and user satisfaction. Additionally, there was a significant interaction effect between immersion and self-efficacy on user satisfaction. When a consumer experiences high immersion at a VR store, consumers may have a strongly positive experience, especially among those who have a perceived low shopping self-efficacy.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
    • /
    • v.6 no.4
    • /
    • pp.52-57
    • /
    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
    • /
    • v.21 no.5
    • /
    • pp.704-713
    • /
    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.