• 제목/요약/키워드: Virtual Reality System

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Construction of Visual Algorithms for the Visual System Analysis of Virtual Reality HMD Devices -Through Interactive Visual System Analysis that Appears in Media Art- (가상현실 HMD기기의 시각체계 분석을 위한 시각 알고리즘 구축 -미디어 아트에서 나타나는 인터렉티브형 시각체계 분석을 통해-)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.721-727
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    • 2020
  • The change in 21st century imaging media technology is changing our modern visual system. Virtual reality HMD devices, one of the core technologies of 5G, reproduce the new visual system. However, there is a lack of analysis and understanding of the visual operating system to understand the visual system of the fast-changing variety of imaging media. This study analyzed the three visual systems appearing in the recent imaging media art area and presented an engineering perspective algorithm for its procedures and methods. Through these results, we want to build algorithms that understand the visual system of virtual reality HMD devices.

The Fourth Industrial Revolution ; A Classification of Reality-Virtual Media Connection System and Case Studies on Dance Performing Arts (4차 산업혁명시대 ; 무용공연예술의 현실-가상미디어 연결시스템 분류 및 사례연구)

  • Cho, Sung Hee;Kim, Eun Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.544-554
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    • 2018
  • The purpose of this study is to classify Reality-Virtual Media Connection System in dance field and to analysis cases of dance pieces using Reality-Virtual Media Connection System based on a literature study. It is limited to interactive media dance performances, such as "Glow"(2006) of Chunky Move, "S.U.N"(2011) and "Dalhangari"(2013) of Young ho Nam, "PIXEL"(2014) of ADRIEN M & CLAIRE B, "Midas Space"(2011) of Midas Project. As a result, first, Reality-Virtual Media Connection System is composed with motion tracking system and projection mapping system. Second, each dance piece has various and unique Reality-Virtual Media Connection System. It has influenced on movement and its subjects. Therefore it is suggested to use Reality-Virtual Media Connection System actively by developing of artificial intellectual, awaring potential of internet of things for motion tracking, and increasing communication between dancers and engineers. It is necessary to proceed supplement research on more cases.

Virtual Reality Therapy System for the get over tranining of Acrophobia (고소공포증 극복훈련을 위한 가상환경시스템)

  • 백승은;유종현;백승화;주관식
    • Proceedings of the Safety Management and Science Conference
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    • 2004.05a
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    • pp.203-209
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    • 2004
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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Towards Designing Human Interactions for Learning Support System using Virtual Reality Technology

  • Iwane, Noriyuki
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.11-14
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    • 2014
  • We have been designing human interactions for some learning support system or education system. The design is based on a symbol grounding model. The model is applicable to many learning domains using virtual reality technology. The design policy is simple and compact. In order to realize the policy we use/reuse some devices from the viewpoint of virtual reality. This paper introduces basic ideas and explains several example cases based on the idea.

Human Performance Evaluation of Virtual Object Moving Task in the Different Temporal, Spatial and Pictorial Resolution of a Stereoscopic Display (가상현실 표시장치에서의 시간적, 공간적, 회화적 해상도에 따른 가상물체 이동작업의 인간성능 평가)

  • Park, Jae-Hee
    • IE interfaces
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    • v.18 no.1
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    • pp.82-87
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    • 2005
  • Most of virtual reality systems ask users to control 3D objects or to navigate 3D world using 3D controllers. To maximize the human performance in the control, the design of virtual reality system and its input and output devices should be optimized. In this study, an experiment was designed to investigate the effects of three resolution factors of a virtual reality system on the human performance. Six subjects conducted the experiment for the factors; two frame rates, three spatial resolutions, and three pictorial contents. The result showed that the greater the spatial resolution was, the higher the human performance was. For the temporal resolution, fixed frame rate at 18 Hz was better than the varied maximized frame rate. For the pictorial contents, the virtual space with orientation cues marked the greatest performance than the other two conditions; the virtual space without any orientation cue and the virtual space like real world. These results could be applied for the design of virtual reality systems.

Virtual World On-line Lecture System based on Mixed Reality (혼합현실 기반의 가상 세계 온라인 강의 시스템)

  • Kwon, Oh-Young;Seo, Hyo-Seok;Teles, Gustavo
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.97-102
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    • 2011
  • Learning system on virtual environment gives the immersive feeling that lacks in existing E-Learning system, excites user's interest, and offers dangerous and expensive education contents. In this paper, we classified the learning categories into four classes: realtime lecture, anytime study, practice education, and the activity of study group. We built the on-line lecture system using Second Life that supports 3D virtual world and mixed reality. We provided virtual learning environment as running developed virtual world on-line lecture system.

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The Effect of Training Using Virtual Reality System on Sitting Balance and Activities of Daily Living for the Patient with Spinal Cord Injury (가상현실 시스템(Virtual Reality System)을 이용한 훈련이 척수손상환자의 앉기 균형 및 일상생활동작에 미치는 영향)

  • Chung, Jae-Hoon
    • The Journal of Korean Physical Therapy
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    • v.21 no.2
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    • pp.31-38
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    • 2009
  • Purpose: This study was examined the effect of training using a Virtual Reality System on the sitting balance and Activities of Daily Living for patients with a spinal cord injury. Methods: The subjects were divided into an experimental (6 persons) and control group (5 persons). The experimental group trained the 5 programs, three times per week for 6 weeks using the Virtual Reality System and five days for week using conventional physical therapy. The control group trained five days for a week using conventional physical therapy. Results: The difference in the mean Spinal Cord Independence Measurement (SCIM) score in the experimental and control groups was increased to 8.33 and 6.60 (p=0.79), respectively. The difference in the mean functional reaching test in experimental and control group increased to 4.21 and 1.09 (p=0.25), respectively. The difference in the mean sitting time in experimental and control group increased to 41.05 and 10.33 (p=0.66), respectively. There was a difference in the mean of all variances but these differences were not statistically significant. Conclusion: These results suggest that training using the Virtual Reality System increased the SCIM, functional reaching test and sitting time in people with a spinal cord injury.

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The Development of Virtual Reality Telemedicine System for Treatment of Acrophobia (고소공포증 치료를 위한 가상현실 원격진료 시스템의 개발)

  • Ryu Jong Hyun;Beack Seung Hwa;Paek Seung Eun;Hong Sung Chan
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.52 no.4
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    • pp.252-257
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    • 2003
  • Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. Recently, the patient can take diagnose from a medical doctor in distance with the telemedicine system. The hospital and doctors can get the medical data, audio, video, signals in the actual examination room or operating room via a live interactive system. Audio visual and multimedia conference service, online questionary, ECG signal transfer system, update system are needed in this system. Virtual reality simulation system that composed with a position sensor, head mount display, and audio system, is also included in this telemedicine system. In this study, we tried this system to the acrophobia patient in distance.

The Method of Virtual Reality-based Surgical Navigation to Reproduce the Surgical Plan in Spinal Fusion Surgery (척추 융합술에서 수술 계획을 재현하기 위한 가상현실 기반 수술 내비게이션 방법)

  • Song, Chanho;Son, Jaebum;Jung, Euisung;Lee, Hoyul;Park, Young-Sang;Jeong, Yoosoo
    • The Journal of Korea Robotics Society
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    • v.17 no.1
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    • pp.8-15
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    • 2022
  • In this paper, we proposed the method of virtual reality-based surgical navigation to reproduce the pre-planned position and angle of the pedicle screw in spinal fusion surgery. The goal of the proposed method is to quantitatively save the surgical plan by applying a virtual guide coordinate system and reproduce it in the surgical process through virtual reality. In the surgical planning step, the insertion position and angle of the pedicle screw are planned and stored based on the virtual guide coordinate system. To implement the virtual reality-based surgical navigation, a vision tracking system is applied to set the patient coordinate system and paired point-based patient-to-image registration is performed. In the surgical navigation step, the surgical plan is reproduced by quantitatively visualizing the pre-planned insertion position and angle of the pedicle screw using a virtual guide coordinate system. We conducted phantom experiment to verify the error between the surgical plan and the surgical navigation, the experimental result showed that target registration error was average 1.47 ± 0.64 mm when using the proposed method. We believe that our method can be used to accurately reproduce a pre-established surgical plan in spinal fusion surgery.

Development of the arm mounted display VR system using spherical screen (구형 스크린을 이용한 준몰입형 VR 시스템 개발)

  • Suh, Myung-Won;Park, Dae-Yu;Cho, Ki-Yong
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.207-212
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    • 2001
  • The virtual reality technology has been developed as the computer and computer graphic technology are progressed. However it has still the limits of the use because of it costs a great for system construction. A virtual reality technology is the best application example to reduce time and cost of development in engineering. Actually, VR(Virtual reality) technology has given engineers the ability to design, test and evaluate engineering systems in a virtual environment. The objective of this paper is to construct the arm mounted display VR system by using 3 channel spherical screen and to show its capabilities of an engineering system development. This paper describes the development of arm mounted display VR system with 3 channel spherical screen system and the generation of 3 channel graphic modules. The arm mounted display VR system provides a highly economical efficiency because of it uses a popular computer system as a graphic server.

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