• Title/Summary/Keyword: Virtual Wearing System

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Augmented Reality System of Using Vanishing lines (소실선을 이용한 증강현실 시스템)

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Kyeong-Og;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.676-678
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    • 2010
  • Conventional Augmented Reality has used data gloves or markers for smooth interaction between objects and background. This causes inconvenience of use and lower immersion. To build up immersion in Augmented Reality, additional input devices must be removed. This paper proposes a method to create virtual space coordinates for interaction without wearing additional input devices so as to improve immersion in Augmented Reality. The acquired image was projected to a two-dimensional space and vanishing lines were extracted to calculate the virtual space coordinates. Then the sizes of the inserted objects were varied in accordance with the size of the virtual coordinates area based on the image projected onto the two-dimensional coordinates. This resulted in improved immersion. This method can increase the efficiency of object creation by excluding the use of a 3D modeler for creation of three-dimensional objects.

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Mixed Reality Image Generation Method for HMD-based Flight Simulator (HMD기반 비행 시뮬레이터를 위한 혼합현실 영상 생성 기법)

  • Joo Ha Hyun;Mun Hye Kang;Yong Ho Moon
    • Journal of Aerospace System Engineering
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    • v.17 no.1
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    • pp.59-67
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    • 2023
  • Recently, interest in flight simulators based on HMD and mixed reality is increasing. However, they have limitations in providing various interactions and a sense of presence to pilot wearing HMD. To overcome these limitations, a mixed reality image corresponding to the interaction under the actual cockpit environment must be generated in real time and provided to the pilot. For this purpose, we proposed a mixed reality image generation method, in which the cockpit area including the pilot's body could be extracted from real image obtained from the camera attached to the HMD and then composed with virtual image to generate a high-resolution mixed reality image. Simulation results showed that the proposed method could provide mixed reality images to HMD at 30 Hz frame rate with 99% image composition accuracy.

Garment Formability, Appearance Characteristics and Mechanical Properties of Worsted Fabrics for High Emotional Women's Fabrics (고감성 여성의류용 소모직물의 역학특성, 외관특성 및 의류형성성능)

  • Kim, Hyun Ah
    • Fashion & Textile Research Journal
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    • v.19 no.3
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    • pp.344-352
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    • 2017
  • This study investigated the formability and appearance performance of 20 women's worsted fabrics. For this purpose, 10 foreign fabrics (9 Italian + 1 Japan fabrics) were prepared and 10 domestic worsted fabrics for women were made in Cheil woolen textile company for comparing with foreign fabrics. The mechanical properties of the 20 fabrics were measured using KES-FB and FAST systems; subsequently, fabric formability (F) and total appearance value (TAV) were calculated and compared with a virtual 3-D simulation silhouette by i-designer CAD system. The fabric formability of the domestic fabrics, calculated by KES-FB system, was lower than foreign fabrics, which was assumed to be caused by the stiff tactile property. The result was similar to that of the FAST system. Good wearing performance of the foreign worsted fabric was assumed to be caused by high extensibility and the compressibility of the fabrics. The TAV's of the domestic fabrics were also lower than foreign fabrics. Both the correlation between TAV and formability by the KESFB system and the correlation between TAV and formability by FAST system showed a good correlation coefficient. Fabric formability between KES-FB and FAST systems also showed a good correlation. The 3-D simulation silhouette of the foreign fabric by i-designer CAD system appeared superior to the domestic one, and assumed to be attributed to the low extensibility of the weft direction, stiff bending and high shear properties of the fabric.

A Study on Sizing System and Preferable Ease in a Men's Dress Shirt for Virtual Mass Customization System (가상공간의 대량맞춤 생산을 위한 남성 드레스셔츠 치수체계와 선호 여유량에 관한 연구)

  • Jang, Sung-Eun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.1
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    • pp.99-109
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    • 2008
  • The purpose of this study was to survey sizing system and preferable ease and to decide the body measuring items for pattern making in a men's dress shirt for mass customization industry that is rising to the surface as a new production system. For this, it had a survey subjects were 254 males between 25 to 44 years old who wear dress shirt frequently and the relevant on line companies, and analyzed the garment sizing system and preferable ease. Collected data were analysed by frequency analysis, t-test, $X^2-test$, and ANOVA using SPSS 12.0 for window. Garment pattern making should reflect the sizes of the body parts well, and simplification of the ordering process would work as an important variable. In relation to the preferable ease, older people preferred more ease while younger people preferred fit ease. In relation to the sizes, people wearing the size of '110' preferred more ease than the size of '90'. And people weighing over 90kg preferred sufficient ease than less weighing. People height over 170cm people preferred sufficient ease for the length between shoulders than height under 170cm. In case of the companies had no consistent sizing system. Significant difference was found in the sizes, except for the size of '100', among those companies, there was significant difference in the length between shoulders and the length of the shirt among those companies and those sizes. Significant body parts for a garment pattern making was height, the circumference of the neck, the chest circumference, the length between biacromion, the arms length, and the waist circumference.

A Visual Effect according to Pants Style and Geometric Pattern - Using a 3D Virtual Garment System - (가상착의 시스템을 이용한 팬츠 스타일과 기하학 무늬의 특성에 따른 시각적 효과)

  • Park, Woo Mee
    • Fashion & Textile Research Journal
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    • v.15 no.4
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    • pp.504-513
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    • 2013
  • This study evaluates the difference of visual effect according to pant style and geometric pattern. The researcher made 28 stimuli-combination of four pant Stiles (classic, baggy, skinny, and bell-bottom) and seven geometric pattern (large vertical stripe, small vertical stripe, large horizontal stripe, small horizontal stripe, large check, small check, and hound's tooth check). The test involved 96 female college students. The stimuli were made with the i-Designer computer program. The panels tested the computer screen images of all manikins wearing pants. A 7-point scale was used to evaluate each image. For the data analysis, ANOVA and Duncan-test were applied along with an SPSS program. The results of this study are as follows. Three factors (lower-body compensation, abdomen highlight, and length compensation) influenced the visual effect pant styles and geometric patterns. The skinny style and large vertical stripe evaluated positively in elongated height and leg length and a slimmer overall body. It was shown that the vertical stripe pattern was evaluated as more positive than the horizontal stripe pattern in the visual effect; particularly, the results showed distinct aspects in the classic pants style. The mutual influence of the visual effect (according to pants style and geometric pattern) were indicated as two factors of lower-body compensation and length compensation. A more positive visual effects resulted in a higher mutual influence on pant style and geometric pattern.

Design and Control of a Wearable Robot (Wearable Robot Arm의 제작 및 제어)

  • Jeong, Youn-Koo;Kim, Yoon-Kyong;Kim, Kyung-Hwan;Park, Jong-Oh
    • Proceedings of the KSME Conference
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    • 2001.06b
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    • pp.277-282
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    • 2001
  • As human-friendly robot techniques improve, the concept of the wearability of robotic arms becomes important. A master arm that detects human arm motion and provides virtual forces to the operator is an embodied concept of a wearable robotic arm. In this study, we design a 7 DOF wearable robotic arm with high joint torques. An operator wearing this robotic arm can move around freely because this robotic arm was designed to have its fixed point at the shoulder part of the operator. The proposed robotic arm uses parallel mechanisms at the shoulder part and the wrist part on the model of the human muscular structure of an upper limb. To reduce the computational load in solving the forward kinematics and to prevent singularity motions of the parallel mechanism, yawing motion of the parallel mechanisms was separated using a slip ling mechanism. The total weight of the proposed robotic arm is about 4 kg. An experimental result of force tracking test for the pneumatic control system and an application example for VR robot are described to show the validity of the robot.

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Development of Digital Contents for ADHD Treatment Specialized for VR-based Children

  • Dae-Won Park;Chun-Ok Jang
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.302-309
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    • 2023
  • This study aimed to develop a VR-based digital therapeutic intervention for the diagnosis and treatment of ADHD. The research combined medical data with virtual reality technology to develop an algorithm for ADHD diagnostic scales and implemented a VR-based digital therapeutic platform using a head-mounted display (HMD). This platform can be used for the diagnosis and treatment of ADHD in children and adolescents. Additionally, we four VR games were developed, including archery timing, Antarctic exploration, grocery shopping, and rhythm-based drumming(RBD), incorporating various psychiatric treatment techniques based on cognitive-behavioral therapy(CBT). To evaluate the usability of this digital therapeutic intervention, a group of experts specialized in counseling psychology participated in the study. The evaluations received highly positive feedback regarding the ability to access the system menu while wearing the HMD, the consistency of terminology used in menus and icons, the usage of actual size for 3D graphic elements, and the support for shortcut key functionality. The assessments also indicated that the games could improve attention, working memory, and impulse control, suggesting potential therapeutic effects for ADHD. This intervention could provide a daily treatment method for families experiencing financial constraints that limit hospital-based therapies, thereby reducing the burden.

Development of VR-based Simulation Software for Effective UAV Utilization of Disaster Rescuer Wearing See-through HMD (투시형 HMD를 착용한 재난 구조대원의 효과적인 UAV 활용을 위한 가상현실기반 시뮬레이션 소프트웨어 개발)

  • Chae, Mun Kyo;Kang, Mun Hye;Moon, Yong Ho
    • Journal of Aerospace System Engineering
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    • v.16 no.1
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    • pp.40-48
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    • 2022
  • Recent studies have reported about UAV-based disaster rescue system adopting AR technology. Performing a disaster rescue training in an environment similar to an actual disaster site results in high costs and risk of accidents. In this paper, we propose a simulation software using VR technology so that rescuer can safely and inexpensively train the operation of the disaster rescue system. Through the analysis of the existing system, we derived the requirements for virtualizing training, and developed the simulation software using Unreal Engine and Airsim API. Simulation results show that the proposed simulation software can effectively simulate the operation of the conventional disaster rescue system.

Evaluation of the Usefulness of Virtual Reality Equipment for Relieving Patients' Anxiety during Whole-Body Bone Scan (전신 뼈 검사 환자의 불안감 해소를 위한 가상현실 장비의 유용성 평가)

  • Kim, Hae-Rin;Kim, Jung-Yul;Lee, Seung-Jae;Baek, Song-Ee;Kim, Jin-Gu;Kim, Ga-Yoon;Nam-Koong, Hyuk;Kang, Chun-Goo;Kim, Jae-Sam
    • The Korean Journal of Nuclear Medicine Technology
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    • v.26 no.1
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    • pp.27-32
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    • 2022
  • Purpose When performing a whole-body bone scan, many patients are experiencing psychological difficulties due to the close distance to the detector. Recently, in the medical field, there is a report that using virtual reality (VR) equipment can give pain relief to pediatric patients with weak concentration or patients receiving severe treatment through a distraction method. Therefore, in this paper, VR equipment was used to provide psychological stability to patients during nuclear medicine tests, and it is intended to evaluate whether it can be used in clinical practice. Materials and Methods As VR equipment, ALLIP Z6 VR (ALLIP, Korea) was used and the experiment was conducted after connecting to a mobile phone. The subjects were 30 patients who underwent whole-body bone examination from September 1, 2021 to September 30, 2021. After intravenous injection of 99mTc-HDP, 3 to 6 hours later, VR equipment was put on and whole body images were obtained. After the test, a survey was conducted, and a Likert scale of 5 points was used for psychological anxiety and satisfaction with VR equipment. Hypothesis verification and reliability of the survey were analyzed using SPSS Statistics 25 (IBM, Corp., Armonk, NY, USA). Results Anxiety about the existing whole-body bone test was 3.03±1.53, whereas that of anxiety after wearing VR equipment was 2.0±1.21, indicating that anxiety decreased to 34%. When regression analysis of the effect of the patient's concentration on VR equipment on anxiety about the test, the B value was 0.750 (P<0.01) and the t value was 6.181 (P<0.01). decreased and showed an influence of 75%. In addition, overall satisfaction with VR equipment was 3.76±1.28, and the intention to reuse was 66%. The Cronbach α value of the reliability coefficient of the questionnaire was 0.901. Conclusion When using VR equipment, patients' attention was dispersed, anxiety was reduced, and psychological stability was found. In the future, as VR equipment technology develops, it is thought that if the equipment can be miniaturized and the resolution of VR content images is increased, it can be used in various clinical settings if it provides more realistic stability to the patient.

Study on torso patterns for elderly obese women for vitalization of the silver clothing industry - Applying the CLO 3D program - (실버 의류산업 활성화를 위한 노년 비만여성의 토르소 원형 연구 - CLO 3D 가상착의 시스템 활용 -)

  • Seong, Ok jin;Ha, Hee Jung
    • The Research Journal of the Costume Culture
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    • v.25 no.4
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    • pp.476-487
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    • 2017
  • The purpose of this study was to suggest torso patterns that fit the three main body shapes of elderly obese women. To reduce time, costs, and also the trial and error needed to make patterns, the CLO program for 3D test wear was employed. Three virtual models for aged obese women were use, with the YUKA system used to produce torso patterns. 3D simulation of test wear and corrections was done to design optimal torso patterns. The results were as follows: First, for the three models of obese women's body shapes as realized by CLO 3D, Type 1 is lower-body obesity shapes, Type 2 is abdominal obesity shapes, and Type 3 is whole-body obesity shapes. Second, to design the study patterns, actual measurement values, back waist length and waist to hip length, were used. The armhole depth (B/4-1.5), front interscye (B/6+2.3), front neck width (B/12-0.5), front neck depth (B/12+0.5), front waist measurement (W/4+ 1.5+D), front hip measurement (H/4+2+0.5), and back hip measurement (H/4+3-0.5) were calculated using formulas. Third, according to the results of test-wearing the study patterns, reduced front neck width and depth improved the neck fit and reduced armhole depth bettered loose or plunging armhole girth and also reduced the sagging of bust c.. Also, tight sidesfrom aprotruded waist and abdomen improved with the increase of surpluses in the back waist and also back and front hip c. The exterior was enhanced by displacement of back and front darts, which distributed surpluses better.