• 제목/요약/키워드: Virtual human

검색결과 991건 처리시간 0.029초

헵틱 피드백을 갖는 가상현실 응용 사례 (Virtual Reality Applications with Haptic Feedback)

  • Yoon-Sang Kim;Do-Hoe Kim
    • 산업경영시스템학회지
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    • 제25권6호
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    • pp.12-16
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    • 2002
  • Virtual reality (VR) opened the possibility of moving beyond the 2-D world of conventional desktop systems to an immersive, multi-sensory environment generated by computer graphics. Haptic feedback (Haptics) is now starting to get recognition and use in intensive applications for manipulation, while smell and taste feedback are at the stage of early research. This paper reviews some current works on increased haptic feedback augmentation in virtual reality applications.

원전 산업과 가상현실기술 접목을 위한 3D 모델 원전 적용사례 연구 (A case Study of 3D Model Application for Combining Nuclear Power Industry with Virtual Reality Technology)

  • 임병기
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2019년도 춘계 학술논문 발표대회
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    • pp.224-225
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    • 2019
  • Virtual reality technology can be defined as human-computer interface that makes virtual place of specific environments or situation is an interactive computer-generated experience taking place within a simulated environment. In order to combine virtual reality technology of domestic nuclear power industry, the R&D Project has been developing a virtual/augment reality system for nuclear power plant from April 2018 to March 2021. To effectively apply virtual reality technology of domestic nuclear industry, it is necessary to build virtual space similar to real environment. Therefore, This study is analysed 3d model status for nuclear power plant during the life-cycle, and suggested a method to build 3D cad model close to real environment.

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Producing a Virtual Object with Realistic Motion for a Mixed Reality Space

  • Daisuke Hirohashi;Tan, Joo-Kooi;Kim, Hyoung-Seop;Seiji Ishikawa
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.153.2-153
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    • 2001
  • A technique is described for producing a virtual object with realistic motion. A 3-D human motion model is obtained by applying a developed motion capturing technique to a real human in motion. Factorization method is a technique for recovering 3-D shape of a rigid object from a single video image stream without using camera parameters. The technique is extended for recovering 3-D human motions. The proposed system is composed of three fixed cameras which take video images of a human motion. Three obtained image sequences are analyzed to yield measurement matrices at individual sampling times, and they are merged into a single measurement matrix to which the factorization is applied and the 3-D human motion is recovered ...

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휴먼-메타버스 인터랙션의 기회와 발전방향 (Opportunities and Future Directions of Human-Metaverse Interaction)

  • 윤효석;박창주;박정연
    • 스마트미디어저널
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    • 제11권6호
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    • pp.9-17
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    • 2022
  • 코로나19 팬데믹 시대를 거치면서 비대면 서비스가 요구되었고 확장현실 및 메타버스 서비스의 활용이 다양한 응용 분야에서 급증하였다. 이 논문은 국내외에서 활발하게 사용되는 메타버스 플랫폼인 게더타운, 이프랜드, 로블록스, 제페토를 사용자 인터랙션, 아바타 기반 인터랙션, 가상 세계 생성의 측면에서 분석한다. 특히 사용자의 현실 세계에서 발생하는 사용자 입력 기법, 가상 세계에서 사용자를 나타내는 아바타의 표현 기법, 그리고 사용자 참여를 통해 가상 세계를 제작하는 인터랙션 유형으로 구분하여 설명한다. 이를 통해 현재 메타버스 인터랙션의 추세와 요구를 도출하고 휴먼-메타버스 인터랙션의 기회와 발전 방향을 전망한다.

Comparison of Avatar Posture Formation According to 3D Virtual Garment Modeling Programs -Focusing on Cycling Movements of High-School Male Cyclist-

  • Park, Hyunjeong;Do, Wolhee
    • 한국의류학회지
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    • 제45권6호
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    • pp.965-977
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    • 2021
  • The study aimed to analyze the functional differences in 3D virtual garment programs and compare body scan data with the corresponding 3D virtual models. We selected 3D virtual garment programs, formed virtual models in a representative size for high-school male cyclists, and analyzed them using the Design-X program. The results were as follows. In the 3D virtual garment programs, the anthropometric items for virtual model forming differed significantly from the standard anthropometric items suggested by Size Korea. Comparing the lower body scan data and virtual models formed by the 3D virtual garment programs, the biggest difference was in the shapes of the waist and hips, i.e., the flatness values of the waist and hips were different for each program in the cross-section view. In the lower body, a data-input-based program was needed for changing the exact measurement position of the waist circumference and hips' shape in detail. If a 3D virtual garment program provides functions for the virtual model's joint angle input and free motion transformation, it is expected to be widely used in the sportswear industry.

가상 운전 인터페이스를 활용한 자동차 협력 원격조종 (Shared Vehicle Teleoperation using a Virtual Driving Interface)

  • 김재석;이광현;유지환
    • 제어로봇시스템학회논문지
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    • 제21권3호
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    • pp.243-249
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    • 2015
  • In direct vehicle teleoperation, a human operator drives a vehicle at a distance through a pair of master and slave device. However, if there is time delay, it is difficult to remotely drive the vehicle due to slow response. In order to address this problem, we introduced a novel methodology of shared vehicle teleoperation using a virtual driving interface. The methodology was developed with four components: 1) virtual driving environment, 2) interface for virtual driving environment, 3) path generator based on virtual driving trajectory, 4) path following controller. Experimental results showed the effectiveness of the proposed approach in simple and cluttered driving environment as well. In the experiments, we compared two sampling methods, fixed sampling time and user defined instant, and finally merged method showed best remote driving performance in term of completion time and number of collision.

Dynamic Manipulation of a Virtual Object in Marker-less AR system Based on Both Human Hands

  • Chun, Jun-Chul;Lee, Byung-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제4권4호
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    • pp.618-632
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    • 2010
  • This paper presents a novel approach to control the augmented reality (AR) objects robustly in a marker-less AR system by fingertip tracking and hand pattern recognition. It is known that one of the promising ways to develop a marker-less AR system is using human's body such as hand or face for replacing traditional fiducial markers. This paper introduces a real-time method to manipulate the overlaid virtual objects dynamically in a marker-less AR system using both hands with a single camera. The left bare hand is considered as a virtual marker in the marker-less AR system and the right hand is used as a hand mouse. To build the marker-less system, we utilize a skin-color model for hand shape detection and curvature-based fingertip detection from an input video image. Using the detected fingertips the camera pose are estimated to overlay virtual objects on the hand coordinate system. In order to manipulate the virtual objects rendered on the marker-less AR system dynamically, a vision-based hand control interface, which exploits the fingertip tracking for the movement of the objects and pattern matching for the hand command initiation, is developed. From the experiments, we can prove that the proposed and developed system can control the objects dynamically in a convenient fashion.

가상환경과 촉감적 상호작용을 위한 햅틱 디바이스 (Haptic Device For Haptic Interaction With Virtual Environment)

  • 정영훈;이재원;주해호
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2000년도 추계학술대회 논문집
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    • pp.27-30
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    • 2000
  • In this paper, we determine the design criteria of haptic device considering the human haptic system and determine the design specifications. We developed a new 2DOF haptic device based on the specifications. It has the wide workspace, statically-balanced, constant inertia matrix, well-conditioned Jacobian matrix and so on. There also is not singularity point within workspace of the device. We show that it has better performance than other 2DOF haptic device in the many aspects.

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The influences of sex on the human emotions toward robots

  • Ben-Lamine, Mohamed-Sahbi;Shibata, Satoru;Kanya, Tanaka;Shimizu, Akira
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1995년도 Proceedings of the Korea Automation Control Conference, 10th (KACC); Seoul, Korea; 23-25 Oct. 1995
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    • pp.191-194
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    • 1995
  • This paper evaluates the influences of sex on the human emotions while coexisting with robots. When we consider human vision, robot's motion is the most important parameter which influences human emotions and must be well controlled for males and females emotions. On the other hand, when we consider human touch of sense, which is effective for cooperation transmitting mutual forces, the softness of robot is an important parameter for human emotions and must be also well controlled for males and females emotions. From these points of view, at first, we evaluate robot's motion under four different shapes of velocity pattern while handing over a cup to humans. Second, we evaluate robot's softness realized by impedance control. From the first experiment, we concluded that the conditions of choosing an adequate maximum velocity value and locating the velocity peak at the center or the first half of the duration are necessary for male's emotions. In addition, the smooth velocity decrease in the last part of the velocity pattern's duration is desired for female's emotions. From the second experiment, we concluded that females prefer lighter values of virtual impedance characteristics than males and any small increase on the heaviness of virtual impedance values is followed by the negative exponential change on human emotions.

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