• Title/Summary/Keyword: Virtual mirror

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The Effect of Gait Exercise Using a Mirror on Gait for Normal Adult in Virtual Reality Environment: Gait Characteristics Analysis (가상현실환경에서 정상성인의 거울보행이 보행특성에 미치는 영향)

  • Lee, Jae-Ho
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.3
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    • pp.233-246
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    • 2022
  • Purpose : The study aims to determine the effects of virtual and non-virtual realities in a normal person's mirror walk on gait characteristics. Methods : Twenty male adults (Age: 27.8 ± 5.8 years) participated in the study. Reflection markers were attached to the subjects for motion analysis, and they walked in virtual reality environments with mirrors by wearing goggles that showed them the virtual environments. After walking in virtual environments, the subjects walked in non-virtual environments with mirrors a certain distance away after taking a 5 min break. To prevent the order effect caused by the experiential difference of gait order, the subjects were randomly classified into groups of 10 and the order was differentiated. During each walk, an infrared camera was used to detect motion and the marker positions were saved in real time. Results : Comparison between the virtual and non-virtual reality mirror walks showed that the movable range of the leg joints (ankle, knee, and hip joints), body joints (sacroiliac and atlantoaxial joints), and arm joints (shoulder and wrist joints) significantly differed. Temporal characteristics showed that compared to non-virtual gaits, the virtual gaits were slower and the cycle time and double limb support time of virtual gaits were longer. Furthermore, spacial characteristics showed that compared to non-virtual gaits, virtual gaits had shorter steps and stride lengths and longer stride width and horizontally longer center of movement. Conclusion : The reduction in the joint movement in virtual reality compared to that in non-virtual reality is due to adverse effects on balance and efficiency during walking. Moreover, the spatiotemporal characteristics change based on the gait mechanisms for balance, exhibiting that virtual walks are more demanding than non-virtual walks. However, note that the subject group is a normal group with no abnormalities in gait and balance and it is unclear whether the decrease in performance is due to the environment or fear. Therefore, the effects of the subject group's improvement and fear on the results need to be analyzed in future studies.

How Customers Perceive Virtual Mirror Technology in the 4th Industrial Revolution Environment

  • JO, Junghee;CHO, Yoon C.
    • The Journal of Economics, Marketing and Management
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    • v.10 no.4
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    • pp.1-12
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    • 2022
  • Purpose: The purpose of this study is to explore how customers perceive virtual mirror technology in the 4th industrial revolution environment. In particular, this study investigated how virtual mirror technology affects customer satisfaction and intention to use that are rarely examined in previous studies. Research questions include how proposed variables including sensory stimulation, enjoyment, product quality, telepresence, interactivity, and immersion affect satisfaction and intention to use and how satisfaction affects intention to use. Research design, data and methodology: This study conducted an online survey and applied factor and regression analyses to test hypotheses. Results: The results of this study found that effects of sensory stimulation, telepresence, and immersion on satisfaction were significant, while effects of enjoyment, product quality, and immersion on intention to use were significant. Therefore, variables affecting satisfaction and intention to use were different, while effects of immersion were significant both on satisfaction and intention to use. Conclusions: This study concluded that the role of virtual mirror technology helps customers determine product quality and increase satisfaction level, while it also helps customers enjoy shopping and increase intent to use the service. The results of this study provide how to foster better relationship with customers by applying advanced technologies.

Optical System Design and Evaluation for an Augmented Reality Head-up Display Using Aberration and Parallax Analysis

  • Kim, Kum-Ho;Park, Sung-Chan
    • Current Optics and Photonics
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    • v.5 no.6
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    • pp.660-671
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    • 2021
  • We present a novel optical system for an augmented reality head-up display (AR HUD) with two virtual images at different conjugates by employing a confocal off-axis two-mirror and introducing the horopter circle. For a far virtual image with large asymmetrical aberrations, we initially obtain an off-axis two-mirror system corrected for these aberrations and compensated for the down angle by configuring its parameters to satisfy the confocal and Scheimpflug conditions, respectively. In addition, this system is designed to reduce the biocular parallax by matching Petzval surface into the longitudinal horopter circle in a near virtual image. This design approach enables us to easily balance the residual aberrations and biocular parallax when configuring the optical system with two different conjugates, which results in an AR HUD available for near and far virtual images together.

Depth Estimation Using Spherical Mirror Modeling (구면거울 모델링을 이용한 물체의 거리 추정)

  • 이재훈;김주영;고광식
    • Proceedings of the IEEK Conference
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    • 1999.11a
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    • pp.625-628
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    • 1999
  • In this paper, we consider the problem of finding the depth of a object in two images taken with cameras. For solving this problem, we introduce a spherical concave mirror model. First, a virtual concave mirror is assumed, and then a scene is obtained by camera at two different position which are on the surface of the mirror. The depth of object is calculated from two scenes by using the spherical-mirror equation. The algorithm has been tested on a real scene containing several objects, and showed that it is more useful for farther object.

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Three-Dimensional Digital-Mold Modeling and Sand-Printing for Replication of Bronze Mirror

  • Jo, Young Hoon;Lee, Jungmin
    • Journal of Conservation Science
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    • v.37 no.1
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    • pp.25-33
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    • 2021
  • To extend the application of digital technology to the replication of artifacts, meticulous details of the process and the diversity of three-dimensional (3D) printing output materials need to be supplemented. Thus, in this study, a bronze mirror with Hwangbichangcheon inscription was digitalized by 3D scanning, converted into a voxel model, and virtual conservation treatment was performed using a haptic device. Furthermore, the digital mold of the bronze mirror completed by Boolean modeling was printed using a 3D sand-printer. Such contactless replication based on digital technology reflects the stability, precision, expressivity, collectivity, durability, and economic feasibility of artifacts. Its application can be further extended to cultural products as well as such areas as education, exhibition, and research. It is expected to be in high demand for metal artifacts that require casting. If empirical studies through experimental research on casting are supplemented in the future, it could extend the application of digital technology-based contactless replication methods.

Study on Virtual Fashion Coordination to Realize Magic Mirror -Focus on RFID Code Proposal- (매직미러 실현을 위한 가상 패션코디네이션 연구 -RFID 코드 제안 중심으로-)

  • Lee, Woon-Young
    • Journal of the Korean Society of Costume
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    • v.56 no.8 s.108
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    • pp.83-94
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    • 2006
  • In this era of ubiquitous service, a computing device has functions similar with human beings. It influences all major fields of human life, such as clothing, dieting and housing. In order to use the coordination functions of the magic mirror, which might be a basic part of clothing in the era of ubiquitous service, this study concentrates on product information that should be inputted in RFID chip in detail in order to exercise virtual fashion coordination. Information should be inputted in RFID chip to use magic mirror for fashion coordination, a direction for doing this was also suggested. After coding the suggested clothing items, virtual fashion coordination was implemented as a fashion illustration. This study is as following, First, sorts standard code for suitable coordination in 4 images and presented to a proof. Code denoted by 10 characters. Each code literal special quality marks by two characters and divided by season, image, fabric, item, rotor, five items. Item middle of characters of 10 code, when agree on article more than 8, coordination is enabled. Secondely, It is presented by coordination to dressing action picture by suitable coordination classified apart in whole occasions, and coordination method by wearer inclination is remembered wearer's dressing action picture to Magic mirror including layered look. Thirdly, wardrobe of Magic mirror clothes that always buy newly in magic mirror, is washing and clothes that do not take to wardrobe did to be controlled. Fourth, Wealth and schedule is suggested firster than wearer's dressing action.

Virtual Fitting Solutions for Digital Fashion in the Ubiquitous Environment (유비쿼터스 환경에서 디지털 패션을 위한 가상 피팅 서비스 솔루션)

  • Choi, Ja-Ryoung;Lim, Soon-Bum
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.299-306
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    • 2010
  • According to development of Internet and computer graphics technology, Digital fashion technology makes virtual fitting service capable by reappearing of clothes in 3D. In this paper, We suggest that combined solution which you could use virtual fitting service with various device. For example, imaginary mirror(such as digital information display), pc, mobile in different situations such as store, internet shopping market, commercial. Users can experience imaginary mirror that is located in store or 3D virtual fitting service for digital fashion in internet shopping market, mobile application. In addition, We proposed the solution that user can send experienced virtual fitting service results to other person by image file form of MMS.

Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.24 no.1
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    • pp.30-40
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    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

Optical System Design for a Head-up Display Using Aberration Analysis of an Off-axis Two-mirror System

  • Kim, Byung-Hyun;Park, Sung-Chan
    • Journal of the Optical Society of Korea
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    • v.20 no.4
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    • pp.481-487
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    • 2016
  • This study presents a new optical system for a combiner-type head-up display (HUD) with a cylindrical lens as an asymmetrical aberration corrector, instead of a freeform mirror. In the initial design process based on off-axial aberration analysis, we obtain an off-axis two-mirror system corrected for linear astigmatism and spherical aberration by adding a conic secondary mirror to an off-axis paraboloidal mirror. Thus, since the starting optical system for an HUD is corrected for dominant aberrations, it enables us to balance the residual asymmetrical aberrations with a simple optical surface such as a cylinder, not a complex freeform surface. From this design process, an optical system for an HUD having good performance is finally obtained. The size of the virtual image is 10 inches at 2 meters away from a combiner, and the area of the eye box is 130×50 mm2.

Uniformity Improvement of Micromirror Array for Reliable Working Performance as an Optical Modulator in the Maskless Photolithography System

  • Lee, Kook-Nyung;Kim, Yong-Kweon
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.1 no.2
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    • pp.132-139
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    • 2001
  • We considered the uniformity of fabricated micromirror arrays by characterizing the fabrication process and calculating the appropriate driving voltages of micromirrors used as virtual photomask in maskless photolithography. The uniformity of the micromirror array in terms of driving voltage and optical characteristics is adversely affected by factors, such as the air gap between the bottom electrode and the mirror plate, the spring shape and the deformation of the mirror plate or torsion spring. The thickness deviation of the photoresist sacrificial layer, the misalignment between mirror plate and bottom electrode, the aluminum deposition condition used to produce the spring and the mirror plate, and initial mirror deflection were identified as key factors. Their importance lies in the fact that they are related to air gap deviations under the mirror plate, asymmetric driving voltages in left and right mirror directions, and the deformation of the Al sring or mirror plate after removal of the sacrificial layer. The plasma ashing conditions used for removing the sacrificial layer also contributed to the deformation of the mirror plate and spring. Driving voltages were calculated for the pixel operation of the micromirror array, and the non-uniform characteristics of fabricated micromirrors were taken into consideration to improve driving performance reliability.

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