• Title/Summary/Keyword: head-mounted display (HMD)

Search Result 205, Processing Time 0.026 seconds

Prediction of Head Movements Using Neck EMG for VR (근전도 신호를 이용한 헤드-트래킹 지연율 감소 방안 연구)

  • Jung, Jun-Young;Na, Jung-Seok;Lee, Chae-Woo;Lee, Gihyeon;Kim, Jinhyun
    • Journal of Sensor Science and Technology
    • /
    • v.25 no.5
    • /
    • pp.365-370
    • /
    • 2016
  • The study about VR (Virtual Reality) has been done from the 1960s, but technical limits and high cost made VR hard to commercialize. However, in recent, high resolution display, computing power and 3D sensing have developed and hardware has become affordable. Therefore, normal users can get high quality of immersion and interaction. However, HMD devices which offer VR environment have high latency, so it disrupts the VR environment. People are usually sensitive to relative latency over 20ms. In this paper, as adding the Electromyogram (EMG) sensors to typical IMU sensor only system, the latency reduction method is proposed. By changing software and hardware components, some cases the latency was reduced significantly. Hence, this study covers the possibility and the experimental verification about EMG sensors for reducing the latency.

최신기술동향 - 우리나라 비구면 광학렌즈(금형)의 시작과 현재 그리고 미래

  • Kim, Bu-Tae
    • The Optical Journal
    • /
    • s.138
    • /
    • pp.29-35
    • /
    • 2012
  • 비구면 렌즈를 적용한 광학계로 국내에서 생산되는 광학제품은 휴대폰용 카메라를 비롯하여 CDP, DVD, BD용 픽업, 디지털카메라, 캠코더, 레이져프린터, CCD카메라, 자동차용 후방카메라, 블랙박스, 미니 프로젝터, HMD(Head Mounted Display), 콘택트렌즈, 의료용 어레이 렌즈, 적외선용 광학계, 위성용 카메라 등이 있고 최근에는 LED가 제2의 광원으로 각광을 받으면서 LED 앞에 사용되어 빛의 방향을 조절하고 색수차를 줄이는 용도의 2차 렌즈로 그 사용이 점차 확대되고 있다. 이러한 광학 제품에 사용되는 비구면 렌즈는 이제 국내 기술로 전량 공급할 수 있게 되었다.

  • PDF

Implemention of a Heavently Body Study System based on Virtual Reality (가상현실에 기반한 가상 천체 학습 시스템 구현)

  • 문혜린;송완기;정성태
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 1998.10a
    • /
    • pp.291-296
    • /
    • 1998
  • 기존의 텍스트만 제공하던 학습방법에서 발전해 텍스트, 이미지, 사운드 동영상 자료를 제공함으로써 시각적 청각적인 학습효과를 증가시킬 수 있었다. 하지만 많은 경우 2차원 화면상에 문자나 사진 정보만을 제공함으로써 일상적이고 수동적인 학습에 지나지 않았다. 최근에 들어서는 이러한 문제를 극복하려는 한가지 방법으로서 가상현실을 이용한 체험학습을 통하여 보다 능동적이고 효과적인 교육을 시도하려는 연구가 진행되고 있다. 따라서 본 논문에서는 PC상에서 몰입감을 느낄 수 있는 HMD(Head Mounted Display)와 3차원 마우스를 사용하여 가상현실의 태양계를 탐험하고 이를 바탕으로 학습활동을 함으로써 학습 효과를 높일 수 있는 가상천체 학습 시스템을 구현하였다.

  • PDF

A study on AR(Augmented Reality) game platform design using multimodal interaction (멀티모달 인터렉션을 이용한 증강현실 게임 플랫폼 설계에 관한 연구)

  • Kim, Chi-Jung;Hwang, Min-Cheol;Park, Gang-Ryeong;Kim, Jong-Hwa;Lee, Ui-Cheol;U, Jin-Cheol;Kim, Yong-U;Kim, Ji-Hye;Jeong, Yong-Mu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2009.11a
    • /
    • pp.87-90
    • /
    • 2009
  • 본 연구는 HMD(Head Mounted Display), 적외선 카메라, 웹 카메라, 데이터 글러브, 그리고 생리신호 측정 센서를 이용한 증강현실 게임 플랫폼 설계를 목적으로 하고 있다. HMD 는 사용자의 머리의 움직임을 파악하고, 사용자에게 가상 물체를 디스플레이화면에 제공한다. 적외선 카메라는 HMD 하단에 부착하여 사용자의 시선을 추적한다. 웹 카메라는 HMD 상단에 부착하여 전방 영상을 취득 후, 현실영상을 HMD 디스플레이를 통하여 사용자에게 제공한다. 데이터 글러브는 사용자의 손동작을 파악한다. 자율신경계반응은 GSR(Galvanic Skin Response), PPG(PhotoPlethysmoGraphy), 그리고 SKT(SKin Temperature) 센서로 측정한다. 측정된 피부전기반응, 맥파, 그리고 피부온도는 실시간 데이터분석을 통하여 집중 정도를 파악하게 된다. 사용자의 머리 움직임, 시선, 그리고 손동작은 직관적 인터랙션에 사용되고, 집중 정도는 직관적 인터랙션과 결합하여 사용자의 의도파악에 사용된다. 따라서, 본 연구는 멀티모달 인터랙션을 이용하여 직관적 인터랙션 구현과 집중력 분석을 통하여 사용자의 의도를 파악할 수 있는 새로운 증강현실 게임 플랫폼을 설계하였다.

  • PDF

Compact near-eye display for firefighter's self-contained breathing apparatus

  • Ungyeon Yang
    • ETRI Journal
    • /
    • v.45 no.6
    • /
    • pp.1046-1055
    • /
    • 2023
  • We introduce a display for virtual-reality (VR) fire training. Firefighters prefer to wear and operate a real breathing apparatus while experiencing full visual immersion in a VR fire space. Thus, we used a thin head-mounted display (HMD) with a light field and folded optical system, aiming to both minimize the volume for integration in front of the face into a breathing apparatus and maintain adequate visibility, including a wide viewing angle and resolution similar to that of commercial displays. We developed the optical system testing modules and prototypes of the integrated breathing apparatus. Through iterative testing, the thickness of the output optical module in front of the eyes was reduced from 50 mm to 60 mm to less than 20 mm while maintaining a viewing angle of 103°. In addition, the resolution and image quality degradation of the light field in the display was mitigated. Hence, we obtained a display with a structure consistent with the needs of firefighters in the field. In future work, we will conduct user evaluation regarding fire scene reproducibility by combining immersive VR fire training and real firefighting equipment.

Development of a Smartphone based Photo-realistic Virtual Reality Exposure Therapy System (스마트폰을 이용한 사진 기반 가상 현실 노출 치료 시스템 개발 및 시험적 적용)

  • Park, Jonghyeon;Park, Jin-young;Kim, Kwanguk Kenny
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.3
    • /
    • pp.75-87
    • /
    • 2016
  • Virtual reality exposure therapy (VRET) has been used for a several decades. However, we are not aware any studies that used a smart-phone based virtual reality techniques. In this study, we suggested a new smart-phone based VRET that included photorealistic techniques. We also evaluated the current system with 32 healthy participants, and results suggested that the current system evoked different emotional valences in indoor/outdoor and familiar/unfamiliar environments. The meaning of current results and potential applications of VRET were discussed.

The Development of a Haptic Interface for Interacting with BIM Elements in Mixed Reality

  • Cho, Jaehong;Kim, Sehun;Kim, Namyoung;Kim, Sungpyo;Park, Chaehyeon;Lim, Jiseon;Kang, Sanghyeok
    • International conference on construction engineering and project management
    • /
    • 2022.06a
    • /
    • pp.1179-1186
    • /
    • 2022
  • Building Information Modeling (BIM) is widely used to efficiently share, utilize and manage information generated in every phase of a construction project. Recently, mixed reality (MR) technologies have been introduced to more effectively utilize BIM elements. This study deals with the haptic interactions between humans and BIM elements in MR to improve BIM usability. As the first step in interacting with virtual objects in mixed reality, we challenged moving a virtual object to the desired location using finger-pointing. This paper presents the procedure of developing a haptic interface system where users can interact with a BIM object to move it to the desired location in MR. The interface system consists of an MR-based head-mounted display (HMD) and a mobile application developed using Unity 3D. This study defined two segments to compute the scale factor and rotation angle of the virtual object to be moved. As a result of testing a cuboid, the user can successfully move it to the desired location. The developed MR-based haptic interface can be used for aligning BIM elements overlaid in the real world at the construction site.

  • PDF

Extended Technology Acceptance Model of VR Head-Mounted Display in Early Stage of Diffusion (기술수용모델을 이용한 초기이용자들의 가상현실기기 채택 행동 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Digital Convergence
    • /
    • v.15 no.5
    • /
    • pp.353-361
    • /
    • 2017
  • As one of Virtual Reality devices, HMD(Head-Mounted Device) helps users to experience an extended actual environment by providing them with virtual environment flexibly through the device. HMD considers user experience as importance as well as technical factors. Therefore, this study intended to analyze how the factors such as information quality, enjoyment, self-efficacy can have influence on the adoption of VR device using the extended technology acceptance model. The results showed that information quality and enjoyment have significant influences on perceived ease of use and usefulness. Self-efficacy only affect perceived ease of use. In addition, perceived ease of use and usefulness have influences on intention to use.

A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.19-28
    • /
    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.

The Effects of Device on Virtual Reality based Education: Focused on Immersion, Social Consciousness, and Learning Motivation (가상현실 교육에서 디바이스의 영향: 몰입, 사회적 자의식, 학습 동기를 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.1
    • /
    • pp.487-492
    • /
    • 2018
  • The purpose of the study is discovering the effects of different VR devices in learning. For this purpose, this study conducted experiments in HMD and Tablet PC learning environments to analyze differences in device characteristics according to technological evolution. In the experimentation, 37 test subject members were involved and Talklish program, English education service, were used as a learning content. The results showed that the learning method using HMD VR has a higher level of immersion, social consciousness, and learning motivation than Tablet PC methods.