• Title/Summary/Keyword: immersive display

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Multimodal Interaction on Automultiscopic Content with Mobile Surface Haptics

  • Kim, Jin Ryong;Shin, Seunghyup;Choi, Seungho;Yoo, Yeonwoo
    • ETRI Journal
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    • v.38 no.6
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    • pp.1085-1094
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    • 2016
  • In this work, we present interactive automultiscopic content with mobile surface haptics for multimodal interaction. Our system consists of a 40-view automultiscopic display and a tablet supporting surface haptics in an immersive room. Animated graphics are projected onto the walls of the room. The 40-view automultiscopic display is placed at the center of the front wall. The haptic tablet is installed at the mobile station to enable the user to interact with the tablet. The 40-view real-time rendering and multiplexing technology is applied by establishing virtual cameras in the convergence layout. Surface haptics rendering is synchronized with three-dimensional (3D) objects on the display for real-time haptic interaction. We conduct an experiment to evaluate user experiences of the proposed system. The results demonstrate that the system's multimodal interaction provides positive user experiences of immersion, control, user interface intuitiveness, and 3D effects.

Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

A Viewpoint Dependent Stereoscopic Display of a Building Within Semi-Immersive Virtual Environments (반몰입 가상환경에서 시점에 따른 건물의 입체 가시화)

  • 이선민;최수미;김명희
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.235-237
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    • 2001
  • 본 논문에서는 수평형 프로젝션 시스템인 상호작용형 워크벤치와 수직형 프로젝션 시스템인 프로젝션 월을 기반으로 하는 반몰입 가상환경을 구축하고 이를 기반으로 사용자의 시점에 따라 변하는 건물 모델을 입체적으로 가시화 하는 방법을 제시한다. 상호작용형 워크벤치는 일반적인 수직 디스플레이와 달리 수평면/경사면 디스플레이가 가능하고, 프로젝션 월은 널은 디스플레이 환경을 제공하므로 소규모의 공동작업에 용이하며 두 시스템 모두 반몰입감을 제공한다는 장점이 있다. 본 논문에서는 이러한 환경에서 주사용자의 위치와 시점 변화에 따라 달라지는 건물 모델을 실제 배경 영상과 합성한 결과를 제시한다.

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Immersive Electronic Cooking System on Table Top Display (테이블 탑 디스플레이 기반 실감형 전자 요리 시스템)

  • Jang, Han-Byul;Kim, Song-Gook;Kim, Jang-Woon;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.561-566
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    • 2007
  • 본 논문에서는 실감형 요리 시스템의 제작에 대하여 기술한다. 실감형 요리 시스템은 요리를 만드는 과정을 컴퓨터를 이용해 가상적으로 체험해 볼 수 있게 한다. 증강현실 기술을 이용, 모의부엌에서 요리 재료 카드를 인식함으로써 요리재료를 요리 용기에 투입하고 투입된 요리 재료는 증강현실 부엌에 나타나게 된다. 또한 멀티 터치가 가능한 지능형 인터페이스 플랫폼인 테이블 탑 디스플레이를 기반으로 증강현실 오브젝트와 사용자가 서로 상호작용할 수 있도록 한다. 테이블 탑 디스플레이에서의 터치와 hand gesture를 인식하여 맨손의 손동작에 의해 상호작용을 구현한다. 이 시스템은 특히 어린이들을 대상으로 하여 실감나는 요리 체험을 할 수 있으며, 요리 과정을 보다 효과적으로 학습하는데 활용될 수 있다.

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Sharing 3D Media with Enhanced Access Grid(e-AG) (Enhanced Access Grid(e-AG)를 통한 3차원 미디어 공유)

  • 이영호;오세찬;이석희;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.107-110
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    • 2003
  • In this paper, we propose sharing 3D media between multisite using enhanced Access Grid (e-AG) which is a composition of 3D display and Access Grld (AG) Conventional AG and other collaborative systems have a limitation to share immersive 3D media Thus, proposed system supports sharing 3D media contents in a AG meeting section. Real object can be shared by acquiring stereo image with pre-calibrated stereo camera and by delivering, and virtual object can be shared by transmitting state information after downloading 3D model. And also, real video scene acquired by stereo camera and virtual object from 3D model can be displayed on the 3D display system of each node adaptively. The characteristics of proposed sharing method are sharing 3D media, displaying 3D media on a system adaptively, supporting real-time interaction. The proposed sharing method will be used remote lecture, remote collaboration with 3D media.

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Audio Marker Detection of the implementation for Effective Augmented Reality (효과적인 증강현실 구현을 위한 오디오 마커 검출)

  • Jeon, Soo-Jin;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.10 no.2
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    • pp.121-124
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    • 2011
  • Augmented Reality integrates virtual objects onto a real world so that it extends the human's sensibility of real-world. an Augmented Reality technology combines real and virtual object in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of information technology. So the benefits for the various businesses are estimated to be very high. In this paper, combine ARToolkit with OpenAL we can provide audio to users. These proposed methodologies will contribute to a better immersive realization of the conventional Augmented Reality system.

A case study to standardize odor metadata obtained from coffee aroma based on E-nose using ISO/IEC 23005 (MPEG-V) for olfactory-enhanced multimedia

  • Choi, Jang-Sik;Byun, Hyung-Gi
    • Journal of Sensor Science and Technology
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    • v.30 no.4
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    • pp.204-209
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    • 2021
  • Immersive multimedia comprising metadata for five senses can provide user experience by stimulating memory and sensation. In the case of olfactory-enhanced multimedia, a computer-generated smell is combined with additional media content to create a richer and/or more realistic experience for the user. Although several studies have been conducted on olfactory-enhanced multimedia using e-nose and olfactory display, their practical applications have been severely restricted owing to the absence of a related standard. This paper proposes a method to standardize odor metadata obtained from an e-nose system, which has been particularly used to acquire data from different coffee aromas. Subsequently, the data were transferred to an odor display applicable for olfactory-enhanced multimedia using the ISO/IEC 23005 (MPEG-V) data template.

Development of Fire Detection System using YOLOv8 (YOLOv8을 이용한 화재 검출 시스템 개발)

  • Chae Eun Lee;Chun-Su Park
    • Journal of the Semiconductor & Display Technology
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    • v.23 no.1
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    • pp.19-24
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    • 2024
  • It is not an exaggeration to say that a single fire causes a lot of damage, so fires are one of the disaster situations that must be alerted as soon as possible. Various technologies have been utilized so far because preventing and detecting fires can never be completely accomplished with individual human efforts. Recently, deep learning technology has been developed, and fire detection systems using object detection neural networks are being actively studied. In this paper, we propose a new fire detection system that improves the previously studied fire detection system. We train the YOLOv8 model using refined datasets through improved labeling methods, derive results, and demonstrate the superiority of the proposed system by comparing it with the results of previous studies.

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Tele-presence System using Homography-based Camera Tracking Method (호모그래피기반의 카메라 추적기술을 이용한 텔레프레즌스 시스템)

  • Kim, Tae-Hyub;Choi, Yoon-Seok;Nam, Bo-Dam;Hong, Hyun-Ki
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.3
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    • pp.27-33
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    • 2012
  • Tele-presence and tele-operation techniques are used to build up an immersive scene and control environment for the distant user. This paper presents a novel tele-presence system using the camera tracking based on planar homography. In the first step, the user wears the HMD(head mounted display) with the camera and his/her head motion is estimated. From the panoramic image by the omni-directional camera mounted on the mobile robot, a viewing image by the user is generated and displayed through HMD. The homography of 3D plane with markers is used to obtain the head motion of the user. For the performance evaluation, the camera tracking results by ARToolkit and the homography based method are compared with the really measured positions of the camera.

A Comparative Study of Immersive 360-degree Virtual Cycling System and Head-mounted Virtual Cycling System for Young adults

  • Wonjae Choi;Gyugeong Hwang;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • v.13 no.2
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    • pp.187-195
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    • 2024
  • Objective: Physical activity can promote physical and mental well-being. University students are more sedentary recently due to the increased use of computers and other technology. The aim of this study was to investigate differences between immersive 360-degree virtual cycling (IVC) and virtual cycling with head-mounted display (VCHMD) on aerobic capacity and usability in young adults. Design: A crossover study. Methods: Twenty-five university students (13 male, 12 female) participated in this study and completed 2 separate 30 min cycling sessions, such as IVC and VCHMD. In the IVC, participants rode on a stationary cycle while watching curved TV where recorded video was played. To enhance the sense of realism, auditory stimulation was given to the headset, and the gyroscope sensor was used to track the screen as the head moved. In the VCHMD, participants rode on the stationary cycle with head-mounted display, and other conditions were the same as IVC. Participants were assessed the aerobic capacity which included gas analyzer and portable near-infrared spectroscopy, and usability which included simulator sickness questionnaire and system usability scale. Results: Aerobic capacity was significantly difference in the IVC compared with the VCHMD except for the total hemoglobin of right and left rectus femoris and muslce oxygen saturation of left rectus femoris (p<0.05). Cybersickness was less in the IVC than VCHMD and usability was high in the IVC than VCHMD (p<0.05). Conclusions: The findings suggested that IVC might be beneficial exericse to improve aerobic capacity and has lower cybersickness and higher usability than VCHMD.