• Title/Summary/Keyword: virtual environments

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Construction of Skin Color Map for Resolving Hand Occlusion in AR Environments (증강현실 환경에서 손 가림 해결을 위한 피부 색상 정보 획득)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.2
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    • pp.111-118
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    • 2014
  • In tangible augmented reality (AR) environments, the user interacts with virtual objects by manipulating their physical counterparts, but he or she often encounters awkward situations in which his or her hands are occluded by the augmented virtual objects, which causes great difficulty in figuring out hand positions, and reduces both immersion and ease of interaction. To solve the problem of such hand occlusion, skin color information has been usefully exploited. In this paper, we propose an approach to simple and effective construction of a skin color map which is suitable for hand segmentation and tangible AR interaction. The basic idea used herein is to obtain hand images used in a target AR environment by simple image subtraction and to represent their color information by a convex polygonal map in the YCbCr color space. We experimentally found that the convex polygonal map is more accurate in representing skin color than a conventional rectangular map. After implementing a solution for resolving hand occlusion using the proposed skin color map construction, we showed its usefulness by applying it to virtual design evaluation of digital handheld products in a tangible AR environment.

A Case Study on New Product Development in Collaborative Virtual Environments(CVE) : A Design Research Leveraging a Virtual Space of Web 2.0 (가사의 협업 환경을 통한 신제품 개발 사례연구 : Web2.0 가상 공간을 이용한 디자인 리서치)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.634-639
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    • 2008
  • 사회적 컴퓨팅(social computing)의 현상이 Web 2.0 공급사슬(supply chain)의 변화관점에서 새로운 변화의 단계를 맞이하고 있다. Web 2.0 플랫폼을 어떤 형태로 기업 활동에 활용할 것인가 하는 문제제기에 대하여 다양한 기업 활동의 변화사례가 발견되고 있다. 본 논문은 그와 같은 다양한 Web 2.0 환경 확산에 대한 기업 활동의 변화현상 중에서 Web 2.0 플랫폼을 기반으로 한 신제품개발(New Product Development) 사례연구를 통하여 진행한 결과를 반영하였다. 신제품 개발을 위한 플랫폼으로서 Web 2.0 의 협업적 환경을 설계하게 될 경우, 고객의 내재적 요구사항(latent requirement)이 제품개발에 효과적으로 반영될 수 있도록 하는 절차(process)가 기존의 제품개발방법론과 연관되어, 어떤 형태로 적용되고 개선되어 발전될 수 있는가에 대한 경험적 사례를 사례연구방법의 탐험적 경향을 활용하여 살펴보았다. 본 논문에서 다루어졌던 사례는 Web 2.0 플랫폼을 기반으로 사용자 창작 콘텐츠(User Created Content)를 생산하고 증가된 연세대학교 UCC의 양적 팽창에 의해서 수익모델이 발생하는 전형적인 Web 2.0 비즈니스 모델의 구조를 보여주는 경우였다. 본 연구를 통해서 사용자의 내재적 요구사향을 Web 2.0 기술특성을 통해서 참여적 사용자, 혹은 사용자 디자이너들의 적극적인 활동에 의해서 개선 및 구현해 가는 과정을 구체적 개발방법론의 틀로서 정착하려는 시도를 하였다.

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Augmented System for Immersive 3D Expansion and Interaction

  • Yang, Ungyeon;Kim, Nam-Gyu;Kim, Ki-Hong
    • ETRI Journal
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    • v.38 no.1
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    • pp.149-158
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    • 2016
  • In the field of augmented reality technologies, commercial optical see-through-type wearable displays have difficulty providing immersive visual experiences, because users perceive different depths between virtual views on display surfaces and see-through views to the real world. Many cases of augmented reality applications have adopted eyeglasses-type displays (EGDs) for visualizing simple 2D information, or video see-through-type displays for minimizing virtual- and real-scene mismatch errors. In this paper, we introduce an innovative optical see-through-type wearable display hardware, called an EGD. In contrast to common head-mounted displays, which are intended for a wide field of view, our EGD provides more comfortable visual feedback at close range. Users of an EGD device can accurately manipulate close-range virtual objects and expand their view to distant real environments. To verify the feasibility of the EGD technology, subject-based experiments and analysis are performed. The analysis results and EGD-related application examples show that EGD is useful for visually expanding immersive 3D augmented environments consisting of multiple displays.

The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • v.2 no.1
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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An Integrated Agent Control System Based on Virtual Reality and Mobile Environment (가상현실과 모바일 환경 기반의 통합 에이전트 제어 시스템)

  • Park, Joon-Hong;Byoun, Kwang-Ho;Seok, Jung-Ho;Ahn, Hyun-Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.27-30
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    • 2002
  • Recently, there are lots of concerning on the control of multi-agent control system and mixed reality integrating real and virtual environments. In this paper, an integrated agent control system based on mixed reality and mobile environment is proposed. The system consists of a manager, agents, a mapping module, a geographic information module, a WAP server, and a mobile manager. The manager has Hybrid Device Manager(HDM) working for revising images and position data of the agents to display that at the 3D virtual and mobile environments respectively. Especially, the images of the agent is translated to LBM format and displayed on the mobile phone, and the current position of the agent is displayed on the display screen, so that a user are able to control the agent when he is moving. Experimental results shows the proposed system lets us control the agents conveniently at a computer and a mobile phone.

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Reinforcement Learning based Autonomous Emergency Steering Control in Virtual Environments (가상 환경에서의 강화학습 기반 긴급 회피 조향 제어)

  • Lee, Hunki;Kim, Taeyun;Kim, Hyobin;Hwang, Sung-Ho
    • Journal of Drive and Control
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    • v.19 no.4
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    • pp.110-116
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    • 2022
  • Recently, various studies have been conducted to apply deep learning and AI to various fields of autonomous driving, such as recognition, sensor processing, decision-making, and control. This paper proposes a controller applicable to path following, static obstacle avoidance, and pedestrian avoidance situations by utilizing reinforcement learning in autonomous vehicles. For repetitive driving simulation, a reinforcement learning environment was constructed using virtual environments. After learning path following scenarios, we compared control performance with Pure-Pursuit controllers and Stanley controllers, which are widely used due to their good performance and simplicity. Based on the test case of the KNCAP test and assessment protocol, autonomous emergency steering scenarios and autonomous emergency braking scenarios were created and used for learning. Experimental results from zero collisions demonstrated that the reinforcement learning controller was successful in the stationary obstacle avoidance scenario and pedestrian collision scenario under a given condition.

A Study on Expression of Pluralism in Contemporary Fashion (현대패션에 나타난 다원주의적 표현성)

  • Kim, Jee-Yeon;Lee, Kyoung-Hee
    • Fashion & Textile Research Journal
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    • v.6 no.1
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    • pp.9-16
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    • 2004
  • The purpose of this study is to analyze expression of pluralism in contemporary fashion. This study has three parts. They are to understand the concept of pluralism, to find the fashion environments of pluralism in terms of politics, economics, sociality, culture, science, and art, and to analyze expression of pluralism in contemporary fashion. The concept of pluralism in contemporary fashion is the diversity and compounds of fashion images. The environments of pluralism in contemporary fashion are multinational economic system, virtual world of internet. mass-culture and postmodern art. And expression of pluralism in contemporary fashion is analyzed into publicity. Publicity is expressed by using things of common lifestyle and the past that people used to and are well-known. Horizontality is expressed by coordination of male-female facts and property-poorness without high or low concept. Multi-nation is expressed by mixing various kind of national characteristics and Virtuality is expressed by layering and collaging complex facts that are not connected each other.

Design and Implementation for Integrated Development Environment Interface Based on RAPID (RAPID 기반의 통합개발환경 인터페이스 설계 및 구현)

  • Lee, Jeong-Bae;Seo, Il-Soo
    • Convergence Security Journal
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    • v.9 no.2
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    • pp.59-69
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    • 2009
  • In this paper, Integrated development environments interface was designed and implemented for the integrated development environments. By using connection interface, Integration between physical prototyping and virtual prototyping which has different characteristics each other could be possible. Specially, good performance of the connection interface was showed by testing result of operation implemented.

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Animation Support for Networked Virtual Environments

  • Ko, Hyeongseok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.13-17
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    • 1996
  • This paper presents animation techniques and issues involved in virtual environments where the participants interact with each other through a network. The state of the participant should be recognized at each local site, and broadcast to the other sites. Because information exchange is minimal, animation techniques are applied to convert the incoming low DOF parameters into high DOF joint angles that completely determine the configuration of the agents at each frame. As a case study, a software system VRLOCO is introduced, which has been developed by the author over the last five years. From a simple stream of body center positions, VRLOCO generates realistic curved path human locomotion in real-time. Based on the heading direction and speed, the locomotion automatically switches among five different primitives: walking, running, lateral stepping, backward stepping, and turnaround. The techniques presented here proved robust and faithful: the algorithm is not sensitive to the noise in the data, and the resulting animation conforms well with the original data.

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Listener Auditory Perception Enhancement using Virtual Sound Source Design for 3D Auditory System

  • Kang, Cheol Yong;Mariappan, Vinayagam;Cho, Juphil;Lee, Seon Hee
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.15-20
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    • 2016
  • When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.