• Title/Summary/Keyword: virtual interaction

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An Efficient Virtual Teeth Modeling for Dental Training System

  • Kim, Lae-Hyun;Park, Se-Hyung
    • International Journal of CAD/CAM
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    • v.8 no.1
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    • pp.41-44
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    • 2009
  • This paper describes an implementation of virtual teeth modeling for a haptic dental simulation. The system allows dental students to practice dental procedures with realistic tactual feelings. The system requires fast and stable haptic rendering and volume modeling techniques working on the virtual tooth. In our implementation, a volumetric implicit surface is used for intuitive shape modification without topological constraints and haptic rendering. The volumetric implicit surface is generated from input geometric model by using a closest point transformation algorithm. And for visual rendering, we apply an adaptive polygonization method to convert volumetric teeth model to geometric model. We improve our previous system using new octree design to save memory requirement while increase the performance and visual quality.

TangibleScreen : Enhancing Interactivity through Object-centric Projection (TangibleScreen 객체중심 프로젝션을 통한 상호작용성 향상)

  • Shin, Seon-Hyung;Kim, Joung-Hyun Gerard
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.1
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    • pp.19-27
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    • 2003
  • Most interaction schemes in virtual environment are indirect in one way or another. ln particular, without a haptic device (which introduces its own problems due to its cumbersomeness), users must rely on visual (or/and aural) feedback, and can not directly appreciate the 3Dness of the interaction object even with stereoscopy. This causes a drop in object presence because people are used to, for instance, observing objects in one's hand, rotating and manipulating them with physical contact. To alleviate this problem, this paper proposes a hand-held cubic screen, named TangibleScreen, on which the appearance of the target interaction object is projected. We choose the Relief Texture Mapping as the rendering method to correctly generate the viewer dependent textures to be projected on the non-planar surfaces of the TangibleScreen.

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A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

The Design and Implementation of Virtual Studio

  • Sul, Chang-Whan;Wohn, Kwang-Yoen
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.83-87
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    • 1996
  • A virtual reality system using video image is designed and implemented. A participant having 2{{{{ { 1} over { 2} }}}}DOF can interact with the computer-generated virtual object using her/his full body posture and gesture in the 3D virtual environment. The system extracts the necessary participant-related information by video-based sensing, and simulates the realistic interaction such as collision detection in the virtual environment. The resulting scene obtained by compositing video image of the participant and virtual environment is updated in near real time.

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Interaction Metaphors for Modeling Virtual Hair using Haptic Interfaces

  • Bonanni, Ugo;Kmoch, Petr;Magnenat-Thalmann, Nadia
    • International Journal of CAD/CAM
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    • v.9 no.1
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    • pp.93-102
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    • 2010
  • Shaping realistic hairstyles for digital characters is a difficult, long and tedious task. The lack of appropriate interaction metaphors enabling efficient and simple, yet accurate hair modeling further aggravates the situation. This paper presents 3D interaction metaphors for modeling virtual hair using haptic interfaces. We discuss user tasks, ergonomic aspects, as well as haptics-based styling and fine-tuning tools on an experimental prototype. In order to achieve faster haptic rates with respect to the hair simulation and obtain a transparent rendering, we adapt our simulation models to comply with the specific requirements of haptic hairstyling actions and decouple the simulation of the hair strand dynamics from the haptic rendering while relying on the same physiochemical hair constants. Besides the direct use of the discussed interaction metaphors in the 3D modeling area, the presented results have further application potential in hair modeling facilities for the entertainment industry and the cosmetic sciences.

Virtual Block Game Interface based on the Hand Gesture Recognition (손 제스처 인식에 기반한 Virtual Block 게임 인터페이스)

  • Yoon, Min-Ho;Kim, Yoon-Jae;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.113-120
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    • 2017
  • With the development of virtual reality technology, in recent years, user-friendly hand gesture interface has been more studied for natural interaction with a virtual 3D object. Most earlier studies on the hand-gesture interface are using relatively simple hand gestures. In this paper, we suggest an intuitive hand gesture interface for interaction with 3D object in the virtual reality applications. For hand gesture recognition, first of all, we preprocess various hand data and classify the data through the binary decision tree. The classified data is re-sampled and converted to the chain-code, and then constructed to the hand feature data with the histograms of the chain code. Finally, the input gesture is recognized by MCSVM-based machine learning from the feature data. To test our proposed hand gesture interface we implemented a 'Virtual Block' game. Our experiments showed about 99.2% recognition ratio of 16 kinds of command gestures and more intuitive and user friendly than conventional mouse interface.

A Process Model for Virtual Collaboration: Theoretical Synthesis and Empirical Exploration (가상협업을 위한 프로세스 모형)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.73-94
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    • 2008
  • When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.

How to Reflect User's Intention to Improve Virtual Object Selection Task in VR (VR 환경에서 가상 객체 선택 상호작용 개선을 위한 사용자 의도 반영 방법)

  • Kim, Chanhee;Nam, Hyeongil;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.704-713
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    • 2021
  • This paper proposes a method to prioritize the virtual objects to be selected, considering both the user's hand and the geometric relationship with the virtual objects and the user's intention which is recognized in advance. Picking up virtual objects in VR content is an essential and most commonly used interaction. When virtual objects are located close to each other in VR, a situation occurs in which virtual objects that are different from the user's intention are selected. To address this issue, this paper provides different weights for user intentions and distance between user's hand and virtual objects to derive priorities in order to generate interactions appropriately according to the situation. We conducted the experiment in the situation where the number of virtual objects and the distance between virtual objects are diversified. Experiments demonstrate the effectiveness of the proposed method when the density between virtual objects is high and the distance between each other is close, user satisfaction increases to 20.34% by increasing the weight ratio of the situation awareness. We expect the proposed method to contribute to improving interaction skills that can reflect users' intentions.

A Study on Immersive Interaction Between HMD User and Non-HMD User for Presence of Asymmetric Virtual Reality (비대칭 가상현실에서의 현존감을 위한 HMD 사용자와 Non-HMD 사용자간 몰입형 상호작용에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.1-10
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    • 2018
  • This study proposes an immersive interaction optimized for the user's experience environment to provide an improved presence for both HMD and Non-HMD users in the asymmetric virtual reality (VR) environment. The core of the proposed immersive interaction is to distinguish the differences of the asymmetric environment between the HMD and Non-HMD users and present the optimized interaction to the user. And, in order to increase the presence by providing improved immersion in the asymmetric virtual reality environment given to each user, we design the walking interaction to improve the immersion of space for the HMD users, a hand-based interface that improves immersion by fully understanding and managing the situation through direct control. Finally, through the experiment using questionnaire, it is verified that the immersive interaction provides all users with an enhanced presence and specialized experience in each environment experience. Through these processes, we confirmed that the Non-HMD user can be immersed in an asymmetric virtual reality using by proposed interaction as participant rather than assistant with HMD user.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.