• Title/Summary/Keyword: virtual reality system

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Production of Frustrated Total Internal Reflection Multi-touch Screen for AR Table-top Board Game (AR 보드 게임을 위한 멀티 터치 스크린 시스템 제작)

  • Han, Sang-Heon;Kim, Jung-Hoon;Kang, Maeng-Kwan;Park, Jung-Pil;Jang, Song-Hyun;Yun, Tae-Soo;Lee, Dong-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.80-83
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    • 2009
  • 본 논문에서는 AR 보드 게임을 위한 FTIR 방식의 멀티 터치 스크린 시스템을 제안한다. 기존 보드 게임은 카드의 정보나 위치등 다양한 정보를 보여주면서 사용자와의 상호작용에 있어서 버튼과 같은 단순한 형태의 입력을 요구한다. 이러한 낮은 상호작용을 보완하기 위해서 다양한 형태의 패턴 등을 입력할 수 있는 멀티 터치 스크린 시스템을 적용한 텐저블 사용자 인터페이스를 제공하여 사용자로 하여금 더 많은 상호작용과 높은 몰입감을 제공하고자 한다. 본 논문에서 제안하는 시스템은 다음과 같이 구성된다. 먼저, 텐저블 사용자 인터페이스를 위해서 Jefferson Y. Han이 제안한 시스템과 유사한 형태의 FTIR 방식의 멀티 터치 스크린을 테이블 탑 형태로 제작한다. 또한, 스크린 위의 카드를 인식하기 위해서 특정한 모양의 패턴을 적용한 적외선 반사지를 카드에 입힌 후, DI 방식을 사용하여 카드의 고유한 정보를 인식할 수 있도록 하였다. 마지막으로 사용자에게 인터페이스의 확장뿐만 아니라 시각적으로 높은 몰입감을 제공하기 위해 Bimber가 제안한 Virtual Showcase를 적용하였다. 이러한 시스템을 통해 사용자는 이전의 단조로운 형태의 게임에서 벗어나 훨씬 다양하고 높은 몰입감을 즐길 수 있게 되었다.

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Effective Inverse Matrix Transformation Method for Haptic Volume Rendering (햅틱 볼륨 렌더링을 위한 효과적인 역행렬 계산법)

  • Kim, Nam-Oh;Min, Wan-Ki;Jung, Won-Tae;Kim, Young-Dong
    • Proceedings of the KIEE Conference
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    • 2007.11c
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    • pp.183-186
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    • 2007
  • Realistic deformation of computer simulated anatomical structures is computationally intensive. As a result, simple methodologies not based in continuum mechanics have been employed for achieving real time deformation of virtual reality. Since the graphical interpolations and simple spring models commonly used in these simulations are not based on the biomechanical properties of tissue structures, these "quick and dirty"methods typically do not accurately represent the complex deformations and force-feedback interactions that can take place during surgery. Finite Element(FE) analysis is widely regarded as the most appropriate alternative to these methods. However, because of the highly computational nature of the FE method, its direct application to real time force feedback and visualization of tissue deformation has not been practical for most simulations. If the mathematics are optimized through pre-processing to yield only the information essential to the simulation task run-time computation requirements can be drastically reduced. To apply the FEM, We examined a various in verse matrix method and a deformed material model is produced and then the graphic deformation with this model is able to force. As our simulation program is reduced by the real-time calculation and simplification because the purpose of this system is to transact in the real time.

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Colonoscopy Training Simulator

  • Yi, S.Y.;Woo, H.S.;Kwon, J.Y.;Joo, J.K.;Lee, D.Y.
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.57-61
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    • 2005
  • This paper presents a new colonoscopy training simulator that includes a specialized haptic device and graphics algorithms to transfer haptic sensation through a long and flexible tube, and manage large number of polygons. The developed haptic device makes the colonoscope tube move along the two guiding rods in the translational direction. The torque of the roll motion is transferred by a timing belt and pulleys. A special guide is developed, which allows the force and torque from the motors to be transmitted to the user without loss. The haptic device is evaluated by physicians. One of the important skills of the colonoscopy, jiggling is incorporated for the first time by the developed sensor mechanism using photo-sensors. A colonoscope handle that shares the look, feel, and functions with the actual colonoscope, is developed with the necessary electronics inside. The number of polygons is reduced by an edge-collapse algorithm for real-time simulation. The algorithms to import CT data, to segment the colon image, to extract centerline of the colon, and to construct the colon surface, are integrated into a Colon Modeling Kit system that performs all these processes in real-time.

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Cache simulation for measuring cache performance suitable for sound rendering (사운드 렌더링에 적합한 캐시 성능 측정을 위한 캐시 시뮬레이션)

  • Joo, Yejong;Hong, Dukki;Chung, Woonam;Park, Woo-Chan
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.123-133
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    • 2017
  • Cache performance is an important factor in hardware system. We proceed with a cache simulation to analyze the cache performance suitable for sound rendering. In addition, we introduce hardware models based on ray tracing used in geometric method and studies to improve cache performance. Cache simulation is performed on various conditions for cache size, way and block. Various simulations can be found to influence the cache hit rate. We compare cache simulation results with actual hardware performance to analyze cache performance suitable for sound rendering.

VEHICLE CRASH ANALYSIS FOR AIRBAG DEPLOYMENT DECISION

  • Hussain, A.;Hannan, M.A.;Mohamed, A.;Sanusi, H.;Ariffin, A.K.
    • International Journal of Automotive Technology
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    • v.7 no.2
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    • pp.179-185
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    • 2006
  • Airbag deployment has been responsible for huge death, incidental injuries and broken bones due to low crash severity and wrong deployment decision. This misfortune has led the authorities and the industries to pursue uniquely designed airbags incorporating crash-sensing technologies. This paper provides a thorough discussion underlying crash sensing algorithm approaches for the subject matter. Unfortunately, most algorithms used for crash sensing still have some problems. They either deploy at low severity or fail to trigger the airbag on time. In this work, the crash-sensing algorithm is studied by analyzing the data obtained from the variables such as (i) change of velocity, (ii) speed of the vehicle and (iii) acceleration. The change of velocity is used to detect crash while speed of the vehicle provides relevant information for deployment decision. This paper also demonstrates crash severity with respect to the changing speed of the vehicle. Crash sensing simulations were carried out using Simulink, Stateflow, SimMechanics and Virtual Reality toolboxes. These toolboxes are also used to validate the results obtained from the simulated experiments of crash sensing, airbag deployment decision and its crash severity detection of the proposed system.

Implementation of Path Finding Method using 3D Mapping for Autonomous Robotic (3차원 공간 맵핑을 통한 로봇의 경로 구현)

  • Son, Eun-Ho;Kim, Young-Chul;Chong, Kil-To
    • Journal of Institute of Control, Robotics and Systems
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    • v.14 no.2
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    • pp.168-177
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    • 2008
  • Path finding is a key element in the navigation of a mobile robot. To find a path, robot should know their position exactly, since the position error exposes a robot to many dangerous conditions. It could make a robot move to a wrong direction so that it may have damage by collision by the surrounding obstacles. We propose a method obtaining an accurate robot position. The localization of a mobile robot in its working environment performs by using a vision system and Virtual Reality Modeling Language(VRML). The robot identifies landmarks located in the environment. An image processing and neural network pattern matching techniques have been applied to find location of the robot. After the self-positioning procedure, the 2-D scene of the vision is overlaid onto a VRML scene. This paper describes how to realize the self-positioning, and shows the overlay between the 2-D and VRML scenes. The suggested method defines a robot's path successfully. An experiment using the suggested algorithm apply to a mobile robot has been performed and the result shows a good path tracking.

A Study on the Forms of Serial Expression in Contemporary Fashion Design (현대 패션디자인의 연속 표현[serial expression]형식에 관한 연구)

  • Kwon, Ja-Young;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.57 no.8
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    • pp.114-124
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    • 2007
  • Contemporary fashion design has been represented as intermedia transcended value and spatiotemporal notion and also had a tendency to concentrate on serial process that materials are transfigured through time rather than existence. These forms related to interaction with time, space and performance as well as compositive genres, hybrid culture, compound gender define as 'serial expression' in this study. The serial expression ran be characterized that system, process, series, enumeration of sequences, depiction of performance, repetition of action in fashion collections and exhibitions of designers. The concept and circumstances made by author as a creator of fashion broaden perceptions of audiences and arouse spectators to participate in the situation as needing immediate attention. The forms of fashion and Conceptual Art in serial expression are analogous and even identical situations represent in fashion collection. Therefore analysis serial forms of art derives formative features: Narrative process, Imitation and Appropriation, Virtual reality and High technology, Hybridism and Convergence. This study suggest a framework to analyze conceptual fashion that give salience to megatrend in contemporary fashion culture on artistic point of view.

Non-Contact Line-of-sight Detection using Color Contact Lens for Man-Machine Interface

  • Nishiuchi, Nobuyuki;Kurihara, Kenzo;Takada, Hajime
    • 제어로봇시스템학회:학술대회논문집
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    • 1998.10a
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    • pp.391-394
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    • 1998
  • The man-machine interface Is an important factor in the computer system, and it is thought that line-of-sight (LOS) detection technology will allow significant advances in this field. Techniques for detecting LOS for use in human interfaces have been studied[1][2]. In earlier studies, however, LOS was detected with a head piece, goggles, or through fixing the position of the head. The limitations imposed by these fixed conditions render them unsuitable far use in interfaces, as they have adverse mental or physical effects on humans. Therefore. they have not been sufficiently developed for practical application. Research on non-contact LOS detection is expected to result in a usable LOS man-machine interface[3][4], and the current study is intended to be a step in that direction. The authors used color contact lenses for LOS detection, and applied this new method to a computer interface. The use of color contact lenses simplifies image processing. The algorithm used in this study is sufficiently accurate for practical applications. This technique can be used in input devices, in virtual reality applications, and in human engineering research.

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Synchronizationof Synthetic Facial Image Sequences and Synthetic Speech for Virtual Reality (가상현실을 위한 합성얼굴 동영상과 합성음성의 동기구현)

  • 최장석;이기영
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.7
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    • pp.95-102
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    • 1998
  • This paper proposes a synchronization method of synthetic facial iamge sequences and synthetic speech. The LP-PSOLA synthesizes the speech for each demi-syllable. We provide the 3,040 demi-syllables for unlimited synthesis of the Korean speech. For synthesis of the Facial image sequences, the paper defines the total 11 fundermental patterns for the lip shapes of the Korean consonants and vowels. The fundermental lip shapes allow us to pronounce all Korean sentences. Image synthesis method assigns the fundermental lip shapes to the key frames according to the initial, the middle and the final sound of each syllable in korean input text. The method interpolates the naturally changing lip shapes in inbetween frames. The number of the inbetween frames is estimated from the duration time of each syllable of the synthetic speech. The estimation accomplishes synchronization of the facial image sequences and speech. In speech synthesis, disk memory is required to store 3,040 demi-syllable. In synthesis of the facial image sequences, however, the disk memory is required to store only one image, because all frames are synthesized from the neutral face. Above method realizes synchronization of system which can real the Korean sentences with the synthetic speech and the synthetic facial iage sequences.

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A Study on the Internet-based Collaborative Exterior Design Process to Support Users′Participation in Apartment Exterior Remodeling (공동주택 외관 리모델링 과정에서 거주자 참여 설계를 지원하는 인터넷 기반 외관디자인 협업설계 프로세스에 관한 연구)

  • 심재란;최진원
    • Journal of the Korean housing association
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    • v.14 no.4
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    • pp.77-85
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    • 2003
  • The facade design of apartment is getting more important, since residents'needs on raising the quality of housing have increased, and also public interests on urban landscape are higher than before. As a way of improving facade design the necessity of remodeling consequently has been risen. The government also relieves the regulations related to remodeling. A apartment facade design should address how to express both identities and aesthetic tastes of residents, so they want to reflect their own ideas and opinions on the apartment facade design during the remodeling process. It is not always easy, unfortunately, to reflect residents'ideas and opinions due to the public characteristics of apartment facades and absence of tools that support effective design participation. This paper proposes an internet-based collaborative design process that supports residents'active participation in the exterior remodeling process of apartment. We outline three main issues involved in developing the design system: 1) a semantic facade database built upon classification of building facades; 2) an Internet-based facade modeler based on a real-time, rule-based procedural modeling method; and finally 3) the virtual reality(VR) simulation that allows a group of designers and residents to design in a collaborative fashion.