• Title/Summary/Keyword: virtual rotation

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Quantitative Evaluation Method of Unilateral Neglect based on K-CBS using Virtual Reality (가상현실을 이용한 K-CBS 기반의 편측무시 정량적 평가 방법)

  • Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.141-148
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    • 2020
  • Unilateral neglect is associated with stroke, a neurological disorder caused by cerebrovascular injury, and is a symptom of not recognizing or responding to the opposite stimulus of the cerebral hemisphere, mainly in the right cerebral hemisphere injury. In this paper, we implemented contents using Virtual Reality based on 10 items and contents of Korean Catherine Bergego Scale(K-CBS), which is used as a behavioral evaluation scale for unilateral neglect. Implemented contents can evaluate body disregard, motility disregard, visual and spatial disregard, auditory attention, etc., which are symptoms of unilateral neglected patients, and can confirmed progression of disease quantitatively by measuring time and rotation angle of head during visual recognition. This method is expected to be useful for rehabilitation training using convenient unilateral neglect diagnosis and its applied contents.

A study of the movement adaptability of classical opera costume - Focusing on 19th century women's jacket - (클래식 오페라 무대의상의 동작기능성 개선방안 연구 - 19세기 여성 재킷을 중심으로 -)

  • Kwon, Kyounghyun;Chun, Jongsuk
    • The Research Journal of the Costume Culture
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    • v.25 no.3
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    • pp.301-314
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    • 2017
  • This study focused on the movement adaptability of $19^{th}$ century classical opera stage costumes. Researchers focused on a basic $19^{th}$ century women's jacket. The study analyzed movement adaptability using ROM (range-of-motion) tests of the upper limb flexion and abduction postures. It developed two research garments to mimic basic $19^{th}$ century style jackets with or without gussets at the axilla. The ROM experiment identified the gusset size as 11cm in length. Experimental postures included upper limb flexion and abduction. The study measured subjective comfort at 8 postures. These postures included the flexion and abduction of the arms and torso. Subjects also evaluated the subjective comfort of the rotation posture of the torso. Researchers evaluated the similarities between research garments' silhouettes and the $19^{th}$ century women's jacket. The study used a 3D virtual fitting system to evaluate fit, and specialists further analyzed fit with photographs and 3D virtual graphics. The results are as follows. The silhouettes of both research garments were similar to the silhouettes of the $19^{th}$ century western women's jacket. The jacket with axilla gusset had a better fit than the basic style jacket. The basic style jacket without the axilla gusset showed limited movement adaptability at the shoulder joint and it caused discomfort at the axilla and elbow. The 3D virtual fit test was not a suitable method for analyzing silhouette similarity.

A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.125-132
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    • 2021
  • In this paper, We propose a study on the construction of an environment for collaboration in mixed reality and a method for working with wearable IoT devices. Mixed reality is a mixed form of virtual reality and augmented reality. We can view objects in the real and virtual world at the same time. And unlike VR, MR HMD does not occur the motion sickness. It is using a wireless and attracting attention as a technology to be applied in industrial fields. Myo wearable device is a device that enables arm rotation tracking and hand gesture recognition by using a triaxial sensor, an EMG sensor, and an acceleration sensor. Although various studies related to MR are being progressed, discussions on developing an environment in which multiple people can participate in mixed reality and manipulating virtual objects with their own hands are insufficient. In this paper, We propose a method of constructing an environment where collaboration is possible and an interaction method for smooth interaction in order to apply mixed reality in real industrial fields. As a result, two people could participate in the mixed reality environment at the same time to share a unified object for the object, and created an environment where each person could interact with the Myo wearable interface equipment.

Change of the Cement Mantle Thickness According to the Movement of the Femoral Stem in THRA (인공고관절 치환술에서 대퇴주대 회전에 따른 시멘트막 두께 변화)

  • Park, Yong-Kuk;Kim, Jin-Gon
    • Journal of the Korean Society for Precision Engineering
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    • v.24 no.2 s.191
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    • pp.140-148
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    • 2007
  • THRA(Total Hip Replacement Arthroplasty) has been widely used for several decades as a viable treatment of otherwise-unsolved hip problems. In THRA surgery, cement mantle thickness is critical to long-term implant survival of femoral stem fixed with cement. Numerous studies reported thin or incomplete cement mantle causes osteolysis, loosening, and the failure of implant. To analyze the effect of femoral stem rotation on cement thickness, in this study, we select two most popular stems used in THRA. Using CAD models obtained from a 3D scanner, we measure the cement mantle thickness developed by the rotation of a femoral stem in the virtual space created by broaching. The study shows that as the femoral stem deviates from the target coordinates, the minimum thickness of cement decreases. Therefore, we recommend development of a new methodology for accurate insertion of a femoral stem along the broached space. Also, modification of the stem design robust to the unintentional movement of a femoral stem in the broached space, can alleviate the problem.

Development of dynamic motion models of SPACE code for ocean nuclear reactor analysis

  • Kim, Byoung Jae;Lee, Seung Wook
    • Nuclear Engineering and Technology
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    • v.54 no.3
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    • pp.888-895
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    • 2022
  • Lately, ocean nuclear power plants have attracted attention as one of diverse uses of nuclear power plants. Because ocean nuclear power plants are movable or transportable, it is necessary to analyze the thermal hydraulics in a moving frame of reference, and computer codes have been developed to predict thermal hydraulics in large moving systems. The purpose of this study is to incorporate a three dimensional dynamic motion model into the SPACE code (Safety and Performance Analysis CodE) so that the code is able to analyze thermal hydraulics in an ocean nuclear power plant. A rotation system that describes three-dimensional rotations about an arbitrary axis was implemented, and modifications were made to the one-dimensional momentum equations to reflect the rectilinear and rotational acceleration effects. To demonstrate the code's ability to solve a problem utilizing a rotational frame of reference, code calculations were conducted on various conceptual problems in the two-dimensional and three-dimensional pipeline loops. In particular, the code results for the three-dimensional pipeline loop with a tilted rotation axis agreed well with the multi-dimensional CFD results.

Study of Feature Based Algorithm Performance Comparison for Image Matching between Virtual Texture Image and Real Image (가상 텍스쳐 영상과 실촬영 영상간 매칭을 위한 특징점 기반 알고리즘 성능 비교 연구)

  • Lee, Yoo Jin;Rhee, Sooahm
    • Korean Journal of Remote Sensing
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    • v.38 no.6_1
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    • pp.1057-1068
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    • 2022
  • This paper compares the combination performance of feature point-based matching algorithms as a study to confirm the matching possibility between image taken by a user and a virtual texture image with the goal of developing mobile-based real-time image positioning technology. The feature based matching algorithm includes process of extracting features, calculating descriptors, matching features from both images, and finally eliminating mismatched features. At this time, for matching algorithm combination, we combined the process of extracting features and the process of calculating descriptors in the same or different matching algorithm respectively. V-World 3D desktop was used for the virtual indoor texture image. Currently, V-World 3D desktop is reinforced with details such as vertical and horizontal protrusions and dents. In addition, levels with real image textures. Using this, we constructed dataset with virtual indoor texture data as a reference image, and real image shooting at the same location as a target image. After constructing dataset, matching success rate and matching processing time were measured, and based on this, matching algorithm combination was determined for matching real image with virtual image. In this study, based on the characteristics of each matching technique, the matching algorithm was combined and applied to the constructed dataset to confirm the applicability, and performance comparison was also performed when the rotation was additionally considered. As a result of study, it was confirmed that the combination of Scale Invariant Feature Transform (SIFT)'s feature and descriptor detection had the highest matching success rate, but matching processing time was longest. And in the case of Features from Accelerated Segment Test (FAST)'s feature detector and Oriented FAST and Rotated BRIEF (ORB)'s descriptor calculation, the matching success rate was similar to that of SIFT-SIFT combination, while matching processing time was short. Furthermore, in case of FAST-ORB, it was confirmed that the matching performance was superior even when 10° rotation was applied to the dataset. Therefore, it was confirmed that the matching algorithm of FAST-ORB combination could be suitable for matching between virtual texture image and real image.

Tension Based 7 DOEs Force Feedback Device: SPIDAR-G

  • Kim, Seahak;Yasuharu Koike;Makoto Sato
    • Transactions on Control, Automation and Systems Engineering
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    • v.4 no.1
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    • pp.9-16
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    • 2002
  • In this paper, we intend to demonstrate a new intuitive force-feedback device for advanced VR applications. Force feed-back for the device is tension based and is characterized by 7 degrees of freedom (DOF); 3 DOF for translation, 3 DOF for rotation, and 1 DOF for grasp). The SPIDAR-G (Space Interface Device for Artificial Reality with Grip) will allow users to interact with virtual objects naturally by manipulating two hemispherical grips located in the center of the device frame. We will show how to connect the strings between each vertex of grip and each extremity of the frame in order to achieve force feedback. In addition, methodologies will be discussed for calculating translation, orientation and grasp using the length of 8 strings connected to the motors and encoders on the frame. The SPIDAR-G exhibits smooth force feedback, minimized inertia, no backlash, scalability and safety. Such features are attributed to strategic string arrangement and control that results in stable haptic rendering. The design and control of the SPIDAR-G will be described in detail and the Space Graphic User Interface system based on the proposed SPIDAR-G system will be demonstrated. Experimental results validate the feasibility of the proposed device and reveal its application to virtual reality.

Real-time Multiple Stereo Image Synthesis using Depth Information (깊이 정보를 이용한 실시간 다시점 스테레오 영상 합성)

  • Jang Se hoon;Han Chung shin;Bae Jin woo;Yoo Ji sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.4C
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    • pp.239-246
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    • 2005
  • In this paper. we generate a virtual right image corresponding to the input left image by using given RGB texture data and 8 bit gray scale depth data. We first transform the depth data to disparity data and then produce the virtual right image with this disparity. We also proposed a stereo image synthesis algorithm which is adaptable to a viewer's position and an real-time processing algorithm with a fast LUT(look up table) method. Finally, we could synthesize a total of eleven stereo images with different view points for SD quality of a texture image with 8 bit depth information in a real time.

Analysis of Elderly Driving Performance at Urban Skewed Intersection using Driving Simulator (고령 운전자 도심부 비 직각 교차로 운전행태 분석)

  • Ha, Tae-Woong;Hong, Seung-Jun
    • Journal of Auto-vehicle Safety Association
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    • v.14 no.3
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    • pp.35-40
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    • 2022
  • In this study, the driving performances of elderly who's age is over 65 were evaluated. The driving simulation was conducted using a compact driving simulation (CDS) and the simulation scenarios were developed from actual roads by replicating geometry of skewed intersection and traffic control devices located in Jungnang-gu, Seoul, Korea. 27 elderly drivers and 10 non-elderly drivers were recruited and participated on the virtual turning right and going straight driving experiment of CDS. Virtual driving data of driving time, speed, distance, acceleration and deceleration speeds, brake power, and steering wheel rotation angle were recorded and analyzed. Generally, elderly driver took more times to pass through the skewed intersection road and showed lower approaching speed as much as 40% and 25% in case of turning right and going straight scenarios respectively. The speed deviation at skewed intersection road between elderly and non-elderly driver is expected to cause frequent lane changes and overtaking.

Three-dimensional evaluation of the transfer accuracy of a bracket jig fabricated using computer-aided design and manufacturing to the anterior dentition: An in vitro study

  • Park, Jae-Hyun;Choi, Jin-Young;Kim, Seong-Hun;Kim, Su-Jung;Lee, Kee-Joon;Nelson, Gerald
    • The korean journal of orthodontics
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    • v.51 no.6
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    • pp.375-386
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    • 2021
  • Objective: To evaluate the accuracy of a one-piece bracket jig system fabricated using computer-aided design and manufacturing (CAD/CAM) by employing three-dimensional (3D) digital superimposition. Methods: This in vitro study included 226 anterior teeth selected from 20 patients undergoing orthodontic treatment. Bracket position errors from each of the 40 arches were analyzed quantitatively via 3D digital superimposition (best-fit algorithm) of the virtual bracket and actual bracket after indirect bonding, after accounting for possible variables that may affect accuracy, such as crowding and presence of the resin base. Results: The device could transfer the bracket accurately to the desired position of the patient's dentition within a clinically acceptable range of ± 0.05 mm and 2.0° for linear and angular measurements, respectively. The average linear measurements ranged from 0.029 to 0.101 mm. Among the angular measurements, rotation values showed the least deviation and ranged from 0.396° to 0.623°. Directional bias was pronounced in the vertical direction, and many brackets were bonded toward the occlusal surface. However, no statistical difference was found for the three angular measurement values (torque, angulation, and rotation) in any of the groups classified according to crowding. When the teeth were moderately crowded, the mesio-distal, bucco-lingual, and rotation measurement values were affected by the presence of the resin base. Conclusions: The characteristics of the CAD/CAM one-piece jig system were demonstrated according to the influencing factors, and the transfer accuracy was verified to be within a clinically acceptable level for the indirect bracket bonding of anterior teeth.