• Title/Summary/Keyword: virtual rotation

Search Result 121, Processing Time 0.04 seconds

Method of Sensitivity Configuration of Gyro Sensor for Virtual Camera inside 3D Mobile Game (3D 모바일 게임 내의 가상카메라를 위한 자이로 센서의 민감도 설정 방법)

  • Baek, Insik;Kim, Jong-Kook
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.04a
    • /
    • pp.1020-1022
    • /
    • 2014
  • In this paper, we present a method for smartphone users to have a better user experience when playing 3D mobile games using the gyro sensor. We designed the rotation of the virtual camera in the game world to be proportional to the real-world's rotation. We have also made the sensitivity configuration possible for users to manipulate.

A Study on Human Factors Analysis of Reality Aspect in Virtual Reality System (가상현실 시스템의 현실감 평가를 위한 인간공학적 분석에 관한 연구)

  • Park, Hui-Seok;Kim, Yu-No
    • Journal of the Ergonomics Society of Korea
    • /
    • v.19 no.1
    • /
    • pp.63-76
    • /
    • 2000
  • In this study, the factors affecting reality aspect of virtual reality system were identified through Quality Function Deployment. The influence of some selected factors was evaluated in simulated performance test. It was shown that the factor of whether user can break through the objects in virtual space is the most sensitive to performance, followed by the factors of rotation angle and movement step. Also, the results implied that as more referents were provided to user, feeling of reality was enhanced.

  • PDF

Verification of Indicator Rotation Correction Function of a Treatment Planning Program for Stereotactic Radiosurgery (방사선수술치료계획 프로그램의 지시자 회전 오차 교정 기능 점검)

  • Chung, Hyun-Tai;Lee, Re-Na
    • Journal of Radiation Protection and Research
    • /
    • v.33 no.2
    • /
    • pp.47-51
    • /
    • 2008
  • Objective: This study analyzed errors due to rotation or tilt of the magnetic resonance (MR) imaging indicator during image acquisition for a stereotactic radiosurgery. The error correction procedure of a commercially available stereotactic neurosurgery treatment planning program has been verified. Materials and Methods: Software virtual phantoms were built with stereotactic images generated by a commercial programming language, Interactive Data Language (version 5.5). The thickness of an image slice was 0.5 mm, pixel size was $0.5{\times}0.5mm$, field of view was 256 mm, and image resolution was $512{\times}512$. The images were generated under the DICOM 3.0 standard in order to be used with Leksell GammaPlan$^{(R)}$. For the verification of the rotation error correction function of Leksell GammaPlan$^{(R)}$, 45 measurement points were arranged in five axial planes. On each axial plane, there were nine measurement points along a square of length 100 mm. The center of the square was located on the z-axis and a measurement point was on the z-axis, too. Five axial planes were placed at z=-50.0, -30.0, 0.0, 30.0, 50.0 mm, respectively. The virtual phantom was rotated by $3^{\circ}$ around one of x, y, and z-axis. It was also rotated by $3^{\circ}$ around two axes of x, y, and z-axis, and rotated by $3^{\circ}$ along all three axes. The errors in the position of rotated measurement points were measured with Leksell GammaPlan$^{(R)}$ and the correction function was verified. Results: The image registration errors of the virtual phantom images was $0.1{\pm}0.1mm$ and it was within the requirement of stereotactic images. The maximum theoretical errors in position of measurement points were 2.6 mm for a rotation around one axis, 3.7 mm for a rotation around two axes, and 4.5 mm for a rotation around three axes. The measured errors in position was $0.1{\pm}0.1mm$ for a rotation around single axis, $0.2{\pm}0.2mm$ for double and triple axes. These small errors verified that the rotation error correction function of Leksell GammaPlan$^{(R)}$ is working fine. Conclusion: A virtual phantom was built to verify software functions of stereotactic neurosurgery treatment planning program. The error correction function of a commercial treatment planning program worked within nominal error range. The virtual phantom of this study can be applied in many other fields to verify various functions of treatment planning programs.

Setback genioplasty with rotation for aesthetic mentolabial soft tissue: a case report

  • Joon-Bum Hong;Joo-young Ohe;Gyu-Jo Shim;Yong-Dae Kwon
    • Journal of the Korean Association of Oral and Maxillofacial Surgeons
    • /
    • v.49 no.6
    • /
    • pp.365-368
    • /
    • 2023
  • The mentum plays an important role in the aesthetics of the face, and genioplasty is performed to improve an unbalance of the mentum. Among the various surgical approaches, setback genioplasty is used to create an aesthetic jaw-end appearance by moving the mentum backward when it protrudes more than normal. However, conventional setback genioplasty may be aesthetically disadvantageous because the profile of the mentum could become flat. This case study attempted to overcome the limitations of conventional setback genioplasty by rotating the position of the menton and pogonion. We devised a new method for setback genioplasty by rotating the segment anteroinferiorly. Using virtual surgery, we were able to specify the range of surgery more accurately and easily, and the surgery time was reduced. This case report showed the difference in chin soft tissue responses between conventional setback genioplasty and setback genioplasty with rotation.

Virtual Sink Rotation : Low-Energy Scalable Routing Protocol for Ubiquitous Sensor Networks (가상 싱크 로테이션을 이용한 센서 라우팅 프로토콜 설계)

  • Choi, Kwang-Seok;Choi, Lynn
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2005.07a
    • /
    • pp.442-444
    • /
    • 2005
  • 본 논문에서는 대규모의 센서 네트워크(Large Scale Sensor Networks)에서 가상 싱크 로테이션(Virtual Sink Rotation) 이라 불리는 새로운 라우팅 프로토콜을 제안 한다. VSR은 많은 수의 소스(source) 와 많은 수의 이동성을 가지는 싱크(sink)를 효율적으로 지원한다. VSR의 주 아이디어는 두 가지로 나뉘는데, 첫 번째는 싱크 이동으로 인한 위치 업데이트를 줄일 수 있는 가상 싱크라는 개념으로 소스 의 데이터를 모으고 모아진 데이터를 싱크에 전달 하여 준다. 두 번째는 싱크 주변의 노드들의 급격한 에너지 소모로 인하여 VSR은 가상 싱크 로테이션 알고리즘을 사용한다. 가상 싱크 로테이션은 네트워크의 노드들이 에너지를 균일하게 소모 시키도록 하고, 네트워크 수명을 늘린다. VSR 라우팅 프로토콜 과 기존에 제안된 논문의 비교 실험 결과를 통하여 에너지 소모, 메시지 지연 시간, 전송 효율 등에서 좋은 성능을 가지는 것을 보여줄 것이다.

  • PDF

Development and Effects of Virtual Geological Field Trip Program using 360° 3D Panorama Technique (360° 3D 파노라마 기술을 적용한 VFT 개발 및 효과)

  • Kim, Hee Soo
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.8 no.2
    • /
    • pp.193-205
    • /
    • 2015
  • In this study, a Virtual geological Field Trip(VFT) learning program using 3D panorama virtual reality techniques was developed to learn about the Gongju city 7 area located in Chungcheongnam-do, Korea. The developed $360^{\circ}$ 3D VFT program can show every face of observational points and interact as zoom-in, zoom-out and image rotation. For the educational effects of the materials, it is provided with a compass, a protractor, enlarged images, pop-up windows, etc.. The program was applied to the class of 35 gifted students in middle school to investigate the effectiveness of the program. The results showed that positive responses of the students were 90% or more. When geological field trip problems like cost, safety, distance occur in geological learning procedure of middle school science, this VFT program can become as a supplementary learning material and a solution.

Relationship between Scene Movements and Cybersickness (화면 움직임과 Cybersickness의 관계에 관한 연구)

  • Park, Kyung-Soo;Choi, Jeong-A;Kim, Kyoung-Taek;Kim, Sang-Soo
    • Journal of the Ergonomics Society of Korea
    • /
    • v.24 no.1
    • /
    • pp.1-7
    • /
    • 2005
  • This paper investigates the effects of scene movements on cybersickness to develop the guidelines of scene movements in virtual environments. The types of scene movements were made for both scene navigations(through the axes of X: lateral, Y: fore & after, and Z: vertical) and scene rotations(by pitch, roll and yaw). And there were each three levels of speed; 2.7, 4.5 and 6.3 /s(for navigation), and 10, 20 and 30 /s(for rotation) were conducted. Twelve participants were exposed to each scene for 15 minutes, and three tests were performed to measure the degree of sickness. Before and after subjects were exposed to virtual environments, they were requested to describe their sickness symptoms by means of answering the Simulator Sickness Questionnaire(SSQ). And the postural stability tests, in which the Center of Pressure(COP) of subjects were traced and recorded by a 'force platform', were conducted. During the exposure on virtual environments, the subjects were requested to rate the degree of nausea. For both navigation and rotation, the effects of speeds and axes were significant in the SSQ scores and the nausea ratings, while it was not in the COP. The correlation between the SSQ scores and the COP data was not found. Therefore, it was inappropriate to use COP as a measure of cybersickness. The degree of sickness increased, except for the case of the yaw, as the speed increased. The sickness was most severe in the scene navigation through the axis X and in the scene rotation by the yaw.

Development and Test of the Remote Operator Visual Support System Based on Virtual Environment (가상환경기반 원격작업자 시각지원시스템 개발 및 시험)

  • Song, T.G.;Park, B.S.;Choi, K.H.;Lee, S.H.
    • Korean Journal of Computational Design and Engineering
    • /
    • v.13 no.6
    • /
    • pp.429-439
    • /
    • 2008
  • With a remote operated manipulator system, the situation at a remote site can be rendered through remote visualized image to the operator. Then the operator can quickly realize situations and control the slave manipulator by operating a master input device based on the information of the virtual image. In this study, the remote operator visual support system (ROVSS) was developed for viewing support of a remote operator to perform the remote task effectively. A visual support model based on virtual environment was also inserted and used to fulfill the need of this study. The framework for the system was created by Windows API based on PC and the library of 3D graphic simulation tool such as ENVISION. To realize this system, an operation test environment for a limited operating site was constructed by using experimental robot operation. A 3D virtual environment was designed to provide accurate information about the rotation of robot manipulator, the location and distance of operation tool through the real time synchronization. In order to show the efficiency of the visual support, we conducted the experiments by four methods such as the direct view, the camera view, the virtual view and camera view plus virtual view. The experimental results show that the method of camera view plus virtual view has about 30% more efficiency than the method of camera view.

Force Display Based on Simultaneous Actuation of Motors and Brakes

  • Kwon, Tae-Bae;Song, Jae-Bok
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.1131-1135
    • /
    • 2004
  • In the virtual environment, force feedback to the human operator makes virtual experiences more realistic. However, the force feedback using active actuators such as motors can make the system active and sometimes unstable. To ensure the safe operation and enhance the haptic feeling, stability should be guaranteed. Both motors and brakes are commonly used for haptic device. A brake can generate a torque only against its rotation, but it is intrinsically stable. Consequently, motors and brakes are complementing each other. In this research, a two degree-of-freedom (DOF) haptic device equipped with both motors and brakes has been developed to provide better haptic effects. Each DOF is actuated by a pair of motor and brake. Modeling of the environment and the control method are needed to utilize both actuators. For various haptic effects, contact with the virtual wall and representation of friction effect are extensively investigated in this paper. It is shown that the hybrid haptic system is more suited to some applications than the motor-based active haptic system.

  • PDF

Design of a Virtual Walking Machine for Virtural Reality Interface (가상현실 대화용 가상걸음 장치의 설계)

  • 윤정원;류제하
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.10 no.11
    • /
    • pp.1044-1051
    • /
    • 2004
  • This paper described a novel locomotion interface that can generate infinite floor for various surface, named as virtual walking machine. This interface allows users to participate in a life-like walking experience in virtual environments, which include various terrains such as plains, slopes and stair ground surfaces. The interface is composed of two three-DOF (X, Y, Yaw) planar devices and two four-DOF (Pitch, Roll, Z, and relative rotation) footpads. The planar devices are driven by AC servomotors for generating fast motions, while the footpad devices are driven by pneumatic actuators for continuous support of human weight. To simulate natural human walking, the locomotion interface design specification are acquired based on gait analysis and each mechanism is optimally designed and manufactured to satisfy the given requirements. The designed locomotion interface allows natural walking(step: 0.8m, height: 20cm, load capability: 100kg, slope:30deg) for various terrains.