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Transformer-Based Head Motion Prediction Algorithm Using Image Generation Model
Hyogeun Byun, Moonsoo Jeong, Sungkil Lee
http://doi.org/10.5626/JOK.2024.51.7.601
Motion-to-photon latency in virtual reality based on head-mounted display can cause discomfort such as cyber sickness due to a lag between a user's physical movement and the image output, potentially disrupting users’ immersion. Traditional methods to reduce this latency involve manually analyzing head motion trends or predicting head motion with recurrent neural networks. However, these models faced long-term dependency issues in remembering information over sequences and limitations in parallel processing. In this paper, images are also used in the decoding process through an image generation model. A deep learning model used in natural language processing is highly scalable when using it as a prediction model. Accordingly, the model proposed in this study could use additional data to predict the user’s head motion and thereby, outperforms the existing models.
Non-Fungible Token-based Virtual Avatar for User Identification in the Metaverse: Methodology and User Study for Virtual Reality Social Interaction
Jihwan Kim, Kwanguk (Kenny) Kim
http://doi.org/10.5626/JOK.2022.49.11.1032
Anonymity in the metaverse is a property that allows users to act freely in the virtual world, but it also causes several problems, including reliability with socially interactive partners. These problems can be partially addressed by traditional methodologies, but also require a more advanced method. To address this issue, we proposed a non-fungible token (NFT)-based avatar with the user"s appearance and personal information. A user study of 31 participants was also conducted to compare the proposed NFT-based avatar and traditional avatars in a socially interactive context. We found that higher interpersonal trust, higher co-presences, and positive emotional responses were formed when a user interacted with NFT-based avatars. This study has contributions in that we proposed an NFT-based virtual avatar methodology with user attributes and verified its usability in a socially interactive context.
Multimodal Haptic Rendering for Interactive VR Sports Applications
Minjae Mun, Seungjae Oh, Chaeyong Park, Seungmoon Choi
http://doi.org/10.5626/JOK.2022.49.2.97
This study explores how to deliver realistic haptic sensations for virtual collision events in virtual reality (VR). For this purpose, we implemented a multifaceted haptic device that produced both vibration and impact and designed a haptic rendering method combining the simulated interactions of a physics engine and the collision data of real objects. We also designed a virtual simulation of three sports activities, billiards, ping-pong, and tennis, in which a user could interact with virtual objects having different material properties. We performed a user study to evaluate the subjective quality of the haptic feedback from three rendering conditions, vibration, impact, and multimodal of combining both, and compared it to real haptic sensations. The results suggested that each rendering condition had different perceptual characteristics. Therefore, the addition of a haptic modality can broaden the dynamic range of virtual collisions.
RNN-based Body Posture Estimation Method for 3D UI in Virtual Reality
Wonjun Seong, Byungmoon Kim, BoYu Gao, Jini Kwon, HyungSeok Kim
http://doi.org/10.5626/JOK.2020.47.4.362
Providing intuitive and natural interface is crucial in virtual reality applications. There have been many studies on proper 3D interfaces that require the accurate tracking of body posture. Based on previous studies, we propose an effective body posture estimation method for 3D interfaces. In this study, we focused on the body-fixed UI, especially movements of the upper body. To track body posture, it is necessary to apply additional sensors such as RGB/RGB-D camera, magnetic/optical trackers, etc. The goal of this study was to track the body posture with conventional virtual reality devices only. We applied conventional HMD with head tracker and hand-held controllers. With these three trackers which are not directly attached to the body, an RNN-based method is proposed to effectively estimate the upper body pose. Experiments shows that the proposed method could track the upper body position and orientation within 5% of the error rate, compared with the explicit tracker data. The proposed method could be applied to design body-fixed UI or body-related interfaces without additional devices, which would enhance the accessibility of virtual reality applications.
Bidirectional Warping for Single-Pass Stereo Rendering
Jaemyung Kim, Jaewon Choi, Sungkil Lee
http://doi.org/10.5626/JOK.2019.46.12.1215
Stereo images can effectively provide realism to entertainment contents such as movies and games. However, rendering for both eyes increases the computational load. Image warping can reduce number of computations required on two images to one time, but in some cases, the additional processes to fill hole that occurs during warping may require more cost than warping. In this paper, we present a bidirectional warping technique that minimizes the occurrence of hole and its implementation. The technique reduces possibility of hole creation by increasing the area of sampled pixels by changing the rendered view according to the visibility of the geometry. In a stereo image with low visual similarity, this method shows a higher quality improvement compared to the conventional image warping method. This technique is highly scalable and can be effectively used for rendering process that require complex geometric and shading calculations.
Beyond Head-mounted Display: Extended Field of View using Sparse Peripheral Display Techniques
http://doi.org/10.5626/JOK.2019.46.8.732
The field of view (FoV) is one of the main properties of virtual reality (VR) systems with head-mounted displays (HMDs). While preceding VR studies have suggested novel methodologies to extend the FoV of HMDs, there were limitations in those methods, including: heavy weight, high cost, and screen distortion. The observation through the human retina indicated that the density of human photoreceptors are distributed variedly between the central and peripheral visual fields. The sparse peripheral display (SPD) was proposed based on these observations. In this study, we suggest and compare the combination of SPD technologies using different number (2-80) of light-emitting diodes (LEDs) and different tasks (visual search and emotion tasks). The results showed that the visual-search task with use of six LEDs and there were no significant differences in the emotion task. Discussion of the potential applications of SPD-HMD systems, including therapeutic techniques to assist handicapped people was done.
An Integrated Model of Cybersickness: Understanding User’s Discomfort in Virtual Reality
Eunhee Chang, Daeil Seo, Hyun Taek Kim, Byounghyun Yoo
http://doi.org/10.5626/JOK.2018.45.3.251
Users can experience cybersickness when interacting with virtual reality (VR). The symptoms of cybersickness are similar to those of motion sickness which include eye fatigue, disorientation, and nausea. Despite the longstanding interest of user’s discomfort, inconsistent results have been drawn on the underlying mechanisms and solutions of cybersickness. In this study, we propose an integrated view of cybersickness connecting causes of the symptoms, human perception model, and measurements of cybersickness. Cybersickness-related factors of previous research are reorganized into content, hardware, and human factors as well as analyzed in terms of VR fidelity. Also, pros and cons that measure the degree of cybersickness are discussed.
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