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Dive into the research topics where Changhoon Park is active.

Publication


Featured researches published by Changhoon Park.


Computers & Graphics | 2003

NAVER: Networked and Augmented Virtual Environment aRchitecture; design and implementation of VR framework for Gyeongju VR Theater

Changhoon Park; Heedong Ko; Taiyun Kim

Abstract Recently, we have designed and implemented a new framework named NAVER to support Gyeongju virtual reality (VR) Theater. The aim of designing and building the VR Theater was to construct a versatile public demonstration place for VR technology as new medium for interactive storytelling of diverse kinds of artistic expression and virtual heritage to public. To achieve this, NAVER is designed as a distributed micro-kernel architecture consisting of multiple hosts on the network. This architecture facilitates the integration of 3D virtual space and various interfaces or applications. And, script is provided to specify not only virtual space itself but also system integration. The XML-based script enables to describe the exchange of events between virtual space and specific applications or interfaces in the same context. After all, NAVER makes the system extensible, reconfigurable and scalable. In this paper, we present a structure of NAVER environments and discuss implementation issues.


ieee virtual reality conference | 2002

The making of Kyongju VR Theatre

Changhoon Park; Heedong Ko; Ig-Jae Kim; Sang Chul Ahn; Yong-Moo Kwon; Hyoung-Gon Kim

Recently we have built the largest Virtual Reality (VR) theatre in the world for the Kyongju World Culture EXPO 2000. Unlike single user VR systems, the VR theatre is characterized by a single shared screen and controlled by a kind of tightly coupled user inputs from several hundreds of people in the audience. The large computer-generated stereo images by the huge cylindrical screen provide the immersive feeling augmenting the physical audience space with of 3D virtual space. In addition to the visual immersion, the theatre provides 3D audio, vibration and olfactory display as well as keypads for the audience in their seats interactively controlling the virtual environment. This paper introduces the issues raised and addressed during the design of making such a versatile VR theatre, production and presentation of the virtual heritage at Kyongju, one thousand years ago.


Presence: Teleoperators & Virtual Environments | 2003

Gyeongju VR theater: a journey into the breath of Sorabol

Changhoon Park; Sang Chul Ahn; Yong-Moo Kwon; Hyoung-Gon Kim; Heedong Ko; Taiyun Kim

We have built the worlds largest virtual reality (VR) theater for the Gyeongju World Culture EXPO 2000. The VR theater is characterized by a huge shared VR space with tightly coupled user inputs from 651 audience members in real time. The shared 3D virtual environment is augmenting the physical audience space in harmony. Large computer-generated passive stereo images on a huge cylindrical screen provide the sensation of visual immersion. The theater also provides 3D audio, vibration, and olfactory display as well as the keypads for each of the audience members to interactively control the virtual environment. This paper introduces the issues raised and addressed during the design of a versatile VR theater, the production process, and the presentation techniques using the versatile display and interaction capability of the future theater.


international conference on human-computer interaction | 2011

Development of mobile AR tour application for the national palace museum of Korea

Jae-Beom Kim; Changhoon Park

We present the mobile augmented reality tour application (MART) to provide intuitive interface for the tourist. And, a context-awareness is used for smart guide. In this paper, we discuss practical ways of recognizing the context correctly with overcoming the limitation of the sensors. First, semi-automatic context recognition is proposed to explore context ontology based on user experience. Second, multiple sensors context-awareness enables to construct context ontology by using multiple sensor. And, we introduce the iphone tour application for the national palace museum of korea.


international conference on human-computer interaction | 2013

Using Game Technology to Develop Snowboard Training Simulator.

Changhoon Park; Junsuk Moon

The motion sensor, such as Kinect and Wii remote has attracted the attention especially for the development of virtual reality games. Most of games using motion sensor provides entertainment. These games have a limitation that if players want to learn and exercise practical sports skill. To overcome this, we aim to provide a sport-training program that is effective and applicable to real life sports. This paper will present a virtual simulator for the beginners to train and learn snowboarding skill. Player can practice five basic exercises in the simulator. To accomplish this, following three main functions will be implemented based on sport science and advanced game technology.


international conference on universal access in human-computer interaction | 2009

Intelligent Interface for Elderly Games

Changhoon Park

This paper proposes an intelligent interface to improve the game accessibility for the elderly based on the multimodal interface and dynamic load balancing. This approach aims to control the fidelity of feedback and the level of difficulty dynamically when the elderly become bored or frustrated with the game. By applying the proposed intelligent interface, we will present the implementation of a rhythm game for the elderly with a specialized game controller like a drum.


international conference on virtual reality | 2003

Design and implementation of Kyongju VR theatre

Changhoon Park; Ig-Jae Kim; Sang Chul Ahn; Heedong Ko; Yong-Moo Kwon; Hyoung-Gon Kim

Recently we have built the largest Virtual Reality (VR) theatre in the world of the Kyongju World Culture EXPO 2000. Unlike single user VR systems, the VR theatre is characterized by a single shared screen and controlled by several hundreds of people in the audience. The large computer-generated stereo images displayed by the huge cylindrical screen provide the feeling of immersion into 3D virtual environment that is augmented by the physical theatre space. In addition to the visual immersion, the theatre provides 3D audio, vibration and olfactory display as well as keypads for each and everyone in the audience in their seats interactively control the virtual environment. This paper introduces the issues raised and addressed during the design of making the VR theatre, production process and presentation techniques using the versatile display and interaction capabilities of the theatre.


international conference on human-computer interaction | 2011

Serious Game for Cognitive Testing of Elderly

Sangwoo Byun; Changhoon Park

South Korea now has one of the lowest birth-rates in the world and one of the most rapidly aging populations. In such an aging society, the most representative disease threatening the quality of old person’s life is ’Alzheimer’s disease’. In this paper, we will propose a screening test based on game technology. And, this game will be designed by applying Fitt’s law and Hick’s law to test cognitive function.


international conference on e-learning and games | 2006

A platform for interactive VR storytelling

Changhoon Park; Michitaka Hirose; Heedong Ko

This paper presents a platform for interactive VR storytelling with supporting the development of system and content. This platform enables to build more complex and dynamic virtual environments by specifying the spatial and temporal relationship between not only 3D model and multimedia but also human-computer interface.


international conference on human-computer interaction | 2016

Augmented Reality Based Guidance for Solving Rubik’s Cube Using HMD

Jaebum Park; Changhoon Park

This paper proposes a guidance system to help to solve the Rubik’s cube using Head Mounted Display (HMD) and gesture interface. Our system use augmented reality technology to recognize the placement of each square and provide intuitive and easily understandable guidance for solving procedure. Also, this system aims to improve the user experience of guidance system for solving Rubik’s Cube by allowing the user pose naturally.

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Chanhee Chae

Seoul National University

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Heedong Ko

Korea Institute of Science and Technology

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Ikjae Kang

Seoul National University

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Hwi Won Seo

Seoul National University

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Kyuhyung Choi

Seoul National University

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Hyoung-Gon Kim

Korea Institute of Science and Technology

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Sang Chul Ahn

Korea Institute of Science and Technology

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