Ungyeon Yang
Electronics and Telecommunications Research Institute
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Publication
Featured researches published by Ungyeon Yang.
ieee virtual reality conference | 2007
Ungyeon Yang; Gun A. Lee; Seonhyung Shin; Sunyu Hwang; Wookho Son
We present a virtual reality (VR) system that simulates the situation of ship block spray painting. The system was developed under demands from ship building industry for training purpose. We designed an immersive stereo display platform, a realistic spray painting rendering technique and intuitive user interface to match with the real working environment. The system is currently under user-test in the ship building company with receiving positive responses.
international conference on consumer electronics | 2011
Yongwan Kim; Gun A. Lee; Dongsik Jo; Ungyeon Yang; Gihong Kim; Jinah Park
As typical games become interactive 3D games, users may feel fatigued and may have difficulty manipulating virtual objects with current interactive 3D technologies such as Nintendo Wii, MS Kinect and the PS3 3D display. In this paper, we analyze factors about interaction fatigue and manipulation difficulty. For an analysis on factors, we categorize various interactions into two types of interaction scenarios: object manipulation and 3D UI selection. From our analysis, we presented the design factors related to finger extension motion for grasping, early extension for grasping/selection, haptic sensation, erroneous trials, and head motion for 3D perception. Game developers can apply induced design factors to their interactive 3D game contents.
human computer interaction with mobile devices and services | 2007
Dongsik Jo; Ungyeon Yang; Wookho Son
In this paper, we introduce a method for design evaluation of mobile devices using virtual reality based prototypes. For this, we present technologies for a classification of design parameters and for visualizing mobile devices with high quality 3D data. Also, we describe an implementation method for natural simulation and interaction of product functions.
cyberworlds | 2010
Ungyeon Yang; Gun A. Lee; Yongwan Kim; Dongsik Jo; Jin Sung Choi; Ki-Hong Kim
In this paper, we present a prototype Virtual Welding Simulator, which supports interactive training of welding process by using multimodal interface that can deliver realistic experiences. The goal of this research is to overcome difficult problems by using virtual reality technology in training tasks where welding is treated as a principal manufacturing process. The system design and implementation technical issues are described including real-time simulation and visualization of welding bead, providing realistic experience through 3D multimodal interaction, presenting visual training guides for novice workers, and visual and interactive interface for training assessments. According to the results from an initial user study, the prototype VR based simulator system appears to be helpful for training welding tasks, especially in terms of providing visual training guides and instant training assessment.
virtual reality software and technology | 2009
Dongsik Jo; Yongwan Kim; Ungyeon Yang; Gun A. Lee; Jin Sung Choi
In this paper, we present a visualization method of weld beads for a welding training under virtual environments. To represent virtual beads, a bead shape is defined according to the datasets which consist of bead width, height, angle, penetration acquired from real welding operations. A curve equation of beads sectional shape is mathematical modeled, and a height map is generated according to this numerical equation, which is used for generating the beads mesh data using its height information. Finally, virtual weld beads are visualized in real-time according to the accurately simulated results from users input motion.
virtual reality continuum and its applications in industry | 2012
Yongwan Kim; Dongsik Jo; Ungyeon Yang; Ki-Hong Kim; Gil-Haeng Lee
In this paper, we propose a panoramic 3D display system to expand 3D spatialness and depth zone of 3D flat displays using see-through HMD glasses. For our purpose, we install circular passive filters in front of see-through glasses and also IR-LED markers for head tracking. Using these hardwares, we separately render a view region of each virtual camera with respect to 1:1 scale matching and divide its own 3D comfortable zone. Finally, we demonstrate expandable 3D virtual golf content with self-guidance.
virtual reality continuum and its applications in industry | 2011
Dongsik Jo; Yongwan Kim; Ungyeon Yang; Jin Sung Choi; Ki-Hong Kim; Gun A. Lee; Yeong-Do Park; Young Whan Park
In this paper, we present a virtual training system which realistically represents the situation of real welding. First of all, we built a database about welding outputs such as the shape of bead which is the deposit outcome resulting from inputs of real welding conditions and operations. Second, we performed an analysis of relations between input variables and output variables, and the major and minor factors influencing on the welding shape were classified. Finally, we designed an estimation process of outputs by various inputs such as users movement, and constructed the method of graphical representation for real-time visualization from heuristic sources. Additionally, we also installed a welding simulator for a teacher and trainees, which can support not only a variety of welding situations but prompt evaluation of results and educational guide by optimal welding conditions.
Behaviour & Information Technology | 2010
Ungyeon Yang; Gerard Jounghyun Kim
This article explores the synergistic interaction among the geometric field of view (GFOV), proprioceptive interaction and multimodal feedback in a virtual environment. We hypothesise that, with proprioceptive interaction and multimodal feedback, the GFOV can be set larger than its reference value originally set to give similar distance perception when viewed with a given physical field of view of a head mounted display. This in turn would help a user carry out a task more effectively with the increased visibility. We tested our hypothesis with an experiment to measure the users change in distance perception according to different values of egocentric GFOV and task/feedback conditions (15 subjects). Our experimental results have shown that, when coupled with proprioceptive interaction, the GFOV could be increased up to 170% of the reference without introducing change in users distance perception. When additional visual and tactile feedback was introduced, the GFOV could be increased up to 200%. The results offer a useful guideline for designing multimodal interfaces for close range spatial tasks in virtual environments. In addition, it demonstrates one way to overcome the inadequacy of the narrow physical fields of view often found in most general purpose head mounted displays.
international conference on computer graphics and interactive techniques | 2017
Ungyeon Yang; Nam-Gyu Kim; Ki-Hong Kim
This paper presents a study of egocentric distance perception matching between real space and see-closed type HMD based virtual space. We need a calibration technique that reflects these characteristics when implementing virtual interaction directly tied to real-world space. This study experimentally analyzes the phenomenon in which the distance perceived by the user decreases when they are in HMD environment. Then, we provide a correction algorithm that allows users to maintain the distance perception sensed in the real space in the virtual space.
international conference on consumer electronics | 2013
Ungyeon Yang; Namkyu Kim; Jinseok Seo; Ki-Hong Kim
Common 3D Stereoscopic displays have a convergence and accommodation (CA) conflict phenomena that interfere with the humans sense of visual system. These characteristics can cause from visual fatigues to safety problems when watching a 3D video, and thus human factors have emerged as a major research topic. Therefore, we propose a technique that can naturally expand the sense of 3D viewing space, and present the current status of our study.