Requirements, Implementation and Applications of Hand-held Virtual Reality
While hand-held computing devices are capable of rendering advanced 3D graphics and processing of multimedia data, they are not designed to provide and induce sufficient sense of immersion and presence for virtual reality. In this paper, we propose minimal requirements for realizing VR on a hand-held device. Furthermore, based on the proposed requirements, we have designed and implemented a low cost hand-held VR platform by adding multimodal sensors and display components to a hand-held PC. The platform enables a motion based interface, an essential part of realizing VR on a small hand-held device, and provides outputs in three modalities, visual, aural and tactile/haptic for a reasonable sensory experience. We showcase our platform and demonstrate the possibilities of hand-hand VR through three VR applications: a typical virtual walkthrough, a 3D multimedia contents browser, and a motion based racing game. Index Terms—Virtual Reality, Computer interface human factors

title: Observing effects of attention on presence with fMRI
abstract: Presence is one of the goals of many virtual reality systems. Historically, in the context of virtual reality, the concept of presence has been associated much with spatial perception (bottom up process) as its informal definition of "feeling of being there" suggests. However, recent studies in presence have challenged this view and attempted to widen the concept to include psychological immersion, thus linking more high level elements (processed in a top down fashion) to presence such as story and plots, flow, attention and focus, identification with the characters, emotion, etc. In this paper, we experimentally studied the relationship between two content elements, each representing the two axis of the presence dichotomy, perceptual cues for spatial presence and sustained attention for (psychological) immersion. Our belief was that spatial perception or presence and a top down processed concept such as voluntary attention have only a very weak relationship, thus our experimental hypothesis was that sustained attention would positively affect spatial presence in a virtual environment with impoverished perceptual cues, but have no effect in an environment rich in them. In order to confirm the existence of the sustained attention in the experiment, fMRI of the subjects were taken and analyzed as well. The experimental results showed that that attention had no effect on spatial presence, even in the environment with impoverished spatial cues.

title: Intelligent Multimedia Service System Based on Context Awareness in Smart Home
abstract: According to the rapid change of a computing environment, it is coming an age of ubiquitous computing that we can make use of information service at any time and anywhere as the paradigm of digital convergence such as broadcasting, communication, and appliances. Consequently, Smart Home environment is constructed in the house. Various services such as security/automation, health monitoring, medical examination and treatment, entertainment, education, and e-business are realized at home. Both affective, systematic managements and services that correspond with the above environment are required inmultimedia services as well. In this paper, we propose a Intelligent Multimedia Service System(IMSS) based on context awareness in Smart Home which provides multimedia interoperability among incompatible multimedia play devices, intelligently processes context awareness information, transparent, and provides safe services.

title: Responsive Multimedia System for Virtual Storytelling
abstract: In this paper, we propose Responsive Multimedia System (RMS) for a virtual storytelling. It consists of three key components; Multi-modal Tangible User Interface (MTUI), a Unified Context-aware Application Model for Virtual Environments (vr-UCAM), and Virtual Environment Manager (VEManager). MTUI allows users to interact with virtual environments (VE) through human’s senses by exploiting tangible, haptic and vision-based interfaces. vr-UCAM decides reactions of VE according to multi-modal input. VEManager generates dynamic VE by applying the reactions and display it through 3D graphics and 3D sounds, etc. To demonstrate an effectiveness of the proposed system, we implemented a virtual storytelling system which unfolds a legend of Unju Temple. We believe the proposed system plays an important role in implementing various entertainment applications.

title: On felicitous graphs
abstract: A graph with n edges is called harmonious if it is possible to label the vertices with distinct numbers (modulo n ) in such a way that the edge labels which are sums ofend-vertex labels are also distinct (modulo n ). A generalization of harmonious graphs is felicitous graphs. In felicitous labelling distinct numbers (modulo n + 1) are used to label the vertices of a graph with n edges so that the edge labels are distinct (modulo n ). We give some necessary conditions for a graph to be felicitous. Some families of graphs (cycles of order 4 k , complete bipartite graphs, generalized Petersen graphs,…) are shown to be felicitous, while others (cycles of order 4 k + 2, the complete graph K itn when n ⩾5…) arenot. We also find that almost all graphs are not felicitous.

title: Feature sensitive mesh segmentation with mean shift
abstract: Feature sensitive mesh segmentation is important for many computer graphics and geometric modeling applications. In this paper, we develop a mesh segmentation method, which is capable of producing high-quality shape partitioning. It respects fine shape features and works well on various types of shapes, including natural shapes and mechanical parts. The method combines a procedure for clustering mesh normals with a modification of the mesh clarification technique. For clustering of mesh normals, we adopt Mean Shift, a powerful general purpose technique for clustering scattered data. We demonstrate advantages of our method by comparing it with two state-of-the-art mesh segmentation techniques.

title: On skolem graceful graphs
abstract: A Skolem graceful labelling of graphs is introduced. It is shown that a tree is Skolem graceful iff it is graceful. The Skolem deficiency of a graph is defined and Skolem deficiencies of some well-known graphs are calculated. The class of Skolem graceful graphs is shown to be finite universal.