참고문헌
- I.-J. Kim, "A Review of virtual reality technologies," Broadcasting and Media Magazine, vol. 21, no. 2, pp.51-60, 2016.
- I.E. Sutherland, "A head-mounted three dimensional display," In Proceedings of the AFIPS '68, pp. 757-764, 1968.
- C. Cruz-Neira, D.J. Sandin, T.A. DeFanti, R.V. Kenyon and J.C. Hart, "The CAVE: audio visual experience automatic virtual environment," Communications of the ACM, vol. 35, issue 6, pp. 64-72, 1992.
- C. Cruz-Neira, D.J. Sandin, and T.A. DeFanti, "Surround-screen projection-based virtual reality: the design and implementation of the CAVE," In Proceedings of the 20th annual conference on Computer graphics and interactive techniques, pp. 135-142, 1993.
- A. Alaraj, M.G. Lemole, J.H. Finkle, R. Yudkowsky, A. Wallace, C. Luciano, P.P. Banerjee, S.H. Rizzi and F.T. Charbel, "Virtual reality training in neurosurgery: Review of current status and future applications," Surgical Neurology International, vol. 2, no. 52, 2011.
- M. Ortega and S. Coquillart, "Prop-based haptic interaction with co-location and immersion: an automotive application," IEEE International Workshop on Haptic Audio Visual Environments and their Applications, 2005.
- L.-P. Cheng, T. Roumen, H. Rantzsch, S. Kohler, P. Schmidt, R. Kovacs, J. Jasper, J. Kemper and P. Baudisch, "TurkDeck: physical virtual reality based on people," In Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology, pp. 417-426, 2015.
- J.-H. Nam, S.-H. Yang,W. Hu and B.-G. Kim, "A new study on hand gesture recognition algorithm using leap motion system," Journal of Korea Multimedia Society, vol. 17, no. 11, pp. 1263-1269, 2014. https://doi.org/10.9717/kmms.2014.17.11.1263
- H. Joo, M. Cho, S.-K. In, K. Cho and J.-K. Min, "Development of baseball game using Leap Motion controllers," KIISE Transactions on Computing Practices, vol. 21, no. 6, pp. 343-350, 2015. https://doi.org/10.5626/KTCP.2015.21.5.343
- M.-J. Kim, J. Heo, J.-H. Kim, S.-Y. Park and J. Chang, "Development and evaluation of Leapmotion-based game interface considering intuitive hand gestures," Journal of Korean Society For Computer Game, vol. 27, no. 4, pp. 69-75, 2014.
- I.-Y. Ryu, E.-Y. Ahn and J.-W. Kim, "Implementation of historic educational contents using virtual reality," Journal of Korea Contents Association, vol. 9, no. 8, 2009.
- J.-S. Han, J.-G. Park and G.-H. Lee, "A Study on HMD VR contents technology for tourism infrastructure," In Proceedings of Korea Contents Association Conference, pp. 155-156, 2014.
- Y.-K. Chung, "Development of virtual reality fire-extinguishing experience education contents," In Proceedings of Korea Contents Association Conference, pp. 201-202, 2016.
- H.-J. Lee, "Study on applicability of korean traditional fairy tale through animation," In Proceedings of Korea Society of Design Science Conference, pp. 520-521, 2010.
- C.-J. Lim, D.-H. Won and Y.-G. Jeong, "Educational game making-tool development using Unity3D engine: birth of game," Journal of Korea Game Society, vol. 14, no. 1, pp. 29-38, 2014. https://doi.org/10.7583/JKGS.2014.14.1.29
- K.-S. Lee and Y. Kim, "Implementation of a stereoscopic 3D game to reduce visual artifacts using Oculus Rift," Journal of Korean Society for Computer Game, vol. 27, no. 4, pp. 193-201, 2014.
피인용 문헌
- Development of Multimedia Design Contents using Mobile Virtual Reality vol.22, pp.10, 2016, https://doi.org/10.9708/jksci.2017.22.10.041
- 가상 도보 여행 시스템 vol.19, pp.4, 2016, https://doi.org/10.9728/dcs.2018.19.4.605
- 몰입형 가상현실에서 손 기반 인터페이스의 비교 실험에 관한 연구 vol.25, pp.2, 2019, https://doi.org/10.15701/kcgs.2019.25.2.1
- 시각 장애인 가상현실 체험 환경을 위한 딥러닝을 활용한 몰입형 보행 상호작용 설계 vol.25, pp.3, 2016, https://doi.org/10.15701/kcgs.2019.25.3.11
- Storytelling-based Immersive Virtual Reality Contents Production Techniques vol.21, pp.12, 2016, https://doi.org/10.9728/dcs.2020.21.12.2091
- 모바일 가상현실에서의 이동 인터페이스에 관한 연구 vol.27, pp.3, 2021, https://doi.org/10.15701/kcgs.2021.27.3.55