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몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production

  • 정기성 (부산가톨릭대학교 소프트웨어학과) ;
  • 한승훈 (부산가톨릭대학교 소프트웨어학과) ;
  • 이동규 (부산가톨릭대학교 소프트웨어학과) ;
  • 김진모 (부산가톨릭대학교 소프트웨어학과)
  • Jeong, Kisung (Department of Software, Catholic University of Pusan) ;
  • Han, Seunghun (Department of Software, Catholic University of Pusan) ;
  • Lee, Dongkyu (Department of Software, Catholic University of Pusan) ;
  • Kim, Jinmo (Department of Software, Catholic University of Pusan)
  • 투고 : 2016.06.18
  • 심사 : 2016.07.07
  • 발행 : 2016.07.14

초록

본 논문은 국내 전래동화 콘텐츠를 활용한 차별화된 대화형 콘텐츠를 바탕으로 사용자의 몰입감을 극대화할 수 있는 가상현실 기술에 대하여 연구한다. 국내 전래동화에 대한 관심을 높이기 위한 목적으로 대화형 구조의 3차원 콘텐츠를 제작하고, 여기에 HMD, 립 모션과 같은 가상현실 기술을 응용하여 몰입형 시스템을 설계하기 위한 새로운 접근 방법을 제안한다. 우선 전래동화의 이야기를 바탕으로 게임방식의 상호작용을 통해 사용자의 긴장감을 높이는 장면들로 구성된 대화형 콘텐츠를 제작한다. 이를 바탕으로 사용자에게 입체감 있는 장면 전송과 현실감을 높이는 입력 처리 방식을 제공하기 위하여 오큘러스 HMD를 활용한 장면 생성, 시선기반 입력 처리 그리고 립 모션을 활용한 손 인터페이스를 설계한다. 제안한 입력 처리 기술 기반의 가상현실 콘텐츠가 사용자의 멀미 현상을 최소화한 상황에서 몰입을 높일 수 있는지 여부를 실험을 통해 확인한다.

This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

키워드

참고문헌

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피인용 문헌

  1. Development of Multimedia Design Contents using Mobile Virtual Reality vol.22, pp.10, 2016, https://doi.org/10.9708/jksci.2017.22.10.041
  2. 가상 도보 여행 시스템 vol.19, pp.4, 2016, https://doi.org/10.9728/dcs.2018.19.4.605
  3. 몰입형 가상현실에서 손 기반 인터페이스의 비교 실험에 관한 연구 vol.25, pp.2, 2019, https://doi.org/10.15701/kcgs.2019.25.2.1
  4. 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
  5. Storytelling-based Immersive Virtual Reality Contents Production Techniques vol.21, pp.12, 2016, https://doi.org/10.9728/dcs.2020.21.12.2091
  6. 모바일 가상현실에서의 이동 인터페이스에 관한 연구 vol.27, pp.3, 2021, https://doi.org/10.15701/kcgs.2021.27.3.55