Browse > Article
http://dx.doi.org/10.15701/kcgs.2022.28.5.1

A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4  

Yunsik, Cho (Department of Information and Computer Engineering, Graduate School, Hansung University)
Jinmo, Kim (Division of Computer Engineering, Hansung University)
Abstract
Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.
Keywords
Game engine; virtual reality; immersive content; Unity engine; Unreal engine;
Citations & Related Records
Times Cited By KSCI : 6  (Citation Analysis)
연도 인용수 순위
1 Aakanksha Rana, Cagri Ozcinar, and Aljosa Smolic.  "Towards Generating Ambisonics Using Audio-visual Cue  for Virtual Reality," 2019 IEEE International Conference  on Acoustics, Speech and Signal Processing (ICASSP 2019), pp. 2012-2016, 2019.
2 Shaoyu Cai, Pingchuan Ke, Takiyi Narumi, and Kening Zhu, "ThermAirGlove: A Pneumatic Glove for Thermal Perception and Material Identification in Virtual Reality," 2020 IEEE Conferenceon Virtual Reality and 3D User  Interfaces (VR),pp. 248-257, 2020.
3 Yongsun Lee, and Taek-hee Lee, "Applying the Metaverse Platform and Contents in Practical Engineering Education,"  Journal of the Korea Computer Graphics Society, vol. 28,  no. 3, pp. 31-43, 2022.  
4 ZEPETO app [Internet], Available: https://play.google.com/store/apps/details?id=me.zepeto.main&hl=ko&gl=US
5 이동현, "순천향대, '2022 메타버스 입학식' 개최", 중앙일보, [Internet] Available: https://www.joongang.co.kr/article/25052623, 2022.   DOI
6 Seyoung Choi, Sujin Kim, Nayoung Lee, Kihan Lee,  Hyeyoung Ko. "Development of VR Healing Content  'NORNIR' Using Color Therapy," Journal of the Korea  Computer Graphics Society, vol. 26, no. 3, pp. 143-153, 2020.   DOI
7 Seunghyun Hong, Giri Na, Yunsik Cho, Jinmo Kim. "A  Study on Movement Interface in Mobile Virtual Reality," Journal of the Korea Computer Graphics Society, vol. 27,  no. 3, pp. 55-63, 2022.
8 Yesol Cho, Yewon Lee, Dojeon Lim, Taedong Ryoo, Jonas John Claud, Daeyoung Na, Daseong Han. "The Effect of Data-Guided Artificial Wind in a Yacht VR Experience on Positive Affect," Journal of the Korea Computer Graphics Xociety, vol. 28, no. 3, pp. 67-77, 2022.   DOI
9 Woohee Park, Jieun Kim, Jieun Lee. "A Study on the Design and Effect of Feedback for Virtual Reality Exercise Posture Training, Journal of the Korea Computer Graphics  Society, vol. 26, no. 3, pp. 79-86, 2020.   DOI
10 윤상은, "작년 AR VR 헤드셋 출하량 전년比 두 배 증가," ZDNET Korea, [Internet] Available: https://zdnet.co.kr/view/?no=20220323142242, 2022.
11 Unity engine, Unity Technologies, [Internet] Available:  https://unity.com/, 2021.
12 Yunsik Cho, Jiewon Kang, Jaekyung Jeon, Jongchan Park, Mingyu Kim, and Jinmo Kim, "X-person asymmetric interaction in virtual and augmented realities," Computer Animation & Virtual Worlds, vol. 32, no. 5, e1985, 2021x.
13 Ke Ren, Huaqun Liu, Mingyu Zhang, Xiaofeng Qiu,  Huimin Yan, and Jinbo Zhang, "Design and Implementation  of Immersive and Interactive System Based on Unreal  Engine," In 2021 5th International Conference on Artificial Intelligence and Virtual Reality (AIVR) (AIVR 2021), Association for Computing Machinery, NewYork, NY, USA, pp. 77-82, 2021.
14 Yunsik Cho, Jiewon Kang, Jaekyung Jeon, Jongchan Park, Environment for Immersive Experientrial Metavers Content," Electronics, vol. 11, no. 16, 2604, 2022.
15 Jinmo Kim, "VIVR: Presence of Immersive Interaction for  Visual Impairment Virtual Reality," IEEE Access, vol. 8,  pp. 196151-196159, 2020.   DOI
16 Unreal Engine 4, Epicgames, [Internet] Available:  https://www.unrealengine.com/ko 2021.
17 Zhanti Liang, Yongkang Xing, Kexin Guan, Zheng Da,  Jianwen Fan, and Gan Wu, "Design Virtual Reality  Simulation System for Epidemic (Covid-19) Education to  Public," In 2021 4th International Conference on Control and Computer Vision (ICCCV21), Association for Computing Machinery, New York, NY, USA, pp. 147-152, 2021.
18 Andreas Jungherr, and Damien Schlarb, 4The extended  reach of game engine companies: How companies like Epic  Games and Unity Technologies provide platforms for extended reality applications and the metaverse," Social Media + Society, vol. 8, no. 2, pp. 1-12, 2022.
19 HanSeong Lee, SeungTaek Ryoo, and SangHyun Seo. "A  Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4." Journal of the Korea Computer Graphics Society, vol.25, no. 4, pp. 17-24, 2019.   DOI
20 Hyung-Ik Cho, and SeungJung Shin, "A Study 이l the  Characteristics ofGame Engines for Next-Generation  Multimedia Production Education (Focusing on Unity and Unreal Game Engine)," Journal of The Korean Society for  Computer Game,vol. 34, no. 3, pp. 29-38, 2021.   DOI