• Title/Summary/Keyword: 가상현실 웹툰

Search Result 5, Processing Time 0.025 seconds

Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.2
    • /
    • pp.308-315
    • /
    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.10
    • /
    • pp.147-153
    • /
    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Research on basic practice XR service for disabled handball players (장애인 핸드볼 선수를 위한 기초연습 XR 서비스에 대한 연구)

  • Ju-Seok Kim;Seung-Won You;Byong-Kwon Lee;San-Hwa Lee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2024.01a
    • /
    • pp.363-365
    • /
    • 2024
  • 본 논문에서는 제한된 공간에서 효과적인 기초연습이 필요한 장애인 핸드볼 선수들을 대상으로, XR(Extended Reality) 기술을 활용한 특화된 훈련 서비스를 개발하고자 한다. 경기장에 물리적으로 참석할 필요 없이 집이나 사무실에서 편안하게 핸드볼 게임을 경험하고 연습할 기회가 현재 제한되어 있다. 이 연구의 목적은 장애인이 멀티플레이어 환경에서 기초 연습하는 방법 개발에 중점을 두어 이러한 한계를 해결하는 것이다. 이를 통해 선수들은 제한된 실내 환경에서도 가상 현실(VR) 및 증강 현실(AR)을 활용하여 핸드볼 게임을 쉽게 경험하고 연습할 수 있는 가능성을 제공한다.

  • PDF

STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.4
    • /
    • pp.653-664
    • /
    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.