• Title/Summary/Keyword: 구글 카드보드

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The VR Cinema Evacuation Guide System using Google Cardboard (구글 카드보드를 이용한 VR 영화관 대피 안내 시스템)

  • Lee, Se-Hoon;Kim, Yong-Ho;Won, Woon-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.33-34
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    • 2015
  • 본 논문에서는 영화관을 중심으로 위급상황 발생 시 이를 대처할 수 있는 능력을 게임을 이용하여 체험하는 것을 목표로 한다. 특히 화재 등의 재난이 일어났을 때에 영화관 이용자들의 피난을 신속하고 용이하게 이루어 질 수 있도록 미리 간접적으로 경험하고 실제 상황으로 접하더라도 당황하지 않고 질서를 유지하며 알맞은 비상 통로로 이동할 수 있는 토대를 마련한다.

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Implementation of the Smombie (smartphone zombie) VR experience game using Google Cardboard and Bluetooth controller (구글 카드보드와 블루투스 컨트롤러를 이용한 스몸비(스마트폰 좀비) VR 체험 게임)

  • Kim, Ji-hyun;Seo, Mi-hye;Yang, Seon-young;Lee, Bo-hyun;Jin, I-seul;Park, Su e;Park, Jung-kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.212-215
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    • 2017
  • In this paper, VR game was produced to inform the danger of using smartphone while walking and to raise awareness. In this VR games, you can experience Smombie (smart phone and zombie compound word) like a real situation by using Google card board and Bluetooth controller. Designed as a directions game of everyday material, the user indirectly experiences the dangerous situations that may actually occur in everyday life. In the virtual space, you can see the map on the smartphone, navigate the route, and send text messages using the controller during the game. We will explain how to implement smartphone map and send text message using controller which are the main functions of VR game.

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A 3D FPS Game based on Virtual Reality (가상현실 기반의 3D FPS 게임)

  • Woo, Young Woon;Baek, Soon Ho;Cha, Young Ho;Kim, Geun Ho;Heo, Jong Hoon;Kim, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.205-206
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    • 2016
  • 본 논문에서는 가상현실을 이용해 청소체험을 3D 게임에 접목하여 재미와 교육을 함께 접목한 전 연령층을 대상으로 한 체감형 게임 콘텐츠를 개발하였다. 이 가상현실 3D 게임은 제한시간동안 맵에서 돌아다니는 몬스터 처치, 오염물질 정화를 하면서 점수를 획득 할 수 있다. 사용자는 전용 컨트롤러를 스마트폰과 블루투스 페어링을 하고 구글 카드보드를 장착하여 1인칭시점을 통해 게임을 조작할 수 있다. 이 가상현실 3D 게임 개발과 같이 향후 가상현실은 여행/군사/의료 등 다양한 분야에 적용이 되어, 사용자들은 보다 현실적인 체험을 할 수 있다.

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A Virtual Reality Game Controller Based on Bluetooth (블루투스 기반의 가상현실 게임 컨트롤러)

  • Woo, Young Woon;Baek, Soon Ho;Cha, Young Ho;Kim, Geun Ho;Heo, Jong Hoon;Kim, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.207-208
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    • 2016
  • 본 논문에서는 아두이노와 블루투스 모듈이 결합된 블루이노2 보드를 활용한 컨트롤러를 제작하였다. 컨트롤러는 버튼, 아날로그 조이스틱, 자이로 센서로 구성되어 있으며 각 부품의 데이터 값을 블루투스로 전송하면 유니티 엔진을 이용하여 제작된 게임이 작동되는 것이다. 컨트롤러와 함께 구글 카드보드를 이용한 스마트폰으로 가상현실 게임을 체험 할 수 있게 된다.

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Distortion Calibration and FOV Adjustment in Video See-through AR using Mobile Phones (모바일 폰을 사용한 비디오 투과식 증강현실에서의 왜곡 보정과 시야각 조정)

  • Widjojo, Elisabeth Adelia;Hwang, Jae-In
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.43-50
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    • 2016
  • In this paper, we present a distortion correction for wearable Augmented Reality (AR) on mobile phones. Head Mounted Display (HMD) using mobile phones, such as Samsung Gear VR or Google's cardboard, introduces lens distortion of the rendered image to user. Especially, in case of AR the distortion is more complicated due to the duplicated optical systems from mobile phone's camera and HMD's lens. Furthermore, such distortions generate mismatches of the visual cognition or perception of the user. In a natural way, we can assume that transparent wearable displays are the ultimate visual system which generates the least misperception. Therefore, the image from the mobile phone must be corrected to cancel this distortion to make transparent-like AR display with mobile phone based HMD. We developed a transparent-like display in the mobile wearable AR environment focusing on two issues: pincushion distortion and field-of view. We implemented our technique and evaluated their performance.

Development of Baekje cultural tourism contents by utilizing portable VR glasses (휴대용 가상현실 안경을 접목한 백제문화 관광 콘텐츠 개발)

  • Kang, Byoung-Gil;Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.317-323
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    • 2018
  • Although various kinds of VR services are being carried out in the tourism field, The virtual reality experiences are still costly, since they could be realized in a limited space with some kinds of expensive equipment such as HMD. In this study, we propose a mobile virtual reality tourism experience using an easy and simple Google card board and user's smartphone because most tourist sites are outdoors and most of users like enjoying sightseeing and experience at the same time. For this purpose, we constructed a system that provides tourist information in real time employing both the IoT and VR techniques. Especially we develpoed a tourism contents for the UNESCO World Heritage Communities of Baekje Historical Site and Songsanri Tumulus. In addition, we virtually restored the royal palace in Gongju and confirmed the historical experience by VR flatform could be popular with people.

The Effect of Invisible Cue on Change Detection Performance: using Continuous Flash Suppression (시각적으로 자각되지 않는 단서자극이 변화 탐지 수행에 미치는 효과: 연속 플래시 억제를 사용하여)

  • Park, Hyeonggyu;Byoun, Shinchul;Kwak, Ho-Wan
    • Korean Journal of Cognitive Science
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    • v.27 no.1
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    • pp.1-25
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    • 2016
  • The present study investigated the effect size of attention and consciousness on change detection. We confirmed the effect size of consciousness by comparing the condition which combined attention and consciousness and the condition of attention without consciousness. Then, we confirmed the effect size of attention by comparing the condition of attention without consciousness and the control condition which excluded attention and consciousness. For this purpose, change detection task and continuous flash suppression (CFS) were used. CFS renders a highly visible image invisible. In CFS, one eye is presented with a static stimulus, while the other eye is presented with a series of rapidly changing stimuli, such as mondrian patterns. The result is that the static stimulus becomes suppressed from conscious awareness by the stimuli presented in the other eye. We used a customized device with smartphone and google cardboard instead of stereoscope to trigger CFS. In Experiment 1-1, we reenacted some study to validate our experimental setup. Our experimental setup produced the duration of stimulus suppression that were similar to those of preceding research. In Experiment 1-2, we reenacted a study for attention without consciousness using an customized device. The results showed that attention without consciousness more strongly work as a cue. We think that it is reasonable to use CFS treatment employing smartphone and google cardboard for a follow-up study. In Experiment 2, when performing the change detection task, we measured the effect size of consciousness and attention by manipulating the consciousness level of cue. We used the method in which everything but the variable of interest kept being fixed. That way, the difference this independent variable makes to the action of the entire system can be isolated. We found that there was significant difference of correct response rate on change detection performance among different consciousness level of cue. In this study, we investigated that not only the role of attention and consciousness were different also we were able to estimated the effect size.

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