• Title/Summary/Keyword: 유니티 VR

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A Study on the Unity-based Webtoon VR Production Process (유니티 기반 웹툰VR 제작 과정에 관한 연구)

  • Kim, Eun-Ji;Lee, Sang Hwa;Lee, Byong-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.129-131
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    • 2022
  • 본 프로젝트는 Unity3D Tool 기반의 가상 체험용 웹툰 VR 제작 과정을 설계하고 구현했다. 프로젝트의 핵심 기능 및 환경은 게임 제작용 툴인 Unity를 사용하여 웹과 모바일 앱에서 다양하게 접근할 수 있도록 제작하는 것이다. 웹에서는 키보드와 마우스로 제어하고 모바일 앱에서는 VR 장치를 통해 자체 컨트롤러 기능을 활용하여 이동 및 제어 처리했다. 그리고 VR 장치를 활용한 앱 컨트롤러는 시선으로 제어할 수 있도록 했다. 본 연구는 유니티(unity)기반의 웹툰VR 제작 과정을 구현한 연구이다. 웹툰 기반의 VR 연구는 기존의 2D 형태의 보기만 하는 과정을 VR 기술을 이용해 360도 웹툰을 볼 수 있고 체험할 수 있다. 연구에서는 사용한 장비로 오큘러스 퀘스트(HMD 장치)이다.

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Technological trend of VR/AR maintenance training and API Implementation Example based on Unity Engine (VR/AR 정비교육의 기술동향과 유니티 엔진기반의 API 구현사례)

  • Lee, Jee Sung;Kim, Byung Min;Choi, Kyu Hwa;Nam, Tae Hyun;Lim, Chang Joo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.111-119
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    • 2018
  • National agencies and corporations are making a lot of efforts to educate mechanics from high school to university and enterprise training center to train as skilled mechanic. but the theoretical training using textbooks and the training using equipment not used in the field did not provide proper maintenance training. And education using special equipment or assuming dangerous situation was very dangerous, so we were carrying out education with video or photo. In recent, there have been a number of cases in which effective training simulations have been researched and developed in order to experience situations and solve problems safely through simulation from simple maintenance to special maintenance by combining VR and AR. This paper describes the comparative study of the existing APIs such as Danuri VR, DisTi Engine and Remote AR for general purpose AR/VR contents. We also proposed a AR/VR API based on Unity 3D Engine for AR/VR maintenance contents. The API can be used for maintenance contents developers efficiently.

Stitching among 360 VR Scenes guaranteeing the user's unconstrained movement (사용자의 자율적인 이동을 보장하기 위한 360 VR Scene간 정합 방법)

  • Shin, Jaemo;Jeong, Eunyoung;You, Dongho;Kim, Dong Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.200-201
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    • 2017
  • 본 논문은 파노라마 이미지로 구현된 VR Scene들을 연결해 더욱 실감 나는 가상현실 환경을 제공하는 방법을 제안한다. 특히 게임 개발 엔진인 "유니티" 안에서 자율적으로 시점, 공간이동이 가능한 캐릭터를 통해 사용자가 가상현실 환경에 더욱 몰입할 수 있게 VR 프로그램을 구현하였다. 사용자가 실제와 흡사한 가상 환경 속에서 자율적으로 움직일 수 있는 콘텐츠는 VR 시장에서 난제이자 꼭 해결해야 할 Killer contents로 여겨지고 있다. 따라서 본 논문에서 제안하는 내용은 실제 이미지로 구현된 VR 환경에서 컨트롤러를 통해 자율적으로 시점, 공간 이동을 할 수 있으므로 VR 산업에서 주요 관심사로 주목될 것으로 예상한다.

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A Study on the Development of Software Education Program to Activate Employment for the Disabled

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.209-216
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    • 2022
  • In this paper, we propose an effective software education program to promote employment of the disabled and verify the effectiveness of SW education through pilot operation. In this SW education program, we develop a SW curriculum consisting of the basic course, Unity programming course, and the advanced course, AR/VR digital content development course. The SW education achievement standard develops the basic and advanced course achievement standards in consideration of the level of the virtual reality content production job of the National Competency Standards(NCS) and the SW education achievement standards of youth with visual, hearing, and physical disabilities. SW education materials are developed on a project basis so that one AR/VR digital content can be implemented step by step according to the intellectual level of the disabled based on Unity. SW education pilot training is conducted as online education based on Blended Learning due to COVID-19. In order to derive the SW education effect and each learner's individual SW education academic achievement for the SW education pilot training, a survey is conducted on learners, and the results are analyzed. In the basic course, 77.3% of learners achieved academic achievement above excellent(80-90), and in the advanced course, 48.8% of learners achieved academic achievement above excellent(80-90). These results verify that the SW education program for the disabled developed in this paper is effective in activating employment for the disabled.

Development of Puzzle and reasoning multiple access game using VR (VR을 활용한 퍼즐 및 추리 다중접속게임 개발)

  • Im, Chang-bin;Kim, Ye-ran;Kang, Myeung-jin;Jung, Young-Seok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.521-522
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    • 2021
  • 본 논문에서는 2019년 COVID-19로 인한 사회적 거리 두기 단계 증가에 따라 집에서 여가시간을 보내는 사람들이 많아짐에 따라 Unity 개발툴 기반 VR(Virtual Reality) 다중접속 지원 게임을 개발했다. 기본적으로 협동게임이고 게임 속에서 문제해결 능력을 요구하기 때문에 문제해결 능력향상에 도움이 되고 다중접속으로 만남을 통해 서로 소통하고 상호작용을 한다.

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Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구)

  • Yunsik, Cho;Jinmo, Kim
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.5
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    • pp.1-11
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    • 2022
  • 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.

Development of 3D Joystick for Flight Simulator using Gyro Sensor (자이로 센서를 활용한 비행 시뮬레이터용 3D 조이스틱 개발)

  • Cha-Hun Park;Sung-Ho Lee;Myeong-Chul Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.333-334
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    • 2023
  • 비행시뮬레이터는 ICT 및 SW 응용분야에 속하는 기술로 항공기의 환경을 재현하는 시뮬레이션 환경을 제공한다. 시뮬레이터의 조종 장치인 일반적인 조이스틱을 대체한 기존 VR장비의 컨트롤러는 허공에 들고 조종하므로 정확하고 정교한 실제 항공기 조종에 사용하기에는 많은 문제점이 있다. 본 연구에서는 비행시뮬레이터와 VR분야에서 사용될 수 있는 가속도 센서와 진동 센서를 적용한 3D 조이스틱을 제안한다. 이를 위하여 3축 센싱과 정보를 표시하는 디스플레이 및 와이파이 통신을 위한 보드를 설계하고 유니티 기반의 가상 환경을 구현하여 적용 가능성을 확인하였다. 정상적으로 통신 인터페이스를 통하여 조종 장치가 동작하였고 게임 및 구현된 보드에서 확인한 센싱값이 일치함을 확인하였다. 연구의 결과물은 비행시뮬레이터 외에도 VR 및 다양한 메타버스 관련 콘텐츠에 사용될 수 있을 것으로 판단한다.

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Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

A Study on Efficient Positioning of Subtitles in 360 VR (360 VR 영상에서 효율적인 자막 위치 선정에 관한 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.93-98
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    • 2020
  • In this paper, we proposed a technique in which subtitles are followed according to changes in the user's viewpoint in 360 VR. Create a Sphere object in Unity's Scene and insert a 360-degree image on the surface of the Sphere object. At this time, the ReverseNormals script is used to convert the viewpoint to the inside. The SightOrbitproved script is used to modify the camera view. Use this script to set the environment in which subtitles can move depending on the viewpoint. Next, add the 3D text (subtitle) that the user wants to the lower layer of the main camera and build a 360 VR object. The 3D text subtitles implemented through this study were compared according to the change of the user's viewpoint. As a result, as the viewpoint changes, normal subtitles flow out of line of sight according to the user's point of view, but 3D Text subtitles move according to the user's point of view, and it can be seen that the user can always view the subtitles.