• Title/Summary/Keyword: 360도 VR

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Application Method of Virtual Reality by Types of Intangible Cultural Properties (무형문화재 유형별 가상현실 적용 방법에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1489-1494
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    • 2018
  • Recently, culture technology (CT), which combines cultural contents and IT technology, is being watched as a new growth engine, and IT technology is actively utilized in preserving, inheriting and utilizing cultural heritage. For this, new areas of convergence of IT technology and cultural heritage are attracting attention. In particular, virtual reality is a representative area of IT convergence in the era of the fourth industrial revolution. Although some studies have been conducted to utilize virtual reality technology to preserve and inform cultural heritage, it is mainly limited to tangible cultural properties. In this study, we propose a methodology to develop contents of intangible cultural heritage using virtual reality technology in intangible cultural properties. To do this, we classify the types of intangible cultural properties to apply the technology to each type of intangible cultural property. Next, virtual reality, augmented reality, and $360^{\circ}VR$ video technology are applied to the intangible cultural properties classified.

Unity VR 360 Degree Content Implementation (Unity기반의 탐색적 VR 360도 콘텐츠 구현)

  • Shin, Yoo-cheol;Kim, Min-geun;Lee, Hyo-won;Kang, Ha-ram;Park, Cheol-yoo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.436-438
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    • 2021
  • This content is implemented for active seniors who actively accept IT digital content as the current metaverse generation arrives. The elderly living in the nursing home can directly explore various parts of the map through the user scenario, so that they can recall their youth or experience various views, such as a place where they spent their lives in the past or a place where they can experience their jobs. In the current situation where the aftermath of Corona is getting stronger, the elderly living in nursing homes can have a positive effect on psychological stability and prevention of depression by using this content.

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Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

A Study on Technical Elements for Vision Therapy based on VR HMD (VR HMD에서의 비전 테라피 활용을 위한 기술 요소 연구)

  • Choi, Sangmi;Kim, Jungho;Kwon, Soonchul;Lee, Seunghyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.161-168
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    • 2016
  • Thanks to mass production and provision of smartphones and the HMD (head mounted display), VR (virtual reality) is now being applied to various areas. The VR HMD is the interface equipment which allows users to have realistic experiences through human sensory organs such as vision and auditory sense. Since the majority of VR equipment is operated by the display for both eyes, 360-degree video content and the depth information, the VR mechanism is closely related to human senses, especially vision. Previous studies have focused on how to minimize negative impact such as motion sickness or visual fatigue. Little attention has been paid on research about the visual treatment. Therefore, the focus of this study is to develop technical elements for utilization of vision therapy with the VR HMD and explore possible areas to apply it. To this end, we analyzed the past case studies and technical elements to identify 16 areas for vision therapy. We also developed the optical parameters for utilization of the VR HMD visual targets. The result of this study is expected to be utilized for development of visual targets for vision therapy based on the VR HMD.

The Effect of Data-Guided Artificial Wind in a Yacht VR Experience on Positive Affect (요트 VR 체험에서 데이터 기반의 인공풍이 정적 정서에 미치는 영향)

  • Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.67-77
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    • 2022
  • The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.

Study on Virtual Reality (VR) Operating System Prototype (가상환경(VR) 운영체제 프로토타입 연구)

  • Kim, Eunsol;Kim, Jiyeon;Yoo, Eunjin;Park, Taejung
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.87-94
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    • 2017
  • This paper presents a prototype for virtual reality operating system (VR OS) concept with head mount display (HMD) and hand gesture recognition technology based on game engine (Unity3D). We have designed and implemented simple multitasking thread mechanism constructed on the realtime environment provided by Unity3D game engine. Our virtual reality operating system receives user input from the hand gesture recognition device (Leap Motion) to simulate mouse and keyboard and provides output via head mount display (Oculus Rift DK2). As a result, our system provides users with more broad and immersive work environment by implementing 360 degree work space.

원격지 공간 캡쳐 기반 가상 휴먼 합성 기술 개발

  • Choi, Seohyun;Lee, Daeseong;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.571-572
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    • 2022
  • Recently, VR/AR(virtual reality/augmented reality) contents have actively increased, and various services related to VR/AR allow users to experience remote places. Also, Metaverse technologies based on VR/AR generally used to provide content in virtual spaces. In this paper, we present a technique for synthesizing virtual humans after capturing a 360-degree panorama of a remote environment, and analyze the remote environment to identify the location where it can be captured without error, and apply a method of synthesizing virtual humans. According to this paper, it is possible to provide various captured spaces such as industrial plants, medical facilities, and schools as remote communication media.

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Fast Pattern Tracking in Cubemap Video Using Kalman Filter (큐브맵 비디오에서 칼만 필터를 사용한 빠른 패턴 추적)

  • Kim, Ki-Sik;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.43-52
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    • 2020
  • This paper presents a fast pattern tracking method using location prediction in cubemap video for 360-degree VR. A spherical cubemap frame has six face textures and searching a pattern is much slower than a flat image. To overcome the limitation, we propose a method of predicting the location of target pattern using Kalman filter and reducing the search area by considering only textures of predicted location. The experimental results showed that the proposed system is much faster than the previous method of searching all six faces and also gives accurate pattern tracking performance.

Image Stitching for generating panorama image (Image Stitching 기술을 이용한 Panorama 영상 생성)

  • Bang, Jung Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.287-288
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    • 2016
  • 본 논문에서는 한 위치에서 여러방향으로 찍은 사진들을, Image Stitching 기술을 통해 Panorama 영상을 만드는 과정에 대해 연구한다. VR이 주목 받게 됨에 따라 스마트폰이나 360도 카메라를 사용하여 이미지 스티칭 기법을 사용하여 연속적인 사진을 보여주게 되는되 이를 구현 하기 위한 배경 연구들을 분석하고 구현해 봄으로 속도 향상을 아이디어들에 대하여 연구한다.

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