• Title/Summary/Keyword: 360도 VR

Search Result 67, Processing Time 0.051 seconds

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.5
    • /
    • pp.139-145
    • /
    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

A Study on the Causal Relationship Between Attributes of VR Ad and Advertising Effectiveness: Mediating Effect of the Consumer's Innovation (VR 광고 특성과 광고효과 간의 인과관계에 관한 연구 : 소비자 혁신성의 매개효과)

  • Choi, Yun-Seul;Yu, Seung-Yeob
    • Journal of Digital Convergence
    • /
    • v.17 no.2
    • /
    • pp.37-45
    • /
    • 2019
  • This study investigated whether the model attributes of VR Ads (3D effect, presence, Dynamics, Amusement) affect the attitude of the advertising. We also examined the mediating role of consumer's innovation in the model attributes and advertising attitude of VR advertisements. To do this, VR equipment was used to induce real advertisers to experience advertisements. The causal relationship between variables was examined through covariance structure analysis. The results are as follows. First, all independent variables of the VR advertising model have a positive effect on the consumer's innovation. Second, the 3D effect, Amusement of the VR advertising model have a positive effect on the attitude of the advertising. Third, the effects of the VR advertising model on all variables are mediated by the consumer's innovation of the VR advertisement. The results of this study provide implications for understanding the characteristics of VR Ads.

Delivery of Spatial Partitioning Information for Tile-based Adaptive Bitrate Streaming Using MMT Protocol (MMT 프로토콜을 활용한 타일 기반 적응형 비트율 스트리밍을 위한 영상 분할 정보 전달 기법)

  • An, Eunbin;Kim, Ayoung;Seo, Kwangdeok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2020.07a
    • /
    • pp.51-54
    • /
    • 2020
  • 본 논문에서는 360 도 VR 영상을 전송하는 기법의 일종인 타일 기반 전송을 MMT(MPEG Media Transport) 프로토콜 기반으로 구현하기 위하여 영상의 공간 분할 정보를 전달하는 방법을 소개한다. 360 도 VR 영상 전송은 대용량 미디어 전송인 동시에 사용자의 움직임에 따라 신속하게 적응적 영상을 전달해야 한다. 타일 기반 전송은 HEVC(High Efficiency Video Coding)의 MCTS(Motion Constrained Tile Sets) 기법을 이용하여 뷰포트에 해당하는 타일들을 고화질로 전달함으로써 이러한 요구사항을 해결한다. 반면, MMT 프로토콜은 초저지연 고화질 영상 전송에 유리한 기술로써 사용자의 시점 변화에 따라 기민하게 영상의 품질을 변환시킬 수 있다. 따라서 HEVC 의 SEI(Supplemental Enhancement Information) 메시지에 포함되는 타일들의 공간 분할 정보를 MMT 프로토콜에 적용하는 방식에 따라 적응적 타일 기반 전송 기법의 효율을 높일 수 있다.

  • PDF

A Study on the Virtual Reality Sickness Measurement of HMD-based Contents Using SSQ (SSQ를 이용한 HMD기반 콘텐츠의 VR 멀미 측정 방법에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.15-32
    • /
    • 2018
  • In this research, SSQ is used to validate and explore effective indices for VR sickness and to diagnose the severity of each symptom. Therefore, this research used first, third person game and $360^{\circ}$ actual content which are mainly used in existing VR contents, and measured various sickness symptoms using SSQ. Also, according to the result of statistical analysis, increased the power and contribute to identify virtual reality sickness measurement method. In addition, this research examined the difference of gender, age and the experience of virtual reality using statistical methodology, and improved diagnostic capability.

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
    • /
    • 2022.07a
    • /
    • pp.129-131
    • /
    • 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.

  • PDF

A Study on 3D Printing of Objects on Local Cultural Heritage VR Contents (지역문화유산 VR 객체의 3D 프린팅에 관한 연구)

  • Hwang, Su Hyeon;Choi, Soon-Hyuk;Min, Ga-Young;Hong, Jang-Eui;Yoo, Kwan Hee;Kim, YoungGyun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.04a
    • /
    • pp.1069-1072
    • /
    • 2017
  • 최근에 360도 파노라마(Panorama) 사진과 영상을 이용한 가상현실 콘텐츠 제작이 급격히 증가하고 있다. 본 연구에서는 지역문화유산의 360도 파노라마 VR 콘텐츠 속에 존재하는 3D 대상물들(Objects)을 실시간으로 출력하는 시스템에 대해 연구하였다. 본 논문에서 제안하는 시스템은 지역문화유산의 가상투어(Virtual tour)뿐만 아니라 가상투어상의 주요 대상물들을 3D 프린터로 실시간 인쇄하여 소유할 수 있다는 특징을 갖는다. 지역문화유산의 가상현실을 통한 학습효과에 추가하여 주요 문화유산의 3D 모형의 출력을 통해 지역문화유산의 형태를 좀 더 현실감 있게 학습할 수 있다는 장점과 가상투어와 디지털 생산(Digital Manufacturing)/가상 생산(Virtual Manufacturing) 기술이 결합하는 새로운 형태의 서비스가 가능할 것으로 생각된다.

Experiment Method for Measuring Quality of Experience for 360-degree Video with Sensorial Effects (360도 동영상 감각효과에 대한 사용자경험품질 측정 실험 방법)

  • Jeong, Min Hyuk;Kim, Sang Kyun
    • Journal of Broadcast Engineering
    • /
    • v.25 no.1
    • /
    • pp.113-116
    • /
    • 2020
  • This paper proposes a Quality of Experience (QoE) evaluation experiment to measure the effects of 360-degree video and sensory effects on the subject's degree of immersion, satisfaction, and sense of presence. The test subject responds to a questionnaire about the degree of immersion, satisfaction, and sense of presence after experiencing a 360-degree video accompanied by sensory effects while wearing a head-mounted display (HMD) with a scent diffusion device. As a result of the response analysis, it was confirmed that the proposed experimental method is suitable for measuring the subject's degree of immersion, satisfaction, and sense of presence about 360-degree video and sensory effects. On the other hand, inserting a gray screen for comparison experiments while watching a 360-degree video was found to cause a significant decrease in immersion and realism.

Proposed Method of Selective Broadcasting System for VR Personal Media Viewer (VR 개인방송 시청자를 위한 선택적 방송 시스템 제안)

  • Nam, Jin-Sol;Kim, Min-Ju;Kang, Ye-Jin;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2017.11a
    • /
    • pp.161-163
    • /
    • 2017
  • 다양한 연령층에서 시청자가 늘어나고 있는 개인방송에서도 VR 서비스가 확대되고 있다. 기존의 VR 방송은 360도 카메라로 촬영된 영상을 시청자들이 VR로 보거나 개인방송 크리에이터들이 HMD를 착용하고 콘텐츠를 플레이 하는 영상을 시청자들이 시청하도록 구성되어있다. 시청자들의 몰입감과 흥미를 더욱 유발하기 위해 본 논문에서는 시청자의 입장에서 크리에이터가 진행하는 방송도 시청할 수 있고, 그 콘텐츠를 직접 즐길 수 있는 선택적 방송 시스템을 제안한다. 제안된 시스템은 기존의 시스템보다 시청자로 하여금 몰임감을 향상시키고 참여 한계를 극복할 수 있다.

  • PDF

Effects of Dementia Experience using Virtual Reality on Public Awareness and Attitude toward Dementia Patients (3D 가상치매체험 프로그램이 치매에 대한 태도와 인식변화에 미치는 효과)

  • Jeong, Ji Woon;Kim, Hyun Taek;Park, June Hyuk
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.4
    • /
    • pp.5-14
    • /
    • 2018
  • The Empathy for Dementia using Virtual Reality (EDuVR) system, developed by the Jeju Provincial Dementia Center, is a 3D video system capturing the experience of dementia in a first-person perspective using 360 degree vritual reality (VR) technology. It was developed to create a greater understanding of dementia and to help people empathize with individuals with dementia through an immersive VR experience. The EDuVR shows how a dementia patient has impairments in memory, orientation, language, judgment and problem solving, as well as problems with activities of daily living. The present study reported the effectiveness of the EDuVR experience in changing public awareness of, and attitude toward, dementia. Sixty-six participants were assigned to the EDuVR (n = 34) or the conventional education (n = 32) groups, and two types of questionnaires - attitude and awareness questionnaires - were administered to the subjects before and after the EDuVR experience or education. The simulator sickness and presence questionnaires were administered to the EDuVR group to assess cybersickness and presence of the VR experience. As a results, the attitude and awareness toward dementia patients changed positively in both the EDuVR and the conventional education groups, and these changes did not differ between two groups. Only one person reported a significant level of cybersicness after experiencing the EDuVR system. These results suggest that the EDuVR enhances the level of understanding and empathy for dementia and would be a useful tool for improving awareness in the general public.

  • PDF

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
    • /
    • v.22 no.11
    • /
    • pp.1489-1494
    • /
    • 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.