• Title/Summary/Keyword: 360 VR

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A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.19-28
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    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.

Projection format and quality metrics of 360 video (360 VR 영상의 프로젝션 포맷 및 성능 평가 방식)

  • Park, Seong-Hwan;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.182-184
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    • 2019
  • 최근 사용자에게 더욱 몰입감 있는 콘텐츠를 제공하기 위한 기술에 대한 관심이 증가하고 있으며 그 중 가장 대표적인 것이 360 VR 영상이라고 할 수 있다. 미디어 표준화 단체인 MPEG(Moving Picture Experts Group)에서는 MPEG-I(Immersive) 차세대 프로젝트 그룹을 이용하여 이러한 움직임에 대응하고 있다. MPEG-I는 2021년 말 6DoF VR 영상을 목표로 8개의 파트가 표준화를 진행중이다. 360 VR 영상의 경우 획득시 영상의 픽셀들이 3D 공간 상에 존재하게 되는데, 이를 처리 및 출력 하귀 위해서는 2D 영상으로 전환이 필요하며 이 때 사용되는 것이 Projection format이다. 현재 JVET(Joint Video Exploration Team)에서는 3D에서 2D로 전환이 이루어 질 때 손실을 최소화 하기 위한 Projection format들에 대한 연구가 이루어 지고 있다. 본 논문에서는 현재까지 제안된 다양한 Projection format들에 대하여 소개하고 이에 대한 성능 측정 방식에 대하여 소개한다.

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A Study of Direction of VR Animation <Goodbye Mr Octopus> (VR애니메이션 <Goodbye Mr Octopus> 연출 연구)

  • Lee, TaeGu;Park, Sukyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.135-140
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    • 2023
  • VR animation allows you to see 360-degree screen production that cannot be seen in existing animation production while being located in the space within the animation. <Goodbye Mr Octopus>, a VR animation produced in 2020, was selected at the 77th Venice Film Festival as an immersive short film. This is the story of an adolescent girl, Stella, who is celebrating her 16th birthday, and her conflict with her strict father is resolved through a letter from her mother. It is a narrative composed of a total of 11 scenes, and in each scene, new directing elements of VR video grammar, such as gaze induction, time flow, and space conversion directing, were analyzed. Gaze-inducing directing minimized the inconvenience of 360-degree gaze, and time and space conversion directing was analyzed as an effect of increasing the audience's immersion according to narrative events.

Method for Applying Wavefront Parallel Processing on Cubemap Video (큐브맵 영상에 Wavefront 병렬 처리를 적용하는 방법)

  • Hong, Seok Jong;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.22 no.3
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    • pp.401-404
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    • 2017
  • The 360 VR video has a format of a stereoscopic shape such as an isometric shape or a cubic shape or a cubic shape. Although these formats have different characteristics, they have in common that the resolution is higher than that of a normal 2D video. Therefore, it takes much longer time to perform coding/decoding on 360 VR video than 2D Video, so parallel processing techniques are essential when it comes to coding 360 VR video. HEVC, the state of art 2D video codec, uses Wavefront Parallel Processing (WPP) technology as a standard for parallelization. This technique is optimized for 2D videos and does not show optimal performance when used in 3D videos. Therefore, a suitable method for WPP is required for 3D video. In this paper, we propose WPP coding/decoding method which improves WPP performance on cube map format 3D video. The experiment was applied to the HEVC reference software HM 12.0. The experimental results show that there is no significant loss of PSNR compared with the existing WPP, and the coding complexity of 15% to 20% is further reduced. The proposed method is expected to be included in the future 3D VR video codecs.

An Advanced QER Selection Algorithm Based on MMT Protocol for 360-Degree VR Video Streaming (MMT 프로토콜 기반의 360도 VR 비디오 전송을 위한 개선된 QER 선택 알고리듬)

  • Kim, A-young;An, Eun-bin;Seo, Kwang-deok
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.948-955
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    • 2019
  • As interests in 360-degree VR (Virtual Reality) video services enormously grow, compression and streaming technologies for VR video data have been rapidly developed. Quality Emphasized Region (QER) based streaming scheme has been developed as a kind of viewport-adaptive 360-degree video streaming technology for maintaining immersive experience and reducing bandwidth waste. For selecting a QER corresponding to the user's gaze coordinate, QER-based streaming scheme requires the calculation of Quality Emphasis Center (QEC) distance and signaling message delivery for requesting QER switching. QEC distance calculations require high computational complexity because of repeated calculations as many times as the number of QERs. Furthermore, the signaling message interval results in a trade-off relationship between efficient bandwidth usage and flexible QER switching. In this paper, we propose an improved QER selection algorithm based on MMT protocol to solve this problem. The proposed algorithm could achieve computational complexity reduction by using preprocessed QER_ID_MAP. Also, flexible QER switching could be achieved, as well as efficient bandwidth utilization by an adaptive adjustment of the signaling interval.

Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

Advanced Seam Finding Algorithm for Stitching of 360 VR Images (개선된 Seam Finder를 이용한 360 VR 이미지 스티칭 기술)

  • Son, Hui-Jeong;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.656-668
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    • 2018
  • VR (Virtual Reality) is one of the important research topics in the field of multimedia application system. The quality of the visual data composed from multiple pictures depends on the performance of stitching technique. The stitching module consists of feature extraction, mapping of those, warping, seam finding, and blending. In this paper, we proposed a preprocessing scheme to provide the efficient mask for seam finder. Incorporating of the proposed mask removes the distortion, such as ghost and blurring, in the stitched image. The simulation results show that the proposed algorithm outperforms other conventional techniques in the respect of the subjective quality and the computational complexity.

Structural study on storytelling of VR contents (VR 콘텐츠의 스토리텔링에 대한 구조적 연구)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.295-300
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    • 2019
  • Modern society is the era of convergence, and storytelling requires the necessity of storytelling in which two types of data types, emotional stories and information, are fused. Particularly, in the case of VR contents, the user must directly participate in the content and select the information through the process of freely searching $360^{\circ}$ space, so that the user can interact with the content immediately. Therefore, there is a limit to access to the existing storytelling method, and it is considered that the implementation of 'convergent storytelling' that meets two areas of sensitivity and information is considered to be an urgent genre. In this paper, we focus on the spatial characteristics of VR contents, and then, as a way to effectively implement 'convergent storytelling' in VR contents, We propose a custom system by organizing the type into a circle structure. Based on this, it is expected that the technology will be developed into a research of a personalized system that meets two areas of emotion and information by utilizing the context recognition process for VR content and interaction in the fourth industrial revolution era.

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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Drone View Contents Design Using The GPS-Based Drones and VR (GPS 기반의 드론과 VR을 활용한 드론뷰 콘텐츠 설계)

  • HYUN, MANSEOK;Choi, Kwang hoon;Kim, Jai-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.171-174
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    • 2016
  • 2016년 CES(Consumer Electronic Show)의 가장 큰 이슈는 드론과 VR이었다. 드론을 사용한 다양한 산업 기술의 발전과 VR을 사용한 새로운 시각효과는 사람들에게 많은 관심을 불러일으켰다. 드론과 VR의 영상기술의 발전과 발맞추어 액션 카메라와 360도 카메라의 기술도 발달하고 있다. 본 논문에서는 Drone과 360도 카메라, VR을 사용한 드론뷰 콘텐츠를 설계한다. 드론뷰 콘텐츠란 드론을 사용하여 로드뷰를 촬영하는 것을 의미한다. 드론뷰 콘텐츠를 활용한 시스템은 사용자가 지도상에서 찾고자 하는 지점의 좌표나 주소를 입력하면 모바일과 VR을 통해 해당 위치의 영상정보를 보여줄 수 있다. 또한 본 논문에서는 naver, daum, google에서 제공하는 기존의 국내 로드뷰 서비스와는 차별화된 해당 콘텐츠의 특징에 대해 기술하였다. 마지막으로 해당 시스템의 구현방법에 대해 설명하며, 시스템의 차후 확장성에 대해 연구하였다.