• Title/Summary/Keyword: Full-body Immersion

Search Result 6, Processing Time 0.024 seconds

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.533-552
    • /
    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

Study on the Immersion by the American Audience's Biotic Response to Narrative of and (<블라인드 사이드>와 <행오버>의 서사에 대한 미국 관객의 생체반응에 의한 몰입도 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.2
    • /
    • pp.652-660
    • /
    • 2018
  • The common point between and is that the immersion was high at the point where all the place movements occurred in the narrative before the full-blown incident occurred. The immersion level showed the maximum at the turning point that passed to the place. Seven key events occur, and the audience's immersion is peaking at the time of each incident. The core event and the immersion are highly correlated. It is at a point where the background, such as movement from the third act, where the most central event is solved, or return to the original place, is changing. The immersion degree of the audience is closely related to the narrative from the first film to the third film of the narrative.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.3
    • /
    • pp.69-77
    • /
    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.

Avatar's Lip Synchronization in Talking Involved Virtual Reality (대화형 가상 현실에서 아바타의 립싱크)

  • Lee, Jae Hyun;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.4
    • /
    • pp.9-15
    • /
    • 2020
  • Having a virtual talking face along with a virtual body increases immersion in VR applications. As virtual reality (VR) techniques develop, various applications are increasing including multi-user social networking and education applications that involve talking avatars. Due to a lack of sensory information for full face and body motion capture in consumer-grade VR, most VR applications do not show a synced talking face and body. We propose a novel method, targeted for VR applications, for talking face synced with audio with an upper-body inverse kinematics. Our system presents a mirrored avatar of a user himself in single-user applications. We implement the mirroring in a single user environment and by visualizing a synced conversational partner in multi-user environment. We found that a realistic talking face avatar is more influential than an un-synced talking avatar or an invisible avatar.

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.

Variation of Vital Sign according to Time in Full Immersion of Hot and Cool Bath (온.냉욕 전신침수욕시 기간에 따른 vital sign의 변화)

  • Yi, Seung-Ju
    • Journal of Korean Physical Therapy Science
    • /
    • v.3 no.3
    • /
    • pp.35-49
    • /
    • 1996
  • This study was conducted to see variation of vital sign of hot and cool bath according to time, a questionnair survey and measurement was carried out for 32 students(sophomore) of department of physical therapy Andong Junior College on the 27th of June, 1995. The result were as follows: The average systolic blood pressure(SBP) of stability for 32 college students who were measured was 105.3mmHg, the average diastolic blood pressure(DBP) was 67.3mmHg, the average pulse frequency(PF) was 70.7(frequency/min), the average respiratory frequency (RF) was 15.6 (frequency/min), and the body temperature(BT) was $36.6^{\circ}C$. As time went on, SBP for 32 students who were measured in hot bath according to stability, 3 min, 6 min, 9 min, and 12 min was decreased(105.15 mmHg, 104.69mmHg, 104.24 mmHg, 103.03 mmHg, and 96.69 mmHg)(P=0.3006). SBP was decreased in cool bath, too(105.15 mmHg, 103.33 mmHg, 103.33 mmHg, and 100.91 mmHg), but it at 12 min was a little higher(l03.09 mmHg)(P=0.7566). As time went on, DBP according to stability, 3 min, 6 min, 9 min, and 12 minutes was decreased in hot bath(66.82 mmHg, 65.45 mmHg, 64.54 mmHg, 63.03 mmHg, and 59.39 mmHg)(P=0.0906). It was similar in cool bath(66.82 mmHg, 67.87 mmHg, 68.48 mmHg, 67.87 mmHg, and 68.78)(P=0.9654). As time went on, PF was significantly increased in hot bath(70.42 times, 86.96 times, 93.57 times, 99.30 times, and 101.78 times)(P=0.0001). It was a little increased in cool bath, too (70.42 times, 70.85 times, 71.63 times, 71.06 times, and 71.45 times)(P=0.9803). As time went on, RF was significantly increased in hot bath(15.75 times, 19.09 times, 22.09 times, 24.94 times, and 26.48 times)(P=0.0001). I t in cool bath of stability, 3 min, and 6 min was a little increased(15.75 times, 19.30 times, 19.39 times), but it in 9 min(18.67 times), and 12 min(18.09 times) was a little decreased(P=0.0176). As time went on, BT was significantly increased in hot bath($36.63^{\circ}C,\;37.45^{\circ}C,\;37.81^{\circ}C,\;38.12^{\circ}C,\;38.33^{\circ}C$)(P=0.0001). It was a little increased in cool bath of stability and 3 min($36.63^{\circ}C,\;37.40^{\circ}C$), but others are similar($37.33^{\circ}C,\;37.37^{\circ}C$, and $37.36^{\circ}C$)(P=0.0001). It was revealed by this study, SBP and DBP according to time in hot and cool bath were decreased. PF, RF, and BT in hot bath were higher, RF and BT in cool bath were higher too. but PF was similar.

  • PDF