• Title/Summary/Keyword: Immersive Content

Search Result 182, Processing Time 0.023 seconds

A Study of Development and Production of Relaxing VR Content

  • Kim, Mijung
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.194-203
    • /
    • 2021
  • Virtual reality is being increasingly used for healing and therapy for mental health. In this study, we developed VR-based immersive content that enables virtual travel without the limitations of time and physical conditions. We aim to develop and produce VR content for relaxation and meditation using the beautiful natural scenery. To make realistic and immersive content, we took a video of natural sceneries with a small UAV connected to a VR camera. The content was developed through stitching, video editing and post-processing of the initially captured video data, and then the created VR video was inserted into the VR device. The produced content will be helpful for stress and used to heal the mind and body of exhausted modern people by providing the place with great scenery and sound in an immersive way at any time.

Research on immersive elements to improve the reality of AR / VR content (AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구)

  • Heo, Junwon;Byun, Daniel H.
    • Trans-
    • /
    • v.13
    • /
    • pp.17-34
    • /
    • 2022
  • This paper summarizes the differences and characteristics between virtual worlds and virtual reality, and advances research on immersive elements for improving the reality of virtual worlds. The immersive elements are broadly studied by separating the sensory immersive elements and the technical immersive elements, focusing on the sensory organs of sight, perception, touch, and hearing, and investigating the correlation between these elements to improve the immersive feeling in content design. Set standards.

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
    • /
    • v.21 no.2
    • /
    • pp.155-191
    • /
    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
    • /
    • v.27 no.5
    • /
    • pp.654-664
    • /
    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

Screen Content Coding Analysis to Improve Coding Efficiency for Immersive Video (몰입형 비디오 압축을 위한 스크린 콘텐츠 코딩 성능 분석)

  • Lee, Soonbin;Jeong, Jong-Beom;Kim, Inae;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
    • /
    • v.25 no.6
    • /
    • pp.911-921
    • /
    • 2020
  • Recently, MPEG-I (Immersive) has been exploring compression performance through standardization projects for immersive video. The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR). MIV is a model that processes the Basic View and the residual information into an Additional View, which is a collection of patches. Atlases have the unique characteristics depending on the kind of the view they are included, requiring consideration of the compression efficiency. In this paper, the performance comparison analysis of screen content coding tools such as intra block copy (IBC) is conducted, based on the pattern of various views and patches repetition. It is demonstrated that the proposed method improves coding performance around -15.74% BD-rate reduction in the MIV.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
    • /
    • v.8 no.2
    • /
    • pp.49-54
    • /
    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

The Effects of Education for Body Changes through Food Intake in Immersive Virtual Environments (몰입형 가상 환경 기반 음식물 섭취에 따른 신체 변화 교육 효과 분석)

  • Shin, Kwang-Seong;Ryu, Ji Hyun;Cho, Chungyeon;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.12
    • /
    • pp.1964-1967
    • /
    • 2021
  • Recently, to improve the effectiveness of education to learn from textbooks, immersive 3D environments such as virtual reality(VR) has been widely used for education. In this paper, in order to intuitively present education about content scenarios on changes in the human body according to food intake, we consist an immersive virtual reality environment to express the same life-size organs. The participants in our educational system showed higher results in all items compared to the existing textbook-based education such as immersion, understanding, and quality of education program. Also it was found the importance of interactivity to increase the effectiveness of immersive class.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.8
    • /
    • pp.1033-1040
    • /
    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

A Study on the Consumer Perception and Keyword Analysis of Meal-kit Using Big Data

  • Jung, Sunmi;Ryu, Gihwan;Lim, Jeongsook;Kim, Heeyoung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.2
    • /
    • pp.206-211
    • /
    • 2022
  • As the level of consumption is improved and cultural life is pursued, the consumer's consciousness structure is rapidly changing, and the demand for product selection level, variety, and quality is becoming more diverse. The restaurant economy is falling due to the prolonged COVID-19, the economic recession, income decline, and changes in population structure and lifestyle, but the Meal- kit market is growing rapidly. This study aims to identify the consumer perception of Meal-kit, which is rapidly growing as an alternative to existing meals in the fields of dining out, food, and distribution due to the development of technology and social environment using big data. As a result of the analysis, the keywords with the highest frequency of appearance were in the order of Meal-kit, Cooking, Product, Launching, and Market and were divided into 8 groups through the CONCOR analysis. We want to identify consumer trends related to the key keywords of Meal-kit, present effective data related to Meal-kit demand for Meal-kit specialized companies, and provide implications for establishing marketing strategies for differentiated competitive advantage.

3D Filmmaking for User-Selective UHD Stereoscopic Media System: A Case Study on the Film The Old, the New and the Other

  • Cha, Minchol;Hamacher, Alaric;Simon, Sebastien
    • Journal of Multimedia Information System
    • /
    • v.8 no.4
    • /
    • pp.277-284
    • /
    • 2021
  • Despite skepticism about commercial potential, the stereoscopic 3D cinema is still a form that any filmmaker can choose to employ for its aesthetics and its immersive potential. Based on a haptic illusion, the stereoscopic media content requires a new perspective different from the principle of 2D media content in terms of creation and acceptance. This paper examines the technical and aesthetic issues of stereoscopic 3D film production from the perspective of today's emerging realistic and immersive media through a case study. One of the key factors for successful content creation and research and development in stereoscopic 3D cinema is the combination of artistic principles together with technical mastering of the new image technology. The purpose of this paper is to outline the principal challenges and research topics in stereoscopic 3D cinema through a case study of stereoscopic 3D pilot film production for the 'User-Selective UHD Stereoscopic Media Service Platform' of the ETRI (Electronics and Telecommunications Research Institute). This paper intends to examine stereoscopic 3D filmmaking workflow and production methodologies, as well as technical elements and aesthetic issues.