• 제목/요약/키워드: Immersive Content

검색결과 196건 처리시간 0.021초

멀티플레이어 가상현실 게임에 나타난 비균질성 연구 : <더 플레이룸 VR>을 중심으로 (A Study on the Heterogeneity in Multi-player VR Games : focused on )

  • 박은경;남양희
    • 한국게임학회 논문지
    • /
    • 제16권6호
    • /
    • pp.151-162
    • /
    • 2016
  • 본 논문은 멀티플레이어 VR 게임에 나타난 플레이어 참여방식의 비균질성에 주목하여, 그 함의를 규명하는 데에 목적을 둔다. 비균질성이란 멀티플레이어에게 몰입형 VR과 비몰입형 VR을 혼재하여 제공하는 방식을 지칭하는 개념이다. 최근 HMD와 같은 몰입형 VR 장치의 상용화에 따라, <더 플레이룸 VR>처럼 비균질 멀티플레이 방식을 채택한 게임이 점차 대두되기 시작했다. 이에 따라, 본고는 비균질 멀티플레이에 맞춰 수정 및 개선한 MDA 프레임워크를 통해 <더 플레이룸 VR>을 분석하였다. 그 결과, 비균질 멀티플레이는 인터페이스에서의 분리에서 그치지 않고, 플레이 양상과 경험 자체까지 상이하게 만듦을 확인할 수 있었다.

차세대 콘텐츠를 위한 AI 기술 활용 동향 및 전망 (Trends and Prospects in the Application of AI Technology for Creative Contents)

  • 홍성진;이승욱;윤민성;박지영;이수웅;김아영;정일권
    • 전자통신동향분석
    • /
    • 제35권5호
    • /
    • pp.123-133
    • /
    • 2020
  • With the development of artificial intelligence (AI) and 5G technology, an ecosystem of digital content is gradually becoming intelligent, immersive, and convergent. However, there is not enough ultra-realistic content for the ecosystem. For ultra-realistic content services, creative content technologies using AI are being developed. This paper introduces the trends in and prospects of creative content technologies such as 3D content creation, digital holography, image-based motion recognition, content analysis/understanding/searching, sport AI, and content distribution.

실감 콘텐츠 사례 분석을 통한 무형문화유산 전수 교육 활성화 방안 (A Plan to Promote Intangible Cultural Heritage Transmission Education Through the Analysis of Immersive Content Cases)

  • 진화수
    • 실천공학교육논문지
    • /
    • 제15권2호
    • /
    • pp.519-528
    • /
    • 2023
  • 최근에는 문화유산의 보존 및 전승을 위해 4차 산업혁명시대의 핵심 기술인 가상현실, 증강현실 및 확장 현실 등의 기술을 기반으로 한 다양한 연구와 콘텐츠 개발 등이 이루어지고 있다. 무형문화유산은 형태가 보이는 유형문화유산과 달리 가변적이므로 시간과 공간에 따라 변화가 크며, 이에 따라 전승자의 고령화와 죽음으로 인한 전승 단절 위기에 처해 있다. 본 연구에서는 통계자료, 검색포털을 통한 무형문화재 전수 교육관 및 플랫폼 사례를 중심으로 관련 실감 콘텐츠 제작 현황 및 사례를 수집하고 분석하였다. 분석 결과 전반적으로 무형문화유산 활용 콘텐츠 및 전수교육에서의 활용 사례가 매우 부족하다는 것을 알 수 있었다. 본 연구를 통해 전승 단절 위기에 있는 무형문화유산의 효과적 전수 교육을 위한 활성화 방안에 대해 고찰해보도록 한다.

몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발 (Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality)

  • 최창민;정형원
    • 한국엔터테인먼트산업학회논문지
    • /
    • 제13권5호
    • /
    • pp.59-65
    • /
    • 2019
  • 가상현실 콘텐츠 산업의 성장 측면에서 반드시 해결해야 할 중요한 과제인 사이버 멀미의 감소는 산업계는 물론 학계에서도 많은 관심의 대상이다. 하지만 사이버 멀미 현상에 대한 오랜 관심과 연구에도 불구하고 해결책은 미흡한 실정이다. 본 논문에서는 사용자가 몰입형 가상현실을 체험할 때 사이버 멀미를 효과적으로 측정할 수 있는 도구를 개발하여 사이버 멀미를 감소시킬 수 있는 방안을 마련함을 목적으로 한다. 먼저 선행 연구에서 사용한 사이버 멀미 측정 방법에서 사이버 멀미에 관련된 공통적인 요인을 분석하여 각각 하위 요소들로 도출하였다. 이를 토대로 몰입형 가상현실에서 효과적인 사이버 멀미 측정 평가 도구 모델을 제시하고자한다. 해당 평가 도구 모델을 사이버 멀미 감소는 물론 연구에 참고 되었으면 한다.

실감형 콘텐츠 작동을 위한 모션 기반 4D 특수효과 장치 제어 (Motion-based Controlling 4D Special Effect Devices to Activate Immersive Contents)

  • 김광진;이칠우
    • 스마트미디어저널
    • /
    • 제8권1호
    • /
    • pp.51-58
    • /
    • 2019
  • 본 논문은 펄스폭 변조(PWM, Pulse Width Modulation) 방법을 이용하여 4D 콘텐츠의 특수효과용 물리장치들을 제어하는 제스처 응용 방법에 대해 기술한다. 적외선 센서를 통해 인식되는 사용자 동작은 3D 콘텐츠 제어를 위한 명령어로 해석되고 특수효과를 발생시키는 장치를 제어하여 물리적인 자극을 사용자에게 재현한다. 이와 같이 NUI(Natural User Interface) 기법을 이용하여 콘텐츠를 제어하게 되면 사용자의 콘텐츠에 대한 직접적인 몰입감이 증대되어 사용자에게 고도의 흥미와 관심을 제공할 수 있다. 제안하는 방법의 효율성을 측정하기 위해 적외선 센서를 이용한 모션인식과 애니메이션 컨트롤러의 파라미터를 제어하여 이벤트를 전달하는 PWM 기반 실시간 선형제어 시스템을 구현하였다.

가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로 (An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education)

  • 김기윤
    • 품질경영학회지
    • /
    • 제49권3호
    • /
    • pp.405-420
    • /
    • 2021
  • Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimension'. The question was explored on why Virtual Reality (or Augmented Reality) contents are not used as educational tools in the educational field. Results: As a result, the lack of 'material access' such as devices and infrastructure affects 'motivational access' approach stage, which is the previous stage. Again, it has a negative effect on literacy, which is 'skill access' approach stage. As it was found that it was not circulating to the level of "motive-material-skill-usage", it was discussed that it was taking a different step from the past adoption process of ICT and smart media. Conclusion: Based on this, it is believed that immersive content will contribute to arousing interest that can be applied and spread in the educational field, and it is also thought that it will be possible to derive academic interest in the educational effect according to the characteristics of immersive content such as VR.

A Study on the Promotion of Yakseon Food Using Big Data

  • LEE, JINHO;KIM, AE SOOK;Hwang, Chi-Gon;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제14권4호
    • /
    • pp.41-46
    • /
    • 2022
  • The purpose of this study is to confirm and analyze the impact on consumers through big data keyword analysis on weak food. For data collection, web documents, blogs, news, cafes, intellectuals, academic information, and Google Web, news, and Facebook provided by Naver and Daum were used as analysis targets. The data analysis period was set from January 2018 to December 2021. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analyzed and visualized using the Netdraw function among UCINET6 programs. In addition, CONCOR analysis was conducted to derive clusters for similar keywords. As a result of analyzing yakseon food with keywords, a total of 35,985 cases of collected data were derived. Through this, it was confirmed that medicinal food affects consumers. Furthermore, if a business model is created and developed through yakseon food, it will be possible to lead the popularization of yakseon food.

A Study on the Trend Change of Restaurant Entrepreneurship through Big Data Analysis

  • Jong-Hyun Park;Yang-Ja Bae;Jun-Ho Park;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권4호
    • /
    • pp.332-341
    • /
    • 2023
  • Notable trends in the restaurant start-up market after the lifting of social distancing include increasing interest in start-ups, emphasizing the importance of food quality and diversity, decreasing the relative importance of delivery services, and increasing interest in certain industries. The data collection period is three years from April 2021 to May 2023, including before and after social distancing, and texts extracted from blogs, news, cafes, web documents, and intellectuals provided by Naver, Daum, and Google were collected. For the collected data, the top 30 words were derived through a refining process. In addition, based on April 2021, the application period of social distancing, data from April 2021 to April 2022, and data from May 2022 to May 2023, Through these changes in trends, founders can capture new opportunities in the market and develop start-up strategies. In conclusion, this paper provides important insights for founders in accurately understanding the changes in food service start-up trends and in developing strategies appropriate to the current market situation.

Comparative Analysis of the Status of Restaurant Start-ups Before and After the Lifting of Social Distancing Through Big Data Analysis

  • Jong-Hyun Park;Yang-Ja Bae;Jun-Ho Park;Gi-Hwan Ryu
    • International journal of advanced smart convergence
    • /
    • 제12권4호
    • /
    • pp.353-360
    • /
    • 2023
  • This paper explores notable shifts in the restaurant startup market following the lifting of social distancing measures. Key trends identified include an escalated interest in startups, a heightened focus on the quality and diversity of food, a relative decline in the importance of delivery services, and a growing interest in specific industry sectors. The study's data collection spanned three years, from April 2021 to May 2023, encompassing the period before and after social distancing. Data were sourced from a range of online platforms, including blogs, news sites, cafes, web documents, and intellectual forums, provided by Naver, Daum, and Google. From this collected data, the top 50 words were identified through a refinement process. The analysis was structured around the social distancing application period, comparing data from April 2021 to April 2022 with data from May 2022 to May 2023. These observed trend changes provide founders with valuable insights to seize new market opportunities and formulate effective startup strategies. In summary, We offer crucial insights for founders, enabling them to comprehend the evolving dynamics in food service startups and to adapt their strategies to the current market environment.

A Study on User Perception of Tourism Platform Using Big Data

  • Se-won Jeon;Sung-Woo Park;Youn Ju Ahn;Gi-Hwan Ryu
    • International journal of advanced smart convergence
    • /
    • 제13권1호
    • /
    • pp.108-113
    • /
    • 2024
  • The purpose of this study is to analyze user perceptions of tourism platforms through big data. Data were collected from Naver, Daum, and Google as big data analysis channels. Using semantic network analysis with the keyword 'tourism platform,' a total of 29,265 words were collected. The collection period was set for two years, from August 31, 2021, to August 31, 2023. Keywords were analyzed for connected networks using TexTom and Ucinet programs for social network analysis. Keywords perceived by tourism platform users include 'travel,' 'diverse,' 'online,' 'service,' 'tourists,' 'reservation,' 'provision,' and 'region.' CONCOR analysis revealed four groups: 'platform information,' 'tourism information and products,' 'activation strategies for tourism platforms,' and 'tourism destination market.' This study aims to expand and activate services that meet the needs and preferences of users in the tourism field, as well as platforms tailored to the changing market, based on user perception, current status, and trend data on tourism platforms.