• Title/Summary/Keyword: Immersive Content

Search Result 199, Processing Time 0.022 seconds

Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games (스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로)

  • Song, Seungyeol;Lim, Sang Guk
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.6
    • /
    • pp.844-851
    • /
    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

Metaverse-based Immersive Climbing Content Development using Virtual Reality (가상현실을 이용한 메타버스 기반실감형 암벽등반 콘텐츠 개발)

  • Lee, Juyeob;Oh, Junseok;Jeon, Suyeon;Kim, Dongho
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.167-168
    • /
    • 2022
  • 코로나 19로 인한 팬데믹 상황과 함께 비대면 서비스인 메타버스와 가상현실이 큰 관심을 받고 있다. 본 논문에서는 메타버스 기반 암벽등반 콘텐츠를 통해 전 세계의 유명한 산악 랜드마크를 탐험할 수 있게 하는데 필요한 기술과 구현한 콘텐츠에 대해 설명한다.

  • PDF

Compact near-eye display for firefighter's self-contained breathing apparatus

  • Ungyeon Yang
    • ETRI Journal
    • /
    • v.45 no.6
    • /
    • pp.1046-1055
    • /
    • 2023
  • We introduce a display for virtual-reality (VR) fire training. Firefighters prefer to wear and operate a real breathing apparatus while experiencing full visual immersion in a VR fire space. Thus, we used a thin head-mounted display (HMD) with a light field and folded optical system, aiming to both minimize the volume for integration in front of the face into a breathing apparatus and maintain adequate visibility, including a wide viewing angle and resolution similar to that of commercial displays. We developed the optical system testing modules and prototypes of the integrated breathing apparatus. Through iterative testing, the thickness of the output optical module in front of the eyes was reduced from 50 mm to 60 mm to less than 20 mm while maintaining a viewing angle of 103°. In addition, the resolution and image quality degradation of the light field in the display was mitigated. Hence, we obtained a display with a structure consistent with the needs of firefighters in the field. In future work, we will conduct user evaluation regarding fire scene reproducibility by combining immersive VR fire training and real firefighting equipment.

Hyper-reality Metaverse Technology Trends and Development Prospects (초실감메타버스 기술 동향 및 발전 전망)

  • Y.S. Cho;E.H. Hyun;S.J. Bae;H. Jeong;S.D. Ahn
    • Electronics and Telecommunications Trends
    • /
    • v.39 no.2
    • /
    • pp.1-11
    • /
    • 2024
  • The metaverse is expected to evolve into an immersive environment based on photorealistic stereoscopic imaging to integrate real and virtual worlds. To transition from flat images to immersive stereoscopic images, such as light fields and holograms, a continuous cycle of technological development should be reached in media, content, and device technologies, ranging from acquisition and generation to transmission and synthesis as well as reproduction and interaction. Additionally, owing to the multitude of components involved in the metaverse, proper service realization will be challenging without concurrent advancements in computing and communication technologies that facilitate the integration of such components. We introduce research and development trends in media, contents, and devices at the Electronics and Telecommunications Research Institute toward the next generation of stereoscopic images.

Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
    • /
    • v.12 no.3
    • /
    • pp.119-126
    • /
    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.

Transformation of the Music Market brought about by Technology (테크놀로지가 가져온 음악 시장의 변혁)

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.3
    • /
    • pp.537-541
    • /
    • 2022
  • As technology advances, various applications linked to the music industry are becoming popular through new media. There have been many changes in the music market. Beyond the existing music market, where music copyright and performance rights were the center of the music business, we are unifying and operating communication channels that connect artists and fans, such as investment products derived from music copyrights. The technology that connects the fandom with additional business digital content has transformed into global platforms such as HYBE Entertainment's and YG Entertainment's Weverse, as well as SM Entertainment's Bubble. In addition, various national support projects to build a 5G MEC (MobileEdge Computing) environment to quickly respond to the rapidly changing 5G industry ecosystem are supporting for the immersive content demonstration, immersive content testing, and technical analysis, we are laying the groundwork to efficiently respond to the ever-expanding metaverse content market. Technology is changing dramatically. Therefore, we would like to study to changes in the music market brought about by technology and suggest strategies for a new era in the music business.

Analyzing trends in cultural contents tourism using big data

  • Youn-hee Choi;Sang-Hak Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.4
    • /
    • pp.326-331
    • /
    • 2023
  • Korea's cultural content industry can develop into another unique tourism industry. However, since other prior studies focus on the Japanese content industry, this study identifies modern industrial trends by combining the unique characteristics of Korean content, that is, cultural content tourism, and the analysis ability of big data. The current status and direction of the cultural content tourism industry were studied by utilizing the extensive information collection and in-depth analysis capabilities of big data, and as a result, it was confirmed that the trend of the cultural content industry is related to the business aspect of cultural content, not the pure content interest of cultural content. This shows that Korean cultural contents have a strong business aspect. As a limitation, when research design was conducted using social media big data, the age, gender, etc. of the subject analyzed with unique anonymity could not be known. The Korean cultural content industry is expected to be successful in terms of business.

Traditional Cooking Edutainment Contents based on the Tabletop Display Interface (테이블탑 디스플레이 인터페이스를 활용한 전통 요리 에듀테인먼트 콘텐츠)

  • Yang, Hee-Kyung;Park, Jae-Wan;Kim, Jong-Gu;Choi, Yoon-Ji;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.5
    • /
    • pp.194-204
    • /
    • 2011
  • Tabletop display can take the benefits of the interactive device due to its possible user friendly input and display facilities simultaneously. Using this device, immersive edutainment content is effectively implemented with the convenient interactive interface. So considering this usefulness, tabletop display can be a very efficient device for constructing the edutainment system. In this paper, we describe a digitalized cooking edutainment contents based on the tabletop display interface. Enjoying our contents, we use the intuitive touch gestures for handling a variety of cooking actions. In the education effects such as the immersive strengthening and co-operation, the proposed system is more efficient interface than any other existing system. We implement the contents with the tabletop display and make sure about the efficiency of our proposed system. In the future, we will add more gestures to enhance the applicability of the intuitive interactive interface.

MPEG-DASH based 3D Point Cloud Content Configuration Method (MPEG-DASH 기반 3차원 포인트 클라우드 콘텐츠 구성 방안)

  • Kim, Doohwan;Im, Jiheon;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.24 no.4
    • /
    • pp.660-669
    • /
    • 2019
  • Recently, with the development of three-dimensional scanning devices and multi-dimensional array cameras, research is continuously conducted on techniques for handling three-dimensional data in application fields such as AR (Augmented Reality) / VR (Virtual Reality) and autonomous traveling. In particular, in the AR / VR field, content that expresses 3D video as point data has appeared, but this requires a larger amount of data than conventional 2D images. Therefore, in order to serve 3D point cloud content to users, various technological developments such as highly efficient encoding / decoding and storage, transfer, etc. are required. In this paper, V-PCC bit stream created using V-PCC encoder proposed in MPEG-I (MPEG-Immersive) V-PCC (Video based Point Cloud Compression) group, It is defined by the MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard, and provides to be composed of segments. Also, in order to provide the user with the information of the 3D coordinate system, the depth information parameter of the signaling message is additionally defined. Then, we design a verification platform to verify the technology proposed in this paper, and confirm it in terms of the algorithm of the proposed technology.

Real-Time Copyright Security Scheme of Immersive Content based on HEVC (HEVC 기반의 실감형 콘텐츠 실시간 저작권 보호 기법)

  • Yun, Chang Seob;Jun, Jae Hyun;Kim, Sung Ho;Kim, Dae Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.21 no.1
    • /
    • pp.27-34
    • /
    • 2021
  • In this paper, we propose a copyright protection scheme for real-time streaming of HEVC(High Efficiency Video Coding) based realistic content. Previous research uses encryption and modular operation for copyright pre-protection and copyright post-protection, which causes delays in ultra high resolution video. The proposed scheme maximizes parallelism by using thread pool based DRM(Digital Rights Management) packaging with only HEVC's CABAC(Context Adaptive Binary Arithmetic Coding) codec and GPU based high-speed bit operation(XOR), thus enabling real-time copyright protection. As a result of comparing this scheme with previous research at three resolutions, PSNR showed an average of 8 times higher performance, and the process speed showed an average of 18 times difference. In addition, as a result of comparing the robustness of the forensic mark, the filter and noise attack, which showed the largest and smallest difference, with a 27-fold difference in recompression attacks, showed an 8-fold difference.