• Title/Summary/Keyword: Immersive VR

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Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality

  • Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.419-426
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    • 2024
  • Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.

A Patch Packing Method Using Guardband for Efficient 3DoF+ Video Coding (3DoF+ 비디오의 효율적인 부호화를 위한 보호대역을 사용한 패치 패킹 기법)

  • Kim, Hyun-Ho;Kim, Yong-Ju;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.185-191
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    • 2020
  • MPEG-I is actively working on standardization on the immersive video coding which provides up to 6 degree of freedom (6DoF) in terms of viewpoint. In a virtual space of 3DoF+, which is defined as an extension of 360 with motion parallax, looking at the scene from another viewpoint (another position in space) requires rendering an additional viewpoint using multiple videos included in the 3DoF+ video. In the MPEG-I Visual workgroup, efficient coding methods for 3DoF+ video are being studied, and they released Test Model for Immersive Video (TMIV) recently. This paper presents a patch packing method which packs the patches into atlases efficiently for improving coding efficiency of 3DoF+ video in TMIV. The proposed method improves the reconstructed view quality with reduced coding artifacts by introducing guardbands between patches in the atlas.

A Study on the Learner Characteristics in Virtual Reality by a School Level Curriculum (가상현실 교육에서 학교 급별 교육과정의 특성에 대한 연구)

  • Nam, Choong Mo;Kim, Chong Woo;Hong, Kyoung sun;Cho, Chino;Hong, Joo hee
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.71-78
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    • 2020
  • To maximize educational effect with new educational methods in the 4th Industrial Revolution era, immersive education has become the core type of education and virtual reality (VR) is at the center of realistic content. VR education is increasing in school, but researches on VR production education are insufficient. Our study has proposed a school-level curriculum for students to create their own VR content. The output and the survey results were analyzed to find out the learner characteristics of elementary school students, middle school students, and pre-service teachers at each school level. As a result, there were some noticeable differences in concentration, content subject, and production time according to school level. Primary school students focused on their subjects, middle school students related to learning, and pre-service teachers put top priority on contents useful for primary education.

Development of remote control and monitoring program for multiple HMD content (다중 HMD 콘텐츠를 위한 원격 제어 및 모니터링 프로그램 개발)

  • Yoonbin Hong;Minji Park;Donghyeok An
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.17 no.4
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    • pp.245-254
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    • 2024
  • Recently, virtual reality (VR) has been actively used in various fields such as education, healthcare, entertainment, and training by providing immersive experiences. To operate multiple VR content programs without assistants and improve training efficiency, remote control of VR content programs within HMDs is necessary. In this paper, we develop management app for remotely controlling and monitoring multiple HMDs. First, we develop a function for HMD devices to connect to the management app. Second, we develop a function for simultaneously controlling HMD devices. Finally, we develop a function for monitoring HMD devices. In order to verify the developed functions, we measured the simultaneous control time and monitoring time. The measurement results showed that control took an average of 0.15 seconds and monitoring took an average of 0.81 seconds.

Effects of Simulation Program using Immersive Virtual Reality: Meta-analysis (몰입형 가상현실 시뮬레이션 프로그램의 효과: 메타분석)

  • Choi, Moon-Ji;Kim, Kyeng-Jin
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.381-388
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    • 2021
  • The purpose of this study is to analyze the effects of simulation program using virtual reality (VR). Examination of databases resulted in identification of 1,415 studies of which 3 satisfied the inclusion data. Data analysis was performed using R version 4.0.2 to calculate the effect sizes, explore possible causes of heterogeneity, and check for publication bias, using a funnel plot. The mean effect size of the simulation program was medium (g=0.35), along with the skill performance (g=0.59), satisfaction (g=0.38), knowledge (g=0.21). Finally a funnel plot was produced to check for publication bias, but no significant bias was detected. Based on these findings, the simulation program using VR affects nursing education.

VR Visualization of Casting Flow Simulation (주물 유동해석의 VR 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Kim, Myoung-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.813-816
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    • 2008
  • In this research we present a method to reconstruct the casting flow simulation result as a 3D model and visualize it on a VR display. First, numerical analysis of heat flow is performed using an existing commercial CAE simulation software. In this process the shape of the original design model is approximated to a regular rectangular grid. The filling ratio and temperature of each voxel are recorded iteratively by predefined number of steps starting from pouring the melted metal into a mold until it is entirely filled. Next we reconstruct the casting by voxels using the simulation result as an input. The color of voxel is determined by mapping the colors to temperature and filling ratio at each step as the flow proceeds. The reconstructed model is visualized on the Projection Table which is one of horizontal-type VR display. It provides active stereoscopic images.

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Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism (스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발)

  • Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.481-488
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    • 2020
  • In recent years, realistic contents technology such as virtual reality, augmented reality, and mixed reality has been spreading in travel and tourism industries, and hence there have been various smart tourism AR, VR contents developed. In the past, people mainly used books and Internet for travel, but the use of VR, AR and MR technologies will be used more for consumption of cultural leisure contents in the future. This study describes the Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System to accelerate smart tourism. In this study, the immersive mixed reality HMD was used to provide visitors with more intuitive and effective information about the historical, cultural and architectural values of Baekje Neungsa through virtual experiences. The cultural heritage on-site guide system module supports various Meta Data services and can be easily used for mixed reality content development by designating Meta Data scripts. This research can make contributions to the development of mixed reality based smart tourism contents.

Design and Development of Cognitive Judgment Platform using Augmented Reality (증강현실을 이용한 인지 판단 플랫폼 설계 및 개발)

  • Lee, Cheol-Seung;Kim, Kuk-Se
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1249-1254
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    • 2021
  • Computing technology and networking technology in the era of the 4th industrial revolution are rapidly evolving into an intelligent information society. AR, VR, and MR technologies, which are dual immersive media fields, are being applied in many convergence technologies, especially! The development of the health and healthcare field is actively progressing. In the field of health and healthcare, there are many problems due to aging of the population, increase in chronic progress, lack of infrastructure, and lack of professional manpower. services in the field are adopted. Therefore, this study applies cognitive evaluation through a computing system to the mild cognitive impairment, designs and develops a cognitive judgment platform using augmented reality based on the cognitive judgment technology system design, and integrates AI and BigData-based intelligent cognitive rehabilitation in the future. It is used as basic data for service platform development.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.