• Title/Summary/Keyword: Immersive Virtual Reality

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Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.196-201
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    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.

Fully Immersive Virtual Reality Program Changes in the Autonomic Nervous System by Age According to Heart Rate Variability (완전몰입형 가상현실(FIVR) 프로그램이 심박변이도에 의한 연령별 자율신경계의 변화)

  • Been, Yu-Min;Park, Min-Chull
    • PNF and Movement
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    • v.16 no.2
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    • pp.207-216
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    • 2018
  • Purpose: This study aimed to investigate the fully immersive virtual reality (FIVR) program changes in the autonomic nervous system (ANS) by age according to heart rate variability (HRV). Methods: A total of 44 subjects were classified into group 1(aged 20-30), group 2(aged 40-60), and group 3(aged 70 and above). The study analyzed the HRV using a pulse wave analyzer and compared the ANS changes before and after applying the FIVR of the group. The LF, HF, RMSSD, and SDNN were measured. Fifteen minutes of virtual reality applications were applied to all subjects, and 1 min of rest was given in the middle of the session. A was used for anteroposterior comparisons of the ANS. Results: The HF, LF, RMSSD, and SDNN values were not statistically significant in all groups, but they all increased. The RMSSD value was statistically significant because it increased in group 3 (p<0.05). Those of the other two groups were not statistically significant (p<0.05). Conclusion: An FIVR program does not have a negative effect on the ANS response.

Immersive Multichannel Display for Virtual Reality (가상현실을 위한 몰입형 멀티채널 디스플레이)

  • Kim, Sang Youn;Im, Sung Min;Kim, Do Yoon;Lee, Jae Hyub
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.131-139
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    • 2010
  • Virtual reality(VR) technology allows users to experience the same sensation as if they look and feel real objects, and furthermore it enables users to experience phenomena in virtual environment which are difficult to illustrate in real world. A multichannel display is one of the virtual reality systems for generating high-quality images and guaranteeing a wide view angle using multiple projectors. In this work, we present the multichannel display system whose resolution is $4096{\times}1536$. We implement an automatic calibration (geometric and color) method for compensating the distorted image and color. The results clearly show the proposed system provides continuous and smooth images.

MPEG-I Immersive Audio Standardization Trend (MPEG-I Immersive Audio 표준화 동향)

  • Kang, Kyeongok;Lee, Misuk;Lee, Yong Ju;Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.723-733
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    • 2020
  • In this paper, MPEG-I Immersive Audio Standardization and related trends are presented. MPEG-I Immersive Audio, which is under the development of standard documents at the exploration stage, can make a user interact with a virtual scene in 6 DoF manner and perceive sounds realistic and matching the user's spatial audio experience in the real world, in VR/AR environments that are expected as killer applications in hyper-connected environments such as 5G/6G. In order to do this, MPEG Audio Working Group has discussed the system architecture and related requirements for the spatial audio experience in VR/AR, audio evaluation platform (AEP) and encoder input format (EIF) for assessing the performance of submitted proponent technologies, and evaluation procedures.

Virtual Reality Applications with Haptic Feedback (헵틱 피드백을 갖는 가상현실 응용 사례)

  • Yoon-Sang Kim;Do-Hoe Kim
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.6
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    • pp.12-16
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    • 2002
  • Virtual reality (VR) opened the possibility of moving beyond the 2-D world of conventional desktop systems to an immersive, multi-sensory environment generated by computer graphics. Haptic feedback (Haptics) is now starting to get recognition and use in intensive applications for manipulation, while smell and taste feedback are at the stage of early research. This paper reviews some current works on increased haptic feedback augmentation in virtual reality applications.

Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment (가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구)

  • Park, Kyeong-Beom;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.1
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    • pp.20-30
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    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

Hazard Recognition and Construction Safety Training Efficacy using Interactive Virtual Reality (VR)

  • Saiyad, Meeranali;Rybkowski, Zofia K.;Suermann, Patrick;Dixit, Manish;Luhan, Gregory;Shanbari, Hamzah
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1209-1216
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    • 2022
  • The majority of construction site incidents occur due to a lack of hazard awareness among workers on job sites. This lack of awareness is despite mandatory construction safety training, typically in the form of written content (safety manuals) or of images depicting hazards. To reduce job-site injuries and fatalities, general contractors have started adopting Virtual Reality (VR) to impart safety training to job site personnel. VR safety training can take the form of an immersive simulation comprising potential safety hazards intentionally embedded into a virtual job site; users are required to identify these hazards within a specified time frame with the expectation that they will be more adept at recognizing hazards on an actual job-site, resulting in fewer accidents. This research study seeks to identify the actual impacts of VR on construction safety awareness among participants. The research addresses the following question: Does VR improve hazard recognition awareness? The primary objective is to evaluate participants' performance of past construction safety awareness against present construction safety awareness after receiving VR training. Participants were asked to complete a multiple-choice Qualtrics™ questionnaire. The results of the study showed a statistically significant knowledge gain advantage with respect to hazard recognition and construction safety awareness with the use of interactive, immersive VR over a more conventional and passive safety training method.

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Performance Evaluation of ARCore Anchors According to Camera Tracking

  • Shinhyup Lee;Leehwan Hwang;Seunghyun Lee;Taewook Kim;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.215-222
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    • 2023
  • Augmented reality (AR), which integrates virtual media into reality, is increasingly utilized across various industrial sectors, thanks to advancements in 3D graphics and mobile device technologies. The IT industry is thus carrying out active R&D activities about AR platforms. Google plays a significant role in the AR landscape, with a focus on ARCore services. An essential aspect of ARCore is the use of anchors, which serve as reference points that help maintain the position and orientation of virtual objects within the physical environment. However, if the accuracy of anchor positioning is suboptimal when running AR content, it can significantly diminish the user's immersive experience. We are to assess the performance of these anchors in this study. To conduct the performance evaluation, virtual 3D objects, matching the shape and size of real-world objects, we strategically positioned ourselves to overlap with their physical counterparts. Images of both real and virtual objects were captured from five distinct camera trajectories, and ARCore's performance was analyzed by examining the difference between these captured images.

PC based Immersive Virtual Environment(PIVE) System by Recognizing Human Motion (인체 동작 인식을 통한 PC 기반의 몰입 형 가상 환경 시스템)

  • Oh Young-Il;Jo Kyoung-Hwan;Lee Ji-Hong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.4 s.310
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    • pp.103-112
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    • 2006
  • In this paper, we propose a PC based immersive virtual environment system with expandability and compatibility in contrary to existing immersive virtual environment(IVE) systems which have been implemented by supercomputer or special computing system. The application based on commercial personal compute may have two major advantage: one is variety of resources, the other is user-friendly interface. This system intends to offer easy contact to IVE system, realistic images, and convenience. Also, the system can handle various virtual reality at real-time and make it easier to interface existing complicated haptic device. Geometric techniques are adopted to calculate and visualize the physical phenomenon to speed up the computing time. The proposed implementation method of PC based immersive virtual environment system is implemented to the example in which user move around inside of and interact with virtual office environment wearing data glove, behavior recognition devices, and HMD.

Cost Education Effectiveness Analysis of Immersion-type and Simulator-type Virtual Reality Training Systems -Focusing on The ROK Army Virtual Reality Training System- (몰입형과 시뮬레이터형 가상현실 훈련체계 비용 대 교육효과 분석 -육군 가상현실 훈련체계를 중심으로-)

  • Kim, Do-heon;Min, Seung-hee;Kim, Yeek-hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.345-352
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    • 2021
  • The Republic of Korea Army (ROK Army) is trying to improve the effectiveness of education and training. On the other hand, there are many restrictions in actual training, limiting their practical education and training. Virtual reality technology is being used to overcome these limitations. Virtual reality technology is developing in various types, and the ROK Army needs to introduce a virtual reality training system for cost-effective education. The ROK Army mainly uses high-cost simulator-types that are similar to real equipment. Recently, a low-cost immersive-type virtual reality training system wearing an HMD is also being used. This study analyzed the cost education effectiveness of simulator-type and immersive-type virtual reality training systems in operation at the ROK Army air defense school. First, the research method used AHP to analyze the educational effects. Second, the cost was applied to the production cost of the virtual reality training system to analyze the cost-effectiveness of the education. The immersion-type was 3.4 times higher than the simulator-type in terms of cost effectiveness. These results can be used as basic data for analyzing the cost-effectiveness of a virtual reality training system.