• 제목/요약/키워드: Immersive contents

검색결과 172건 처리시간 0.022초

FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계 (Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game)

  • 이용환;안효창
    • 반도체디스플레이기술학회지
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    • 제18권4호
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

Realistic Soap Bubble Appearance using Background Scene and Kelvin Temperature Matching

  • Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.265-270
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    • 2021
  • VR and AR contents provide a rich user experience [1]. Realistic content with human computer interaction and immersion provides an improved user experience, but there is a limit to producing all elements realistically. In this study, we propose a method to advance the rendering of immersive content using background color information [2]. First, the elements necessary for Kelvin temperature rendering are derived from the color and background as context elements, and the rendering effect has been realized in the soap bubble. For soap bubbles Kelvin temperature rendering, the average color of the background is extracted and the color with the highest similarity is applied by comparing the main color and Kelvin temperature.

가상현실을 적용한 영어교육 콘텐츠 개발에 관한 연구 (A Study on Development of English Education Contents with Virtual Reality)

  • 김영미;김지혜;전정연;송은지
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2014년도 추계학술대회
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    • pp.549-550
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    • 2014
  • 21세기 현대사회는 다양한 가상현실 미디어에 둘러싸여있다. 영화, 드라마, 광고 등 대부분의 영상에 거의 필수적으로 컴퓨터 그래픽 작업이 들어가며, 가상현실의 대표적인 콘텐츠인 게임의 경우 100억 달러 규모의 거대 시장이 형성되어있다. 단순히 오락적 요소로만 여겨지던 이 가상현실이, 최근에는 교육과 연계되어 연구되기 시작했다. 한국인의 교육열은 세계적으로 유명하고, 특히 영어교육에는 한 해 평균 19조원을 투자할 정도로 영어 교육에 관심이 많다. 그러나 대부분의 한국인들은 여전히 영어를 어려워한다. 본 논문에서는 가상현실의 몰입감과 체험이라는 특징을 영어교육과 접목하여 교육의 효과를 높이기 위한 콘텐츠를 기획하고 Eon Studio툴을 이용하여 개발한 영어교육게임을 제안한다.

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Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • 제8권2호
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권3호
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    • pp.73-83
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    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

Understanding the User Preferences in the Types of Video Censorship

  • Park, Sohyeon;Kim, Kyulee;Oh, Uran
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.147-161
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    • 2022
  • Video on demand (VOD) platforms provide immersive, inspiring, and commercial-free binge watching experiences. Recently, the number of these platform users increased dramatically as users can enjoy various contents without physical and time constraints during COVID-19. However, such platforms do not provide sufficient video censorship services while there is a strong need. In this study, we investigated the users' desire for video censorship when choosing and watching movies on VOD platforms, and how video censorship can be applied to different types of scenes to increase the censoring effect without diminishing the enjoyment. We first conducted an online survey with 98 respondents to identify the types of discomfort while watching sexual, violent, or drug-related scenes. We then conducted an in-depth online interview with 18 participants to identify the effective video filtering types and regions for each of the three scenes. Based on the findings, we suggest implications for designing a censor application for videos that contain uncomfortable scenes.

원격지 공간 가상 휴먼 가이드 영향 분석 (Effects on the Virtual Human Guide of Remote Sites)

  • Chung, Jin-Ho;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제26권8호
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    • pp.1255-1258
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    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.

영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로 (A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot)

  • 유우현;정원식
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

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
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    • 제12권3호
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    • pp.119-126
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    • 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.

The Impact of Franchise Education on Corporate Performance and CEO Competency

  • Jun-Young Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권3호
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    • pp.24-31
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    • 2023
  • The purpose of this paper is to divide franchise education and restaurant education programs into three factors: educational content, educational techniques, and educational environment. After completing the franchise curriculum, we will identify what educational programs affect corporate performance and CEO's capabilities. A total of 99 copies were used as statistical analysis data by conducting a survey of those who completed the training from May 01 to May 15, 2023. The survey used the Likert 5-point scale, and for data analysis, hypothesis verification was conducted using frequency analysis, demographic analysis, and reliability analysis using SPSS23. As a result, it was confirmed that all three factors of franchise education are factors that affect performance and competency. Therefore, among franchise education programs, it is necessary to be faithful to the contents of education, use appropriate educational techniques, and prepare an educational environment well.