• Title/Summary/Keyword: VR기술활용

Search Result 359, Processing Time 0.026 seconds

The Jiphyeonjun's VR Contents Development (집현전 VR 콘텐츠 개발)

  • Kim, Sunkoum;Han, Sungwon;Lee, Jongho;Han, Jungyeob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.10a
    • /
    • pp.709-710
    • /
    • 2015
  • 2014년 가트너에서 발표한 Hype Cyle을 보면 가상세계 기술이 가상현실 기술로 빠르게 대체 되고 있다. 이는 눈으로 보는 가상세계에서 사용자가 실제적으로 체험할 수 있는 콘텐츠들이 중요하게 부각되고 있음을 보여주고 있다. 이러한 가상현실 기술은 사용자와 컴퓨터가 상호작용 함으로써 사용자의 몰입감을 더욱 높여주고 있어 다양한 분야에서 활용될 것으로 기대되고 있다. 이에 본 논문은 세종대왕시대에 만들어진 유물들 HMD(Head Mounted Display)를 이용하여 가상현실 콘텐츠를 개발하였다. HMD를 통해 사용자의 시야와 가상공간의 움직임을 일치시켜 역사 유물들에 대해 실제감과 몰입감을 주어 사용자에게 즐거움을 극대화 할 수 있게 하였다.

  • PDF

Implementation of a stereoscopic video web platform through A-Frame-based HMD devices (A-Frame 기반의 HMD 기기를 통한 stereoscopic 비디오 웹 플랫폼 구현)

  • Kim, Jiwon;Jeon, Soohyun;Kim, Dongho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2021.06a
    • /
    • pp.253-255
    • /
    • 2021
  • 근래에 메타버스가 크게 주목을 받으면서 VR 영상의 퀄리티가 중요해졌다. VR 실사 영상의 경우 HMD 로 시청할 때 모노 및 스테레오 환경으로 입체감을 느끼게 한다. 하지만 스테레오스코픽 비디오의 경우 제작자가 스테레오스코픽으로 촬영하지 않으면 제공하기 어렵다는 단점이 있다. 본 논문에서는 이를 해결하기 위해 RVS 를 Client 단에서 활용하여 제공하는 방식을 고려, 모든 장치에서 스테레오스코픽을 시청할 수 있는 웹 플랫폼을 aframe 프레임워크를 사용하여 제작하고, PC HMD 등 HMD 에서 웹 플랫폼 접근 시 생기는 제한을 해결하는 방법도 같이 서술한다.

  • PDF

Spatio-temporal Data Visualization Survey for VR and AR Environment (VR 및 AR 환경에서의 시공간 데이터 시각화를 위한 동향 분석)

  • Song, Hyunjoo
    • Journal of Broadcast Engineering
    • /
    • v.23 no.1
    • /
    • pp.36-44
    • /
    • 2018
  • VR(Virtual Reality) and AR(Augmented Reality) devices are becoming more common, and the need for proper contents presentation techniques in such environments has been growing ever since the popularization of the devices. One of the contents is the spatio-temporal data, which has become more prominent since it could be both generated and consumed by a large number of ordinary users. In this work, the researcher analyzed the characteristics of spatio-temporal data as a source for visualization in VR and AR environment, and categorized prior visualization methods for such data, which were devised for traditional monitors. The researcher also reviewed the hardware specification of state-of-the-art devices, and examined the possibility of adopting the previous visualization approaches. This work is expected to contribute in designing spatio-temporal visualization for VR and AR environment by utilizing their unique characteristics.

How to Reflect User's Intention to Improve Virtual Object Selection Task in VR (VR 환경에서 가상 객체 선택 상호작용 개선을 위한 사용자 의도 반영 방법)

  • Kim, Chanhee;Nam, Hyeongil;Park, Jong-Il
    • Journal of Broadcast Engineering
    • /
    • v.26 no.6
    • /
    • pp.704-713
    • /
    • 2021
  • This paper proposes a method to prioritize the virtual objects to be selected, considering both the user's hand and the geometric relationship with the virtual objects and the user's intention which is recognized in advance. Picking up virtual objects in VR content is an essential and most commonly used interaction. When virtual objects are located close to each other in VR, a situation occurs in which virtual objects that are different from the user's intention are selected. To address this issue, this paper provides different weights for user intentions and distance between user's hand and virtual objects to derive priorities in order to generate interactions appropriately according to the situation. We conducted the experiment in the situation where the number of virtual objects and the distance between virtual objects are diversified. Experiments demonstrate the effectiveness of the proposed method when the density between virtual objects is high and the distance between each other is close, user satisfaction increases to 20.34% by increasing the weight ratio of the situation awareness. We expect the proposed method to contribute to improving interaction skills that can reflect users' intentions.

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
    • /
    • v.18 no.1
    • /
    • pp.1-7
    • /
    • 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 and Introduction of Virtual Reality Astronomy Education Program Development (가상현실 천문학 교육프로그램 개발 및 소개)

  • Ha, Sanghyun;Sohn, Jungjoo;Park, Soonchang
    • The Bulletin of The Korean Astronomical Society
    • /
    • v.46 no.2
    • /
    • pp.54.3-55
    • /
    • 2021
  • 지난 연구에서는 국립과학관 천체투영관 등에서 사용하는 천체시뮬레이션 소프트웨어를 활용하여 스크립트 제작 및 360° VR 영상 제작기술을 개발하였고, 비대면 환경에서도 개인휴대기기 등을 통한 몰입도 높은 천문학 교육을 구현할 수 있도록 연구를 진행하였다. 계속되는 연구로 천체시뮬레이션을 활용한 교육프로그램의 장점을 잘 나타낼 수 있는 주제들 중 2015 교육과정 중학교 3학년에서 다루는 '우주 탐사 성과와 의의'를 주제로 파일럿 프로그램을 개발 중이며 그 과정을 소개하고자 한다. 개발하는 프로그램은 과학관 천체투영관에 적용하여 실무자의 활용을 지원할 계획이며 다양한 교육콘텐츠 개발에 활용되기를 기대한다.

  • PDF

The Effect of Science Class Using Smart Devices on the Perceptions and Scientific Attitude of Middle School Gifted Students (스마트 기기를 활용한 과학 수업이 중학교 영재 학생의 인식 및 과학적 태도에 미치는 영향)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
    • /
    • v.66 no.4
    • /
    • pp.323-332
    • /
    • 2022
  • The purpose of this study is to investigate the effects of science classes using smart devices that combine augmented reality (AR) and virtual reality (VR) on the scientific attitude of middle school gifted students. In addition, it is intended to find out the perception of science classes using these smart devices. In addition to actual experiments, a science class program that allows students to experience science experiments virtually using AR and VR was applied to 15 middle school gifted students. Before and after the application of the program, the questionnaire is to investigate the interest in scientific classes, the attitude toward science exploration, and the professional interest in science, and the recognition of classes that combine AR and VR. In addition, through in-depth interviews, the perceptions of gifted students was accurately investigated. As a result of this study, the content of science classes and instructors showed high class satisfaction, but the smart devices and applications used during the science classes showed lower class satisfaction than others. As a result of comparing and analyzing the pre-post of gifted students, interest in science class, attitude toward science inquiry, and professional interest in science increased significantly among the sub-areas of the scientific attitude test. As a result of analyzing free responses and indepth interviews, gifted students responded with the advantage that classes using smart devices that combine AR and VR can be tested quickly and safely for a short time compared to actual experiments. On the other hand, they responded with low completeness of the application and dizziness when operating virtual reality. Based on this, implications for the development of applications and instructional programs using advanced technologies that can experience realistically limited scientific experiments such as experimental preparation, class time, and risk factors were obtained.

Physiological and Psychological Responses to Landscape Experiences in a Natural Forest and a VR Forest (자연숲과 VR숲의 경관 체험에 따른 생리 및 심리적 반응)

  • Kim, Il-Doo;Shin, Won-Soep
    • Korean Journal of Environment and Ecology
    • /
    • v.36 no.5
    • /
    • pp.525-534
    • /
    • 2022
  • In this study, we investigated the psychological and physiological effects of experiences in real natural forests and virtual forests using artificially controllable VR. The experiment tested 60 adult college students in a natural forest and a graduate seminar room where external light was blocked. It evaluated the effects of the natural and the VR forest environments by comparing the psychological and physiological recovery of the subjects. Psychometric testing using the PANAS psychological index showed increased positive emotions and decreased negative emotions after experiencing forest scenery in the natural and VR forest environments. And a stress index, based on measuring cortisol in saliva, decreased significantly in the subjects in both environments. The experiment results can be used to support the creation of a psychological and physiological recovery environment with VR for those who cannot go to the natural forest due to certain restrictions such as physical distance, mobility difficulties, etc. It is expected that the results will be the basis for further research into the visual effects of forest healing and also for widening the use of VR, a technology of the fourth industry, in the field of forestry.

Interaction-based mobile UI design utilizing Smart Media Augmented Reality (스마트 미디어 증강현실을 활용하는 인터랙션 기반의 모바일 UI 디자인)

  • Jung, Suk-Ho;Ryu, Seuc-Ho
    • Journal of Digital Convergence
    • /
    • v.17 no.7
    • /
    • pp.311-316
    • /
    • 2019
  • The mobile game environment is rapidly expanding with AR (augmented reality) technology along with artificial intelligence. In particular, AR (Augmented Reality) technology is a field of VR (Virtual Reality), which is a technology that shows a mixture of virtual information and images in a real environment. Recently, research on mobile UI design based on the interaction based on the augmented reality technology has become important at the point when various utilization methods are suggested based on understanding of contents. There are still some issues in terms of whether the consumer can utilize it in various ways, unlike the developed supply system. In this paper, we present an example of mobile UI design based on interaction based on smart media augmented reality through previous study and literature study of smart augmented reality to solve problem UI issues based on background theory.

Creation of virtual city experience VR service using music data (음악 데이터를 활용한 가상 도시 체험 VR 서비스 제작)

  • Kim, Soo Ah;Kim, Ji Soo;Kwon, Hye Young;Kim, Hyun Ji
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • fall
    • /
    • pp.242-244
    • /
    • 2021
  • 최근 가상현실과 공간에 대한 다양한 연구들이 진행되면서 메타버스(Metaverse)를 중심으로 다양한 연구들이 진행중에 있다. 본 연구는 음악을 정량화하여 발생한 데이터를 이용하여 다양한 가상의 도시공간을 생성하는 작업을 진행한다. 이렇게 생성된 작업은 하나의 음악을 2-3명의 연주자가 연주한 내용을 바탕으로 진행이 되며, 분석 방법은 기존 연구 중 하나인 '뮤직 스카이라인(Music Skyline)'과 '크레페(CREPE)' 등의 방식을 통해 이루어지게 된다. 향후 추가 연구로서 이러한 부분들이 보완되고 개선된다면, 다양한 음악 정보를 활용한 자신만의 도시를 컴퓨터 기술이 아닌 음악 작곡만으로도 가능하도록 플래폼화 하고, 그 근거를 찾아내는데 많은 노력이 필요할 것으로 보인다.

  • PDF