• Title/Summary/Keyword: VR콘텐츠

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Technology Trends of Realistic Contents and Application to Educational Contents (실감형 콘텐츠의 기술동향과 교육용 콘텐츠로의 적용 방안)

  • Shim, Youn Sook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.315-320
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    • 2019
  • In the era of the fourth industrial revolution, the education industry is expected to grow further. It is expected that growth rate of future education using VR/AR technology will be very high. Realistic contents based on VR/AR technology provides high realism and experience through characteristics of immersion, interaction and intelligence. This paper tries to analyze the trends of realistic contents technology at home and abroad, and to come up with measures that can be applied to future educational content through case analysis of realistic contents development.

The Point of View and Frame in The VR Movie-Focusing on (VR 영화의 시점과 프레임-VR단편영화<동두천>을 중심으로)

  • Kim, Seonah
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.518-529
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    • 2020
  • is a VR short documentary based on a real case of a Korean female sex worker Yoon Geum-yi who was killed by the US military in 1992. This study examines the mix of the first person point of view and the application of the second cadre added in the implicit frame shown in . With the development of VR technology and deepening the understanding of Virtual Cinematography, storytelling of VR films will also become diverse and interesting.

Untact Social VR Video-based Tour Scheduling (언택트형 소셜 VR 영상기반 투어 스케줄링)

  • Yang, Seung-Hae;Lee, Duck-Hee;Kim, Hak-Chun
    • Journal of the Health Care and Life Science
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    • v.8 no.2
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    • pp.127-133
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    • 2020
  • While only the experts could create the contents in the existing VR contents business, in the proposed "Untact Social VR Video-Based Tour Scheduling", the GUI (Graphic User Interface) allows anyone to easily and quickly share the information taken through VR camera after creating. It is intended to serve as a variety of SNS-based media by developing a structure that can be shared in html format after creating with the GUI menus. In particular, it is applied to companies that operate the SNS-type publicity projects including experience facilities and viewing facilities, and the various SNS-type publicity businesses that create the VR contents. Communication is clear compared to the existing homepage-based information delivery method, and It aims to provide universality that anyone can easily edit in an environment where only experts can edit VR video contents of.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

The VR Digital Storytelling Design for Users (일반 사용자를 위한 VR 디지털 스토리텔링)

  • Kim, Da-Hee;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.530-535
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    • 2006
  • 본 논문에서는 가상현실기반 스토리텔링 시스템을 제작할 때 고려될 일반 사용자를 위한 디자인 방법론을 제안하고자 한다. 최근 가상현실 기술을 이용하여 시각적으로 실감성 높은 콘텐츠를 제작하는 연구에 많은 시도와 진척이 이루어지고 있다. 그러나 시각적 콘텐츠 이상의 의미를 전달하는 방법이나 이를 위한 개인화된 인터페이스에 대한 연구는 아직 미흡한 실정이다. 본 논문에서는 콘텐츠의 개인화된 체험과 그를 위한 인터페이스를 중심으로 스토리를 구성하는 방법을 제안한다. 첫째, 문화재(콘텐츠)에 대한 사용자의 관심도를 고려해 인터랙션(혹은 이벤트) 스토리라인을 구성한다. 둘째, 가상현실기반 프로젝트에 대한 사용자의 경험도를 고려하여 개인화된 인터페이스를 구축한다. 그리하여 사용자가 가상현실기반 스토리텔링을 경험할 때 관심도와 경험도에 맞는 개인별 맞춤 스토리를 경험할 수 있게 하는 것이다. 제안된 스토리텔링 기법은 디지털 에듀테인먼트 시스템에 효과적으로 활용될 것으로 기대된다.

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Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

A Study on the Utilization of Gyeongju VR Content for the Elderly in Nursing Homes (요양원 노인 대상 경주 VR 콘텐츠 활용 방안 연구)

  • Kang, Ji-yeong;Lee, Hyo-won;Park, Cheol-woo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.490-492
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    • 2022
  • This content is produced for the elderly who cannot freely travel to spaces other than nursing homes due to COVID-19 and the elderly who cannot do outdoor activities for a long time. Elderly people in nursing homes will be able to experience Gyeongju more three-dimensional and vivid through Gyeongju VR content, where they can experience various spaces without spending a lot of time and effort. This researcher intends to inform about measures to effectively utilize Gyeongju VR content.

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Interaction Improvement Using Situation Control in VR (VR 환경에서 상황 제어를 이용한 상호작용 개선)

  • Kim, Chanhee;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.216-218
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    • 2021
  • 본 연구는 사전에 VR(virtual reality) 콘텐츠 상황을 제어함으로써 파악된 사용자의 의도에 따라 가상 객체에 우선순위를 부여하고, VR 환경에서 사용자와 가상 객체 간에 집는 상호작용(interaction)의 개선 방안을 제안한다. VR 콘텐츠에서 가상 객체를 집는 행위는 필수적이면서 가장 많이 사용되는 상호작용이다. 이때 VR 환경에서 가상 객체가 서로 가까이 위치해있는 경우 집는 상호작용이 사용자의 의도와 다른 가상 객체에 적용되는 경우가 발생하며 콘텐츠를 진행하는데 방해요소로 작용한다. 이 현상을 방지하기 위해 본 논문에서는 사전에 제어한 상황에 사용되는 가상 객체에 더 큰 가중치를 부여하는 방법을 제안한다. 사용자 만족도 실험을 통해 거리만을 고려하는 기존 방식 대비 36.31%가 증가하였으며 상호작용이 더 정교하게 수행됨을 입증하였다.

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A study on the Intention of Using VR Games: Focusing on Technology Acceptance Model(TAM) (VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-)

  • Na, Ji Young;Wui, Min-Young
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.53-64
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    • 2019
  • The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the intention of continued use of VR games. As a result, in general, it was found that the extended technology acceptance model with three external factors is more advantageous to explain the characteristics of VR game and its effect on users than the existing model. This study is suggested an integrated research model that considers the core characteristics of VR games and observe which factors lead to the persistent intention to contribute to the study about the VR game.