• Title/Summary/Keyword: VR

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KBS 'Summter VR' directing analysis - Focusing on the long take technique (KBS '숨터 VR' 연출 분석 - 롱 테이크 기법을 중심으로)

  • Pyo, Man-seok;Choi, Yoon-hee;Lee, Seung-hyun;Kwon, Soon-chul
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.149-158
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    • 2018
  • VR image content producers are now terrestrial broadcasters, movie studios, game companies, and VR content producers (productions). As the VR market begins to form, investment in VR image content production is also expanding. The terrestrial KBS 'Summter VR' has been produced steadily from 2016 to 2017. 2D and VR images were simultaneously broadcast. If we compare and analyze these two image data, we could get a meaningful presentation. In this paper, 'Summter VR' is analyzed by cutting the image by time. "Summter VR" was using a long take for an average of 30 seconds or more, and at the same time, it was choosing a beautiful place so as not to fall into the boredom of long take directing. Most of the images of 'SummterVR' were long take techniques using the mise en scene VR technique.

The Differential Effects of Virtual Reality (VR) on the Novice and Experienced VR Users

  • Youjung Jun
    • Asia Marketing Journal
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    • v.25 no.2
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    • pp.61-70
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    • 2023
  • Although research on Virtual Reality (VR) has uncovered numerous technical advantages of VR over traditional media, little is known about how individual VR users with varying prior experience respond to VR differently. This paper examines the effect of users' prior VR experience on their subsequent real-life behavior in the domain of charitable consumption. Specifically, we find that compared to experienced VR users, novice VR users are more likely to support a charitable cause in real life (e.g., ocean conservation) after experiencing this cause in VR. The increased support among novice VR users occurs because they perceive the use of VR to be more novel. We find a boundary of this effect such that when VR is used to promote a noncharitable cause, novice VR users no longer increase their real-life support after VR. This research offers new possibilities for future studies on the use of VR in societal marketing.

A Study on VR News - In Recognition of the VR News (VR 뉴스에 관한 연구 - VR 뉴스 인식을 중심으로)

  • Park, Jun Hyung;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.50-59
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    • 2016
  • VR refers to Virtual Reality technology that allows experiences of virtual contents as if they are real through visual, auditory and other senses. VR is even affecting the news. This greatly shakes the frame of the news. In other words, the conventional way of the new was to watch it with the passive action of seeing pictures, articles and images while VR News offers an active paradigm of experience and participation. This study analyzed the VR news of each press and investigated how VR news is developing. Furthermore, an experimental study was conducted to examine how users actually perceived the VR news. News made using both the existing method and the VR news method were comparatively shown to users who were following the news, and the interview was carried out through questionnaires. The results obtained through the statistics and analysis are as follows. Users made an assessment that they felt the sense of realism in recognition of the VR news while it was still lacking in terms of the unique information delivery that the news performs. However, the intention of using the VR news again was shown to be high, which demonstrated the expectation of users who have experienced the VR news.

A Study on the Recognition and Development of Skin Care Subjects Using VR (VR 활용 피부미용 교과목 인식과 개발에 관한 연구)

  • Lee, Jung-Hee
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1485-1492
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    • 2021
  • In this study, in order to secure an educational environment for the development of skin beauty subjects using VR based on the learners' awareness of VR, a total of 105 learners' perception of VR, VR experience elements, and the development of VR-using skin beauty subjects, questions about general characteristics were conducted using an online questionnaire. As a result of the survey through frequency analysis, factor analysis, and correlation analysis, the higher the awareness of VR, the higher the educational performance and immersion (p<.01). It was found that awareness and interest were high (p<.001). As for the correlation, the higher the VR-using skin care experience factor, the higher the perception of VR-using skin beauty course development. Therefore, it was confirmed that it is necessary to develop and educate skin beauty subjects using VR in line with learners' expectations and the 4th industrial revolution era. Therefore, in follow-up studies, it is considered that it is necessary to develop and operate VR-based skin beauty subjects.

The study for Korean VR/AR content policy through PokemonGo syndrome ('포켓몬GO 신드롬'으로 본 국내 VR/AR 지원정책 고찰)

  • Choi, JoongBin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.169-178
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    • 2016
  • Awareness of Korean VR/AR industry has been spread via the success of PokemonGo syndrome. In accordance with the increase in interest VR/AR ecosystem in the domestic VR/AR industry is to equip the global competitiveness of C-P-N-D aspect is essential. This paper analyzes the state VR/AR industrial ecosystem status in the C-P-N-D perspective and examines the government and the local governments of VR / AR content policy in supporting ecological point of view. Especially, the importance of the platform and IP has been noted based on VR/AR industry.

Development of VR Prototype for Reducing Eye Fatigue (안구 피로 감소를 위한 VR 기기 프로토타입 개발)

  • Chae, Su-Hyeok;Kim, Geunmo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.21-23
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    • 2019
  • This paper aims to develop a VR device prototype for reducing eye fatigue. As VR devices become popular, it is hoped that many cases of eye fatigue will be reported, and that the problems of VR devices will be corrected and repaired for a better future so that the fast speed and dynamic environment of 4th industrial revolution can be enjoyed with ease. In this paper, VR devices with a description of VR devices, eye fatigue related cases, time-out sensor for reducing eye fatigue, and eyeball massage functions were designed, and a VR device prototype was developed. These features can help reduce fatigue even if used for long periods of time by blocking electromagnetic waves harmful to the human body, and the future of VR could develop in the future.

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A Study of VR News Characteristics on User's Effect: Focused on Recall, Understanding, Enjoyment, Visual Fatigue and Resue Intention (VR뉴스의 이용자 효과에 관한 연구)

  • Song, Min-Ho;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.439-449
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    • 2018
  • The purpose of this study was to examine the effect of VR news focused on recall, understanding, enjoyment, visual fatigue and reuse intention through experimental study. Using Window SPSS 21.0 and AMOS 21.0 program, the data was analyzed by exploratory/confirmatory factor analysis, reliability analysis, correlation analysis and path analysis. The Results are as follows. First, presence and immersion among VR news characteristics influenced positively on users' recall of VR news. Second, presence, interactivity and immersion among VR news characteristics influenced positively on users' understanding of VR news. Third, presence, interactivity and immersion among VR news characteristics influenced positively on users' enjoyment of VR news. Fourth, presence among VR news characteristics influenced negatively on users' visual fatigue of VR news. Fifth, presence and immersion among VR news characteristics influenced positively on users' reuse intention of VR news. This study will provide on an important implication understanding VR news characteristics and VR news users.

The study on User Requirements for Virtual Reality (VR) Content Services in Library Using the Technology Acceptance Model (기술수용모델을 활용한 도서관 가상현실(VR) 콘텐츠 서비스 이용자 요구에 관한 연구)

  • Kyungjae Bae;Sun Young Kwon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.3
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    • pp.227-246
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    • 2024
  • This study aims to identify the current usage patterns of VR content among users and their demands for VR content services in libraries. An online survey was conducted, receiving responses from 229 individuals with experience using VR content. The Technology Acceptance Model (TAM) analysis revealed a good model fit, indicating that users' perceptions of the usefulness and ease of use of VR content are significantly related to their satisfaction and intention to reuse VR content. These findings suggest that to enhance satisfaction with VR content services in libraries, it is essential to improve user convenience and create an immersive environment. Additionally, respondents indicated that VR content services could increase library user satisfaction and the intention to revisit the library. The most preferred VR content themes were games (action, strategy, etc.), travel, and space/ocean, in that order. While the overall feedback on providing VR content services in libraries was positive and filled with anticipation, some respondents expressed concerns about the potential lack of utility and the possibility of poor equipment management.

VR Contents Strategy for Advertising and PR Industries: Focused on In-depth Interviews (광고, PR 산업 분야의 VR 콘텐츠 활용 가능성에 대한 탐색 : 심층인터뷰를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.107-119
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    • 2017
  • Advertising and PR industries recently face a new challenge due to the growth of new digital content market and the change of paradigm. In the market of ICT (Information and Communication Technology) and digital contents, a stereographic content related to the technology such as VR (Virtual Reality) is one of the fast-growing fields. However, it is hard to find the clear answer for AD/PR strategies in the rapidly changing VR contents market. Therefore, this study analyzed VR industry at the macro level using in-depth interviews with eleven VR experts leading Korean VR contents industry by looking at P(Political), E(Economic), S(social), and T(Technological) of VR advertisement and PR industries. Moreover, the feasibility of VR contents in Advertising and PR industries was examined through S(Strengths), W(Weakness), O(Opportunities), and T(Threats) analysis in VR industry. Research result showed that it is necessary for vitalizing VR in AD/PR industries to promote killer contents, to solve problems of inconvenience according to users' needs, to improve awareness of customers and industries. Moreover, constant VR vitalizing policies in AD/PR should be processed as well as constructing medium-and long-term VR road-map. Thus, this study provides the direction of VR content strategy in Advertising and PR industries and the research foundation for further researches regarding future VR activation.

Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously -Focusing on VR Presence, User Characteristics, and VR Sickness- (VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-)

  • Jang, Hyung-Jun;Kim, Kwang-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.420-431
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    • 2018
  • This study approaches the subject of satisfaction and persistent use intention based on presence based on virtual reality (VR). VR presence, user characteristic, and VR sickness, content satisfaction and system satisfaction, and continued use intention through this of 569 men and women commissioned by the survey agency were investigated. In the content of the study, the constituent factors of VR presence, an independent variable, were set as realism, immersion, and interaction. The user characteristics were set as the individual 's propensity to innovate, the degree of immersion, and the experience of using VR. VR Presence, User Characteristics, VR Sickness of Intention of Continuous Usage were set as research problems and models. Eight hypotheses were adopted in the analysis of the research problem applying the structural equation modeling (SEM) model. In conclusion, this study suggests that content satisfaction, which has the greatest influence on VR content satisfaction and persistent intention, is suggested.