• Title/Summary/Keyword: VR 기술

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360VR 오디오 기술 및 표준화 동향

  • Lee, Yong-Ju;Lee, Tae-Jin;Kim, Hwi-Yong
    • Broadcasting and Media Magazine
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    • v.23 no.4
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    • pp.67-81
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    • 2018
  • 최근 영화, 스포츠 중계, 게임 등 다양한 종류의 콘텐츠가 VR 형태로 서비스되고 있는데, 이러한 360도 영상 서비스 환경에서 영상과 오디오를 더욱 실감나게 제공하는 기술에 대한 연구도 많이 이루어지고 있다. 오디오의 경우 스테레오, 5.1 채널 오디오 등과 같은 채널 기반 오디오가 방송, 영화 등에서 주로 사용되었는데, 최근에는 객체 기반 오디오, 장면 기반 오디오 기술의 적용이 시도되고 있다. VR 서비스에서도 더욱 실감 있는 오디오를 제공하기 위하여 이러한 최신 오디오 기술의 적용이 시도되고 있다. 본 고에서는 증강 현실 및 가상 현실에 활용될 수 있는 최신 오디오 기술에 대해 간략하게 살펴보고, 최신 오디오 기술이 어떻게 VR 서비스에 적용이 되고 있는지에 대해 살펴본다. 그리고, VR 서비스를 위한 규격 제정 측면에서 오디오 기술은 어떻게 진행이 되고 있는지에 대하여 간략하게 살펴본다.

Trial Discussion about Relative Reality Game Platform based on Gamification Theory (게이미피케이션 기반 연관현실 게임 플랫폼 시론)

  • Park, Yeolhan;Kim, Sangheon
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.89-90
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    • 2015
  • ICT 기술발전에 힘입어 게임은 짧은 시간 동안 기술적으로 큰 발전을 이뤄냈다. 최근에 들어서는 증강현실(AR;Augmented Reality), 가상현실(VR;Virtual Reality) 기술의 연구가 활발한데, 이는 사용자가 직접 게임의 가상공간에서 활동함으로써 독보적인 사용자경험을 제공할 수 있다는 점에서 차세대 게임 기술로 주목받고 있다. 그러나 AR VR 기술은 현재 상용화가 어려우며, 더 다양한 분야의 연구성과가 뒷받침되어야 비로소 구현이 가능하다는 점에서 근미래 게임기술의 목표로 삼기에는 부적합하다. 이에 반해 연관현실(Relative Reality) 플랫폼은 기술적인 요소의 비중이 큰 AR VR과는 다른 방법으로 현실과 가상현실을 엮어낸다. 연관현실은 현실에 가상현실을 더하는 AR과 현실에 기초한 가상현실을 구현하는 VR과 달리, 현실과 가상현실의 상호작용에 주목하고 있다. 이에 따라 연관현실 플랫폼은 기존 게임과는 차별화된 사용자경험을 제공하고, 현재의 기술 수준으로 지속가능한 개발이 가능하며, 향후 AR VR을 통한 대체현실 구현에 기여할 수 있다는 점에서 그 가치가 높다.

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A Study on the Development Direction of New Media Art Using Virtual Reality (가상현실을 활용한 뉴미디어아트의 발전 방향에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.97-102
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    • 2020
  • With the advancement of technology, there are almost no constraints on expression in virtual reality (VR) art; however, it still has some limitations. VR artists can be largely classified into two groups in terms of style. The first group is artists who create their works as a live performance. In this case, a major limitation is that the artist cannot see how the audience reacts to the work because he/she wears a VR device while performing, and the audience cannot fully experience the work, since they view it only on-screen without any VR devices. This problem can be solved if all members of the audience wear VR devices; however, that requires astronomical costs and brings about another problem related to device management. If the price of VR devices decreases as technology develops, it may help solve this problem. The second group is exhibition artists who regularly display their works online. In this case, the limitation is that their work using VR remains only in the virtual digital space. In this case, a solution may be creating space in exhibition halls, and providing VR devices to audience members in existing art exhibitions.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Brainwave VR Controller with Machine Learning (머신러닝을 이용한 뇌파 VR컨트롤러)

  • Park, Myeong-Chul;Oh, Dae-Sung;Han, JI-Hun;Oh, Hyo-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.153-154
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    • 2020
  • 기존 VR컨트롤러는 현손에 별도의 컨트롤러를 들고 조작해야만 해왔다. 이는 현실감을 느끼기 위한 시각적인 요소를 충족시켰음에도 몰입도를 떨어뜨리는 요소이다. 본 연구에서는 현실감을 더욱 증가 시키는 것을 전제로 뇌파를 이용한 VR컨트롤러 기술을 적용하고자 한다. 현재 대중화 되어 있는 VR 장치들을 보면 움직이는 의자, 보행을 위한 장치, 캐릭터 조종을 위한 손에 쥐는 컨트롤러 등을 사용하고 있다. 이러한 장치들은 가상현실을 더욱 현실처럼 느끼기 위한 보조적인 장치들이지만 장치를 설치하기 위한 공간을 많이 차지하기 때문에 일반 가정에서는 잘 사용하지 않는다. 또한 손에 있는 컨트롤러로 가상 현실속의 동작을 구현하다 보니 아무리 내 눈앞에 보이더라도 '단순한 게임이다'라는 생각을 가지고 있어 몰입도가 떨어질 수밖에 없다. 본 논문은 이러한 문제점들을 개선하기 위해 기존의 VR컨트롤러 대신 뇌파입력을 적용한 '머신러닝을 통한 뇌파 VR컨트롤러' 기술을 제안한다. 기존의 VR컨트롤러와는 다르게 빅 데이터 처리기술인 머신러닝을 이용하여 뇌파 데이터를 처리하고 그 데이터들과 입력되는 뇌파 값을 비교하여 가상현실 속의 캐릭터의 동작을 제어할 수 있다.

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A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.681-686
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    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

Stabilization Technique for 360 VR Video Sequences (360 VR 영상용 흔들림 제거 기술)

  • Kim, Geun-Bae;Lee, Jae-Yung;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.817-828
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    • 2017
  • In this paper, we propose an efficient stabilization algorithm for 360 VR sequence, where the geometric information and the relationship between various projection formats have been utilized. The proposed scheme consists of '1st stitching', 'extraction of wide angle picture from VR data', 'stabilization', and '2nd stitching'. The simulation results show that the proposed method outperforms the conventional algorithms in the viewpoint of image quality for end-user.

A Study on the Application of Stereoscopic Depth Value in VR HMD (VR HMD 기반의 스테레오스코픽 깊이 값 적용 연구)

  • Son, Ho-Jun;Kim, Jung-Ho;Lee, Seung-Hyun;Hamacher, Alaric;Kwon, Soon-Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.31-40
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    • 2016
  • Recently, technology of Virtual Reality(VR) based on HMD among various kinds of VR implemented products has received widespread attention. Major IT-related companies around the world participated in VR HMD research and development. Therefore, the possibility of the spread of VR HMD has been highly praised. Demands of VR HMD products using Smart Phone has been especially increased so that it is required to create a high quality of VR contents. The purpose of study in this paper is to apply the depth value of stereoscopic to VR HMD. To implement it, we analyzed VR HMD optical system and converted an experimental image to virtual depth caused by binocular disparity based on the result of calculating NPP(Native Pixel Parallax). We produced the image of stereoscopic applied with the value converted and applied to VR HMD. This study is expected to be utilized as a VR content creation field of quantitative data.

AHRS Sensor Data Correction for Improved Immersion in VR (VR의 몰입감 향상을 위한 AHRS 센서 데이터 값 보정)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1413-1420
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    • 2018
  • The VR / AR market has grown significantly due to the development of virtual reality and augmented reality in the core technology field of the 4th Industrial Revolution. Since VR is basically focused on space and time, and the human brain is very sensitive to temporal events, it is important to make accurate I / O interface technology, one of the virtual reality technologies, not to affect the brain's cognitive ability. VR depends on the technology of the hardware such as the display and the sensor for biometric signal recognition. In this paper, in order to prevent the sensitive brain from affecting the sensor device in consideration of hardware dependency of VR, it is necessary to make various corrections to lower the motion to photon (MTP) to 20m / s or less experiments on the method and filtering were carried out.

Calibration of 9 axis sensor data for high immersion feeling of VR user (VR 사용자의 높은 몰입감을 위한 9축센서 데이터의 보정)

  • Kim, Dong-min;Lim, Ji-yong;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.400-403
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    • 2018
  • The VR / AR market has grown significantly due to the development of Virtual Reality and Augmented Reality, the core technologies of the Fourth Industrial Revolution. According to a report released by the Korea Science and Engineering Corporation (KISTEP), the global VR / AR market will grow to $ 105 billion by 2022. An important key to the growth of the VR / AR market is user immersion. VR is dependent on technology of hardware such as display and sensor for biometric signal recognition. In order to improve user's immersion feeling, it is important to transmit sensor data to display device more accurately and quickly. In this paper, we consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the Motion to Photon (MTP) time that user movement is fully reflected on the display using sensor devices.

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