• Title/Summary/Keyword: VR Art

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Study on the scalability of public art in new media -As the center of VR drawing- (뉴미디어 공공미술의 확장성 연구 -VR 드로잉을 중심으로-)

  • Yoon, Hee-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.383-388
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    • 2021
  • Various works of art in a convergent form using new media technology Reflecting the attempted trend, this paper examines the footsteps of public art and Looking at the examples of works using new media art as an expression method of public art works, I suggest vr drawing as a new tool for public media art. The drawing performance using the vr drawing tool and the case of the vr realistic performance scarecrow, The vr drawing tool can infer the possibility of practical application as a new expression method of public art. This study uses a vr drawing tool among new media technologies in the future. It is believed that it will be a prior study that will help prospective creators. In addition, compared to the media status in the era of the 4th industrial revolution, art and If you think and analyze the future value of technology, I think it will be a meaningful study.

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.

An Evaluation of Users' Experiences with Gustave Klimpt VR Application Using the Technology Acceptance Model(TAM) (기술수용모델을 기반으로 구스타프 클림트의 <스토클렛 저택의 장식벽화(Stoclet Frieze)> VR 애플리케이션에 대한 사용자 경험 평가)

  • Rhee, Bo-A;Choi, Yeo-rim;Jeong, Do-Young;Park, Seong-Hun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.297-300
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    • 2017
  • 본 연구는 기술수용모델(Technology Acceptance Model)을 기반으로 <클림트 인사이드(2017)>전시에서 사용된 <스토클렛 저택의 장식벽화(Stoclet Frieze)> VR 앱에 대한 인지된 유용성(이하 PU)과 인지된 이용용이성(이하 PEOU)의 평가에 초점을 맞추었다. VR 앱의 학습적합성(SFL)이 감상적합성(SFA)보다 높게 평가된 PU의 경우, 학습유용성(UFL)과 감상유용성(UFA)의 모든 요인이 만족도(DOS)에 긍정적인 영향을 미침으로써, 전시환경에서의 VR 앱의 학습에 대한 내적 동기 부여 및 감상 지원에 대한 잠재력이 확인되었다. 또한 PEOU의 모든 요인들은 DOS뿐만 아니라 DOI와도 유의미한 상관관계를 가졌다. 본 연구를 통해 TAM의 PU와 PEOU의 ATUA(DOS 및 DOI) 및 BITUA(ITRA(1) 및 ITRA(2))에 대한 영향력이 검증됨에 따라, 두 변수는 사용자의 VR 앱에 대한 기술 수용에 대한 예측을 가능케 했으며, 결론적으로 예술작품 원작을 재매개한 VR 앱에 대한 평가모델로써 TAM의 적합성이 입증되었다.

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An Empirical Analysis on the UX in VR Application of Artworks: A Case Study on

  • Kang, Jisu;No, Hanna;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.31-38
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    • 2021
  • This study empirically investigated the user's experience with based on the Technology Acceptance Model. According to the frequency analysis results, the usability for learning was evaluated relatively higher than that for appreciation from the perspective of perceived usefulness and the technical factors such as graphics and modeling raised the issue for the quality improvement. According to the results of the correlation analysis, the usability for learning correlated with the degree of satisfaction. In addition, all detailed factors of perceived ease of use positively influenced on the degree of satisfaction and the impact of the environmental factor on the degree of satisfaction was greatest. The degree of satisfaction with the VR application significantly correlated with the degree of immersion and behavioral intention to the VR application. Therefore, this study proved the suitability for the Technology Acceptance Model as a tool for evaluating a VR application.

The Sutability of VR Artwork as an Immersive Learning Tool (몰입적 학습 도구로서의 VR 예술작품의 적합성)

  • Rhee, Boa;Kim, Jusub
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.223-226
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    • 2016
  • 본 논문은 최근 출시된 반 고흐 VR 예술작품의 2D 및 3D 콘텐츠에 대한 경험을 분석했다. 두 가지의 콘텐츠에서 쾌락적 특성이 강하게 나타났으며, 원작의 재생산된 작품으로서가 아니라 새로운 창작물로 인지되었다. 콘텐츠의 일반적 특성과 마찬가지로, 몰입감의 경우에도 2D 보다는 3D 콘텐츠에 대한 평가가 더욱 긍정적으로 이루어졌으며, 두 가지의 콘텐츠에서 가장 높게 평가된 몰입감 요인은 주의집중력으로 제시되었다. 특히 3D 콘텐츠의 경우, 다감각적 촉진은 가상공간에서의 현존감(presence)과 관련된 육체적 움직임에 대한 역동성에 영향을 미쳤으며, 원작에 대한 현존감은 가상공간에서의 현존감과 몰입감으로 대체되었다. 3D 기반의 콘텐츠는 학습에 대한 내재적 동기부여를 비롯, 그룹 토의의 활성화, 예술작품 및 작가에 대한 관심 증가 등의 몰입형 학습 도구로서의 효용성이 유의미하게 나타났다. 비록 2D 및 3D 콘텐츠의 몰입학습을 위한 도구로서의 적합성이 예술작품에 대한 감상 및 해석도구로서의 적합성보다 높게 제시되기는 했지만, 예술작품의 진정성과 아우라라는 관점에서 보면 '회화적 동일성'은 존재했지만 콘텐츠의 재창조적 특성으로 인해 '미학적 동일성'은 보장되지 못했다. 이러한 현상은 VR 예술작품의 콘텐츠 제작 목적의 상이함 뿐만 아니라 기술적 정교함 및 예술적 전문성 결여에 기인한다.

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A Study on the Effect of VR Content on Sub-Syndromatic Depression of Chinese Students in Korea - Based on Attention Restoration Theory (ART) - (VR 콘텐츠가 재한 중국인 유학생 아증후군적 우울 상태에 미치는 영향 연구 - 주의력회복이론을 기반으로 -)

  • Ding, Xianyao;Lee, YeonWoo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.124-134
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    • 2022
  • Based on existing research, the psychological state of Chinese students has become a very significant issue that needs to be resolved. In addition to paying attention to the daily life and study of Chinese students, the psychological problems of Chinese students are also worthy of attention. At the same time, if the existing psychological problems are not resolved in time, serious consequences may result. Based on the ART(Attention Restoration Theory) theory, this article uses VR (Virtual Reality) content as a medium, uses 3D modeling software to build a healing scene that helps Chinese students improve their psychological and emotional state, and presents it in a VR device. To achieve the purpose of improving the psychological and emotional state of Chinese students. According to experimental tests, the VR recovery scene constructed by this method can help improve the psychological mood of Chinese international students who already have subliminal depression. The results of independent sample T-tests after data analysis experiments show that after the intervention of the experiment, the depression of the experimental group is significantly improved compared to the control group. It is proved that the method in this study is effective for the mentality and emotion of Chinese international students who have subliminal depression. There is a significant improvement effect.

Arrangement of narrative events and background in the contents of VR 360 video (VR 360 영상 콘텐츠에서의 서사적 사건 및 배경의 배치)

  • Lee, You-Na;Park, Jin-Wan
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1631-1639
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    • 2018
  • VR 360 video contents requires new visual language research in that the viewer inevitably makes partial appreciation unlike traditional video contents. In this study, we paid attention to the fact that arrangement of events and background elements in the 360-degree extended background of VR 360 video contents will play a major role in guiding the audience. Therefore, this study focuses on the arrangement of events and background elements from a narrative point of view, and analyzed the aspects of VR 360 video contents cases.

Virtual Reality and Augmented Reality in Plastic Surgery: A Review

  • Kim, Youngjun;Kim, Hannah;Kim, Yong Oock
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.179-187
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    • 2017
  • Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.