• Title/Summary/Keyword: VR Game

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Fast Pattern Tracking in Cubemap Video Using Kalman Filter (큐브맵 비디오에서 칼만 필터를 사용한 빠른 패턴 추적)

  • Kim, Ki-Sik;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.43-52
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    • 2020
  • This paper presents a fast pattern tracking method using location prediction in cubemap video for 360-degree VR. A spherical cubemap frame has six face textures and searching a pattern is much slower than a flat image. To overcome the limitation, we propose a method of predicting the location of target pattern using Kalman filter and reducing the search area by considering only textures of predicted location. The experimental results showed that the proposed system is much faster than the previous method of searching all six faces and also gives accurate pattern tracking performance.

Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.185-195
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    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Study on Safety Information Provision for Workers using Virtual Reality-based Construction Site (Virtual Reality 기반의 가상 공사현장 구축을 통한 작업자 안전정보 제공 방안)

  • Park, Junwon;Lee, Sang-Ho;Kim, Sung-Hoon;Won, Jeong-Hun;Yoon, Young-Cheol
    • Journal of the Korean Society of Safety
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    • v.35 no.1
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    • pp.45-52
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    • 2020
  • Construction industry has a relatively higher industrial accident rate than other domestic industries. Thus, to reduce the accident rate, researches on the methodology of worker's safety education combined with new technologies like IT technology have increased. In the light of workers' safety information provision, this study develops a VR(Virtual Reality)-based construction site using the BIM(Building Information Modeling) data. The target structures and geographical features are included in the VR-based construction site where the construction machinery model and worker model are also created using a game engine. For highly effective provision of safety information, video clips with suitable captions corresponding to working processes were made with proper screen directing. They should be appropriately connected to correct worker's operations to improve the work commitment level, sense of reality and inducement of interest. From this scenario, the 3D VR-based construction site, which can be experienced through a VR equipment, was created and in the same platform, the safety information was provided by the video clip combined with the suitable captions. Although the real construction site involves various requirements depending on field situation and the expertness and experience of workers are not consistent, the developed safety information provision based on the VR construction site is expected to effectively reduce the incomplete factors leading to construction accidents by improving the worker's perception of workplace safety.

Implementation of Joystick for Flight Simulator using WiFi Communication

  • Myeong-Chul Park;Sung-Ho Lee;Cha-Hun Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.111-118
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    • 2023
  • In this paper, we propose a WiFi-based joystick with an acceleration sensor and a vibration sensor that can be used in flight simulators and VR fields. The flight simulator is a technology belonging to the ICT and SW application field and provides a simulation environment that reproduces the aircraft environment. Existing flight simulator control devices are fixed to a specific device and the user's activity area is limited. In this paper, a 3D space manipulation device was implemented for the user's free use of space. In addition, the proposed control device is designed as a WiFi communication board and display that displays information and performs 3-axis sensing for accurate and sophisticated control compared to existing VR equipment controllers. And the applicability was confirmed by implementing a Unity-based virtual environment. As a result of the implementation device verification, it was confirmed that the control device operates normally through the communication interface, It was confirmed that the sensing values in the game and the sensing values measured on the implemented board matched each other. The results of this study can be used for VR and various metaverse related contents in addition to flight simulators.

Study on Virtual Reality (VR) Operating System Prototype (가상환경(VR) 운영체제 프로토타입 연구)

  • Kim, Eunsol;Kim, Jiyeon;Yoo, Eunjin;Park, Taejung
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.87-94
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    • 2017
  • This paper presents a prototype for virtual reality operating system (VR OS) concept with head mount display (HMD) and hand gesture recognition technology based on game engine (Unity3D). We have designed and implemented simple multitasking thread mechanism constructed on the realtime environment provided by Unity3D game engine. Our virtual reality operating system receives user input from the hand gesture recognition device (Leap Motion) to simulate mouse and keyboard and provides output via head mount display (Oculus Rift DK2). As a result, our system provides users with more broad and immersive work environment by implementing 360 degree work space.

A Study of Digital Convergence And Integration Contents Utilizing Ink Painting Technique (수묵화 기법을 활용한 디지털 융복합 콘텐츠연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.391-397
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    • 2019
  • Ink painting is an important art creation method in oriental culture. Although ink painting lacks of sense of reality compared to western painting, it contains its unique drawing skills, which is of great significance to the inheritance and development of Oriental culture. Animation or game utilizing by ink painting technique are derivative contents from ink painting. This paper will through research the brief history of 3D ink contents works and traditional drawing skills to research existing ink works' art characters and the general production method. Also describe the extensibility of 3D ink animation contents. There has extremely high research value of new convergence contents as mobile game, VR / AR etc. And according to those research ink style image contents can be assumed get further development in the future.

A study on the Revitalization of e-Sports by Analyzing e-Sports Events (e스포츠 종목 분석을 통한 e스포츠 활성화 방안에 관한 연구)

  • Lee, Jae-Woo;Lee, Jong-Won;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.53-55
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    • 2021
  • 2020년은 COVID-19 바이러스로 인해 e스포츠는 새로운 가능성을 보여주고 있다. 전통적인 스포츠의 경기 진행 및 현장 관람이 어려워 고전하고 있는 반면에 대부분의 e스포츠 경기가 온라인 중계로 정상적인 일정을 진행하였다. 그러나 국내 e스포츠의 종목은 LOL을 비롯하여 극히 일부 게임만 성공적으로 운영되고 있다는 문제가 있다. 본 논문에서는 e스포츠로 성공한 게임을 분석하여 e스포츠 활성화를 위한 제안을 한다.

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A Research on Serious Game for Self-Rehabilitation of Patients with Shoulder injury (어깨손상 환자의 자가 재활을 위한 기능성 게임 연구)

  • Kim, Ki-Hoon;Lee, Woo-Suk;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.87-100
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    • 2019
  • Serious games based on VR(Virtual Reality) and motion recognition technologies have been studied in physical therapy and have shown significant positive effects. These existing systems have focused on measuring performance for the general public rather than patients which need rehabilitation. In the paper, We propose a serious game of self-rehabilitation that measures the patient's current physical state to generate appropriate difficulty levels to aid patients with shoulder injury.

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
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    • v.17 no.7
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    • pp.311-316
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    • 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.