• Title/Summary/Keyword: VR Game

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A study for conceptual limitations and development of metaverse (메타버스(Metaverse)의 개념적 한계와 발전을 위한 연구)

  • Kim, Yong-Kyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.591-593
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    • 2022
  • 메타버스는 1992년 스노크래시(Snow Crash)라는 소설에 의해 그 개념이 소개되었다. 그 이후 여러 발전 과정을 거쳐 개념이 정리되었지만, 메타버스가 본격적으로 이슈화된 것은 코로나19 팬더믹으로 인해 사람들의 생활 패턴이 오프라인에서 온라인으로 급격하게 변화하면서 부터이다. 현재 세계적인 대기업들도 메타버스에 대한 많은 투자를 하고 있으며, 수많은 메타버스 플랫폼이 출시되고 있다. 하지만, 처음에는 분명 매력적으로만 보였던 메타버스에 대해 대중들에게 점차 의문을 표하고 있다.. 메타버스의 어떠한 부분이 이러한 인식 변화를 가져왔는지 연구/분석하며, 메타버스의 개념적 한계를 극복하기 위한 방향성을 제시하고자 한다.

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Development of Boxing Game Contents Using Motion Recognition (동작 인식을 이용한 복싱 게임 콘텐츠 개발)

  • Sang-min Choi;Jun-hyeong Park;Gi-beom Ham;Ho-jun Son;Tae-jin Yun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.271-272
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    • 2023
  • 본 논문에서는 게임 개발 플랫폼인 언리얼 엔진 4를 사용하여 동작 인식 기반 복싱 게임 콘텐츠를 개발하였다. Google 사의 미디어파이프(MediaPipe) 오픈소스를 통해 웹캠으로 플레이어의 동작을 인식하며, 미디어파이프의 Pose Landmarks를 기준으로 게임 내의 캐릭터와 매핑하여 캐릭터 동작을 제어하여 복싱 게임에 대한 동작, 자세, 반응속도 등을 연습할 수 있는 콘텐츠를 즐길 수 있다. 제안한 동작 인식 기반 게임은 MediaPipe 기술을 이용하여 자신의 동작으로 게임 캐릭터를 제어하여 더 강한 몰입감을 느낄 수 있고, 비싼 VR 기기들 없이 웹캠만 있으면 어디서든 즐길 수 있고, 다양한 콘텐츠를 싼 가격에 즐길 수 있다.

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A Study on the Application of Class Using Next Generation Content Console Devices (차세대 콘텐츠 콘솔기기 활용 수업 적용 계획연구)

  • Byung-Hyuk Son
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.149-150
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    • 2023
  • 게임 산업의 성장속에 다양한 서비스를 제공하는 게임 플랫폼의 증가와 디바이스의 확산으로 전통적인 게임 콘솔 외에도 개인용 컴퓨터는 물론 가상현실 헤드셋(VR), 심지어 스마트TV를 이용한 클라우드 게임 서비스등 게임을 이용하는데 언제 어디서나 사용할 수 있는 스마트폰과 같은 다양한 장치에서 쉽게 접근할수 있도록 하여 비디오 게임 사용자 증가에 큰 기여를 하고 있다. 본 논문에서는 높은 양질의 게임콘텐츠와 메타버스를 넘나드는 고 퀄리티의 차세대 게임을 분석 및 이해하고 연구를 통하여 게임을 제작하기 위해 게임 엔진에 사용된 제작기법을 이해하기 위해서 피교육자들은 게임을 직접 플레이해보며 사용자의 경험을 쌓고 노하우를 축적하는 것만큼 중요한 것은 없다고 결론지었음. 차세대 콘솔기기를 활용하여 우리 대학 신규 교과목으로 편성 되어있는 XR콘텐츠 제작 프로젝트 수업의 효율과 이해도를 높이기 위해 본교에 설치되어있는 차세대 콘솔기기 활용 및 적용 연구의 필요성을 제시한다.

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Literature Review of Extended Reality Research in Consumer Experience: Insight From Semantic Network Analysis and Topic Modeling

  • Hansol Choi;Hyemi Lee
    • Asia Marketing Journal
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    • v.26 no.1
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    • pp.45-59
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    • 2024
  • Extended Reality (XR) technology, the umbrella term covering hyper-realistic technologies, is known to enhance consumer experience and is therefore developing rapidly and being utilized across various industries. Growing studies have examined XR technology and consumer experience; however, the literature has failed to fully explore hyper-realistic technology through a holistic perspective. To fill this gap, we analyzed 720 Korean and international articles through semantic network analysis and topic modeling and identified the literature on XR research in consumer experience. As a result, we extracted six main topics: "Tourism," "Buying Behavior," "XR Technology Acceptance," "Virtual Space," "Game," and "XR Environment." The results provide comprehensive insight on XR technology in consumer experience, whereas the literature is bounded on the production side as revealing a lack of academic discourse on consumer rights and responsibilities. Research reflecting the consumer welfare perspective is, therefore, recommended for future studies.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

An Educational Effect on the Process of Design for 3D Simulation of Disaster Response System (재난 대응 3D 시뮬레이션 설계과정을 통한 교육적 효과)

  • Song, Eun-Jee;Suh, Don-Hee
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.23-29
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    • 2016
  • Our society is endemic in safety insensitivity, yet we have been concerned for safety education and disaster drill since the Sewol Ferry accident. However, the practical training costs very high, and it has its limit to increase reality. Recently, industry fields put emphasis on virtual reality (VR) as alternatives, so various contents are invented by using advantages of VR. The paper explores crucial application in 3-dimensional simulation for fire drill, suggests novel design, and contemplates about educative result through designing process. In order to construct and materialize the suggested system, practical 3D spatial information model and various disaster-drill scenarios are necessary. Also, to apply game elements for augmentation in users' utility, educations based on computer science and visual art are inevitable, which requires skills in programing and modeling respectively. Thus, this study investigates educational effect of convergence field through the suggested system designing process.

A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

SVM-based Energy-Efficient scheduling on Heterogeneous Multi-Core Mobile Devices (비대칭 멀티코어 모바일 단말에서 SVM 기반 저전력 스케줄링 기법)

  • Min-Ho, Han;Young-Bae, Ko;Sung-Hwa, Lim
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.6
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    • pp.69-75
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    • 2022
  • We propose energy-efficient scheduling considering real-time constraints and energy efficiency in smart mobile with heterogeneous multi-core structure. Recently, high-performance applications such as VR, AR, and 3D game require real-time and high-level processings. The big.LITTLE architecture is applied to smart mobiles devices for high performance and high energy efficiency. However, there is a problem that the energy saving effect is reduced because LITTLE cores are not properly utilized. This paper proposes a heterogeneous multi-core assignment technique that improves real-time performance and high energy efficiency with big.LITTLE architecture. Our proposed method optimizes the energy consumption and the execution time by predicting the actual task execution time using SVM (Support Vector Machine). Experiments on an off-the-shelf smartphone show that the proposed method reduces energy consumption while ensuring the similar execution time to legacy schemes.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.