• Title/Summary/Keyword: VR Image Contents

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A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

A study of Simulacre in Virtual Space for VR content development - Focused on Ocean Space of 『Jasan-urbo』 (VR 콘텐츠 개발을 위한 가상공간의 시뮬라크르 연구 - 『자산어보』의 해양공간을 중심으로)

  • Kim, Sang-Nam;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.558-565
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    • 2020
  • In this study, presents geographic analysis of Heuksando Island We classified each area of the island according to physical attributes. Then, we derived the meaning of each area as a physical space and virtual space. In order to symbolize the events that happens around the spaces, we set directions and relations for those spaces. In this process, we figured the stages of voluntary experience that originates from the user's actions. This study proposes hierarchical categories of virtual environments from spacial reality, experience and the creation of simulacrum.

A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

VR Journalism's Image Text Analysis - Based on The New York Times' (VR(Virtual Reality) 저널리즘의 영상텍스트 분석 - 뉴욕타임즈의 <난민(THE DISPLACED)>을 중심으로)

  • Park, Man Su;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.173-183
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    • 2017
  • In this research, analysis based on VR journalism outlet the New York Times' was carried out. The image analysis of was done through the frames of angle, shot (size, length, movement), and limited user-directed interaction (point, sound). The result of this is as follows. Firstly, the direction was done using a basis of normal and low angles. Secondly, it was able to be confirmed that the shooting was done in order by medium, full, and long shot. Thirdly, with regard to the length of the shot, most direction was done through long takes. Fourthly, most images came to consist of fixed shots. Lastly, this is limited user-directed interaction. This may be separated into 2 aspects: sound, and movement of the independent free agent. Through these, interaction was guided through free point of view concerning realistic situations to point of view guidance and users. This research may be referred to as foundational research for the further advancement of in-depth discussion pertaining to VR journalism.

Fast Stitching Algorithm and Cubic Panoramic Image Reducing Distortions (빠른 스티칭 알고리즘과 왜곡현상을 해소하는 큐브 파노라마 영상)

  • Kim Eung-Kon;Seo Seung-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.580-584
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    • 2005
  • One of the problems of panoramic image stitching methods is that its computational cost is so high that the image processing required usually cannot be done in real-time. Real-time performance is important in applications such as video surveillance becausewe must see current scenes. But it takes more than several seconds to calculate transform coefficients between images. Panoramic VR technologies such as Apple QuickTime VR have problem that distorts images of top and bottom. This paper presents a fast stitching method and a methpd reducing distortions of top and bottom in cubic panoramic image.

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A study on the natural history virtual reality contents using depaysement (데페이즈망 기법을 활용한 자연사VR 콘텐츠 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.365-371
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    • 2019
  • In this study, VR contents were produced by using the rose which is the material of the tomb of the surrealistic work wrestler of Rene Magritte, an artistic genre, as a motive. In conclusion, the distortion (spatial modulation) of the image scale is connected to the dynamic-curve and texture-soft areas, and the superposition (combination of contradictory images) is called the big-size, irregular-depth area, Are connected to the positions of big-size and irregular-space regions. The theme of the work was Dream, and the plants and roses patterns were produced in each timeline, and overlap, scale, distortion, overlap, distortion, and scale were used.

Panorama Image Stitching Using Sythetic Fisheye Image (Synthetic fisheye 이미지를 이용한 360° 파노라마 이미지 스티칭)

  • Kweon, Hyeok-Joon;Cho, Donghyeon
    • Journal of Broadcast Engineering
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    • v.27 no.1
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    • pp.20-30
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    • 2022
  • Recently, as VR (Virtual Reality) technology has been in the spotlight, 360° panoramic images that can view lively VR contents are attracting a lot of attention. Image stitching technology is a major technology for producing 360° panorama images, and many studies are being actively conducted. Typical stitching algorithms are based on feature point-based image stitching. However, conventional feature point-based image stitching methods have a problem that stitching results are intensely affected by feature points. To solve this problem, deep learning-based image stitching technologies have recently been studied, but there are still many problems when there are few overlapping areas between images or large parallax. In addition, there is a limit to complete supervised learning because labeled ground-truth panorama images cannot be obtained in a real environment. Therefore, we produced three fisheye images with different camera centers and corresponding ground truth image through carla simulator that is widely used in the autonomous driving field. We propose image stitching model that creates a 360° panorama image with the produced fisheye image. The final experimental results are virtual datasets configured similar to the actual environment, verifying stitching results that are strong against various environments and large parallax.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Implementation of 360 VR Tiled Video Player with Eye Tacking based Foveated Rendering (시점 추적 기반 Foveated Rendering을 지원하는 360 VR Tiled Video Player 구현)

  • Kim, Hyun Wook;Yang, Sung Hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.795-801
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    • 2018
  • In these days, various technologies to provide a service of high quality of 360 VR media contents is being studied and developed. However, rendering high-quality of media images is very difficult with the limited resources of HMD (Head Mount Display). In this paper, we designed and implemented a 360 VR Player for high quality 360 tiled video image render to HMD. Furthermore, we developed multi-resolution-based Foveated Rendering technology. By conducting several experiments, We have confirmed that it improved the performance of video rendering far more than existing tiled video rendering technology.

A Framework for VR Effects with Multi-sensory Motional Display (운동감 및 다감각 가상현실 효과 시스템의 구조와 응용)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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    • pp.55-66
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    • 2005
  • Virtual reality (VR) simulators have been extended to transfer knowledge and education, and demands for exhibition systems for science education and cultural experiences has also increased. Existing VR simulators, which are based on the dynamics equations of motion, cannot easily be adapted to changes in simulation contents. In order to effectively transfer knowledge and maintain interests through educational applications, an experiential system that has multi-sensory effects as well as motion effects is required. In this study, we designed and implemented a motion generation that is tailored to experiential exhibition systems and multi-sensory VR effects. Both the sense of motion which is generated from the movement of the viewpoint of the visual image, and motion effects which are constructed in advance, are applied to motion simulation. Motion effects which occur during interaction between the user and the exhibition system can be easily added. Various sensory cues that are appropriate to the exhibition system are also considered.

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