• Title/Summary/Keyword: VR Storytelling

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A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

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.

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.

< VR Simulation for TV Production Using Digital Storytelling > (< 디지털 스토리텔링 기법을 활용한 TV 영상 제작 시뮬레이션에 관한 연구 >)

  • Kim, Mi-Yun;Choi, Jin-Won;Jang, Yong-Jun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.518-523
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    • 2006
  • As digital broadcasting process and information compressing technologies developed, digital technologies have been used extensively in many visual media such as movies and TV programs, and it is required to develop a new process for 3 dimensional digital programs. The study attempts to develop a new digital video-producing process through pre-simulation using a digital storytelling method, in order to increase the quality of broadcasting, reducing the producing time and improve efficiency. This system, supposed to be used to produce actual broadcasting, includes all tools needed for broadcasting in the program, so users can select an appropriate set among the pre-made library, which saves time for making sets. Also, it offers a storyboard making function by perfectly representing the functions of a virtual camera, and enables users to make the better storyboard, checking the real time movies. In addition, it recognizes objects though avatars, organizes the appropriate set for these avatars to act, and embodies a variety of avatar movements through which it reaffirms the camera's position and organization, minimizing errors and saving time and budget.

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Artistic Imagination for Immersive Culture Contents: Mysterious Unju Temple -Virtual Reality Medium (실감문화컨텐츠 개발을 위한 예술적 상상: 운주사 천불천탑의 신비 - 가상현실 구현을 중심으로)

  • Kim, Hea-Sun;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.536-542
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    • 2006
  • 세계 각국은 자국의 문화재를 보존하기 위해 많은 노력을 기울이고 있다. 디지털 복원 기술을 이용하여 문화재를 영구히 보존하려는 시스템 개발 또한 그 중 하나이다. 그러나 문화재는 유형의 물체뿐만 아니라 그에 얽힌 전설과 정신 또한 중요함에도 기존의 시스템들은 형태적인 복원에 치중한 것이 대부분이었다. 본 논문에서는 예술적 상상으로 가상현실 시스템을 이용해 문화콘텐츠 개발을 위한 예술기획 기법을 설명한다. 제안된 기법은 문화원형을 선정하고, 문화적, 예술적 분석과정을 거쳐, 그 결과를 가상현실 시스템에 적용한다. 기획된 내용은 문화콘텐츠 체험 시스템에 적용되었다. 예술기획 기법은 형태적인 측면에서의 문화재뿐만 아니라 그 동안 부재되었던 정신적인 측면 또한, 과제 삼아 문화재 복원의 진정한 의미를 가상현실 시스템에 담도록 하였다.

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Development of SW Education Model based on HVC Learning Strategy for Improving Computational Thinking (컴퓨팅 사고 함양을 위한 HVC 학습전략 기반 SW교육모델 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.583-593
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    • 2017
  • In order to overcome the difficulties of programming education for beginners, various research strategies such as UMC(Use-Modify-Create), design based learning, discovery learning and play learning are applied. In this study, we developed a HVC(History-VR Coding-Collaboration) learning strategy model for the improvement of learner's computational thinking. The HVC model is composed of a combination module of block type. We developed a 12th session storytelling - based virtual reality programming curriculum. As a result, HVC model and SW education program showed significant difference in improvement of learner's computational thinking.

Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

Responsive Digital Heritage Experience with Haptic Deformation (햅틱 변형을 이용한 반응형 디지털 문화 체험)

  • Lee, Beom-Chan;Park, Jeung-Chul;Kim, Jong-Phil;Lee, Kwan-H.;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.210-218
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    • 2006
  • 본 논문은 광주과학기술원(GIST)에서 개발하고 있는 전남지역 '운주사'의 천불천탑 설화를 근간으로 한 반응형 가상 문화 체험 시스템(Responsive Multimedia System for virtual storytelling)의 햅틱 변형 상호작용에 관한 것이다. 기존의 디지털 문화재 체험 시스템은 사실적인 체험을 제공하기 위해 시각 및 청각 기술 개발에 많은 연구 및 노력이 이루어져왔다. 그러나 최근 인간의 인지 체계의 중요 요소인 촉감 상호작용의 중요성이 증대 됨에 따라, 본 논문에서는 가상 문화재 체험을 위한 햅틱 변형 알고리즘 및 상호작용 시스템을 개발하여 가상 불상을 만져보고 그 표면을 변형시키게 함으로써 몰입감을 증대하고 재미를 주는 시스템을 제공하였다. 아울러 체험의 몰입감 증대를 위해 본 시스템은 시/청각과 더불어 청각 효과를 가미하여 체험 시 발생되는 주변 환경의 소리(새, 물, 바람소리)를 제공하고, 기존의 문화체험 시스템과의 차별성을 위해 3 차원 입력장치를 이용하여 체험자가 직접 가상 불상을 변형시키면서 체험자 고유의 작품을 만들어낼 수 있는 상호작용을 제공한다. 따라서 제안된 햅틱 변형 상호작용 시스템은 체험자의 능동적 참여 및 흥미 유발을 통하여 문화 유산에 대한 교육적 효과 및 관심 증대에 기여할 수 있을 것이라 여겨진다.

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An Analysis of the Effect on Using Digital Exhibition of Archives (아카이브의 디지털 전시 활용효과 분석)

  • Choi, Seok-Hyun;Park, Hyun-Suk;Kim, Myoung-Hun;Jeon, Tae-Il
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.1
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    • pp.7-33
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    • 2013
  • Recently, the development of information technology (IT) continues to promote the digitalization of archives (valuable records) and has therefore, affected archiving centers. This digitalization is shown to these archiving centers by taking advantages of various digital exhibitions. This study aims to consider why it is necessary to use digital exhibitions in archiving centers. In order to examine the needs of digital exhibitions, this study focuses on some ideas and important roles in digital exhibitions and research cases of online exhibitions applied with digital technology. Consequently, this study derives some values from them. Digital exhibitions held online continuously provide the following; first, a great amount of information about the archives by using hyperlink; second, the ability to recreate the attractive contents of digitalized archives by utilizing virtual reality, which makes the users greatly interested; the third and final thing online digital exhibitions provide is the storytelling it provides, which also serves as an avenue for people to communicate with one another. These processes of communication are also reflected in the story. In addition, they can help publicize not only the archiving center, but also the local community as it promotes cultural and tourism resources.